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Found 153 results

  1. Norway, 1941. The whole world is caught up in the frenzy of war, the world's powers are amassing their armies and they're expecting our team to inflict damage to the German operations behind enemy lines. The stormy weather over Norway is tossing our Dakota around like a rag doll. We can only have faith in our pilot's abillity to get us to the drop zone. We're going into action knowing that we will bravely complete our mission. One day we'll look back on this and remember when we, members of the SAS, risked our lives to fight for a better world. Hello. This singleplayer mission is my tribute to one of the best WW2 games - Hidden and Dangerous 2, also created by the Czechs like ARMA 3. I tried to reproduce as accurately as possible first operation from H&D2 but of course not everything can be done in Arma 3. Mission have: -Original soundtrack from H&D2 -Some interesting scripts (for example underground bunker) -Provides 1.5-2 hours of gameplay -No bugs (I tested this mission many times to eliminate potential errors) I spent many, many hours(especially by building a German factory complex and an underground bunker) on it so I hope you will enjoy my mission 🙂 Its four missions from H&D2 compiled in this one ARMA 3 mission: First strike: Scout: Rendezvous: Iceberg: Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1944992100
  2. Hi everyone and happy new year! Introduction This is my first script in 2020. @Ori150418 posted a request about a marker searching system and this piqued my interest so I got to work. This script adds a searchable list with all markers to the right side of the map (see video below). Features Adds list with all markers Markers are searchable by their text Updates positions periodically Updates markers when opening the map Includes user made markers List is hideable Note: The performance might suffer in missions with a lot of markers. The example mission has a small test built into it which generates 100 markers randomly on the map. I'd appreciate feedback about the performance as I have a good enough system to not notice a difference. Usage Copy the file "fn_markersearch.sqf" to your mission directory Add the following line to your init.sqf/initPlayerLocal.sqf: ["init"] execVM "path\to\file\fn_markersearch.sqf" Video Downloads https://github.com/7erra/marker_search Have fun!
  3. MajorBaguette

    Arma maps for IRL GPS systems

    Hey, I'd like to know if someone here know where I could find GPS files (.kmz .mbtiles ...) for the most used maps especially Takistan & Takistan Mountains ? I need it for JTAC training and I can't find these on google or here. Thanks for reading me. Major
  4. Hi guys! I'm trying to replace the map by a custom image whenever players open their map. What I have so far allows me to create the pic when the map is opened and works, but the trouble is it is shown over every other layer, while what I'd like to do would be to place it just above the map, but behind everything else so that players can see everything else, (tasks, briefing etc.). Any insight will be greatly appreciated. Here's what I have so far: findDisplay 46 displayAddEventHandler ["KeyDown", { if (inputAction "showMap" >0) then { _x = -0.00531249 * safezoneW + safezoneX; _y = -0.00399999 * safezoneH + safezoneY; _w = 1.01063 * safezoneW; _h = 1.008 * safezoneH; _ctrl = findDisplay 12 ctrlCreate ["rscPicture", 1000]; _ctrl ctrlSetPosition [_x,_y,_w,_h]; _ctrl ctrlSetText "media\img\splashscreen1.paa"; _ctrl ctrlCommit 0; }; }];
  5. Here's a little mod I cooked up. It started as a mod to increase the grid numbers around the edges of the map as I could barely read them. Then I figured out how to get rid of the satellite overlay. Then I decided to roll in the changes done by the BHC map contour mod. http://imgur.com/a/bYAKq Features: * permanently removed satellite overlay from all the map screens I was able to find (map, UAV terminal, artillery computer, camera, 3den), some of with was forced, meaning you could not disable the overlay * incorporated BHC map contour changes to improve readability * increased font size for height numbers as well as grid numbers around the edges Known issues: * for some reason I could not remove satellite overlay for the spectator mode * I would love to find a way to increase the font size for the full grid number and the ASL data shown next to the cursor on the map (401019, 35m) DOWNLOAD: http://www.mediafire.com/file/bmp406jw1lsx9rj/@More_Readable_MapV2.zip Credits: Tomahawko for his bhc_map_contour mod
