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Well whenever the M119A3 gets released, you can slingload it with a Ghost Hawk and above:
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G'day @mankyle, Great to see you're back modding again and even better to hear that your health is improving. The new ships are looking really good and your ideas sound very promising. Keep up the good work, but don't wear yourself out. Regards Wansec_6
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In our current mission we setup a FOB on the other side of the map (SOG) and we are having one small issue with it. Sometimes when we start the server up the doors on the FOB will be locked. Is there anything we can do to prevent this? Thanks!!
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Need help with a code to delete group if the group has less then 3 units alive in the group?
pierremgi replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
condition: {alive _x} count units oneGroup < 3 Note: the GL is not a specific case, imho. {deleteVehicle _x} count units oneGroup; Note: after V2.16 released : deleteVehicle units oneGroup; deteteGroup oneGroup; -
CBA - Community Base Addons - ARMA 3
munger replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi. Can someone tell me where addon keybinds are stored? Is there a file I can take a copy of? Sometimes my Arma crashes and deletes all of my keybinds including addon keybinds so I would like to be able to back them up instead of having to manually change them in Configure Addon Controls every time. Thanks. -
UH-60 Pack A3 RC55 - Removed the target boxes from the HUD of the UH-92. It seemed a bit unrealistic to me, as a utility helicopter with no real weapons to use the feature. - MQ-17 Cargo Drone now with IDAP, in the IDAP/Drones category. https://drive.google.com/file/d/10BH1bILnA-ky2KrqYIp7Ki8p29SBUIXX/view?usp=sharing
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EricJ Weapons Pack RC99 - Fixed some filepath errors for some files - Added an Independent "US Militia" faction, mainly focused on the LWRC family of weapons, as well as the Masada rifle. Units include a Soldier, Squad Leader, Marksman, and Driver. Custom Offroad textures are included as well. https://drive.google.com/file/d/10A_zBwMioi9sa98J9UdYpTvUkSeNW6Yv/view?usp=sharing
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Wanting to apply a custom init script to all Blufor (or any side) units
Necropaulo replied to Sideguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, actually your script affect only one unit, the unit call "Dude1". With this script, you need to named every unit in your mission, it will be really reaaaallllyyyy long 😀 You can try something with allUnits, it could be a way to do it easyly. I'm not an expert, so i'm not really sure this is a good way to solve your problem ^^' Edit: there is a few information in this topic :) -
Basic US Militia Infantry Squad. 6 are regular Rifleman, 1 Squad Leader, and 1 Marksman. Should be good enough for most scenarios, should you choose to use it.
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Put this Script in Your Scenario & AI will Hunt You After Para-dropping from a Helicopter!
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I have this code in a a trigger to delete a group when all the units in the group are killed except for the squad leader who is usually away from the group with a dostop command. Trigger expression Call {{alive _x} count [ m1, m2, m3, m4, m5, m6, m7,m8,m9] < 1} On Activation DeleteVehicle GL Is there a way I can have the group deleted if say the group only has < then 3 units still alive in the group. So if the GL and one of the unit is still alive I would like the entire group to get deleted.
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Wanting to apply a custom init script to all Blufor (or any side) units
Sideguy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a script that I want to use on all AI units of a side, and I have no idea how to do so. The script itself is below, it simply makes a unit small. The reason why I want to apply it to all units of blufor is that I want to spawn in custom units and they get effected by the script. I did try and make a custom composition with this script, but I ran into the problem of only 1 ai unit being downsized and the unit that was previously downsized returning to normal size. If it is possible to figure out a way to have this be able to be in the init of the unit, and I can just spawn him in via zeus with custom compositions that would be great (could possibly make it into a mod--a Santa faction with elfs.). That's the solution I'd prefer, but I'd be fine with applying the script to either a group of ai or to the entire side. I'm pretty new to scripting, and have no idea what I'm looking for. Thanks for the help. -
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And a Squad Leader archetype: The only real difference is the helmet, as I'm trying to keep the weapons fairly simple and not overboard given logistics and the like.
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Hi, thanks for the reply. The problem is that for more than a year the game worked without problems, then I uninstalled it and reinstalled it again after about two months and since then I haven't been able to start the game, every time the same crash. I made a ticket on the feedback site with the crash files attached. I will do a memory check though. Edit: I did a memory check, there are no problems with them.
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Hi Vafana, While in most cases that is correct, I've experienced that it's not always the case. Sometimes programs tend to do stuff differently than what's normal behaviour. As I said, it's something worth to check for good measure. I have seen that there's an similar error on the feedback site T164891 Besides that, could you add the following: - Reforger log files - Windows application/system event log containing entry around the time of crashing. - What OS version, firewall, virus scanner or vpn are you using? This would help. 🙂
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How to Spawn AI Group with custom loadouts?
