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Found 321 results

  1. So i am looking for a WW2 mod that requires arma 3 and Apex only . I only have bought arma 3 with Apex, Zeus , laws of war . I am looking for a mod that has a WW2 campaign mode . Does anybody know such mod ? I am also looking for any mod that feature a campaign where you are a simple soldier under someone else command . I usually find mod where you have to command your men which i don't like so that's why I am looking for any campaign , scenario or mission where you are a soldier that follows command only
  2. So me and my friend keep trying to play Arma 3 RHS servers, however they keep crashing the moment they join the server, or sometimes a few minutes after. And I don't mean CTD, I mean their entire PC becomes unresponsive and they have to hard restart. Going by the logs and by what happens, it's one of the RHS submods(RHSAFRF etc) that's doing it, as in they crash on joining if they spawn next to someone with an RHS weapon, but don't if there are none nearby and then crash when they get into render distance. And the logs confirm, yeah it's an RHS error, so they have unsubscribed and resubscribed to the specific RHS mod that was giving the error, same thing happened, only this time with ANOTHER RHS submod, so they did the same thing again, and every time it cycles to the next RHS submod until it came all the way around back again to RHSAFRF. So they deleted all the workshop files including the ones in documents, unsubscribed from all mods and redownloaded, no luck. Uninstalled Arma 3 entirely, no luck. It works fine for me and everyone else, but my friend just cannot get past this and I can't find much to this specific error, I'll put the log below but that last line is always something slightly different, most variations I've seen are rhs_bmp3.pbo,17 and rhs_weapons3.pbo. It's like troubleshooting whack-a-mole, so does anyone know what might be going on and how to fix it? We don't know if it's just their mods in general or just RHS since Vanilla works fine, and they have played RHS before it's just now all of a sudden that it's doing it.
  3. Hello, dear Community! Once upon a time, I actively fought in Flashpoint and, even, together with one friend, created a unique dynamic campaign (at that time, the uniqueness was in the branching of the campaign, depending on the player's choice and the appearance of destroyed equipment in subsequent missions in exactly the places where it was destroyed, it seemed like a trifle, but it turned out that it delivered an additional emergency to the player)))) In general, somehow by itself, about a year ago I began to deal with the development of the universe in the alternative ancient past and called this universe AntiquePunk. It has its own distinctive rules, background and development. One of the distinguishing features is the active use of steam engines, another extreme feature is the deliberate absence of gunpowder / chemical explosives, internal combustion engines and electricity. Now I am engaged in 3D modeling of the first model of this universe. A lot of steam and bronze. I will post my progress here as I progress In general, meet
  4. I have been trying to get an insignia to work as a mod but when i get ingame to put the insignia on it pops up with something like "insignia not identified" and when i put the insignia on there is no image of it i can just select the name.
  5. Hi anyone knows why my custom module works when the attribute isTriggerActivated is disabled? (it didn't work when its enable). # Config: class CfgPatches { class FCLA_Modules { units[] = {}; requiredAddons[] = {}; author = "hozlucas28"; version = "2.0"; authorUrl = "https://steamcommunity.com/profiles/76561198137876583/"; requiredVersion = 2.0; }; }; class CfgFactionClasses { class FCLA_Modules { side = 7; priority = 1; displayName = "FCLA"; }; }; class CfgFunctions { class FCLA_Modules { class 3DEN { class createACEObjectAction3DEN {file = "\FCLA_Modules\3DEN\functions\ACE_Actions\fn_objectAction.sqf";}; }; }; }; class CfgVehicles { class Logic; class Module_F: Logic { class AttributesBase { class Default; class Edit; class Combo; class CheckBox; class CheckBoxNumber; class ModuleDescription; }; class ModuleDescription { class Anything; }; }; class