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  2. Today
  3. Good morning PS5 version Date: 2704/2024 at 1:30 a.m. I report this player "Turreteks" who openly cheats in all these ELIMINATION games you have moments of my gameplay but also that of a friend. I didn't have time to report the shelter but other players already did it for me. The cheater assists another player named: “iTZzManBearPig” who does not cheat but takes advantage of his cheat for the games. Lien de la vidéo entière a ne pas manquer :
  4. Yesterday
  5. hi please help me the change to my addon units in skirmish mode doesn’t work I did everything as in the instructions and the American military remains, maybe there is a new way or we can contact you and you can explain it to me?
  6. EricJ

    EricJ Release thread

    Was doing a search for the FFV positions, and trying to figure out why the AI soldiers go for the FFV positions on my helos, specifically the MH-92 and seeing if it is something I can fix to allow the AI to take the Co-Pilot, and door gunner positions. Well I was looking in the Hummingbird config and found a couple entries that caught my eye. They were related to radar size and IR emissions. Well I thought that they would be a good addition to the MH-80, which is supposed to be a stealth helicopter. Well I applied the values and went up against a Tigris. The result? It'll gun you down if you get too close, but you won't eat a missile though from far off. Which is good because you think a stealth helicopter would have some sort of suppression against radar and IR target in the scheme of things (I'm wondering why the devs didn't implement that in the first place, and why the Ghost Hawk is used by line units, I will never know the reasoning for that). Anyway the hunt goes on, but thought I would share it though, as it does work.
  7. BatteryAcid1

    Project Redline (R3D) Mods

    nice work also are you guys working on bringing the little bird up to date with version 1.1.0.42?
  8. Raider_18

    How to turn init code in to a script?

    _bigThanks = "Many thanks, you guys are awesome!! 😁"; _homies = getPos (Pierremgi && @Larrow); _message = _bigThanks deliverTo _homies; Will reconfigure and I am learning alot by your examples. Thanks to you both. Will try to post an example mission with it cleaned up soon, so others can take an inside look.
  9. Beckett21

    Can't create a field in FS 22

    Creating fields in Farming Simulator 2022 might depend on specific terrain conditions or land ownership. Ensure you have sufficient space and ownership rights to create new fields. Similarly, checking SASSA's pending status could involve verifying eligibility criteria and documentation completeness.
  10. Beckett21

