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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.

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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 ).

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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.

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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;
}];

 

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@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.

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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

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

 

and a UAV camera script please

 

cheers.

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

 

Capacete_03.pngCapacete_02.pngCapacete_01.png

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A nice idea would be underwater foliage and such. So as to be able to make more interesting diving missions. Not talking about a map but objects. The placement can be done by editors. So as for it to be unique. 

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Hi! 

 

I'm trying to create a post for mod makers and their future mods. Unfortunately I do not have the knowledge to create my addon.

As seems to me, after the release of DLC Contact, the ArmA3 community received shotguns in high quality implementation.  I was pleasantly surprised at how it was done (it has about 20  sub-munition units and good efficiency in battle) In general, specific weapons with two types of ammunition, but only two weapons - under-barrel shotgun and a hunting rifle.  How little!

 

I was hoping, that after the release of DLC Contact, some mod-makers will be able to technically repeat the execution of new sub-munition shotguns-systems for new weapons, but this still does not happen. It seems strange to me.

For this reason, I try to ask mod-makers -  why this is not happening? Is this a very difficult task or are their DLC Contact files associated with shotguns still encrypted?  No one had any ideas to create a high-quality and big shotguns mod for Arma3?

 

I know, that there are Arma3 shotgun mods, but all of them are not of good quality. Until now, there is no high-grade and large mod with other shotguns and various ammunition for them!

I always dreamed of having under-barrel shotguns in Arma3 with various types of ammunition (explosive, incendiary, armor-piercing, combined cartridges). The various types of supressors for them. 

Seems to me, that many users would like to see classic shotguns like Benelli and automatic shotguns like AA-12,  which could be applied perfectly to the gendarmerie of Tanoa or Altis Police. Yes!

but today,  after 6 years of life arma3, there is only one weapon with an under-barrel shotgun and one hunting rifle - it looks rather strange/

 

I would like to see under-barrel shotguns on the following carbines:

 

Type - 115

MX 6.5 mm assaul rifle

Katiba 6.5 mm assault rifle

Mk20 6.5 mm assault rifle

TRG assault rifle

AK-15 7.62 mm

 

maybe other from existing in the game or generally new weapons!

 

If there are mod makers capable of creating new shotguns based on shotguns from DLС Contact, then please do this! 

In turn, I can only help  with the creation/improvement of 3D models,  otherwise my knowledge of Arma3 modding is very weak.

 

That was my idea

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QijvJMU.jpg

Also iirc Bnae firearms has top quality shotgun content. 

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Would anyone be up for making a helmet cam mod? I have looked around and haven't found something concrete. Functionality could be as followed:

 

- Unit puts a miscallenous item into inventory (Helmet Cam)

- Turn on the camera via interaction menu or ace self interaction

- Connect to active cameras within in your squad via the left & right panel (like the vehicle cams) and switch between them with the adjust left & right panel keybinds

- Would be cool if the name of the squad member and it's current team color could be displayed in the camera feed.

 

This could come in really handy when clearing buildings or doing missions in urban environments. Most of the systems should already be in place within the game so it might not even be that complicated for people with mod knowledge.

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On 10/13/2019 at 4:03 PM, wika_woo said:

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

 

and a UAV camera script please

 

cheers.

Look up KillzoneKid's write up on this: he streams a UAV feed to a billboard as an example. 

 

http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/

 

On 11/19/2018 at 4:37 PM, longrange said:

I was looking for a mod that improves the autonomous UAV/drone controls for autonomous operation. For example, you could set custom altitudes, loiter distances, and speeds. Drones currently are not used very widely in the community, and I feel like all we need is a better control interface, and people would be more ready to adopt them. As far as I could tell, the mod does not currently exist, but it doesn't seem like it's impossible to make.

https://steamcommunity.com/sharedfiles/filedetails/?id=1631723641

 

Aaaaaand shameless self promotion: https://steamcommunity.com/sharedfiles/filedetails/?id=1623498241

 

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I wish someone to make this gun sight I've keep seeing on assault rifle these days

It is kinda square in shape, about the size of eotech 553 and they're black.

 

I also want what Israeli use in their latest Tavor. Not that one from RHacc or FHQacc. I mean the latest one.

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How hard would it be to make a giant humanoid figure? Would it just be as simple as taking a current model and scaling?

Would the current animations still work?  


Nothing too extravagant, maybe the equivalent of 8-9ft tall. 

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3 hours ago, noewon said:

How hard would it be to make a giant humanoid figure? Would it just be as simple as taking a current model and scaling?

Would the current animations still work?  


Nothing too extravagant, maybe the equivalent of 8-9ft tall. 

 

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A WW2 all-in-one mod, with high-quality textures etc. that combines Northern Fronts, IFA3_Lite, FOW, GEIST A3, L44 and so on

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1 hour ago, zukov said:

 

 

Thanks... I should have been more explicit. By humanoid.. I meant human... just a giant person

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