FCLA_Module_ACE_Object_Action_v1: Module_F { author = "hozlucas28"; displayName = "Crear acciĂłn (ACE - objeto)"; //icon = "\FCLA_Modules\3DEN\data\ACE_Interaction_Object.paa"; //portrait = "\FCLA_Modules\3DEN\data\ACE_Interaction_Object.paa"; category = "FCLA_Modules"; function = "FCLA_Modules_fnc_createACEObjectAction3DEN"; is3DEN = 0; isGlobal = 1; canSetArea = 0; isDisposable = 0; canSetAreaHeight = 0; isTriggerActivated = 1; scope = 2; class Attributes: AttributesBase { class FCLA_Name: Edit { tooltip = "Nombre que tendra la acciĂłn."; typeName = "STRING"; property = "FCLA_Name"; displayName = "Nombre"; defaultValue = "''"; }; class FCLA_Icon: Edit { tooltip = "Icono de la acciĂłn, opcional.\n‱ Se recomienda que el tamaño sea de 32x32 en formato '.paa'."; typeName = "STRING"; property = "FCLA_Icon"; displayName = "Icono"; defaultValue = "''"; }; class FCLA_Condition: Edit { tooltip = "Determina que condiciĂłn/es deben cumplirse para que la acciĂłn se muestre.\n‱ Variables reservadas:\n - _target = entidad asociada a la acciĂłn.\n - _player = unidad que ejecuta la acciĂłn."; typeName = "STRING"; property = "FCLA_Condition"; displayName = "CondiciĂłn/es"; defaultValue = "''"; }; class FCLA_Statement: Edit { tooltip = "Determina el cĂłdigo que se ejecutara al seleccionar la acciĂłn.\n‱ Variables reservadas:\n - _target = entidad asociada a la acciĂłn.\n - _player = unidad que ejecuta la acciĂłn."; typeName = "STRING"; property = "FCLA_Statement"; displayName = "Sentencia/s"; defaultValue = "''"; }; class FCLA_Associated_Object: Edit { tooltip = "Variable de la entidad a la que se le asociara la acciĂłn, opcional.\n‱ Si no se define ningĂșna variable, se le asociara la acciĂłn a la entidad sincronizada solo si es la Ășnica sincronizada al mĂłdulo."; typeName = "STRING"; property = "FCLA_Associated_Object"; displayName = "Variable"; defaultValue = "''"; }; class FCLA_Type_Of_Action: Combo { tooltip = "‱ Propia: solo la entidad asociada tiene acceso a la acciĂłn.\n‱ Externa: todas las entidades ajenas a la asociada tienen acceso a la acciĂłn."; typeName = "NUMBER"; property = "FCLA_Type_Of_Action"; displayName = "Tipo de acciĂłn"; defaultValue = 1; class Values { class Self { name = "Propia"; value = 1; }; class External { name = "Externa"; value = 0; }; }; }; class FCLA_Parent_Path: Edit { tooltip = "Determina en que acciĂłn padre se colocara la acciĂłn que queremos crear.\n‱ Por ejemplo:\n- AcciĂłn externa = ['ACE_MainActions']\n- AcciĂłn propia = ['ACE_SelfActions', 'ACE_Equipment']"; typeName = "STRING"; property = "FCLA_Parent_Path"; displayName = "Padres"; defaultValue = "''"; }; class ModuleDescription: ModuleDescription {}; }; class ModuleDescription: ModuleDescription { description[] = {"Crea una acciĂłn ACE 3D asociada a una entidad especĂ­fica.<br/>‱ MĂĄs informaciĂłn: <a href='https://ace3mod.com/wiki/framework/interactionMenu-framework.html'>https://ace3mod.com/wiki/framework/interactionMenu-framework.html</a>"}; }; }; }; # Function: /* ---------------------------------------------------------------------------- * Author: hozlucas28 * * Description: * Crea una acciĂłn ACE 3D para una entidad especĂ­fica. * * Public: [No] ---------------------------------------------------------------------------- */ params [ ["_module", objNull, [objNull], 0], ["_synchronizedObjects", [], [[]], []], ["_isActivated", true, [true], 0] ]; if ((is3DEN) || (isNull _module) || (!_isActivated)) exitWith {["FCLA (server log): No Entro 1"] call ACE_Common_fnc_serverLog;}; //Verificar argumentos. _name = _module getVariable ["FCLA_Name", ""]; _icon = _module getVariable ["FCLA_Icon", ""]; _condition = _module getVariable ["FCLA_Condition", ""]; _statement = _module getVariable ["FCLA_Statement", ""]; _parentPath = _module getVariable ["FCLA_Parent_Path", []]; _typeOfAction = _module getVariable ["FCLA_Type_Of_Action", -1]; _associatedObject = _module getVariable ["FCLA_Associated_Object", objNull]; _numberOfCompatibleSynchronizedObjects = {!(_x isKindOf "EmptyDetector")} count _synchronizedObjects; if ((_name == "") || (_condition == "") || (_statement == "") || (_typeOfAction <= -1)) exitWith {["FCLA (server log): No Entro 2"] call ACE_Common_fnc_serverLog;["ÂĄError! El/Un mĂłdulo 'Crear acciĂłn (ACE - objeto)' no se pudo inicializar con Ă©xito."] call BIS_fnc_error;}; //Pasar ruta de padres y classnames asociadas al formato correcto. _parentPath = parseSimpleArray ([_parentPath, """", "'"] call CBA_fnc_replace); _findedEntity = _synchronizedObjects findIf {!