    Basis als Aktiv einstellen

    Es könnte sein, dass es bestimmte Anforderungen gibt, die erfüllt sein müssen, damit die Option "Als Aktiv setzen" verfügbar ist. Stelle sicher, dass deine neue Base alle erforderlichen Elemente enthält und keine Fehler aufweist. Möglicherweise müssen alle notwendigen Komponenten, einschließlich Mauern, vorhanden sein, damit die Base als aktiv gesetzt werden kann. Überprüfe auch die Einstellungen und Bedingungen im Base Editor, um sicherzustellen, dass alles korrekt konfiguriert ist.
  11. It sounds like you're interested in enhancing the immersive experience of a military simulator game by adding more dynamic gun sounds and potentially incorporating melee combat, including knives, swords, and other weapons. Tweaking gun sounds for more depth and adding melee combat could indeed add a new layer of excitement and realism to the gameplay. Integrating customizable gun effects and expanding combat options could offer players a more diverse and engaging experience, potentially through mods or additional game modes.
  12. Hello! I have a script that adds custom ACRE racks to a vehicle. It works well when previewing the mission from Eden, but when I run it on my dedicated server, with ALiVE persistance activated, the custom racks will not be added for some reason. I suspect it's a timing issue, since I'm running the script from the vehicles init fields. But I did not write this script, nor do I know how I could try to run the script somewhere else. So my questions are: 1. Any idea why it won't work with ALiVE? 2. How do I convert this script to work on the vehicle, named VEHICLE1, from for instance a trigger in the mission or something of that kind? Here is the script: if (isServer) then { [ { params ["_vehicle"]; [_vehicle, "ODIN"] call acre_api_fnc_setVehicleRacksPreset; [_vehicle, {}] call acre_api_fnc_initVehicleRacks; [ { params ["_vehicle"]; !alive _vehicle || {[_vehicle] call acre_api_fnc_areVehicleRacksInitialized} }, { params ["_vehicle"]; if (!alive _vehicle) exitWith {}; private _vehicleRacks = [_vehicle] call acre_api_fnc_getVehicleRacks; for "_i" from (count _vehicleRacks) - 1 to 0 step -1 do { [_vehicle, _vehicleRacks select _i] call acre_api_fnc_removeRackFromVehicle; }; [_vehicle, ["ACRE_VRC103", "Lower Dash", "Dash", false, ["inside","external"], [], "ACRE_PRC117F", [], []], true] call acre_api_fnc_addRackToVehicle; _vehicle setVariable ["Dro_customRacksAdded", true, true]; }, [_vehicle] ] call CBA_fnc_waitUntilAndExecute; }, [this], 0.1 ] call CBA_fnc_waitAndExecute; [ { params ["_vehicle"]; !alive _vehicle || {_vehicle getVariable ["Dro_customRacksAdded", false]} }, { params ["_vehicle"]; if (!alive _vehicle) exitWith {}; [_vehicle, {}] call acre_api_fnc_initVehicleRacks }, [this] ] call CBA_fnc_waitUntilAndExecute; }; Thanks in advance.
  13. Why init.sqf ? So this is happening everywhere! Should just be initServer.sqf and then remoteExec the loadout script to where the unit is local, due to some of the commands being LA. //initServer.sqf // detect and change all editor placed units { [_x] call CB_fnc_factionConfig; } forEach ( allUnits select { _x isKindOf "CAManBase" && { !isPlayer _x }} ); // add MEH to catch anything spawned CB_MEH_factions = addMissionEventHandler ["EntityCreated", { params ["_entity"]; if ( _entity isKindOf 'CAManBase' && { !isPlayer _entity }) then {[_entity] call CB_fnc_factionConfig}; }]; //CB_fnc_factionConfig // handles params[ "_unit" ]; //Everything here will already be CAManBase and !player //ignore special units with this variable // factions to re-paint private _scriptName = switch ( faction _unit ) do { case ( "BLU_F" ) : { "BLUFORnato" }; case ( "BLU_CTRG_F" ) : { "BLUFORspecops" }; case ( "BLU_G_F" ) : { "BLUFORion" }; case ( "OPF_F" ) : { "OPFORcsat" }; case ( "OPF_R_F" ) : { "OPFORspecops" }; case ( "IND_G_F" ) : { "INDFORfia" }; case ( "IND_C_F" ) : { "INDFORspecops" }; case ( "CIV_F" ) : { "CIV" }; }; [ _unit ] remoteExec[ format[ "CB_fnc_loadout_%1", _scriptName ], _unit ];
  14. Go into you server's server.armaprofile, and look for scoreTable = 1; change that to 0 that should disable it.
  15. krzychuzokecia

    Community Upgrade Project - CUP

    I'm sorry, I would but I'm not a Discord user, so I can't. Hope that's understandable. Anyway, I've noticed that all of the "sniper" scopes in CUP now seem to have canted reticles. I guess that's to simulate scope cant some people introduce when they're unable to have proper position behind the gun, but in such case the reticle would appear "in parallel" to the eye, and the target/enviroment image would appear canted. It's the opposite in CUP, and I don't think (aside maybe for "PiP" scopes) you can achieve proper effect in game. It feels a bit jarring, and contrasts with scopes from vanilla or other mods. Also, regarding CUP scopes when having ACE Scopes (aka miliradian turrets) enabled - since ACE Scopes use same keybinds as vanilla BDC adjustments, it's possible to change both of these simultanously with CUP scopes, leading to completely wrong elevation. I think the issue is that even with ACE loaded and ACE Scopes turned on, CUP scopes still support vanilla BDC change. But, judging from the way ACE themselves set-up vanilla scopes, those systems are not interchangeable, and require vanilla BDC adjustments in config of particular scope to be capped at single setting (usually 100 meters).
  16. First things first, check the basics. Is your server up and running? Double-check the IP address you're using to connect – a typo there throws a wrench in the whole operation. If that seems all good, it might be a firewall issue blocking the connection. Firewalls are like bouncers at a club – great for security, but sometimes they get a little overzealous. Here's where things get creative. I've seen some folks recommend tweaking config files or messing with port forwarding, but that can be a recipe for disaster if you're not careful. My advice? If you're not a server guru, it might be worth reaching out to your hosting provider. They've probably seen it all before and can get you up and running in no time.
  17. abudabi

    FSR 3 support?

