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Found 321 results

  1. Hey There, I've just started making my first weapon mod for arma 3 and while I feel I've got most of it figured out, I'm nearing the completion of the high poly model and I just wanted to know what are the polycounts for vanilla arma 3 weapon LODs just to make sure my stuff runs smoothly. I tried to find some examples, but all I dug up was arma 2 stuff, and I'm not interested in those. Any help would be appreciated. Cheers
  2. Hi, everyone. This is my first time making addon for arma3. And right now I have made a HK416 assault rifle. Not perfect work as you guys can see....but I do need help with the reload problem. :( Here is the short vedio: https://youtu.be/zQIUBNguqGE As you can see when the mag was took out and there was no problem with that. But when it was starting to insert the mags, there was nothing there until the animation finished then the mag just pop out from nowhere. And here is my code for model.cfg. Is there any step I missed? class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class HK416 : Default { SkeletonBones[]= { "trigger", "", /// not in this model, but good to use "bolt", "", "bolt_catch", "", "magazine", "", "safety", "", "muzzleFlash", "", "OP", "", "ForeSight", "", "BackSight", "" }; }; }; class CfgModels { class Default { sections[]= { "zasleh" }; htMin = 1; // Minimum half-cooling time (in seconds) htMax = 600; // Maximum half-cooling time (in seconds) afMax = 0; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 100; // Metabolism temperature of the model (in celsius) sectionsInherit=""; skeletonName = "HK416"; }; class HK416 : Default { skeletonName="HK416"; sectionsInherit = ""; sections[] = {"zasleh","muzzleFlash","Camo"}; class Animations { class trigger /// not in this model, but good to use { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = "1"; angle0 = "0"; angle1 = "rad -30"; }; class bolt { type = "translation"; source = "reload"; sourceAddress = clamp; selection = "bolt"; axis = "bolt_axis"; minValue = 0.5; maxValue = 1; offset0 = 0; offset1 = 0.3; }; class bolt_2: bolt { minValue = 0; maxValue = 0.5; offset0 = 0; offset1 = 0.7; }; class bolt_empty: bolt{ source = "isEmptyNoReload"; minValue = 0; maxValue = 1; offset0 = 0; offset1 = 1; }; class bolt_reload_move_1: bolt_empty { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0; maxValue=0.00001; }; class bolt_reload_move_2: bolt_reload_move_1 { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0.78; maxValue=0.80; offset1 = -1; }; class bolt_catch: bolt { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_2: bolt_2 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_empty: bolt_empty { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_reload_move_1: bolt_reload_move_1 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_reload_move_2: bolt_reload_move_2 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.188; unhideValue = 0.550; }; class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.5; unhideValue = -1.0; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; class magazine_reload_move_2: magazine_reload_move_1 { minValue = 0.573; maxValue = 0.602; offset0 = 0.0; offset1 = -0.5; }; class muzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="muzzleFlash"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; class OP_ROT { type="rotation"; source="zeroing2"; // use second muzzle zeroing for rotation sourceAddress="loop"; // loop when phase out of bounds selection="OP"; // selection we want to rotate axis="OP_axis"; // has its own axis minValue=0; maxValue=3; angle0="rad 0"; angle1="rad 65"; }; class BackSight_optic { type="rotation"; source="hasOptics"; selection="BackSight"; axis="BackSight_axis"; memory=1; minValue=0.0000000; maxValue=1.0000000; angle0=0.000000; angle1=(rad 70); }; class ForeSight_optic: BackSight_optic { selection="ForeSight"; axis="ForeSight_axis"; angle1=(rad 70); }; }; }; };