(_x isKindOf "EmptyDetector")}; _associatedObject = if ((_findedEntity > -1) && (_numberOfCompatibleSynchronizedObjects == 1)) then {_synchronizedObjects select _findedEntity;} else {call compile format ["%1", _associatedObject];}; //Crear y asociar acciĂłn. _actionCreated = [_name, _name, _icon, [_statement] call FCLA_Common_fnc_stringToCode, [_condition] call FCLA_Common_fnc_stringToCode, {}, [], {[0, 0, 0]}, 2, [false, false, false, false, false], {}] call ACE_Interact_Menu_fnc_createAction; _return = [_associatedObject, _typeOfAction, _parentPath, _actionCreated] call ACE_Interact_menu_fnc_addActionToObject; //Eliminar mĂłdulo. //deleteVehicle _module; ["FCLA (server log): Entro " + str _associatedObject + " " + str _return] call ACE_Common_fnc_serverLog;
  6. Hey guys, I've been fiddling with this all day. I can't seem to figure out how to make my static animation I made in blender work in Arma. I used the addon builder that built the pbo, but my animation didn't work when I went into Arma. This is my file before using the addon builder: https://drive.google.com/drive/folders/1UDIDdfdj4MSd4i6jkRyzrNv53shytdpO?usp=sharing Could you guys please share some light on how to make this work? Thank you so much!
  7. Dude_1

    How to get into modding

    Hello, I wanna make some mods for arma but I have no clue where I should start and which programs I need to download in order to make mods. In the internet I'm only finding outdated tutorials from like 5-6 years ago. And if I want to make scripts, which programming language does it need to be?
  8. OPCOM - OPERATIONS COMMAND VERSION: 0.1.0.220220.1 DOWNLOAD: Steam Workshop DESCRIPTION OPCOM is a "see what you get" menu to set up a single-player scenario for missions and a basic liberation mode. You can also drop into other maps, directly from your current scenario, to execute a special operations mission. It takes just a few clicks to set everything up to your liking. Also great for testing new maps and other content. The menu has customization options, so you don't have to stick with its name, colors, or my logo in the boot sequence. More things to come in the future. WARNING: 1. This mod is still in development. Bugs and errors are guaranteed! 2. This mod is made out of fun, not to compete or replace other mods! 3. This mod is not perfect, but I am willing to learn, optimize and clean my scripts. 4. My military knowledge is from games and movies. Military terms might not be used correctly. This mod wouldn't exist, without all the great people here in the community. Without you, I don't know what I would have done when I couldn't wrap my head around an issue. To all of you who are contributing to the Wiki and Forum... THANK YOU! GLOBAL OPS UPDATE (17.02.2022) In Global Ops, you will drop from your current scenario into any other map of your choice in the Arma world! Here's what you can expect: Deploy from your current scenario to Global Ops missions on any other map. Set up to three different objectives for your operation. Insert on foot, with a helicopter or para drop into the action. Easy Access from a homebase on Stratis in Singleplayer Scenarios. Your entire setup carries over to the Global Ops mission. The Global Ops mission ends after all objectives are done or failed. MORE UPDATE FEATURES OPCOM should now work on more maps, as long as they have at least three locations. OPCOM should now work with more factions. You can now add and delete single units from your squad. Access to the full arsenal, including all ACE items. Import and export your OPCOM loadouts to BIS and ACE arsenals. Add vehicles from all factions of your side to your current faction. Change your operator type in the commander settings of your faction. Randomized weather system (experimental). OPCOM now works on other screens than 16:9 (at least tested with 4:3, 16:10, and 21:9) Your squad now heals themselves or each other when wounded or down. Disable OPCOM respawn and revive system entirely. Script and performance optimization. For a full list of all features, tweaks and fixes have a look at the patch notes below. SCREENSHOTS OPCOM KEY FEATURES full operator