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  2. Well guess it's not too obvious. If i remember correctly there is a bug with A.I. artillery support in the latest version ( v.1.0.21 ) which results in a script error. Normally you set up A.I. artillery support by simply using any kind of crewed artillery vehicle / mortar in the mission.
  3. Hi, does this SMD Sahrani A3 considered to be an improved/heavily modified Sahrani island compared to the one in CUP map pack? Will the missions made for CUP Sahrani be easily port to this SMD Sahrani A3?Thanks
  4. AlecW

    count magazine left

    I posted a topic with a bit more info here 🙂
  5. Vandeanson

    count magazine left

    The / seems wrong here, that should be >> i believe. That might prevent your script from working. With regards to your for.. Do code, i dont understand what you want to do there sorry:( but that might just be due to a lack of knowledge on my end.
  6. Yeah my bad, I realized after posting that the thread was inactive
  7. pls don't do multiple posts with same content. maybe you want delete this cause u opened an own thread for it now...
  8. limoo


    Essential elements on the front page of the site 1. Contact information 2. An email address 3 Address and Postcode To get more tips and information click the links below: طراحی سایت ، طراحی سایت ، طراحی سایت ، طراحی سایت , طراحی سایت در تهران , طراحی سایت تهران طراحی سایت فروشگاهی در تهران , طراحی سایت فروشگاهی , کاغذدیواری , قیمت کاغذ دیواری , ساخت سایت شرکت طراحی سایت در مشهد ,شرکت طراحی سایت در شیراز, شرکت طراحی سایت در کرج , طراحی وب
  9. problem could be that you are not deleting the onEachFrame "queue". Look at example 3 of the exitWith command in wiki. but I think you ll change to the MEH which larrow stated...
  10. As the title implies, I'm having some issues with a script of mine. It works if you hardcode the selections to the array index position, but I'm trying to make it into a cycle, so I don't have to have 7 different buttons for 7 different suppressors (such as the MX SW and MK200.) I've been trying to do it with a for loop, but it keeps getting stuck on index 0. Can anyone spot what I'm doing wrong/suggest a better alternative? _a = 0; _pWeap = currentWeapon player; _muzzleSlot = getArray (configFile / "CfgWeapons" >> _pWeap >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems"); _muzzAmount = count _muzzleSlot; for [{private _a = 0}, {_a < _muzzAmount},{_a = _a + 1}] do { _pSupp = _muzzleSlot select _a; player addWeaponItem [_pWeap, _pSupp]; }; For some reason, it either gets stuck on index 0 or _muzzAmount (this happens if I remove "private" from line 4).
  11. Laqueesha

    DHI Battle Dress Uniforms

    I've got no problem with 4K textures; good to future-proof.
  12. Wei Zhao

    Apex Framework

    Hello, I can't use Zeus, hint: Curator Module initialization failed. Please abort to server browser and reconnect
  13. AlecW

    Arma Tools

    My thoughts exactly, what with the official program already being called Arma 3 Tools and all
  14. Fantastic @tupolov especially nice to see TPW Envoirment sounds.Iv honestly not even had a chance to look at ALIVE CIVs yet,but looking forward to doing it later. Updates require modules to be totally removed and replaced in existing missions,is that rite?
  15. AlecW

    Lost Coordinates [SP/MP 1-4]

    Steam workshop link? Looks interesting enough
  16. Today
  17. AZCoder

    Chimney Smoke FSM

    Here's the debug console code I used for testing. Just stand on a roof and execute it. dog = (nearestTerrainObjects [player,["House"],12] select 0); [] spawn { _worldpos = (dog modelToWorld [-1,10,5]); _eSmoke = "#particlesource" createVehicleLocal _worldpos; _eSmoke setParticleClass "ObjectDestructionFire2"; _eSmoke setPos _worldpos; }; Adjust the modelToWorld numbers until the fire is where you want it. Of course you can switch the fire to smoke if you prefer, I just found fire easier to line up with smoke stacks.
  18. AlecW