  3. Lingor Island This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~5 months were spent on research and creation of this world. Lingor is one of the most played maps in Arma Community and first really lush green environment that worked well with all the optimizations. Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 5-6 months of hard work) possible to enjoy. We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Jade Groove on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective. Required addon: CUP Terrains Core. Latest version: v3.9.5 (Lingor) & 3.82 (Dingor) Latest changelog: - finally: all new Apex vegetation! (DLC is not required) - massive improvement of lighting and satellite image of the map - new huge sectors to explore with lot of details - new town Mirasol on NW with a new unpaved runway - burned down villages: Jodido and unnamed one - added scrapyard - large sector is now GAL training facility with two mock villages - 3 new research bases for sci-fi scenarios (Deidre, Scarlett, *censored*) - one research base is abandoned and long forgotten - added bio storage facility Marika - added couple of invisible roads (for AI pathing) - added iron gates by poolpunk (thank you!) - added bunker objects by Sahbazz (thank you!) - fixed incorrect runway numbers at FOB Eddie (greetz to the legend: wld427!) - various smaller fixes, too many to mention here Download / Official Site: http://www.icebreakr.info (currently only Steam Workshop version is up to 3.9, new patch coming very soon!) Promo video #1:
  4. While trying to use addon builder to pack a small test mod to try and set up some factions for a larger mod, I keep getting the following error Build failed. Result code=1 CfgConvert task failed. Config : some input after EndOfFile. Error reading config file 'C:\Users\Jack\Desktop\wc\config.cpp' This is the config I'm trying to pack class CfgPatches { class WC_WWII { units[] = {"B_WC_AB_Soldier", "B_WC_wdl_Soldier"}; weapons[] = {"U_WC_US_wdl_uniform1"}; requiredVersion = 1.4; requiredAddons = {"A3_Data_F", "A3_Weapons_F", "A3_Characters_F", "A3_Characters_F_BLUFOR"}; }; }; class CfgFactionClasses { class WC_USA_ARMY_EU { displayName = "US Army (European Front)"; priority = 2; side = "TWest"; }; class WC_GER_WER_EU { displayName = "Deutsche Wehrmacht (European Front)"; priority = 2; side = "TEast" }; }; class CfgVehicleClasses { class WC_inf_AB { displayName = "Men (Airborne)"; }; class WC_inf_wdl { displayName = "Men"; }; }; class CfgVehicles { class B_Soldier_F; class B_WC_AB_Soldier : B_Soldier_F { _generalMacro = "B_WC_AB_Soldier"; scope = public; displayName = "Rifleman (M1)"; author = "War Chronicles Team"; faction = WC_USA_ARMY_EU; vehicleClass = WC_inf_AB; nakedUniform = "U_BasicBody"; uniformClass = "U_WC_US_wdl_uniform1"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Rabbit\data\camo_woodland.paa"}; }; class B_WC_wdl_Soldier : B_Soldier_F { _generalMacro = "B_WC_wdl_Soldier"; scope = public; displayName = "Rifleman (M1)"; author = "War Chronicles Team"; faction = WC_USA_ARMY_EU; vehicleClass = WC_inf_wdl; nakedUniform = "U_BasicBody"; uniformClass = "U_WC_US_wdl_uniform1"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Rabbit\data\camo_woodland.paa"}; }; }; class CfgWeapons { class U_I_CombatUniform; class U_WC_US_wdl_uniform1: U_I_CombatUniform { scope = 2; author = "War Chronicles Team"; displayname = "TFS woodland"; hiddenSelectionsTextures[] = {"Rabbit\data\camo_woodland.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "woodland"; containerClass = "Supply50"; mass = 50; hiddenSelections[] = {"Camo"}; }; }; }; any ideas what might be causing this? any help whatsoever would be appreciated
