08.09.2020
51

Nov 07, 2012  Helmet camera POV I am wondering if it is possible to have a helmet cam in Arma 3, literally the point of view you would get from any combat footage videos with part of the helmet visible etc. If anyone knows of a working script or at least point. This helmet is designed to conform to Ballistic Resistance NIJ Standard-0106.01, and will multiple handgun calibers IAW the NIJ 0101.06 standard. Multiple hits at the same point of impact will not penetrate this helmet. The Extra Large Unit can generally fit anyone’s head, we will exchange the unit for free if it does not fit. Arma-Core Brand. Mar 21, 2013  ARMA 3 + TRackIR 5 6DOF Chopper flight (Amazing pilot) - Duration: 10:14. ArmA 3 Helmet Cam - proof of concept - Duration: 1:33. KrAziGamer 9,452 views. Feb 03, 2019  Description: cTab, 'The Commander's Tablet', is an Arma 3 add-on that provides players with quick access to command and control features including Blue-Force Tracker, UAV video and control interfaces and unit helmet camera access.

  1. Arma 3 Helmet Cam
  2. Arma 3 Helmet Camera

FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.10 (Campaign episode 'Adapt', MP optimizations, HDAO)
SIZE: ~961 MB Microvellum toolbox keygen download.

Arma 3 Helmet Cam

DATA

  • Added: Campaign episode “Adapt”
    • We recommend not using active mods - or at least accept that we cannot influence their effects on the campaign.
    • Consider checking for data corruption by verifying local data in the Steam client.
  • Added: 'Adapt' music
    • 4 event tracks (with variants)
    • 1 ambient track
    • 1 background track
    • 4 lead tracks (with variants)
  • Added: 2 new voices to Radio Protocol
    • 1 British English
    • 1 Altian English
  • Wy-55 Hellcat cockpit visually tweaked
  • Fixed: Distant LOD of Hellcat making it transparent
  • Added: When all sides are using respawn tickets, their numbers will be automatically shown in the debriefing
  • Fixed: Missing scrollbar in 'Scenarios' and other displays
  • Properties of scrollbars are handled by CScrollBar itself now
  • Added blinkingPattern and blinkingPatternGuarantee parameters where appropriate and restructured MarkerLights config
  • Emissive materials for MarkerLights are now animated according to the lights being on or off or blinking
  • Models: reworked position lights selections
  • HMD of Hellcat has been re-centered
  • Reworked proxies of Buzzard to be useful for user armament
  • Tweaked PhysX collision damage for tanks
  • Tracks of tanks should not get damaged up to 30 KPH collisions
  • Zeroing for Kuma commander HMG
  • Configured animation sources and animations for MarkerLights on Boat_Civil_04, RoadCone and RoadBarrier
  • Fine-tuned position of various group members in editor
  • Darter doesn't have FAKs anymore (http://feedback.arma3.com/view.php?id=13089)
  • Fixed: Using non-existent rank resulted in incorrect returned value (BIS_fnc_rankParams)
  • Added: When commander rank is missing, it's not displayed (BIS_fnc_ORBATGetGroupParams)
  • Fixed: Scripting error when no respawn position was found
  • Fixed: Script header of BIS_fnc_MP contained misleading description
  • BIS_fnc_playVideo: default variable for skipping videos was incorrectly set, resulting in instant termination under certain circumstances
  • Added: In module config, 'isGlobal = 2' now has the same effect as 'isPersistent = 1'. The isPersistent attribute remains supported, but is considered deprecated. See http://community.bistudio.com/wiki/Arma_3_Modules for more info.
  • New scripted geometry function added
  • Redistributed proper helmets among Grenadiers
  • Small fix of OPFOR Leader's helmet inheritance class
  • Miller now has some basic equipment when placed in the editor
  • New character heads received some polishing
  • Changed: Simulation Manager now ignores helper objects
  • Added: Poster Module
    • Removed graffiti, leaflets and posters from editor
    • Added: Variable (postersArray) with all posters in namespace of a building added
  • Fixed: Roadways of chapels and the airport tower
  • Fixed: Missing empty parameter for battlefield sounds (http://feedback.arma3.com/view.php?id=16512)
  • Added non-homogenous material for radar dome
  • Configured posterSize, icons and mapSizes for graffiti
  • Fixed: Non-functional binoculars
  • Added: Black background when player is off the map
  • Increased weight of machine guns while maintaining their weight differences
  • Fixed: Localization for yellow flare and for 3rnd flare magazines
  • Fixed: Zubr .45 had stretched / misplaced textures on the cartridges (http://feedback.arma3.com/view.php?id=16491)
  • Increased number of suppressors and flashlights in Support ammo boxes and Air Supply boxes
  • The material of craters has been tweaked
  • Added modest camera shaking from nearby hits for infantry weapons