    Yep feature needed asap, all videocards get stuck 100% GPU load all the time, 3d optics killing like 25% fps, it is so crucial during firefights 7800xt and i forced to play low on 3440x1440 to get stable 100+ fps
  18. pierremgi

    How to turn init code in to a script?

    btw, you could use a hashmap , probably better for preparing such script(s). Something like: CB_Factions_data = createHashMapFromArray [ ["BLU_F", [ [ "WhiteHead_01", "WhiteHead_05", "WhiteHead_04",...], [ "U_I_L_Uniform_01_tshirt_black_F", .5, "U_I_L_Uniform_01_tshirt_olive_F", .5, "U_I_L_Uniform_01_tshirt_skull_F", .5,....], [ "\a3\characters_f_gamma\Civil\Data\c_cloth1_black.paa", "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa", ....], [ "V_LegStrapBag_olive_F", "V_LegStrapBag_coyote_F", "V_LegStrapBag_black_F", "V_Pocketed_black_F", ...], [ "H_Beret_blk", "H_Bandanna_gry", "H_Bandanna_blu", "H_Bandanna_cbr", "H_Booniehat_taiga", "H_Booniehat_wdl",....], [ "arifle_AKM_F", "arifle_AKS_F", "arifle_AK12U_F", "arifle_CTAR_blk_F" ,...], [....] ], ], ["BLU_CTRG_F", [[...],[...],...]] ], .... ]; This way, you can see the whole things you want and the codes are faster. You create the hashmap once for all, then use it multiple times. Usage is a little bit different from testing a condition and running a script. Just: private _factionData = CB_Factions_Data get faction _unit; _unit setFace selectRandom (_factionData #0); _unit forceAddUniform selectRandomWeighted (_factionData #1); if (_factionData == "IND_G_F" && {uniform _unit == "U_IG_Guerilla1_1"} && {random 10 > 5} ) then { _unit setObjectTextureGlobal [0, _fiaFatigues]; _unit setobjectTextureGlobal [1, "#(argb,8,8,3)color(0.33,0.31,0.24,0.3)"] }; _unit addVest selectRandom (_factionData #3); There is no delay whatever the key (faction here) could be. Of course, it's a dirty example. Adapt and mind for the arrays and the global structure of the hashmap. Have fun
  19. Raider_18

    How to turn init code in to a script?

    Roger that, changed. Thanks!
  20. Yuuno -fr

    Past Battle Pass

    Good morning I would like to file a ticket, regarding old battle passes, how will this happen for players who have not managed to complete them? Will there be compensation in crowns/drops for example? I have several friends including myself who will never be able to finish everything and we ask ourselves a lot of questions about this. RoxieAtomic, could you give me some information I can send to them please?
  21. Good morning New small consumable proposition after the smoke which could delight aggressive players (rush). Here's a bulletproof helmet that could help you survive a bullet to the head. I don't think I'm the only one who's ever been hit by improbable headshots and this could remedy that and give a chance of surviving a fight expedition. 😃
  22. Hi, because Discord is blocked in my region, so I leave some messages here. 1 Currently RSASS is using an ARMA2 type generic reload animation. Since RSASS is a modified version of AR-10 (exclude its charging handle), will it be better to use M110's reload animation on it? Also, its ACE_barrelLength is only 264mm, should switch to 457mm or 559mm. 2 GALIL (556 and 762) is also using an ARMA2 type generic reload animation. should be better to use AKM and AK74's reload animation instead. 3 for the M249 and Minimi, because they are open bolt MGs, so should be ace_overheating_closedBolt = 0.
  23. because I found you released a Complete Pack long time ago, so I guess you were interested in more AIO packs https://steamcommunity.com/sharedfiles/filedetails/?id=1093191358
  24. pierremgi

    How to turn init code in to a script?