customization, including inventory management and gunsmith import and export loadouts with BIS and ACE arsenals support setup, incl. transport, CAS, artillery, and vehicle drops faction setup for your scenario customize the name, flag, vehicles, and groups of factions six missions available, plus liberation game mode world settings, incl. random patrols, air traffic, and random weather system (experimental) various settings for gameplay, AI difficulty, and menu customization transfer your settings between different OPCOM scenarios HOW TO USE OPCOM Place a unit on the map in 3DEN editor (you can change faction etc, in the menu). Place the OPCOM module on the map. It can be found in ‘modules >> ai-mods’ Save your mission to single-player scenarios or play directly from within the editor. Open OPCOM from your action menu or bind a key in Arma settings. COMPATIBILITY AND KNOWN ISSUES Don’t use respawn, revive or damage multipliers, if you use ACE or other mods that include medical features or damage handling. Some combinations of mods may cause issues when spawning the dummies or vehicles in the menu (just happened once with Project Blufor and COD: MW2-Core enabled. The Game crashed when a new dummy spawned on faction change.) Performance drops with ambient flybys over large AI groups. Various problems if you decide to play in multiplayer, despite the mod's singleplayer nature! Bloodlust mod conflicts with OPCOM respawn (will look into it). FUTURE PLANS coop support more objectives squad units customization civilians I don't want to plan too much ahead. The top priority at the moment is to make this mod stable. But I'm curious about your feedback and what you want to be added. THANK YOU! Bohemia Interactive: Thank you for giving us Arma without any boundaries. Community: Thank you to everyone who is contributing to the Wiki and Forums. Honorable Mentions: KillzoneKid, das attorney, Dedmen, Gunter Severloh, Larrow, PierreMGI, serena, Tajin Test-Squad: Arsenic, CazerVarix, Berni, Gattobuono, and Z Lone-Wolf-Patch by Domi Task Icons by Kalthramis (GitHub) PATCH NOTES v.0.0.220217.1 v.0.0.211204.3 v.0.0.211121.1 DONATIONS You like my mod? You want to support me? Thank you in advance! At the moment, every cent is appreciated. MAKE ARMA, NOT WAR! DOWNLOAD Steam-Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2651774379
  9. I want to create multiple team(like battleground's squad). That means each team can use independent radio frequency, respawn points/area. Are there any mods that support these function? I've been looking around the Workshop for hours, but I can't find it. Tks in advance!
  10. MrCats Special Weapons And Tactics (SWAT) Mod [V1.0.1] introduction Welcome to my SWAT Mod for Arma 3. I'm a big fan of the SWAT TV series. That's why I developed this mod. This mod is also still under development, but an update with new content appears almost every week. My SWAT Mod adds new swat style combat vests, belts, helmets and uniforms to Arma 3. Vehicles are also included. But at the moment there is only one armored SWAT truck. Download my modification on Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=2623846349 What is new - Tactical SWAT Vest - Tactical SWAT Belt - JPC Vest - Helmet with or without hearing protection - Vapid TARV - Lore-Friendly Bearcat -> automatic generated license plate -> Armor -> Lightbar + Sirens -> mew Airhorn + Signal Siren -> destructible body What is planned - Earpieces - Emerson 6094 Vest - More Versions for the SWAT Vests - SWAT Vehicles (Dodge Charger, Chevrolet Tahoe) - Weapons (40mm LAPD) Bugs Did you find any bugs or problems? Then write us a message immediately! Credits All vests, belts, holsters, pouches and helmet were bought by me from TurboSquid and CGTrade. Taser created by SZ Dan Axon Cam created by Hanako SWAT Patches created by Me Screenshots created by Adrian Aguilera (Choko) & kuro Vapid TARV - Lore-Friendly Bearcat by NACHO PELTOR PTT created by Razor9200 LAPD Badge creatd by me Important Links My Discord My Website some Pictures Update from 22nd October 2021 New Tactical Vest and Belt
  11. martinkopac44

    NGSW mod

    I've been wondering if there is a mod that adds the Next Generation Squad Weapons from Sig Sauer. I believe that I'm not the only one that thinks that it would be nice things to have.