    count magazine left

    Double post, disregard
  19. Ha! Oh yeah thats actually from if (side _this == playerside) /* || !(Frog_Ind_Enemy ) */ then {_this setVariable ["Frog_Friend", true]; _mahfriend = true; }; which i took out as not to further confuse anyone -good eye tho man!
  20. Bringing our fallen viking back. Mods: Project True Viking, Project Opfor, Ruha Map, Whiplash Static Animations, nikoaton's animations
  21. you have a slash in the first line after condition which should throw a syntax error?
  22. Yes I do have and should have wrote that: private _mahfriend = false; if (side _this == playerside) / then {_this setVariable ["Frog_Friend", true]; _mahfriend = true; }; @Larrow: ok interesting i didnt know that and that explains while the icons seemed to be shifting from entity to entity one at a time. But wont that still leave me with the problem of having to write redundant code ie: Camo for all/ Camo +Icons for friends only?
  23. After playing XCOM again, I'd be down with some Aliens. I'm gonna put a notification on my calendar and buy some popcorn. Really looking forward to this...!
  24. They won't do Zombies. That would create competition with DayZ. And the nuclear attack thing has already been explored with Eagle Wing in Arma 2. My guess is BIS Amsterdam is reusing old ideas (which isn't a bad thing) from Arma Futura and going all out. This might be the last official DLC / Expansion we ever receive so why not have fun with it? 🙂 Plus, beyond aliens we could also see new sci-fi assets for CSAT and NATO such as coilgun tanks, exoskeletons, or whatever else. The "Contact" suffix in the leaked file RPT is a dead giveaway too. I don't think it'll be NBC personally because that seems like it'd be very heavily scripted and the particle effects would chug computers. Plus it doesn't seem like an extensive enough topic to be covered by an Expansion. People seem to be forgetting that the opening quote is in quotation marks, probably meaning someone in the Arma universe itself said it. It's kind of a stretch but still. The only issues I see with it being aliens is what side their faction will be on and how gear / uniforms will be handled. It's also important to keep in mind that just because they're aliens doesn't mean they have to follow sci-fi tropes and use lasers and stuff. Plasma, magnetic weapons, micro missiles, and even bullets in some form or another are still viable. They could even be robots or cyborgs. Nonetheless I full expect it to be an alien invasion setting and the thought of it has me super excited. Regardless of what BIS does, I'm sure it'll be awesome! This is the Dutch team after all, and they gave us the masterpiece that is Laws of War. 😄

    F/A-24 Shadowcat

    It's highly rated blog because it provides question and answer facility and can share job nmk article also Quotes etc mundejob
  26. ALiVEmod.com The next generation dynamic persistent mission addon for ArmA3 Release 1.10.1 Civilian Overhaul and more! This release sees a massive overhaul of the Ambient Civilian functionality, making the streets, towns and battlefields of Arma even more ALiVE than before... If you haven't tried ALiVE Ambient Civilians, now is the time to try it out! Check out the 2 minute set up video here. Thanks to community feedback and testing we noticed that Ambient Civilians and to some extent civilian insurgencies were not working as intended. Not only have we fixed those issues but we've massively improved the ambient civilian population functionality. This includes: Ambient Civilians now dynamically spawn and despawn around players in small or large urban areas to create a true feeling that villages and towns are ALiVE. An additional layer of ambient civilians (crowds) now spawn and despawn from buildings around players, creating large numbers of civilians in built up areas. Ambient Civilians and crowds will carry on with daily life, moving between buildings, visiting mosques, churches, shops, observing local forces and starting noisy crowds. Civilians can now throw objects when they are upset or hostile. Civilian crowds will cheer and boo with appropriate animations. Thanks to IndeedPete for Arma 2 animations. Civilians will now flee for cover if armed factions start shooting. Ambient civilians may scream in terror during combat. Civilians will be more active during the day and less so at night. More civilians will take journeys, turn on lights, play music and be more active. BUT WAIT! There's more... thanks to AUTigerGrad and TPW we've added faction specific environment sounds too. When you enter villages and towns you will hear faction appropriate sounds of daily life. Ambient civilian sounds are currently available for CUP and CFP African and Middle-East civilains factions as well as vanilla Arma 3 civilian factions. A custom building sound system has been implemented, initially supporting call to prayer from minarets and mosques. This system can be extended to support any building type. Number of civilians spawned from buildings, spawn radius and spawn limiter can be configured from the Ambient Civilian Population module. Finally, rumour has it that Spyder's Civilian Interaction functionality is being ported into ALiVE to work with the updated Ambient Civilians... Other highlights for this release include: Added support for the Global Mobilization terrain! Thanks to the GM team for their support! Added support for the Kujari terrain. Added the ability to define multiple items for access to Combat Support. We have fixed an issue where ammo crates could not be unloaded from vehicles when called in via Player Resupply. We have also fixed an issue where additional units were spawned in certain vehicles with gunners. Fixed an issue where Independent sides were not treated equally Removed blacklisted vehicles from roadblocks Notification about ALiVE persistent markers only shows once now. See full commit history on Github Download Grab the latest version from ALiVEmod.com Also available from PlayWithSix, ArmAholic and Steam (Usually within 24 hours of this post) Please note that as with all updates, if you have an issue loading a mission made with a previous version of ALiVE, delete and replace the modules in that mission. Known Issues & Support Existing bugs are listed on Github here. Feel free to submit bugs (with vanilla repros please) or discuss any issues or ideas on our forum at http://alivemod.com/forum/. Manual Please refer to the ALiVE Wiki. All the info you need is there. If anything is missing or unclear, please let us know. Are you using Linux? ALiVE is fully supported on a Linux Dedicated Server (as well as Windows). In fact the ALiVE Official Server for testing is running Ubuntu. Here are some tips on getting ALiVE running smoothly on Linux and integrated with War Room - http://www.alivemod.com/forum/1916-setting-up-linux- dedi-server Acknowledgements and Thanks Particular thanks to all those on our support forum who have worked closely with us to identify bugs, provide logs and generally help us improve ALiVE. Your assistance is valuable and your dedication to ALiVE makes it all worth the effort! Have fun!
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