Jump to content

Recommended Posts

On 9/10/2019 at 2:24 PM, ruff said:

A mod which can set camouflage values depending on the specific clothing you wear. Technically like a mod where you would add a config reference in your specific addon config and set the camouflage value for that specific clothing or item. So when in game you when you change clothing from civi clothes to camouflaged clothes your camouflage value lowers.

Sorry for late reply, but I've tried to make one before. That hits the performance (Because needed to check uniform, parameter and surface type for every units for every once in a while) so hard however so I considered that's not an ideal thing. That's one of the thing I really wish to see in Arma, but I'm not smart enough to make one in a performance-friendly way.

  • Like 1

Share this post


Link to post
Share on other sites

Pair of somewhat silly questions:

1) Does anyone know a mod containing 3den prop  of  opened empty suitcase or rugged plastic case ? 

 

2) Are there any mods containing civilian,  sem-auto only AR-15 style rifles?   These things are common as hell in US,  and avaiable for civilian shooters in most of europe, and would make lot of sense for any kind of western militia/irregular force -  and yet,  all mods i have seen so far have only military versions with full auto enabled.   Only semi-auto ones i have been able to find are DMRs (like CUPs mk12 ).

Share this post


Link to post
Share on other sites

I was playing escape with the peeps on outkasts and wondering if it is possible to create a "dead man's switch" mod? It would be added to a C4 or satchel charge, and activated then press FIRE to trigger it. If the player is shot or dead and "lets go" of the mouse button, it blows up.

 

Basically player based suicide bomber. It would be cool to have a slow blinking red light and or beep but not necessarily.

  • Like 1

Share this post


Link to post
Share on other sites
On 10/8/2019 at 5:35 PM, Valken said:

wondering if it is possible to create a "dead man's switch" mod?

 

Hello there Valken !

 

https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Killed

ex :

//	https://community.bistudio.com/wiki/Arma_3_CfgMagazines

GF_RB_Ammo = [			//	"M_NLAW_AT_F"];	//	test

	//	Small
	"APERSBoundingMine_Range_Ammo",
	"APERSMine_Range_Ammo",
	"APERSTripMine_Wire_Ammo",
	"DemoCharge_Remote_Ammo",

	//	Medium
	"ATMine_Range_Ammo",
	"SatchelCharge_Remote_Ammo",
	"IEDLandBig_Remote_Ammo",
	"IEDLandSmall_Remote_Ammo",
	"IEDUrbanBig_Remote_Ammo",
	"IEDUrbanSmall_Remote_Ammo",
	"M_NLAW_AT_F",
	"M_Scalpel_AT",
	"M_PG_AT",
	"M_Air_AA",
	"M_AT",
	"M_SPG9_HE",
	
	//	Large
	"Bo_Mk82",
	"Bo_GBU12_LGB",
	"Bomb_03_F",
	"Bomb_04_F",
	"BombCluster_01_Ammo_F",
	"BombCluster_02_Ammo_F",
	"BombCluster_03_Ammo_F"	
];


_this addEventHandler ["Killed", {
	params ["_unit", "_killer", "_instigator", "_useEffects"];

	_Ammo = selectrandom GF_RB_Ammo createVehicle (_unit modelToWorld [0,0,0]);
	_Ammo setDamage 1;
}];

 

  • Like 1

Share this post


Link to post
Share on other sites

@GEORGE FLOROS GR how do I use the script?

 

Another request for kids to learn to play ARMA:

 

It is possible to create an AI "teacher" like those game to follow you around, and have the player do tasks:

 

 

 

The reason is have something fun for kids to get into ARMA.