  • SMGs have improved zeroing for iron sights
  • Tweak: Higher AI engagement ranges. AI snipers with GM6 should attack from greater distances.
  • Fixed: Hellcat hitpoints
  • Fixed: An issue with animations getting stuck when using a medikit with a handgun
  • Fixed: An issue with standing up when trying to strafe in fast prone
  • Added: New helmet camouflages
  • Adjusted: Carbine rifles distribution
  • Added: BIS_fnc_bleedTickets - system which will decrease amount of side respawn tickets based on sector dominance
  • Added: BIS_fnc_counter now supports multiple name spaces
  • Added: Executing call bis_fnc_respawnTickets will now return an array containing side with the lowest number of tickets and their value
  • Fixed: Glasses were not recognized correctly (http://feedback.arma3.com/view.php?id=16574)
  • Added: BIS_fnc_sortAlphabetically - a function to sort an array of strings alphabetically
  • Fixed: BIS_fnc_dirTo returns negative value in some situations (http://feedback.arma3.com/view.php?id=16556)
  • Added: Corresponding AA and AT static launcher backpacks for every respective faction (http://feedback.arma3.com/view.php?id=16520)
  • Fixed: A typo in Industry Standard preset and cleared some redundant entries
  • Fixed: AI disembarking from WY-55 Hellcat sometimes breaks main rotor
  • Radio Protocol: preview samples used in profile editor now include all speakers for each voice type
  • Fixed: Missing classes of the Altian Radio Protocol
  • Roadways of small chapels have been tweaked
  • Added: Empty ORBAT sizes
  • Fixed: KIA cargo pose of Hellcat crew
  • Fixed: Some situations in which credits would not execute
  • Fixed: An error that appeared when changing mission parameters during hosting a multiplayer game
  • Added: colorFocused and colorBackgroundFocused parameters for setting colors of focused RscShortcutButton
  • Fixed: Support calls should now be globally limited instead of per player in Defend Kamino MP mission
  • Fixed: A flying H-barrier in the AA outpost has been grounded
  • Fixed: Bugged left sleeve of FIA soldier model
  • Added: BIS_fnc_fixDate - checks and ev. fixes the date and time, when it goes out of the boundaries
  • Added: BIS_fnc_isLeapYear - returns true if given year is leap year
  • Added: BIS_fnc_monthDays - returns number of days in given month
  • Fixed: An issue where NVGs could remain on during cutscenes
  • Fixed: CSAT Grenadier now has correct helmet
  • Tweaked: Effects of suppressors on bullets
  • Tweaked: Underwater ammo speed and damage
  • Function BIS_fnc_setToPairs now has a correct example
  • Added new functions to control the stacking of disabled save games
    • Modified BIS_fnc_cinemaBorder and BIS_fnc_quotations to support stacking of disabled save games
    • Modified all “Survive” missions to support new stacked handling of disabled saving
  • Continued work upon soldier protection:
    • Slightly decreased collateral resistance of OPFOR soldiers’ extremities
    • Decreased OPFOR advanced uniform protectiveness of extremities for it was too powerful. Still, it protects comparatively better than other uniforms.
    • Set up specific protection values for BLUFOR Helipilot and Pilot coveralls. It will not save you much more than the standard uniform, but there is a certain difference.
    • Set up proper protection values for OPFOR Officer uniform
    • Range-master belt, bandoleer and chest-rig armor values set to zero (serving as just equipment holders)
    • Tweaked helmet protection levels
    • Minor tweaks in ammunition, precise adjusting of minimalHitRange values, damage scaling rounds up, pistol ammunition damage adjustments and grenade tweaks
    • Adjusted explosives to maintain the protection of grenadier vests against explosives and grenades
    • Minor changes in soldier equipment due to changes in headgear. Purpose of classes is not affected in any meaningful manner.
    • Impacts of bullets cause soldiers to ragdoll a bit (flinch) even if they are fully absorbed by armor
    • Decreased overall helmet protection values to increase significance of head-shots and general lethality of damage to the head
    • Increased density of soldiers’ bodies to improve headshot lethality
    • Because of the previous change it was also necessary to halve the explosion shielding of head hitpoint in general to maintain helmet protection levels for collateral indirect damage and explosions
    • Fixed HE grenade from underbarrel GL weapon to match his RGO Frag grenade counterpart
    • Elevated OPFOR collateral protection for hands and legs for the previous values were not sufficient to create meaningful difference between OPFOR and soldiers of other factions
  • Mk20 rifle now has correct zeroing steps of iron sights
  • Fixed: Possible issues with cinema border function being called badly
  • Engineer should be no longer stuck after repairing a vehicle