  6. We are releasing some information related to materials basics, texture maps etc. You may find them useful for Your projects. 1. RVMAT Basics (SuperShader, MultiMaterial, SkinShader, Procedural/Glass/Water/Detail/Normal/Specular/Tree etc. maps) URL: http://community.bistudio.com/wiki/RVMAT_basics Done: SuperShader for MAX and MAYA (no .fx files yet) http://community.bistudio.com/wiki/Super_shader Done: MultiMaterial for MAX (no sample .mcr script yet) http://community.bistudio.com/wiki/Multimaterial Done: SkinShader (no sample MAYA cgfx (screenshot) yet) http://community.bistudio.com/wiki/Skin_shader Done: Face wound textures http://community.bistudio.com/wiki/Face_Wound_Textures Done: Static Environmental Reflections (published mainly for compatibility reason as SuperShader (includes environmental map/fresnel) replacing this functionality) http://community.bistudio.com/wiki/Static_Environmental_Reflections * - some hints about physical properties at bottom http://community.bistudio.com/wiki/RVMAT_basics#Physical_properties (including Bullet Penetrability ) 2. Texture Map Types (includes HQ NM) URL: http://community.bistudio.com/wiki/Texture_Map_Types 3. Post Process effects URL: http://community.bistudio.com/wiki/Post_process_effects 4. Unit ergonomics (Soldier model proportions) URL: http://community.bistudio.com/wiki/Soldier_model_proportions 5. Weapons settings (some informations about weapon configs) http://community.bistudio.com/wiki/Weapons_settings 6. Damage: http://community.bistudio.com/wiki/Damage updated in BIKI: http://community.bistudio.com/wiki?title=Weapons_settings&diff=57833&oldid=56416 http://community.bistudio.com/wiki?title=Bullet_penetrability&diff=57836&oldid=52134 http://community.bistudio.com/wiki?title=RVMAT_basics&diff=57820&oldid=52837 while it's minor i hope it helps bit :) 7. other documentation per demand and as needed @TBD NOTE: Please don't edit these wiki pages w/o some prior discussion with BI staff as we will add more info into these in future ... Per demand => if it's possible i will see what can be done about such requests ... if you not post here just bug me on ARMA2 irc channel
  7. Hello, community! I have seen such a script, but I can't find it anywhere: - the player needs to complete multiple tasks; - he's debriefed by his HQ and must open a local map (EDEN item, placed on the map); - when he interacts with the map, a map is opened all over the screen; - all tasks are visible on this map as flags; - the flags' markers change its size (grow a little) when the mouse marker is pointing at them; - during this action a text with description is shown next to the current flag marked; - when you click on the flag, you will be teleported to the location; - I want to use the script on the VR map for testing and then move it to the mission's map; - I want another such map asset (item) to be temporary spawned next to me (near player's new location) after being teleported, so the player can go back to the HQ debriefing area, once the task is completed (the player will be allowed to do that only when it's finished /this is not a mandatory condition/). | The second possible variant is just another copy of the map item at the specific task location, but the condition with the task completed must be "true"; - I want the task to be activated, when the player is just spawned and teleported to the task's location, so I guess I will have to put a trigger there. Thanks for the help in advance! 🙂
  8. Hi, I made a package of patch for old maps (before 1.60 version) with black sky. I choose to patch only consistent map (not in pre-alpha version or unfinished maps). If you want absolutely a patch for a map that is not in the list, send me a PM. To use it : activate the patch of the map you want and activate the map (map not included, it's only a patch). Open the map with "fix" name in order to not have the black sky. Download here Patch available for : - Atlantis Map - Bornholm (lite and normal) - BTC_Al_Jak - Diaoyu - Hindukush - Kandahar Province - Khogyani - Lost Island (normal and winter version) - Sangin - Tilos
  9. UNSUNG TEAM RECRUITING In order to continue producing this great mod at a high level of quality and quantity for the Arma community we are currently looking for the following people to boost our team productivity: 2 x model porters - porting models from arma 2 to arma 3 (e.g. motorbike, bicycle, helicopter, tank) - you need to have basic knowledge of Arma Tools (object builder) - we can teach you the rest, you just need to be willing to follow our guidance. - These posts allow people the ability to grow and develop their knowledge in model development. 2 x building artists - high level of ability to make new scale models from scratch in whatever program you use - uv mapping and texturing models - we can import to p3d / rig / animate / and config - The buildings are for a new urban map based in Hue 1968 that our world-builder artists are developing. - Your creative input to that map would become legendary! To be part of our team you will need - about 6-10 hours a week for no pay, except being part of a supportive 14 year-old modding team - open-minded and teamworking mind-set - skype account for group-chat - tortoise svn (we can teach you how to use that) Interested? please send me a PM or join the skype group here ok now onto the plan.... HUE 1968 We are planning to build a giant map of Hue City, 1968, to re-enact the Tet Offensive battle for Hue between 16 battalions of ARVN, US Army and USMC vs 10 battalions of PAVN and PLAF (VC). The city has a giant historic Citadel with moats from the Perfume River this is our satmap so far this is the approximate area footprint we plan to create Some useful resources http://1project2far.blogspot.co.uk/2015/04/six-block-war-finding-your-way-around.html