DeathF0X
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Everything posted by DeathF0X
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Fox Refuel | Ace³ Hey, this addon adds the ability to refuel your vehicle with the canister. Why i made this addon ? We use a addon in our clan which calculates the fuel consumption based on the players and the driving speed of the vehicle (public release wip). More fat guys in the humvee, more fuel consumption :P, # Adds a canister to every vehicle based on class Car_F. # transfer fuel and check canister content via Ace³ interaction. # setVar for missionmakers to change fuel status. # Download include the addon, sample mission and sourcecode for self compiling. Wiki -> Link Video & images:
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[FOX] Advanced Urban Zipline
DeathF0X replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Which weapon do you using, currently it only supports Vanilla + RHS -
1) on mod basis creating dummy jbad configs copied from existing cup entries. Jbad_xxx Createvehicle ... works in-game, it will create the cup model. But the map won't use it, something is still missing/wrong 2) currently it's only for testing if its even possible. 3) not rly I had lythium installed already.
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Im working currently on it, pm me or https://discord.gg/bTBUVBB So far ive got all JBAD building in a list with CUP counterpart, if none available or not found my script will replace "empty" with a sign in the config. https://docs.google.com/spreadsheets/d/13dDqutplTn-oDFWYajzjlh0nWt_Djg5NguB8-nWjWJk/edit?usp=sharing Config: https://pastebin.com/YjFpijKW Ive made dummy configs for all jbad cfgPatches which gonna require the config above. Example: The main problem i have is that "LYTHIUM" which i use to test still tries to load JBAD models, error msg:
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addon [FOX] Ambient Airspace
DeathF0X replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can use it in Singleplayer/localhost or load it on the server via -servermod cause the clients don't need it. -
[FOX] Ambient Airspace Heyo, [FOX] Ambient Airspace is a modified version of my ambient flyby script. Features: Auto initialization, load the addon and done Random CIV flyby in ANY mission (default every 15 min / 1 vehicle) Support for RHS,CUP and for custom classes via patch or script Singleplayer | Localhost or use it only on server ( clients dont need it ) WKS-> https://steamcommunity.com/sharedfiles/filedetails/?id=1617724896 For settings check out https://github.com/Skullfox/fox_ambient_airspace
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[FOX] Suitcase About: This mod add the possibility to pick up the vanilla suitcase via Ace3 interaction. Advantage is you have access to the object itself and can play around with it. Examples for missions: Scripted commands/ additional Ace³ actions Hidden GPS in the suitcase ... Working: Player pick up and drop NPC pick up and drop Examine NPC if he have a suitcase, he will drop it Drop on kill Feel free to post any ideas/wishes. Phil
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[FOX] Advanced Urban Zipline
DeathF0X replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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[FOX] Advanced Urban Zipline
DeathF0X replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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[FOX] Advanced Urban Zipline
DeathF0X replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As 3d object ? -
[FOX] Advanced Urban Zipline
DeathF0X replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Working already on that, you will be able to cut the rope anytime. -
Heyho, im working currently on a UGL grappling hook addon. Its sadly only a teleport to a new position but it still looks cool ^^. Hook model source: https://www.youtube.com/watch?v=DrFMGEFZE0E
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Zipline addon is now released further news here:
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The grappling hook is currently on hold, i recommend to use Dudas dev branch hook its amazing ! But i still work on the a zip hook