Arma 3 Helmet Cam

ENGINE

Arma 3 Helmet Camera

  • Added: Initial implementation of HDAO method for ambient occlusion computation
    • Kudos to AMD engineer Layla Mah!
    • It's available only for DX11 GPUs (uses compute shaders)
    • Can be found in video options in AO settings
  • Several multiplayer optimizations
    • Optimized dynamic errors for server
    • Better load spread across several CPU cores
  • Various PhysX-related crash opportunities fixed
  • Various small fix merges from core RV engine
  • Fixed: Possible crash in Dedicated Servers
  • Removed: setAIS scripting function
  • Optimization of bleeding splatters creation
  • Optimization of footstep marks creation
  • Fixed: AI's selection of rifle and handgun
  • switchCamera command now works for external / internal camera when gunner camera is not allowed
  • Merged and used some optimization of collision detection from DayZ
  • Fixed: Crash caused by wrong vertex data in specific objects
  • Added several safety checks to prevent unnecessary AI calculations (optimization)
  • Stolen (different side) vehicle is unassigned from group - to prevent AI team members from destroying it
  • Fixed: 3rd person mortar view
  • Fixed: Artillery not shooting at given position
  • Fix for low skill AI turret gunners shooting at impossible-to-hit targets
  • Tripwire mines now work properly when put in buildings
  • Swimming soldiers stop levitating / swimming on land
  • Fixed: Creation of duplicate post process effect handles after saved game is loaded
  • No longer creating target lists for empty groups (small AI optimization)
  • Fixed: CTD caused by broken skeletons - added index check
  • Fixed: An inventory issue with backpacks in crates
  • Fixed: Spawned medikits and FAKs sometimes have zero weight
  • Simulation of dead bodies has been optimized
  • Adjusted: Dynamic Calculated Error for AI, working on turrets, reacting to loosing sight of target
  • Slight rendering optimization in stencil buffer usage
  • Fixed: Disappearing tags when publishing a mission to Steam Workshop
  • Fixed: Shadow of a proxy object when the proxy itself or the main object are not visible
  • Fixed: AI unit is no longer repeatedly swapping gunner / observer position
  • Fixed: The addItem command didn't register that a unit has magazines (http://feedback.arma3.com/view.php?id=15885#c62694)
  • Fixed: Houses no longer have inventory
  • Fixed: An issue with inability to play a mission that was subscribed from in-game overlay in offline mode right after the subscription
  • Fixed: An issue where AI switched to sidearm but seemed to still be holding their primary weapon
  • Fixed: Connecting headless client to password-protected server
  • Fixed: AI avoiding dead bodies
  • Tweaked: Low-skilled AI soldiers and gunners to be minimally effective
  • Fixed: Low-skilled AI tank gunner couldn't engage targets properly
  • Hotfixed: SubSkeleton log spam
  • Added: Server option enablePlayerDiag for printing diagnostics about players and pending messages