http://www.miltours.com/image/data/brochures/lneckhuepart2.pdf https://drive.google.com/drive/folders/0B2vQ__WUjXkGaHNUWnYxRjQyT0E?ths=true https://drive.google.com/drive/folders/0BwNE3oNWMiBDRGV3R2JlT24yMHc?ths=true original map from 1968 and other free maps of vietnam here: http://www.lib.utexas.edu/maps/vietnam.html original vietcong 2 assault on the citadel this is the key one - the MACV compund and streets to the bridge The aim is to build both banks of the river, with a variety of key features: - the hospital, treasury building and provincial admin building, cercle sprtif, MACV compound, etc - the main focus of fighting - citadel, Dong Ba Tower, Tong Tu Gate, West wall bridge, etc - Nguyen Hoang Bridge (6 hump suspension road bridge) - factories - churches - cinema - shopping streets - housing - river and canal bridges - stairways - bunkers - offices - roads and street furniture - fences, walls and railings We are also building a range of new armour and air assets to support this battle, which will be added to Unsung mod during the coming year, these include: - M41 Walker Bulldog - M42 Duster - M50 Ontos - PT76 - Type 63 APC we also need a new M274 Mule - if anyone fancies making one, or donating for it (Edit - Howells is making one) some pics of Hue buildings follow. We are keen to attract some new modellers to help - port and convert Takistan buildings and other A2 assets (not much experience needed as we can teach you) - retexture A3 assets if and where possible (and legal) (texture artists familiar with photoshop or gimp) - build new models (experienced modelers - we can help rig and config for arma) We feel that the release of this map will be a legendary event in the Arma series. Why not join the gang creating it? If you don't have much experience, we still have work, so long as you are prepared to make a commitment to completing one model task. Time-wasters need not apply! the work can be hard, so you mainly need enthusiasm and endurance. so yeah, it's a big project, we need people who can make street-signs, shop signs, railings, bridges, rubble piles, right up to citadel bastions, bridges and cathedrals. so if anyone out there can lend a hand, it's gonna be an awesome battle in the end - a legendary map for the arma series. we already have the satmap done, with the rivers and canals already in. Razorback, Londo and maybe Icebreaker are gonna be working on the basic layouts and ground textures we just need a lot of buildings and parts. I have imported a lot of stuff from takistan already, but if we could get some guys wh ocan just do the importing process on more of the takistan houses, i can help them with a process to follow, and guidance. it's a good way to learn your way around arma building models. then we need texture people to retexture the buildings to vietnamese colonial colours and signs, add shutters and details etc
  10. Hello everyone, Its been about 3 years since I last made a map for Arma 3 and I am back working on a small project that I hope to release a working version on soon. The island information is below and I will upload a high-resolution satellite image later today for people to see the real world location. Here are the map details; Predicted Release: v1.0.0 - 1st July 2019 Map Name: Donousa Location: South Aegean Sea Size: 8km x 8km Highest point: 385m (1263ft) Climate: Hot, Dry and Generally Arid Population: 167 Civilian Locations: Capitol: Donousa Villages: Mersini (South East), Kalotaritissa (North) and Charavgi (South) Military Locations: Small checkpoints, one central base for a small garrison Road Types: Single Main Highway, Dirt Roads, Dirt Tracks, Footpaths Vegetation Types: Bushes, Trees, Low & Overgrown Grass Satellite Image: Link To Imgur
  11. Version 1.03 Last Update and Release: 19.06.2019 Link to the SteamWorkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=835257174 After nearly 2 years of creation, frustration internatl tests and changes i would like to present my little map to the public. ______________________ Update from 17.06.2019, Version 1.03: Update from 05.05.2019: Update from 21.05.2019: ______________________ The orginal location and inspiration for this mod: Rügen is Germany's largest island by area. It is located off the Pomeranian coast in the Baltic Sea and belongs to the state of Mecklenburg-Western Pomerania. It is a very popular tourist destination because of its resort architecture, the diverse landscape, its long sandy beaches and the famous chalk cliffs. The island has a long diverse history and was a point of interest during World War II and after for different military projects and camps like Prora or a planned seaport for submarines. The mod-version: As this mod-island is only about 1/15 of its orginal size it sees many differences and adaptions. The original map is only taken as inspiration regarding locations and shape. D41_Ruegen is placed in the near future and set up as a location for prissoners to resocialize them (thats the reason for the huge walls on the borders). The intention was to create a diverser european map that offers lots of choke points for conflicts, many cities and locations that might be interessted for mission making, life-projects or survival