Joe98 replied to DOA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
. You don't need to spawn anything. Create the unit with the details that you see fit. Place the unit in an out of the way place on the map. Create a trigger and when the trigger fires, transport the unit to the correct location. . . -
Some progress.... I have enabled the Davits for the RKSL LCVPs (My idea will be to also enable gunboats in the same place). I still have to texture some parts, but before I have to add more details on the bow. I'm also working on the loading ramps (bow and stern). Have patience... I don't have much time for modding right now. For COOP landing ops... the idea will be: - First, launch the helicopter and the RHIB... - Secure landing área and environs - Signal launching of the LCVPs - Amphibious IFVs can also be launched from the stern - Lastly, beach the LST and unload tanks and trucks bear in mind that this is an small ship (100 meters) and the cargo capacity (due to the limitations of Vehicle in Vehicle) is vastly reduced from reality. IRL it could transport at least 6 or 8 more light vehicles plus 4 or 5 more tanks or heavy vehicles. Arma is that way... After I finish the LST 100, I will continue working on her bigger 120 meters brothers. Those can carry half a dozen more vehicles.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
MATR1X replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for 10 years or service and congrats mate. Also glad you made the decision to upload your mods to Steam, I have to say. I very much appreciate the contributions you have made to the community and am always excited to check new releases and updates. Absolutely top notch.- 5756 replies
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pierremgi started following Dropping bombs on grenade pos
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Dropping bombs on grenade pos
pierremgi replied to DELTA-13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
isClient is not a command... anyway, player has sense only on clients (never on dedicated server), so useless. Useless also remote executing such code, if you already run it on every client! So, I suggest you run the following code in initPlayerLocal.sqf (run by every client when player is already defined) : player addEventHandler ["FiredMan", { params ["_unit", "", "", "", "_ammo", "", "_projectile"]; if (_ammo in ["B_IRStrobe","O_IRStrobe","I_IRStrobe"]) then { _projectile spawn { params ["_projectile"]; waitUntil {sleep 0.5; velocity _projectile isEqualTo [0,0,0]}; private _pos = getPos _projectile vectoradd [0,0,300]; private _bomb = createVehicle ["Bo_GBU12_LGB", _pos, [], 0, "NONE"]; _bomb setVectorUp [0,1,0]; }; }; }]; You don't need anything else. The bomb is local to the player but should work everywhere (createVehicle has Global Effect (GE)). Tell me if there is some sync problem in game. -
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UNA Containers RC1 - First Release https://steamcommunity.com/sharedfiles/filedetails/?id=3110128696
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And requisite support vehicles. I think of the meme about Toyota liking the sales in the Middle East, while Arma 3 has the Offroad manufacturer supporting various factions. Anyway regular truck and gun truck: Also changed the dress of the Driver, as you can see here on the Gun Truck. Not much else unless there are some suggestions. I may do a Squad Leader and do some unit setup, but not sure yet.
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Added a bipod for the Rifleman: And called the Sniper a "Marksman" instead, with a scope-equipped Masada SPR:
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KHÁM PHÁ SỨC HÚT KHÔNG THỂ CƯỠNG LẠI CỦA GAME NỔ HŨ FI88
gamenohudoithuonguytin posted a topic in BOHEMIA INTERACTIVE: Web-Pages
Nổ Hũ FI88 đã thu hút một lượng lớn các bạn trẻ đến trải nghiệm và trở nên ngày càng phổ biến: trò chơi hấp dẫn, đồ hoạ đẹp mắt cùng tỷ lệ thắng cao... Một sự lựa chọn không thể bỏ qua cho những ai yêu thích sự kịch tính và thử thách. Hãy cùng Nổ Hũ Đổi Thưởng khám phá ngay nhé. https://gamenohudoithuonguytin.com/no-hu-fi88/ #gamenohu #gamenohudoithuong #gamenohudoithuonguytin #nohu #nohuonline #nohufi88 #fi88 -
More work: The top is the Driver, while the bottom image is the Rifleman. I thought about giving them Multicam (since you can buy it online), but chose the civilian look, for those scenarios when you're fighting certain subsets of people, who buy stuff like this. I'm trying to keep it fairly generic, and no grenades (sorry), but so far it's pretty good so far. Just have to do a sniper and that will be it.
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First look. I decided to slap it with the Weapons Pack for now, just so I have some weapons. I'll give him a helmet to mess with, but that's what I'm going for. I don't have any veteran T-shirts made so I'll stick with mainly the Looter clothing for the most part. I'll have a Rifleman, Driver, and a Sniper unit, which I will think will be enough for now. I'll add an ACOG, and a laser to the LWRC, just so there is some accurate fire, etc.
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