  5. [MP]SURVIVAL ZOMBIES & DEMONS 20 Players v.02 fix Needs Ryan zombies & demons. http://www.armaholic.com/page.php?id=28958 Its on workshops too as Zombies & Demons http://steamcommunity.com/workshop/filedetails/?id=501966277 SURVIVAL ZOMBIES & DEMONS 20 Players A survival mission without any objetive, only survive until there is no more undead. TEAMS: -OPFOR 10 players -BLUEFOR 10 players -ZOMBIES (AI) can reach 160 at same time with a limit of 4000 zombies. -Features -Awsome zombie & demons mod by Ryan -Jumping zombies. -Scary noises. -Spider zombies. -Super strong demons. (only 100 can spawn they are like bosses) -Respawn on base 10 secs -LOOT systems that spawns weapons/ammo and items inside the buildings. -No nightvision googles -Full Virtual Arsenal (Nightvision restricted) -Visible night (Full moon) -Autocleaning of bodies -ONE OBJETIVE, SURVIVE the 4100 zombies spawned in hordes. -BASES for gear up and planning from where you are teleported to action. -System that prevents player from exit playzone once inside. Only dead can scape. Fight on Agia Marina, Stratis to the dead, ally with the opposite team to survive or kill anyone on sight the zombies don't mind, they want you and will get you. Try to survive until all zombies die (they are like 4100 spawning in hordes). Future plans: -At this moment the playzone its small (just the city), i plan to change it to whole stratis and eventually to altis. Known issues: -Little lag when the zombies are spawned. (only at first) -Zombies may hit you from down the bridges and maybe from 1st floor to second (mod bug, waiting ryan to fix it) -Zombies, specially the fast ones usually act like ♥♥♥♥♥♥♥♥ when ssee someone on stairs or seconds floors in some houses. -Sometimes zombies get stuck on roofs when jumping. -nothing more. need feedback. DOWNLOAD steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=504554016 or Survival Zombies & Demons TvT-20 (@) v0.4f IF YOU WANT WHOLE ISLAND AND WASTELAND LIKE EXPERIENCE: - Wasteland Survival TvT-24 (@) It's my first mission of this type, so feedback its welcome :) Changelog: 0.1: Release 0.2 Fix: -Added little more zombies -Added markers 0.3: -Added Picture -Modified Zombie Health. 0.4F: -Reduced zeds health and damage. -Vehicles will spawn randomly on the city, be carefull with zombies near vehicles.. :). -Fixed zombies that don't throw any vehicle at players.
  6. Hi there im new around here but i think this is a great opportunity for a map creator. Were a new team creating a mod , we hope to be the next big mod in arma 3 we have no desire for this mod to be any sort of RP mod as we believe there are enough of those out there already (no disrespect to those who have made RP mods its just not our style) Were a good situated team we all get along and have a real passion for this idea, so far our in our team we have : designers, scripters and people who are great with server hosting. We are looking for a map creator /builder , the person needed should be experienced with terrain and building a map from scratch. Contact us if you're interested Steam ID: WaveyTots DonDamage
  7. Hey everyone! Before anything else, I'm going to say that I wasn't sure where I should post this, here or the Zeus-Editing Sub-forum, but both seem to match what we were looking for. Me and 2 other guys have started working on an Age Of Empires-Styled RTS gamemode, it will/should include features such as constructing almost any building in the game, both civilian and military buildings. Civilians that you can spawn to gather resources that you can spend on buildings and units, and so on. We need a few guys to come help us out. We are pretty experienced with the editor, we have made large scenarios such as: http://forums.bistudio.com/showthread.php?185375-COOP-The-Dark-Ones-Open-World-RolePlay-Quests-Monsters-And-Creatures-And-More/ AND THIS: https://forums.bistudio.com/topic/181576-spcampaignrhs-the-east-wind-rhs-remake/ AND THIS: http://steamcommunity.com/sharedfiles/filedetails/?id=180420482&searchtext= So if you guys are interested on helping us out with this, add me on Steam. My Steam: http://steamcommunity.com/id/crusher4536 Regards, MrCrazyDude115
  8. Australian Defence Force Uncut 0.5.1 MEDIAFIRE IMAGE GALLERY NO LONGER SUPPORTED New devs WIP thread:
  9. http://i.imgur.com/VRZ07q1.png?1 (183 kB) Gorgona v1.51 by Major Desync Description: Gorgona is a small island located in the Ligurian Sea, 37 km off the west coast of Italy and 35 km north of the island of Capraia. Inhabited and fortified since ancient times, it is now home to an agricultural penal colony, housing 50 prisoners, including those convicted of murder and other violent crimes, as well as Mafiosi. The prisoners work the island's farms, moving freely around the island by day tending crops and livestock, returning to the prison buildings before the evening curfew. In the history of the prison, only one prisoner has escaped, though it is not known if he survived the long swim to the mainland. (Source: Wikipedia) Though based on the real island of Gorgona, this terrain differs somewhat from the actual island. Firstly, the terrain is larger - measuring 3.7 km from north to south, and 2.6 km from east to west (compared to 2.1 km and 1.6 km respectively for the real island). Secondly, the terrain is a lot less steep than the real island. Finally, while the terrain's buildings and roads are based on the real thing, I've taken a lot of liberties to produce some interesting locations for Arma3. Gorgona's size, topography, ground cover, and locations make it perfect for small-unit infantry actions and stealth missions with an emphasis on close-quarter combat. Features: Terrain dimensions: 4.1 km x 4.1km Terrain area: 16.2 sq. km Island dimensions: approx 3.7 km x approx 2.6 km Land area: approx. 6.5 sq km. Heightmap resolution: 4 m/pixel Elevation range: -50 m to 230 m Approx 112,000 objects Hilly, heavily forested terrain, with large olive plantations, and rocky shorelines. 1 main village, with several surrounding farms and compounds. Locations: Prison, junk yard, port, helipad, cemetery, castle, radome installation, military camp, research station. Screengrabs. by 12reviewman. Changelog: Beta v1.0: Released. Beta v1.1: Released. Changelog: Fixed: Keypoint text colour more legible Added: Seabed texture, clutter, rock outcroppings (and a surprise or two). Added: Several small ruins and a small comm compound to wooded areas Added: Secondary entrance to Military camp, plus several new lights to camp and radome. Added: Security fence, gates, new lights to Helipad. Beta v1.2: Released Changelog: Fixed: Smoothed and widened several lethal gullies around the coastline (some are now good clandestine landing spots!). Fixed: Several misplaced objects (tree bin by prison wall, street lamp in town building and others) Fixed: Ground clipping through floor of several buildings. Added: Randomisation of orientation of most trees and bushes to give a more natural look (Thank you to Jakerod and his excellent Atlas terrain tutorial for the pro-tip!) Added: Box pier to harbour area. Added: Pier ladders to square water tanks to allow entry and escape. Added: Break in fence around Helipad. Thanks to Granis, Zonker3210, TokyoIndia, Gav and Jakerod for their feedback for improving the map in this version Beta v1.3 Released Changelog: FIXED: Buildings and markers not appearing on editor and in-game map. FIXED: Crash on exiting Arma 3 after previewing Gorgona in the editor. FIXED: Intermittent issue with activation of environmental lights on first load in to editor or missions. (It seems these issues were due to incompatibilities between new type 60 p3ds introduced in recent Arma 3 updates and BIS Binarize. Beta v1.3 uses type 58 p3ds, which apparently fixes these bugs, but may cause other unforeseen issues.) Thanks to Mikero for his latest Tools update for making this fix possible (and to Twelvecaliber for the tip). Beta v1.4 Released Changelog: ADDED: A few minor cosmetic tweaks to road paths (near Gorgona Scalo) and to the pier at the harbour in Gorgona Scalo. ADDED : Short road segments to gated compounds to allow AI to path through gates better (hopefully). ADDED: any changes to objects introduced in the latest (post-Nexus) version of Mikero's Arma3p. Beta v1.41 (Hotfix for 1.60) Released. Changelog: TWEAKED: Config and surface textures updated to 1.60 standards. This fixes the 1.60 Black Sky bug. ADDED: Some clutter objects around the helipad. REMOVED: Target range objects from the military base. Unfortunately these were crashing MakePbo for some reason. Thanks to james2464 and Makhno for the necessary know-how. v1.50 Released Changelog: Visual optimisation - Making Gorgona Splendid Again. ADDED: Green grass texture plus clutter. ADDED: Three large olive groves on the previously bare slopes on the east side of the island. ADDED: Miscellaneous trees and bushes to blend better with new, darker sat image. ADDED: Functioning or new lights to various locations, inc Gorgona Scalo, the prison and the military base. TWEAKED: Config lighting settings. TWEAKED: Sat image and mask image - there are some changes to the distribution and extent of the different surface textures. TWEAKED: Texture PAAs - to better match updated sat image. Stony PAA swapped for soil PAA. TWEAKED: Clutter on dry grass textures. TWEAKED: All non-concrete roads changed to dirt trails. Thanks to t800a and Cype_Revenge for visual optimisation hints and tips. v1.51 released Changelog: FIXED: Ingame map grid is no longer divided into two large-scale grid squares. Thanks to Makhno for the pro-tip. Known Issues: None currently. Licence: This addon is released under the Arma Public Licence Share Alike (APL-SA) licence Credits & Thanks: CAPTNCAPS (teamproskill) and FSF for their incredibly helpful tutorials. Bushlurker, M!lkman, Jakerod and the many others who offer help and advice in the Arma 3 Terrain forums. Mikero for his invaluable and amazing tools Gav, Sam, and Geks for alpha testing. Contributors to this thread for posting issues and feedback. BIS for making the Arma series in the first place Download: Armaholic Play with Six Steam Workshop
  10. Unsung 3.0 - W.I.P THREAD Hi all , Well its a new year and time to move forward. The unsung team have had a rest from our 2.6 release for A2 and we are looking to move into the next installment of the Arma series. We have done extensive testing and work on the 2.6 release to the point where we are happy we have a solid base to work from as we progress. However, We need your help. We are currently seeking Config writers, Modellers, Texture artists. Especially those whom have experience in porting A2 content to A3 taking advantage of PhysX and other engine enhancements. So if you want to be a member of a strong team and a mod that's been around for over 10 years, then please send me a PM For those new to the Arma series who don't know who we are have a look here: Unsung History (needs an update :P ): http://community.bistudio.com/wiki/The_Unsung_MOD Latest work : http://forums.bistudio.com/showthread.php?181703-The-Unsung-Vietnam-War-Mod-v2-6-Released-!!!&p=2749195#post2749195 Some WIP's so far:
  11. XENO - Taru Pod Mod by NorX Aengell Description : Hi everyone, I'm happy to share a mod who add the possibility for the Taru (Heavy lifter helicopter of CSAT) to attach and detach the various Pods he can lift. Warning !! The mod is for the alone version of the Taru, not with already pods attached to him. You need to Slingload the pod first before you can have possibility to attach him. All pod dropped at >70m will be parachuted. Feel free to ask for some features I can add, or report bugs i don't have catch. Features : Attach and Detach Pods designed for the Taru. Pods are : - Ammo Pod - Bench Pod - Cargo Pod - Fuel Pod - Medical Pod - Repair Pod - Transport Pod Installation (Thx to Armaholic): Usage: Go in Pilot in the alone version of the Taru, slingload a Pod and an action will be avalaible in the action menu to Attach or Detach the Pod. Action available for Copilot or LoadMaster too. FOR ACE3 USER !! Actions to manage your pod are in the self menu of ACE (check the ACE option to see the keys...). Here is the list of command script you can use (thanks to Hmarcbower for the list) : [TaruName, ObjectToPickup] spawn XENO_Taru_fnc_Action_Accrochage; // hook [TaruName] spawn XENO_Taru_fnc_Action_Decrochage; // unhook [TaruName] spawn XENO_Taru_fnc_Action_Arrimage; // attach pod [TaruName] spawn XENO_Taru_fnc_Action_Desarrimage; // detach