situations. And i tried to make this map also usable for boats by offering many passways and shortcuts. Many other maps where either too big, too empty or too easy to cross offroads. This is why i tried to create a new mixture with a focus on infantry combat and the intention to make a relatively small map, that still feels big as you cant cross it in a straight direction. The areas vary from more civilised and rural locations on the south western part, to tourist locations on the eastern side to destroyed and barren locations in the northern regions. Some fights have been going on there (its up to you if this was because of zombies, rebelling prissoners or whatever). For even more rubble and wrecks check out the "Scorched" Version, also included in this mod. Facts about the map: Mapsize: 16.384m x 16.384m Gridsize: 4096 cells Cellsize: 4m SatMask: 16.384x16.384 Object-Counter: 542.018 Original size: about 65km x 65km Creation time: nearly 2 years (first creations began in january 2017) Relevant classnames: Vanilla Map: d41_ruegen Scorched Version: d41_ruegen_scorched Special features of this map: 3 airports/fields many passways for boats between the islands (might be even faster then going by car) tide-system with changes of the waterlevel up to 3m (lowest water at noon, highest at midnight), offering and closing some passages for cars and boats depending on the time some hidden locations and caves some military and rebell outposts (Polizeikaserne Parow, military airport in the north) throughout the map 2 castle ruins 1 prisson island with underground levels (might be good for roleplay, but AI has problems with that part) 1 highway crossing nearly the whole island for a fast travel but with reduced possiblity to get offroad crowded forests filled with bushes etc. to improve life and hiding of infantry Second Version of the island "Scorched" included in these files containing lots of additional wrecks etc. mainly for survival missions like exile etc. Screenshots from the map (and all the progress from the beginning on...): till 27.04.18: https://imgur.com/a/nWqjt from 27.04.2018 on: https://imgur.com/a/B0Myw3i These preview videos were created by MultiSasch. Thanks for those nice videos! This is the link to his youtube-channel (german): MultiSasch - Arma 3 Gameplays & more Known Issues: REPORT ALL BUGS HERE: Dead Men Walking / D41-Discord Pond objects may have LOD issue at distance AI will have problems entering and crossing some bridges Some very small areas (like "Reinberg" in the south) are still WIP and will be finished or adjusted later Usefull stuff: Downloadable ingame map including relevant city names ______________________ LEGAL NOTICE! READ THIS! THIS ADDON IS RELEASED UNDER THE ARMA-LICENSE: APL-SA You should not upload and mirror this anywhere without permission (This is also relevant for you @armaholic and @moddb!). Additional Info: This item is not authorized for posting on Steam, except for the original IP-Owner Cosmo. This means: You are NOT allowed to upload, reupload or whatever it to the Steam-Workshop! (Just read the steam licenses 6D) Do yourself a favor and create a Steam Workshop Collection, it makes yours (and all other lives) much easier. Special Thanks: Silola - The X-CAM object placement tool. Without this tool, it would have taken more than "just" two years. Zgmrvn - Surface Painter A3-Terrain Builder Discord - Answering questions, providing knowledge and advice, without them this terrain would not have been completed. PMC Editing Wiki for all those great guides around terrain creation CUP-Team for its great core mod, that helped to bring back maps in european areas HAG Objects from WA Lancer for his open sourcefiles for plants and citysigns
  12. Hello, everyone! I have seen in different missions that when you open a task a specific location that you need to go to is marked and can be pointed on the map. It is in the description of the task and a square shows its exact location. How do I do that in Eden? Cheers! 🙂
  13. Hey guys, now that i've seen some maps using tunnels, i thought i would make some models for that. These are divided into individual modules and can therefore realize "theoretically" infinitely long tunnels. In addition, there is a saving of resources, since Arma offers no models for such projects. End with eternal stacking of walls and blocks. Here is the first finished project (without MC texture). All models have at least -3 C-LODs -2 shadow LODs in addition comes the -Geometry -Geometry Phys -Roadway -Fire Geometry -View Geometry -Memory - LOD All models get their materials through the Multimats and are scaled differently depending on the LOD. The lowest poly is only textured by a combined _co map. Currently I am working on this tube. I hope I could leave a first, good impression.^^ If you are interested, suggestions or criticism you can contact me. https://steamcommunity.com/id/HGRaVeN103/ other thread
  14. I'm looking for a map with the following criteria: As large as possible. Only a single large town but other small settlements/villages are OK Only a single airfield but other smaller strips are OK. Preferably not desert. Preferably an island. Any recommendations? Thanks in advance.