    if (_unit IsKindOf "CAManBase") then { call { if (faction _unit isEqualTo "BLU_F") exitwith {[_unit] spawn CB_fnc_loadout_BLUFORnato}; // standard NATO if (faction _unit isEqualTo "BLU_CTRG_F") exitWith {[_unit] spawn CB_fnc_loadout_BLUFORspecops}; // CTRG if (faction _unit isEqualTo "BLU_G_F") exitWith {[_unit] spawn CB_fnc_loadout_BLUFORion}; // FIA as IoN security if (faction _unit isEqualTo "OPF_F") exitWith {[_unit] spawn CB_fnc_loadout_OPFORcsat}; // standard CSAT if (faction _unit isEqualTo "OPF_R_F") exitWith {[_unit] spawn CB_fnc_loadout_OPFORspecops}; // Spetznaz as Viper guys if (faction _unit isEqualTo "IND_G_F") exitWith {[_unit] spawn CB_fnc_loadout_INDFORfia}; // standard FIA if (faction _unit isEqualTo "IND_C_F") exitWith {[_unit] spawn CB_fnc_loadout_INDFORspecops}; // Syndikat as common criminals if (faction _unit isEqualTo "CIV_F") exitWith {[_unit] spawn CB_fnc_loadout_CIV}; }; };
  25. Raider_18

    How to turn init code in to a script?