pod ["Allonger", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Lengthen 10m ["Allonger Max", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Lengthen to 100m ["Raccourcir", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Shorten 10m ["Raccourcir Max", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Shorten to 10m ["Decrochage Parachutage", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Unhook or Parachute (< or > 200m) FOR ORDER YOUR AI !! When you have an AI in the pilot seat, select him with F2 or F3 or etc, and open your AI-action menu (keybinding "6") and you should see orders availaible. ZEUS MODULE : You have now the possibility to use Module in Zeus to do all the actions the mod add to helicopter. In Modules -> XENO - Taru Pod Mod : - Attach : Attach a pod hooked to the Taru. - Detach : Detach a pod attached to the Taru. - Drop/Parachute : If the helicopter is below to 200m it simply drop the pod and if above the pod will deploy a parachute when close to ground. - Hook : Module for all helicopter who hook a compatible object to any helicopter. (within 15 meters). Media: Change log: 1.5.8.1 : - Fixed : Arma 3 bug (https://feedback.bistudio.com/T117357) who don't show the bench pod in 3den. - Fixed : Some typo in stringtables.xml. - Changed : bikey to XENO_Taru_Pod_Mod_1.5.8.1.bikey. 1.5.8 : - Fixed : Conflict with TFAR mod. - Added : Possibility to shorten or extend ropes (and the pod) to 10m at 100m. - Fixed : Some Zeus modules has their fonctionnality fixed. - Added : Icon for Ace3 actions and Zeus modules. - Changed : The parachute pass now trought the pod during the landing to avoid glitch. Old change log: Credits & Thanks: Bis for the game. Elovergil, Halo-Roro and Kralby for suggestion and help for testing. Stinger for Icons. The french community where I play, Foi de Canard (https://units.arma3.com/unit/fdc). Rinkia for italian translation. zebra1993 for german translation. Download: OneDrive link to 1.5.8.1 Availaible in SteamWorkshop too: Steamworkshop link to 1.5.8.1 License: This work is licensed under the Arma Public License Share Alike Why Bohemia don't add this in vanilla: Support : If you want to help me out, to pay my bills or get some motivation, or just like the stuff I do here, please consider to donate a small amount of money that is always handy to have. You would really help me with this and EVERY donation is greatly appreciated! Thank you very much! Another mod Taru related : JNS Skycranes By Jonpas : Who add the black variant of the Taru to NATO. http://forums.bistudio.com/showthread.php?186479-JNS-Skycranes-%28NATO-Taru-Helicopters%29
  12. Hi there, with the upcoming Steam Workshop for mods, we will change how files are stored on Workshop, allowing more files to be uploaded for both new and old items. This means that a single addon (file) item now published on the Workshop will be able to become a mod (more files), and go back to a single file addon again, depending solely on its author, as it should be. This also means the addon tag will effectively become irrelevant, because there will be no difference between addons and mods. Therefore we want to get rid of addon tag and use only tag mod as a general notification for non-mission user content. We believe this is more clear and more useful to the players. What should you do? In short: nothing. Ideally, we don't want you to notice. :) The expected functionality should remain unchanged for all users. I am posting this mostly for the sake of transparency. What will we do? Update all existing Workshop files tagged with addon to also include tag mod . Update Publisher to auto-include tag mod . Update Launcher to display mods in Mod list (addon list will be renamed to mod list). Implement the new SteamWorks SDK that allow multiple files per published item. Publish versions with the new SDK to Stable branch. When everything is working, remove addon tag from all mod files and delete it from Steam back-end. Note (5.): Don't expect this change before version 1.38.