  15. Monument Valley - Old West Map Description: Since my first attempt on creating a map wasn't successful, I've started working on a new, working one map for my Wild West sandbox - Old West. Monument Valley - namesake of a place in USA, Arizona and Utah. It's size is 2048x2048 m. It takes place in the mid 19th century, in a time of Wild West era. Geography: Terrain is mainly consists of desert. Other half of it is mountains and plateau. It will have little towns, farms, villages and also some of the Native American tribes when I'll finish working on a topo relief and flora. Plans: Finish making topographical relief Update new sat map to a high-quality one (very boring and not necessary) Map mask can be changed too, but is good already Add foliage Add buldings and other objects Release it Requirements: Apex DLC CUP Terrains - Core Mattaust Buildings Pack Maybe something more in the future Snapshots:
  16. George99

    Ocean Map

    With the release of a NATO Corvette on the workshop, and the release of the Jets DLC and the USS Freedom I decided to make an ocean map for large scale naval battles without terrain getting in the way. Here is Ocean Map Features: 350 Meters Deep Ocean (Room for Submarines) 20km x 20km before entering debug Coming Soon: Underwater Cave Systems, Shipwrecks, Plants and Wildlife
  17. Fort Jackson, South Carolina I have finally got my terrain builder working! I can finally continue my progress on my terrains! About this project: This terrain is based on Fort Jackson training grounds. This terrain will be a bit off from real world as it is intended and built for ArmA units and people looking for a training ground with ranges that are built according to real satellite imagery. The buildings and compounds will be different and changed, roads, foliage and geographical features will be as accurate as I can get them. There are a LOT of empty areas and ranges as you may notice when exploring, this is done on purpose for individuals and units to build their own training areas. This terrain will be modified and not resemble the real world terrain 100% and is not meant to look pretty, it is purely made for the unit I am currently in! This terrain is intended for individuals or groups to use as a training ground. Required Addons: None Release State: v1.1 Features: Main spawn area. Accurate tree lines. Multiple ranges (Both built and empty for custom ranges). Partially built MOUT area (Partially built on purpose for custom MOUT layouts). Airport. EOD area. Ordnance and Heavy Weapons range (Mortars, vehicles, static weapons, etc). Fort Jackson Photo Gallery (NOTE: The images in the gallery are from when this terrain was Work in Progress): Download V1.1: https://drive.google.com/file/d/0BwO9rIv0F5O4clRjQUxzVUpJamM/view?usp=sharing Please report back any issues about this terrain, thank you.
  18. Latest Version: 1.4.1 (08|10|2016) This mod adds something new to the trusty old map! It allows the player to place an "unfolded" map in the world, so that everyone can enjoy the benefits of a map, even if someone doesn´t have one in his inventory! Features: Place an "unfolded" map in the world using the ACE_Self_Interact_Menu! Open the map screen using "this" map! See the map markers of the person who placed the map on the ground! Your markers will be less visible, so that you can distinguish between yours and the ones on the map!Ability to copy these markers into your own map (Hover over target marker and press CTRL+C)! Players can place the map on objects, for a more immersive feeling (With CUP | RHS support)! Change the availability of ACE_Map_Gestures to only be usable on the unfolded map! (Set-able through CBA_Settings) Supported objects: ​ Planned: Requirements: Community Base Addons ACE 3 ​ Installation: After unpacking the .zip-file into your ArmA 3 directory, all the files you need to use the mod should be inside the "Addons" folder! If you want to use the compatibility pbos´, you have to move them from the "Optional" folder to the "Addons" folder! Download: R_Unfold (v1.4.1) R_Unfold - Unfoldable Map v1.4.1 Media: The following video is just showing how it works and looks! Changelog: 1.4.1: [ADDED] Language Spanish. [FIXED] ACE error when placing compatible vehicles on mission start (May also fix missing actions on supported vehicles if you encountered some). 1.4.0: R_Unfold: [ADDED] CBA_Settings support (Replacing "R_Unfold Settings" Module). [CHANGED] Module "R_Unfold Settings" has been disabled. (Will be kept for compatibility) [CHANGED] Cleanup in some functions. [CHANGED] script_component.hpp to make it easier to create compat mods for vehicles RHS Compat: [CHANGED] Compat is now fully dependend on RHS (AFRF and USAF). [FIXED] UAZ interaction point and map position are both too high. CUP Compat: [CHANGED] Compat is now fully dependend on CUP_Vehicles. 1.3.0: [ADDED] ACE_Map_Gestures Restriction: Toggle ACE_Map_Gestures to be only available on the unfolded map! [ADDED] Module "R_Unfold Settings" for ACE_Map_Gestures Restriction and for future additions! [ADDED] Workaround to read module settings from module "R_Unfold Settings"! [ADDED] Languages Italian and French! [CHANGED] Some spring cleaning! [CHANGED] Moved actions from script to config! 1.2.0: [ADDED] Polish translation (Thanks to @doman)! [ADDED] Ability to place map on certain objects (Supported: tables, whiteboard, quadbike)(Thanks to @baermitumlaut for helping me with the interactions)! [ADDED] Optional CUP and RHS compatibility pbo´s (Supported: HMMWV´s, UAZ)! [CHANGED] Some minor changes on the code itself! [FIXED] Ability to unfold map while using the map! 1.1.0: [ADDED] Localization (Supported languages: German and English)! [ADDED] Ability to see the map markers of the player who placed the map! [ADDED] Ability to copy the markers off the map (Only if you have a map or a similar item)! 1.0.0 a: [FIXED] Discrepancy between Bikey and Signature (New Bikey)! 1.0.0: Release!