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Heyho i wrote a small ambient flyby script last night for my mission, maybe someone wants to use it. What you can do: Define vehicles for flyby Custom code for the first (1) waypoint Custom code for the last (3) waypoint Custom waypoint center, needs to be object For more infos how to use read the comment below. /* Author: Phil Steam: https://steamcommunity.com/id/xshiragamix/ Description: Random flyby Note: If you using custom code, you need to delete the crew and vehicle by yourself ! Parameter(s): 0 Optional: Classname of the vehicle or Array of Classnems, crew will be created automaticly Recommend to only use planes or helis 1 Optional: Custom center, Type object 3 Custom code passed as array [{1},{2}] 1) Code on start waypoint Access the vehicle with _vehicle = param[0]; 2) Code on end waypoint Access the vehicle with _vehicle = param[0]; To only use waypoint end code use [{},{code}] -----------------------------------> Examples: o) Basic []execVM "fox_ambientFlyby.sqf"; o) Advanced [ ["C_Heli_Light_01_civil_F","B_Plane_CAS_01_F","O_T_VTOL_02_infantry_F"], false, [ { _smoke = "SmokeShellGreen" createVehicle [0,0,0]; _smoke attachTo[_this select 0,[0,0,0]]; }, { {deleteVehicle _x;} forEach crew (_this select 0);deleteVehicle (_this select 0); } ] ]execVM "fox_ambientFlyby.sqf"; -----------------------------------> You can copy pasta the code below directly in the 3den debug window to test it. */ _vehicleClass = param[0,["C_Plane_Civil_01_F","C_Heli_Light_01_civil_F"]]; _objectCenter = param[1,false]; _customCode = param[2,[{}, { _veh = param[0,objNull]; {deleteVehicle _x;} forEach crew _veh; deleteVehicle _veh; } ]]; if(( typeName _vehicleClass ) isEqualTo "ARRAY") then{ _vehicleClass = _vehicleClass call BIS_fnc_selectRandom; }; _center = getArray(configfile >> "CfgWorlds" >> worldname >> "centerPosition"); _mBottomLeft = [0 - 1000,0 - 1000,0]; _mTopLeft = [0 - 1000,( (_center select 0) * 2) - 1000,0]; _mTopRight = [ ( (_center select 0) * 2 ) + 1000,( (_center select 1) * 2 ) + 1000,0]; _mBottomRight = [( (_center select 0) * 2 ) + 1000,0 - 1000,0]; _pos1 = [_mBottomLeft,_mTopLeft] call BIS_fnc_selectRandom; _pos2 = [_center] call BIS_fnc_selectRandom; _pos3 = [_mTopRight,_mBottomRight] call BIS_fnc_selectRandom; _startPos = [_pos1,_pos3] call BIS_fnc_selectRandom; _endPos = [_pos1,_pos3] - [_startPos]; _veh = createVehicle [_vehicleClass,_startPos, [], 0, "FLY"]; createVehicleCrew _veh; _centerRandom = _center getPos [((_center select 0) / 2) * sqrt random 1, random 360]; _wp1 = (group _veh) addWaypoint [_startPos, 0]; if(( typeName _objectCenter ) isEqualTo "OBJECT")then{ _wp2 = (group _veh) addWaypoint [getPos _objectCenter, 0]; }else{ _wp2 = (group _veh) addWaypoint [_centerRandom, 0]; }; _wp3 = (group _veh) addWaypoint [_endPos select 0, 0]; _waypointStartCode = _customCode select 0; _waypointEndCode = _customCode select 1; _wp1 setWaypointStatements ["true", format["[vehicle this] call %1",_waypointStartCode]]; _wp3 setWaypointStatements ["true", format["[vehicle this] call %1",_waypointEndCode]];
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iniDBI2 - Save and Load data to the server or your local computer without databases!
DeathF0X replied to code34's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Why you dont simply save the weapons as array instead of a string ? -
@Temppa Broken config entry.
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Suicide Bomber and Carbomb Addon
DeathF0X replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update: *Sound hotfix * Support for "Uriki's Mission Items"- 55 replies
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- suicide bomber
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Suicide Bomber and Carbomb Addon
DeathF0X replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Support in the next update.- 55 replies
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Suicide Bomber and Carbomb Addon
DeathF0X replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update released Code rework More sounds etc... Check 1 post for more infos.- 55 replies
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Suicide Bomber and Carbomb Addon
DeathF0X replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Now you can add your own via cfgSounds- 55 replies
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Suicide Bomber and Carbomb Addon
DeathF0X replied to DeathF0X's topic in ARMA 3 - ADDONS & MODS: COMPLETE
some news... not released yet * Reworked the suicide bomber code Bomber will search from a greater radius. more time to prevent the attack but ive increased the chance for a deadman switch to 10%. + 11 random Allahu Akbar shouts. + Support for sakuraba`s Suicide Bomber vest- 55 replies
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Nice Simply create a invisible helipad as dummy object, on abort delete it and the sound will stop, if played with "say3D".
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Multiple ppl can use the pillar/object to use the action. Some wip stuff