  13. Version 2.0 Description: This pack adds 37 new faces to your game and also unlocks faces from campaign. Download: The mod can be found on these official release mirrors: ARMAHOLIC WITHSIX STEAM WORKSHOP GOOGLE DRIVE Gallery: Full Gallery Link Classnames Link
  14. This i gonna sound weird....but i was wondering if its even possible to do this...i've been trying...believe me. I'll simplify my code, cause its huge...but basically the algorithm is like this: my fetchFnc.sqf has (gets included) : fetch_data = { _name= _this select 0; _fncName= _this select 1; .....blah blah blah based on _name, and then.... _number= 10; [_name, _number] spawn _fncName; }; I got this in my init.sqf: #include "fetchFnc.sqf"; private ["_name","_number"]; my_function = { _name= _this select 0; _number= _this select 1; }; 0 = [ "George", my_function ] spawn fetch_data; [b]diag_log format [ "After calculations: %1 has %2", _name, _number];[/b] How can i update on my main init.sqf the values for _name and _number to be show in the diag_log ? Cause right now as you can guess it doesnt get the values. I need to get the values outside of the function...I tried making them global variables....still no luck. ps: Cant do "call fetch_data" cause inside there are waituntil functions. I dont mind the script to fail...for example something went wrong and there is no data for _name George...so i send out an error. I can handle that after in my main code. So if _name == "error" then do..... -Thanks
  15. Hello everyone! In support of last week’s Workbench update, today we launched a series of mod-making video tutorials for Take On™ Mars. Titled ‘Mars Mod-Maker's Manual (M4)’, the video series aims to help people get started with creating additional or new content for Take On Mars, using the game’s Workbench editing suite. The first chapter - Data Structure & Modifications – kicks off with an explanation of where Take On Mars looks for its data, and how it can be modified. The fact that Take On Mars itself started as a mod for Carrier Command: Gaea Mission explains a lot about the dedication of this team to modding and user content creation. While we’re still adding new content to the game ourselves, with a really cool announcement coming up next week, we’re looking forward to see how other people experiment with the tools used to develop Take On Mars. The Mars Mod-Maker's Manual (M4) should form an excellent starting point. More chapters in the ‘Mars Mod-Making Manual’ series will be released over the course of the next few months – starting with the second chapter about addons, mods and total conversions. Kind and sincere regards from the Dev team, Martin Melicharek (Project Lead)
  16. Hi guys, We’re happy to see modding and user content up to a massively rapid start. We were blown away by the amount of user missions up within hours of release, and enjoyed playing with some of you on public servers! :cool: We do want to add some clarity to the concept of forward-porting Arma 1 / 2 content into Arma 3, so here are some guidelines to keep in mind: In general, you cannot simply redistribute data we shipped with previous games. The only data that is governed by special licenses are the sample packages. There are other, and accepted, ways of merging Arma 1 / 2 content into Arma 3. This is handled by releasing new add-ons that merge the content people already own via configuration files. We are working on an officially supported approach for later (similar to TKOH's Rearmed). We urge you to treat each other's work with respect. Please ask for permission before you take someone's mod and port it. Thank you for understanding. We look forward to all the awesome creations you are producing, and have several supporting packages being published as we speak!
  17. Hi guys, We’re happy to see modding and user content up to a massively rapid start. We were blown away by the amount of user missions up within hours of release, and enjoyed playing with some of you on public servers! :cool: We do want to add some clarity to the concept of forward-porting Arma 1 / 2 content into Arma 3, so here are some guidelines to keep in mind: In general, you cannot simply redistribute data we shipped with previous games. The only data that is governed by special licenses are the sample packages. There are other, and accepted, ways of merging Arma 1 / 2 content into Arma 3. This is handled by releasing new add-ons that merge the content people already own via configuration files. We are working on an officially supported approach for later (similar to TKOH's Rearmed). We urge you to treat each other's work with respect. Please ask for permission before you take someone's mod and port it. Thank you for understanding. We look forward to all the awesome creations you are producing, and have several supporting packages being published as we speak!
  18. Hi all I've just bought TOH, also a Saitek X52 controller (non-Pro) I seem to be having probs getting the setup correct, using rudder at zero speed makes the heli accelerate? that shouldn't happen. I wondered if any of the pilots here are using an X52, and managed to get it to perform with some sort of accuracy? Or, is there a setup file I can download that would work with TOH? Any help would be appreciated. Many thanks Steve
  19. While majority of users still prefer the old fashioned OFP style command line driven mod handling, there is also another way of doing it, using the in game expansions manager and documents settings. One real advantage of doing it that way is that it no longer matter from where you launch the game (be it steam, other version etc.). It makes clean installations also much simpler than messing within the game folder. Example how I use the system: * create DayZ folder in C:\Users\maruk\Documents\ArmA 2 * create sub folder Addons there and download / extract files from http://www.armafiles.info/dayz/ to it * run the game (I use the latest beta from http://www.arma2.com/beta-patch.php ) * in the game go to the Expansions, select DayZ and click on Enable button, restart the game * now the mod is installed and I can play easily with it anytime (using beta, or normal steam version, or sprocket version) For me personally it is simpler than toying with commandline options and interferring with game installation. I understand that everyone has different taste and that is why the original mod commandline is kept intact since 2002 :) I just thought some may simply not understand the more modern alternatives available now.