  19. I noticed that for any of the maps where the vertical scale on the left increases from top to bottom (instead of the default bottom to top), like for example on any of the Chenarus and Sahrani maps, that there is a glitch with the coordinates. The zoomed in coordinates do not match those when zoomed out. To reproduce, open the map United Sahrani and zoom out until the contour interval changes from 10m to 20m. Place your cursor so that the cursor horizontal line is in line with one of the 2 digits on the left (example 10 in line with the town of Paraiso). So that horizontal should correspond to 100 if I convert to a 3 digit reference. Now zoom in one step closer without adjusting the position of your mouse, so that the contour interval changes from 20m to 10m. You will see on the left is now indicated 109, instead of 100 !!! Put in another way, if someone is given a 6 digit grid coordinate on this map, for example 075 095, but they found this coordinate while they were zoomed out to 20m contour inerval, then if the person who is plotting that coordinate is zoomed in to 10m contour interval and they plot that position, they will incorrect by 1km to the North. Before replying with angry rants - just do a test yourselves on Chenarus and Sahrani and any other maps where the coordinates do not increase from top to bottom, and left to right (the positive xy quadrant on a Cartesian coordinate system).
  20. Hi all, If you used to play on Kunduz, Afghanistan map, you remarked the doors of any building are not active. Here is a simple code to add in initPlayerLocal.sqf to make them work. (Create it in mission root if missing) if (modParams ["@Kunduz, Afghanistan", ["active"]] param [0,false]) then { inGameUISetEventHandler ["action"," private _intersects = []; if (_this select 4 == 'Close Door' or _this select 4 == 'Close Window') then { _anims = 'true' configClasses (configfile >> 'CfgVehicles' >> typeof cursorObject >> 'AnimationSources') apply {configName _x}; { _intersects = ([cursorObject, _x] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]); if (count (_intersects select 0) > 0) exitwith {_intersects} } forEach ['VIEW','GEOM','FIRE']; if (count _intersects > 0) then { _select_door = (_intersects select 0) select 0; { if (count _anims > 0 && {[_select_door,_x] call Bis_fnc_inString}) exitWith { cursorObject animateSource [_x, 0];true}; false } forEach _anims; }; }; if (_this select 4 == 'Open Door' or _this select 4 == 'Open Window') then { _anims = 'true' configClasses (configfile >> 'CfgVehicles' >> typeof cursorObject >> 'AnimationSources') apply {configName _x}; { _intersects = ([cursorObject, _x] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]); if (count (_intersects select 0) > 0) exitwith {_intersects} } forEach ['VIEW','GEOM','FIRE']; if (count _intersects > 0) then { _select_door = (_intersects select 0) select 0; { if (count _anims > 0 && {[_select_door,_x] call Bis_fnc_inString}) exitWith { cursorObject animateSource [_x, 1];true};false } forEach _anims; }; }; "]; }; Have fun on this beautiful map. Updated Nov. 20th 2018 (see comments)
  21. I am making mission where the players don't know where on the map they are starting from. Disabling the center map on player function was easy enough. However there is another problem. Both in the mission briefing screen and after the mission start when the player opens his map for the first time the map starts zoomed in and centered on the player's location. Is there any way of preventing this, like having the map camera focused on an invisible marker somewhere? Any tips will be appreciated.