    Spot on it's working good now, thank you for your help! I will post some of it below for anyone who wants to take it and run with it, or make it more efficient as I take the painstaking brute force approach lol. Right now its 3x seperate functions. I think its a very lightweight and effective way to basically make your own "faction" with what Arma 3 gives you plus working in hidden textures. I have never been fully satisfied with vanilla A3 factions especially with the FIA, who in my mind should be scaled down akin to armed civilians, and I wanted some randomness. So Arma 3 being the best platform ever and with the help of the community I have it. You guys rock! init.sqf // detect and change all editor placed units private _mapUnits = allUnits select {!isPlayer _x && _x isKindOf "CAManBase"}; {[_x] call CB_fnc_factionConfig;} forEach _mapUnits; // add MEH to catch anything spawned CB_MEH_factions = addMissionEventHandler ["EntityCreated", { params ["_entity"]; if (_entity IsKindof 'CAManBase') then {[_entity] spawn CB_fnc_factionConfig}; }]; CB_fnc_factionConfig - directs the units to their assigned loadout function with a if/then. As many or as little as you need. Next I will post my FIA example /* Name: factionConfig Author: Raider Description: Removes AI equipment when spawned/detected and assigns a pre-defined loadout function based on faction. Used pieces of code from Beerkan / Larrow / pierremgi / Bohemia fourms ------> https://forums.bohemia.net/forums/topic/180646-list-of-all-hidden-texture-inits/ ------> https://forums.bohemia.net/forums/topic/182390-how-to-turn-init-code-in-to-a-script/?tab=comments#comment-3528029 Known issues: Nothing for vehicles/aircraft. Naked units on the battlefield is your debug Factions can be one of the following West: "BLU_F" (NATO), "BLU_T_F" (NATO Pacific), "BLU_W_F" (NATO Woodland), "BLU_G_F" (FIA), "BLU_CTRG_F" (CTRG), BLU_GEN_F (BLUFOR Police) East: "OPF_F" (CSAT), "OPF_G_F" (FIA), "OPF_T_F" (CSAT Tanoa), "OPF_R_F" (Spetznaz), "OPF_GEN_F" (OPFOR Police) Guer: "IND_F" (AAF), "IND_E_F", (LDF) "IND_G_F" (FIA), "IND_C_F" (SYNDIKAT Tanoa), "IND_L_F" (Looters) Civ: "CIV_F" (Civilians), "CIV_IDAP_F" (IDAP) helpful -> if (faction _unit isEqualTo "FACTION AS A STRING" && _unit IsKindof 'CAManBase') then {YOUR SCRIPT/FUNCTION GOES HERE}; */ // handles private _unit = _this select 0; if (isPlayer _unit) exitWith {}; //ignore special units with this variable // factions to re-paint if (faction _unit isEqualTo "BLU_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_BLUFORnato}; // standard NATO if (faction _unit isEqualTo "BLU_CTRG_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_BLUFORspecops}; // CTRG if (faction _unit isEqualTo "BLU_G_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_BLUFORion}; // FIA as IoN security if (faction _unit isEqualTo "OPF_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_OPFORcsat}; // standard CSAT if (faction _unit isEqualTo "OPF_R_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_OPFORspecops}; // Spetznaz as Viper guys if (faction _unit isEqualTo "IND_G_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_INDFORfia}; // standard FIA if (faction _unit isEqualTo "IND_C_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_INDFORspecops}; // Syndikat as common criminals if (faction _unit isEqualTo "CIV_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_CIV}; // standard civ's CB_fnc_loaddout_INDFORfia - Inside one of the loadouts, defined arrays and other miscellanious commands you can tweak or change. The end is the switch/case to get detailed control over individual classnames. Its ugly and painstaking but, it works! /* Name: INDFORfia Author: Raider Description: Custom loadout function Known issues: Nothing for vehicles/aircraft Helpful code: selectRandomWeighted ["STRING", #, "STRING", #, "STRING", #] bluforUnit linkItem "NVGoggles" opforUnit linkItem "NVGoggles_OPFOR" independentUnit linkItem "NVGoggles_INDEP" addPrimaryWeaponItem "weapon attachment" addHandgunItem "weapon attachment" "acc_flashlight" "acc_pointer_IR" "acc_flashlight_pistol" */ // debug // systemChat "FIA function worked"; // handles private _unit = _this select 0; private _side = side _unit; private _unitType = typeOf _unit; /* not used for FIA // skills _unit allowfleeing 0; // 0 = will never run away _unit setskill ['aimingAccuracy',(0.3 + random 0.3)]; _unit setskill ['aimingShake',(0.3 + random 0.3)]; _unit setskill ['aimingSpeed',(0.3 + random 0.3)]; _unit setskill ['commanding',(0.3 + random 0.3)]; _unit setskill ['courage',1]; // 1 = John Wick (I was gonna say John Wayne but thats too old) _unit setskill ['general',(0.3 + random 0.4)]; _unit setskill ['reloadSpeed',(0.3 + random 0.3)]; _unit setskill ['spotDistance',(0.2 + random 0.3)]; _unit setskill ['spotTime',(0.2 + random 0.3)]; // modifiers _unit setUnitTrait ["audibleCoef", 0]; // 0 = silent ninja _unit setUnitTrait ["camouflageCoef", 0]; // 0 = ghost assassin _unit setUnitTrait ["loadCoef", 0]; // 0 = super human */ // all get naked removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; _unit unlinkItem hmd _unit; sleep 0.1; /* if you want to change ethnicity (European CSAT or Tanoan LDF for example), or give recon units camo faces _faces = selectRandom [ "WhiteHead_01", "WhiteHead_05", "WhiteHead_04", "WhiteHead_06", "WhiteHead_07", "WhiteHead_08", "AfricanHead_02", "AsianHead_A3_02", "AfricanHead_03", "WhiteHead_09", "WhiteHead_16", "WhiteHead_11", "WhiteHead_14", "WhiteHead_15", "AfricanHead_01", "TanoanHead_A3_02", "TanoanHead_A3_01", "LivonianHead_5", "WhiteHead_27", "LivonianHead_3", "WhiteHead_32" ]; _unit setFace _faces; _reconFaces = selectRandom [ "WhiteHead_22_a", "WhiteHead_22_l", "WhiteHead_22_sa", "PersianHead_A3_04_sa", "GreekHead_A3_10_l", "GreekHead_A3_10_sa" ]; */ _uniforms = selectRandomWeighted [ "U_I_L_Uniform_01_tshirt_black_F", .5, "U_I_L_Uniform_01_tshirt_olive_F", .5, "U_I_L_Uniform_01_tshirt_skull_F", .5, "U_I_L_Uniform_01_tshirt_sport_F", .5, "U_C_Mechanic_01_F", .5, "U_C_Poor_1", .5, "U_IG_Guerilla1_1", .45, "U_IG_Guerilla1_2_F", .45, "U_C_Uniform_Farmer_01_F", .45, "U_I_C_Soldier_Bandit_2_F", .4, "U_I_C_Soldier_Bandit_5_F", .4, "U_C_Man_casual_4_F", .35, "U_C_Poloshirt_tricolour", .35, "U_C_E_LooterJacket_01_F", .35 ]; _unit forceAddUniform _uniforms; //hidden textures _fiaFatigues = selectRandom [ "\a3\characters_f_gamma\Civil\Data\c_cloth1_black.paa", "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa", "A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa", "A3\Characters_F\Civil\Data\poor_co.paa", "A3\Characters_F\Civil\Data\poor_v2_co.paa" ]; // chance to be cool _coolGuy = [1, 10] call BIS_fnc_randomInt; if ((uniform _unit) == "U_IG_Guerilla1_1" && _coolGuy > 5) then {_unit setObjectTextureGlobal [0, _fiaFatigues]; _unit setobjectTextureGlobal [1, "#(argb,8,8,3)color(0.33,0.31,0.24,0.3)"]; if (random 1 > 0.5) then { _unit setobjectTextureGlobal [1, "#(argb,8,8,3)color(0.33,0.31,0.24,0.3)"]; //Olive pants and boots }; if (random 1 < 0.5) then { _unit setobjectTextureGlobal [1, "#(argb,8,8,3)color(0.1,0.1,0.1,0.3)"]; //Black pants and boots }; }; //hidden textures _farmerSlacks = selectRandom [ "A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa", "A3\Characters_F\Civil\Data\c_cloth1_co.paa", "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa" ]; if ((uniform _unit) == "U_C_Uniform_Farmer_01_F") then {_unit setObjectTextureGlobal [0, _farmerSlacks]}; sleep 0.5; _vests = selectRandom [ "V_LegStrapBag_olive_F", "V_LegStrapBag_coyote_F", "V_LegStrapBag_black_F", "V_Pocketed_black_F", "V_Pocketed_coyote_F", "V_Pocketed_olive_F", "V_HarnessO_brn", "V_HarnessO_gry", "V_HarnessO_ghex_F" ]; _unit addVest _vests; _leaderVest = selectRandom [ "V_TacVest_camo", "V_TacVest_blk", "V_TacVest_brn" ]; _headgear = selectRandom [ "H_Beret_blk", "H_Bandanna_gry", "H_Bandanna_blu", "H_Bandanna_cbr", "H_Booniehat_taiga", "H_Booniehat_wdl", "H_Booniehat_dgtl", "H_Cap_blk", "H_Cap_blu", "H_Cap_red", "H_Cap_tan", "H_Cap_blk_Raven", "H_Bandanna_camo" ]; _unit addHeadGear _headgear; // chance for no headgear _bald = [1, 10] call BIS_fnc_randomInt; if (_bald > 5) then {removeHeadgear _unit}; //Leader gets sniper bait if ((leader group _unit) isEqualto _unit) then {_unit addHeadGear "H_Bandanna_khk_hs";}; _mask = selectRandomWeighted [ "G_Balaclava_oli",.5, "G_Bandanna_shades",.5, "G_Bandanna_blk",.5, "G_Balaclava_Flecktarn",.5, "G_Balaclava_Tropentarn",.5, "G_Bandanna_tan",.5, "G_Balaclava_BlueStrips",.45, "G_Bandanna_sport",.45, "G_Bandanna_khk",.45, "G_Balaclava_blk",.45, "G_Bandanna_beast",.45, "G_Bandanna_shades",.45, "G_Bandanna_BlueFlame1",.4, "G_Bandanna_Syndikat1",.4, "G_Bandanna_BlueFlame2",.4, "G_Bandanna_oli",.4, "G_Bandanna_OrangeFlame1",.4, "G_Bandanna_RedFlame1",.4, "G_Bandanna_Skull1",.4, "G_Bandanna_Skull2",.4 ]; _unit addGoggles _mask; // chance for no facewear _lame = [1, 10] call BIS_fnc_randomInt; if (_lame < 5) then {removeGoggles _unit}; _authorizedEyePro = selectRandom ["G_Shades_Black", "G_Shades_Red"]; _authorizedSmallBag = selectRandom ["B_AssaultPack_dgtl", "B_Messenger_Black_F", "B_Messenger_Coyote_F"]; _authorizedMediumBag = selectRandom ["B_Kitbag_sgg", "B_TacticalPack_ocamo"]; _authorizedLargeBag = selectRandom ["B_Carryall_cbr", "B_Carryall_taiga_F"]; sleep 0.5; // equipment common to all _unit linkItem "ItemWatch"; _unit addItemToUniform "FirstAidKit"; /* nvgs not used for FIA // _giveNVGs = sunOrMoon; // if (_giveNVGs < 1) then {_unit linkItem "NVGoggles_OPFOR";}; // if (_giveNVGs > 1) then {_unit addGoggles _authorizedEyePro}; // _unit assignItem 'acc_flashlight'; */ // basic weapons _Gweapon = selectRandom [ "arifle_AKM_F", "arifle_AKS_F", "arifle_AK12U_F", "arifle_CTAR_blk_F" ]; _Gbeltfed = selectRandom [ "LMG_03_F", "arifle_RPK12_F" ]; /* test with a small team first to get a feel for the vibe I_G_Soldier_F - rifle I_G_Soldier_TL_F - team lead I_G_Soldier_AR_F - auto I_G_Soldier_A_F - ammo bearer I_G_Soldier_GL_F - grenadier I_G_Soldier_SL_F - squad leader */ // second chance for clothes if ((uniform _unit) == "") then {_unit forceAddUniform _uniforms}; sleep 0.5; // class specific switch _side do { case independent: { switch _unitType do { case "I_G_Soldier_F": { [_unit, _Gweapon , 6] call BIS_fnc_addWeapon; _unit addItemToVest "HandGrenade"; }; case "I_G_Soldier_TL_F": { [_unit, _Gweapon , 4] call BIS_fnc_addWeapon; _unit linkItem "ItemRadio"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "SmokeShellYellow"; }; case "I_G_Soldier_AR_F": { [_unit, _Gbeltfed, 5] call BIS_fnc_addWeapon; _unit addBackPack _authorizedSmallBag; _unit addItemToVest "HandGrenade"; }; case "I_G_Soldier_A_F": { [_unit, _Gweapon , 4] call BIS_fnc_addWeapon; _unit addBackPack _authorizedLargeBag; _unit addItemToVest "HandGrenade"; _unit addItemToBackpack "SmokeShellYellow"; for "_i" from 1 to 2 do {_unit addItemToBackpack "Chemlight_yellow";}; for "_i" from 1 to 2 do {_unit addItemToBackpack "HandGrenade";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "30Rnd_762x39_Mag_F";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "30Rnd_762x39_Mag_Green_F";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "75Rnd_762x39_Mag_F";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "75Rnd_762x39_Mag_Tracer_F";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "200Rnd_556x45_Box_F";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "30Rnd_580x42_Mag_Tracer_F";}; }; case "I_G_Soldier_SL_F": { _unit forceAddUniform "U_IG_leader"; _unit addVest _leaderVest; _unit addWeapon "Binocular"; _unit linkItem "ItemMap"; _unit linkItem "ItemRadio"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "SmokeShellYellow"; [_unit, _Gweapon , 4] call BIS_fnc_addWeapon; }; case "I_G_Soldier_GL_F": { _40mm = selectRandom [ "V_HarnessOGL_gry", "V_HarnessOGL_brn", "V_HarnessOGL_ghex_F" ]; _unit addVest _40mm; [_unit, "arifle_CTAR_GL_blk_F", 4] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "1Rnd_HE_Grenade_shell"; for "_i" from 1 to 6 do {_unit addItemToVest "1Rnd_HE_Grenade_shell";}; }; case "SOMECLASS": { }; case "SOMECLASS": { }; case "SOMECLASS": { }; default {}; }; }; }; /* you could add weapon lights at night _giveLights = sunOrMoon; if (_giveLights < 1) then {_unit addPrimaryWeaponItem "acc_flashlight"; removeGoggles _unit}; */
  26. Last week
  27. Sorry to revive this topic, has anyone found a way to inhibit this statistics screen at the end of the multiplayer mission?
  28. Please file a bug report on our Discord server. Thank you.
  29. Jove Chiere

    ToH ReCharacters

    A new start Beta Version 0.1.5 I bring a new update, this time I have already perfected the system of creation of the faces and I have renewed all of them. Also adding the effects of bleeding on body and face when receiving hits or shots. I'm happy with the result and above all with the mechanization of the process. I hope to gradually have all the faces of ArmA 3 converted to ArmA Reforger. Enjoy it...
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