  20. Bohemia, hire this guy Brad and get his texture technology implemented as soon as humanly possible. -Love Kridian :D
  21. Hi everyone and all of you creative members of our community in particular. We have promised we will support our community as much as possible and here comes another service we want to offer to you. From January 2010 we plan to introduce a new section at www.arma2.com called Guerrilla / Community. This page will be dedicated to the entire community content created for ARMA or ARMA 2, as we feel it deserves more public attention. What we offer is the possibility to participate in the content published at this website. It's the opportunity for you to present your work to a much wider public and newly recruited players too! Content This kind of content is expected to be published at the Community Page: User made MOD / Addon / Tool announcement User made SP / MP Mission / Campaign announcement New website announcement Weekly reports from ARMA2 news sites Important community events Useful web links First Steps If you are interested in such collaboration on the official ARMA 2 website, just follow these steps to become a contributor: Go to this contact page at the ARMA 2 website and complete the form with these details:Your real name, city, country where you live. Your nickname used at the Bohemia Interactive forums. What community group / MOD / website you represent. What kind of content you want to contribute. Which language(s) you speak (English is required as minimum) [*]Please note that all details are mandatory and without them the request will be deleted. [*]Once you send the form, just wait until it's processed in Bohemia Interactive, which might take up to several days as every single request will be handled manually. [*]Once the request is approved you will obtain an email with your newly created user account at www.arma2.com to be able to log in and post the article or web link you want to publish. Rules There are several rules for all contributors which must be followed at all times: Only true and confirmed information directly related to ARMA / ARMA 2 user made content or activity is required. No spam, slander, lies, mystification and so. Clear, brief article. No double posts or unbearably long stories. Announcements, releases or major updates only, no WIP reports or minor updates. Weekly news reports up to date, no releases older than one week in the summary. Proper and spell-checked language. No irregular/slang words or any explicit content. One image per post. (Except news sites weekly reports). Every image must be hosted on your own website or on free public image hosting (ImageShack and so). All content should have the permissions of their respective creators, if there is any doubt that content permissions have not been sought you must not submit it to the website. Any content found to have been created without the prior permission of those who created any part of it, whether that be script, texture, model, sound, etc. will be removed from the website immediately and it is unlikely the person claiming this content as their own work will have any further content published on this community site. There will be no warning / infraction. Any violation of these rules will have serious consequences such as both arma2.com and official forums account ban. As the venture progresses it is of course likely that further rules/clarifications will be required, which you will receive notification of. Operation After submission, every single article will require approval and publication by official administrator / moderator. The user created article might be deleted without explanation if considered improper by administrator / moderator. Nobody should expect it 100% certain that their submission will be published. Authors who prove themselves reliable and trustworthy may obtain higher user status to be able to post and publish their submissions immediately and they may become moderators in the future. We will also appreciate any non-English submissions. However, the mandatory is to provide correct translation to English. The list of languages available follows: English, German, French, Italian, Spanish, Polish, Hungarian, Czech, Russian Future This service is not meant to be a competitor to established community websites, this service should hopefully complement the incredible work that the numerous news sites have performed for many years, nor do we plan to host files or images of user made stuff at Arma2.com for now. We hope this concept may prove itself viable and useful so we could introduce even more at www.arma2.com in the future. Please, don't hesitate to contact us! We look forward to hearing your feedback / suggestions at www.arma2.com.
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