  22. Northern Fronts devteam in cooperation with FWW2 is proud to announce development of Northern Fronts mod for Arma 3. The mod will add armies fighting in Scandinavia during World War two, including: Finnish Army [1939 - 1945] - Winter War, Continuation War and Lapland War, Royal Norwegian Army and Navy [1940] - Invasion of Norway, Norwegian Ressistance fighters [1940 - 1945] - Occupied Norway, Red Army [1939 - 1940] - Winter War, Danish Army [1940] - Invasion of Denmark, Foreign volounteers - fighting in Finland and Norway About: Mod is going to include realistic representations of weaponry, equipment and vehicles used by all the forces listed above, allowing the community to create great scenarios taking place in cold, northern countreis. The development started in November 2017 and with increasing support from community, FWW2 team and Finnish community modders it was possible to create huge variety of assets with custom models, textures, animations and sounds. After first succesfull beta-test we are happy to announce the mod to the public. It is important to note that Northern Fronts is aiming to be a standalone mod, it doesn't use any dependencies, although it includes ACE compatibility. We do realise that players will be using other mods just to have oposing faction for forces included in Northern Fronts, but we don't want to force usage of any mods. It is also worth noting that Northern Fronts team stands strongly against ripping the assets from other mods or games without their permission and will take seriously any violation of team's rights to the created content. Development: Although our aim is to include all the listed factions in A3, we had to start somewhere and set up a list of priorities.The decision has been made to start with Finnish Army in Continuation/Lapland War and currently the mod includes most of infantry weaponry used by Finnish forces in that period. Further development will include both small and big updates: Big updates will consist of bunch of fresh assets, altough won't be frequent. Those assets might be an introduction of new army, a pack of weapons an uniforms, or some vehicles. Small updates will be thematical and limited to small ammount of assets, yet more frequent than the big ones: example can be a Sissi/Jaeger update which will include pieces of equipment unique for light infantry or scout units, such as long-range radio, explosives or bicycles. Those updates will always be focused around a theme, making each of them something unique and giving possibilities for new scenarios to be created. Status and contact: Currently, mod is in 0.1 Release! Here are the links: Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1507586063 ACE compat: https://steamcommunity.com/sharedfiles/filedetails/?id=1507963938&tscn=1536513102 Google Drive: https://drive.google.com/open?id=1wtbI6buGrieRcIANuezzQxhrdUJH2pHi To get in touch with us or take a closer look at development, feel invited to our Discord: https://discord<dot>gg/fZd5Kkg . Please contact our community manager: Griffiths with any questions or cooperation propositions, also feel free to post in any of the coresponding text channels. Content (will be kept up-to-date, doesn't include WIP assets): Finnland: Infantry weapons: Kp/31 "Suomi" Mosin M39 "Ukko-Pekka" Mosin M91 Lahti Saloranta LS26 Lahti L35 Panzerfaust 30 Panzerfaust 30 Klein Static weapons: Lahti L39 Maxim Explosives: Kasapanos improvised satchel charges 2kg, 3kg, 4kg throwable satchel charges Molotov coctail Variety of Finnish-made grenades Uniforms and gear (note that all assets listed in this section come in great variety - from infatry to cavalry and artilery variants of caps, from private to lieutnant insignias, from clean to soaked in mud uniforms) M36 Uniform M36 Summer Tunic Hungarian M38 Helmet Czechoslovak M34 Helmet Finnish/Swedish M37/M40 Helmet Austrian-German M17 Helmet Italian M33 helmet German M35 helmet Field cap "Verikauha" Fur cap "Turkislakki" Officer side cap "Suikka" Sleeve insignias for all of the units fighting in Finnish Army (literally all of them) 1.st Armoured Division variants of caps and uniforms Belts with officer, rifleman, assault and universal variants, including iconic pukko knives Gasmask bag Breadbag Sipulisäkki backpack Map bag Credits (by the date of joining the team): - Sokolonko - head dev, models, textures, configs, management, ruining beta-tests - Caselius - textures, historical information, multiplying mod size by adding termendious ammounts of Variety™ - Brave Sir Charge - models, public relations, FF cooperation, memes - h- - FWW2 cooperation, all custom audio effects, re-scripting the whole engine - Anddy - terrain, models, historical information, making beta-tests for Sokolonko to ruin - Troska - models, textures, ArmaFinland cooperation, actually working on the assets - Ashton - models, textures, pushing forward something (at last!) not Finnish Special thanks: - Jellonavesa - for kp31, m39 and l35 models - IFA3 team for helping me start with modding, thanks Kju, El Tyranos and GSTAVO, - KJ, HorribleGoat, Rob (Eggbeast), X3KJ and many others for helping out with anny issues reported on ArmA 3 discord, - Muzeum Uzbrojenia w Poznaniu - Polish museum that invited us to record their WW2 weapons with some top-noch equipment. Really huge respect for those guys, - My friends that borrowed me their recording equipment for the recordings without asking for anything, - Forgotten Fronts - for cooperation on overlaping assets and supplying our discord with memes, - ArmaFinland - for helping us with beta-tests and providing both server and players, - Saucco for ls26 sounds, - CSA38 - for creating great source of refrence photos and helping out with configs, - Yle Arkisto - Finnish weapons sound reffrences and samples, - http://etulinja.net/ - for great support in historical information, - Justin N. & Renner from FF for M35 helmet model and Panzerfaust decals, - Michael Cecconet (RedRogueXIII) - plenty of high-poly weapon models donated to our devteam (that are yet to be revealed!), - Steelexia from FWW2 - Maxim model, - Basher - helping with unit