  • Like 1

Share this post


Link to post
Share on other sites

initplayerlocal.sqf

Spoiler

player execvm "GF_Dead_Man_Switch\GF_Dead_Man_Switch.sqf";

GF_Dead_Man_Switch.sqf

Spoiler




//________________	Author : GEORGE FLOROS [GR]	___________	12.10.19	___________


/*
________________	GF_Dead_Man_Switch Script - Mod	________________



Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

ArmA 3 | Notepad ++ SQF tutorial
https://www.youtube.com/watch?v=aI5P7gp3x90

and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/

BI Forum Ravage Club Owner :
https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/
*/


//________________ Settings _____________
//________________ Set true or false  _____________

GF_DMS_Systemchat_info			= true;		
GF_DMS_diag_log_info			= true;




if(GF_DMS_Systemchat_info)then{
	systemchat "GF_Dead_Man_Switch Script initializing";			
};	


if(GF_DMS_diag_log_info)then{
	diag_log "//________________	GF_Dead_Man_Switch Script initializing	________________";
};


//	https://community.bistudio.com/wiki/Arma_3_CfgMagazines

GF_DMS_Ammo = [			//	"M_NLAW_AT_F"];	//	test

	//	Small
	"APERSBoundingMine_Range_Ammo",
	"APERSMine_Range_Ammo",
	"APERSTripMine_Wire_Ammo",
	"DemoCharge_Remote_Ammo",

	//	Medium
	"ATMine_Range_Ammo",
	"SatchelCharge_Remote_Ammo",
	"IEDLandBig_Remote_Ammo",
	"IEDLandSmall_Remote_Ammo",
	"IEDUrbanBig_Remote_Ammo",
	"IEDUrbanSmall_Remote_Ammo",
	"M_NLAW_AT_F",
	"M_Scalpel_AT",
	"M_PG_AT",
	"M_Air_AA",
	"M_AT",
	"M_SPG9_HE",
	
	//	Large
	"Bo_Mk82",
	"Bo_GBU12_LGB",
	"Bomb_03_F",
	"Bomb_04_F",
	"BombCluster_01_Ammo_F",
	"BombCluster_02_Ammo_F",
	"BombCluster_03_Ammo_F"	
];


GF_DMS = {

	_explosives =["SatchelCharge_Remote_Mag","ATMine_Range_Mag","APERSMine_Range_Mag","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","APERSTripMine_Wire_Mag","ClaymoreDirectionalMine_Remote_Mag","DemoCharge_Remote_Mag","IEDUrbanBig_Remote_Mag","IEDLandBig_Remote_Mag","IEDUrbanSmall_Remote_Mag","IEDLandSmall_Remote_Mag","HandGrenade","MiniGrenade","HandGrenade_Stone"];
	_hasExplosive = false;
	if (count (_explosives arrayIntersect magazines _this) > 0) then {
		_hasExplosive = true;
		
		_this addAction 
		[
			"<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF0000"">Enable Dead Man's Switch</t>",
			{
				params ["_target", "_caller", "_actionId", "_arguments"];
				
				_caller addEventHandler ["Killed", {
				params ["_unit", "_killer", "_instigator", "_useEffects"];
				_unit removeEventHandler ["Killed",_thisEventHandler];
				_Ammo = selectrandom GF_DMS_Ammo createVehicle (_unit modelToWorld [0,0,0]);
				_Ammo setDamage 1;
				}];
				
				_caller removeAction _actionId;
			},
			[],
			1.5, 
			true, 
			true, 
			"",
			"true", // _target, _this, _originalTarget
			-1,
			false,
			"",
			""
		];
	};


	_this addEventHandler ["Respawn", {
		params ["_unit", "_corpse"];
		_unit spawn GF_DMS;
	}];
};


player spawn GF_DMS;




if(GF_DMS_Systemchat_info)then{
	systemchat "GF_Dead_Man_Switch Script initialized";			
};	


if(GF_DMS_diag_log_info)then{
	diag_log "//________________	GF_Dead_Man_Switch Script initialized	________________";
};

 

 

+GF_Dead_Man_Switch.VR.zip

Expires in: 29 days 21:59:13   |   Size: 6.9 KB   | 12.10.19

  • Like 1

Share this post


Link to post
Share on other sites

Hi all, im looking for an up to date JDAM script with out jets DLC..

 

and a UAV camera script please

 

cheers.

Share this post


Link to post
Share on other sites

Any 3D modeler who would be able to create this helmet?

 

Capacete_03.pngCapacete_02.pngCapacete_01.png

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×