configs, - Temppa - creating great terrain on which the promo shots were taken, - Griff - For being our Community Manager! Sound credits: - soundslikewillem (freesound.org) - molotov && improvised kasapanos fuse sound. License CC BY-NC 3.0 (https://creativecommons.org/licenses/by-nc/3.0/legalcode), file name:Fuse.wav, edits: low-cut EQ - slight cuts - normalized to 98% - 160033 (freesound.org) - Liquid In Square Glass Bottle.wav. Licensed under Attribution-NonCommercial 3.0 Unported (CC BY-NC 3.0) ( https://creativecommons.org/licenses/by-nc/3.0/ ) Edits: Cut to several parts, low-cut EQ - plingativator (freesound.org) - munition_shells.wav. Licensed under Attribution 3.0 Unported (CC BY 3.0) ( https://creativecommons.org/licenses/by/3.0/) Edits: Cut to several parts, low-cut EQ - OwlStorm (freesound.org) - blanket movement sounds. Licensed under CC0 1.0 Universal (CC0 1.0) Public Domain Dedication - crescendo (freesound.org) - match.wav. Licensed under CC0 1.0 Universal (CC0 1.0) Public Domain Dedication - brianhanson2nd (freesound.org) - loading clip. Licensed under CC0 1.0 Universal (CC0 1.0) Public Domain Dedication Most of all thanks to all men and women for the service in defence of their homeland during those dark times. FAQ Where do I report bugs or share my suggestions? We use our discord server as main way of communication with the community: https://discord.gg/UdQyUxr Will there be more terrain in the mod? Unfortunatelly, we don't have any map creator active in our devteam, therefore I can't asure you if there will be any further maps added. If you are terrain designer and would like to cooperate with us, we will be more than happy to share some custom terrain assets. I feel like this mod really needs a scenario, will you make one? Our goal was to create a standalone mod (not depending on any other WW2 mod) and we only have one faction, therefore it's not possible to create any missions scince we don't have anybody to be the opposing side. Given how much people are asking for a scenario, we will consider making a NF preview mission/mission pack that will have dependencies on IFA3 and will be released separately on Workshop. This might be released with our next update if we decide to shift development towards it. Bear in mind that the community is full of great mission makers that will be more than happy to publish scenarios using NF, so we would probably be better off working on new assets :) I want to help with development, but I don't know anything about 3d modelling or texturing, how can I be of any use? Easiest way: go to our discord and tell the developers what you think about the mod, give some feedback or just throw some nice words. Remember that each time you tell developer he is doing a great job, he works 0,005% faster. The other way: learn modding, now it's best time to start. 3d modelling is suprisingly easy and with some tutoring you will have really nice results quickly. Your assets will be used in mod, with your name listed amongst the other devs (you can show it to your friends and family so they will ask you some uncomfortable questions). You can also try and make some weapon sounds, animations, textures, anything that you feel like doing, the community is full of people willing to share their knowledge, and Northern Fronts developers are more than happy to help you. Remember it has to be fun to you though, after all we make it for free and for our own satisfaction. Make sure to catch up with Sokolonko on our Discord if you feel like modding might be something fun for you, he will guide you through the grim and dangerous lands of Arma 3 modding. When will the Norwegians be added? First assets are being worked on already (eg. Krag Jorgensen), yet the development will shift more to them after the release. We've also recieved a lot of asset for Norwegian forces from Ashton, so the development went forward quite much. When will Swedes and Danes be added? Well, we focus more on Finnish and Norwegian theatres, so you shouldn't expect Swedes and Danes in their full glory too soon. Although Swedish (and other) volounteers fought during Winter War and we are willing to add those volounteer forces when we release more Winter War - themed units, so basic Swedish equipment should be expected shortly after or with Winter War update. Other important point is that weapons and equipment used by Norwegians and Danes are overlaping so making progress in Norwegian faction also brings us closer to releasing the Danes. When will the Red Army be added? It still needs a lot of time, first you should expect some russian equipmend used by Finnish soldiers, then we thought about Winter War update with both Red Army and some more Finnish winter assets. It is subject to change though. Tanks and planes when? When ready! Good thing is that we are cooperating with FWW2 team and tank models such as T26 and BT-5 were donated by them. Don't expect many vehicles on first release though, it is very complicated job to get them working properly. I'm a single girl attracted to Arma 3 modders, can I invite any of you guys for coffe? Jokes on you, we are all single girls! Changelogs: Features (version 0.1): Media: https://imgur.com/a/hAkF41c
  23. There's probably an easy fix, but I don't get it. I have a mission where the guys are searching for some UAVs and UGVs. The problem is, the UAV/UGVs are showing on map (even with show/hide module). How do I fix it? I've checked that when I place them, they have no crew. I also want to have "Show friendlies on map" on.
  24. At first tried to change locaction names (or their font) for map control in the description.ext. Seems impossible, as far, I can tell. Location names properties seem to be defined in the CfgLocationTypes, and these are chosen in the "Names" subclass of given map class. So, as a plan B, I'm looking for a way to hide these names instead. Is that possible in the description.ext (RscMapControl config)?
  25. Hello, i want to edit Altis, and it would interest me very much how close in the future the source files are available.
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