  12. I am not a mod developer by any standard of measure. It's just that I believe that out of all the mods that Arma 3 has in its dedicated workshop, there is no mod that provides anything related to Tron. Now I am not suggesting that there be an entire game conversion mod with functional derezzing and new Grid maps because most of the stuff needed for Tron is already in the base game. We have, for example: - The VR Map, which can be played on like the Tron Grid. - VR Neon Suits, which look like the neon circuitry on the characters of the Tron franchise. - VR Neon objects like walls and gates and ramps, etc. I'm just saying that maybe we don't need to have everything. Maybe we can just try to add in the basic elements from the films and try to replicate them. Now about the light cycles: I'm not confident enough in Arma-3's game engine for it to run a full-on liquid simulation of light trails emitting from a glowing leaning crashable motorcycle with blue headlights. The light cycles that I think would actually be possible in the game, would be the light cycles from the 1982 Tron film. They emit light trails, and they turn left and right exactly 90 degrees all the time. That kind of simplicity would be perfect for Arma's game engine, and it wouldn't cost so much performance loss on single-player missions and on multiplayer servers. I've been, rather ludicrously I may add, begging mod devs around Discord to at least create a functional light cycle. I once even tried to make my own script for a light cycle using a white Yamaha racing motorcycle mod, and the VR Gate objects, eventually arriving at a disappointing failure of a script. So if any of you mod developers, scripters, or editors want to come together and finally think about the possibilities of Tron in Arma, and how much players would love to see their digital dreams come to life, please say so. I'd love to get a team going and finally get this done. By the way, my Discord is Dog#7148. You can contact me there if you want.
  13. Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use library for working with quaternions and vector rotations utilizing them. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
  14. Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use library for working with quaternions and vector rotations utilizing them. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
  15. TheQueenMalkova

    ARMA 3 Addon Request Thread

    I had a look in the face of war mod but there are only summer uniforms. Is there any mods that include the coat and other winter uniforms of the Japanese Army?
  16. Hello dear people, this is my first forum topic and please dont kill me if I do everything wrong! I am a beginner server administrator and trying to get some things to work. I rented a A3Wasteland server and got it running with https://github.com/MayhemServers/MAYHEM_A3Wasteland.Altis mission. Now theres an addons folder and I try to get some of them working but nothing I tried was a success. For example the buryDeadBody addon can someone explain how to get it running? Im thankful for any help and tipps 😃 Also theres an AI_Spawner folder but I dont get it running too. We hoped to have a nice Wasteland server with occasionally spawning AI troops to support or attack. Im trying my best but its hard. Thank you guys in advance. Nils
  17. Hello all, Here is a little script enabling AIs for rearming when out of ammo. If I'm right, the vanilla behavior is: - AI leaders sometimes order their AI subordinates for rearming at crates (probably only simple crates/vehicles with accurate magazines). Anyway they don't succeed in that (or barely). What I experienced is AIs running after vehicles, AIs stuck, AIs disobeying... If you have better experience on that, please share. - as playing leader of AIs, you can order your units to rearm at... known abandoned weapons, crates,... no matter if you don't know where they are and how far. The list can be looooong (as a day without bread) , and the, totally useless. you can see you AI crossing the map without few chance for actually rearming. Well, I'm trying here another approach, in this way: - first of all, I limit the script to AIs with played leader. (Just avoiding too many codes on server, but feel free to test what ever units you want); - only AI units owning a primary weapon are concerned: No player, no tourist; - When the AI has less than 10 remaining shots in its primary weapon, if magazines or weapons can be picked, within 100 m of the unit (anytime), the AI will move and pick them up. The possibilities and priorities are: - Any object stated as Arsenal (virtual crates/ vehicles with arsenal code...), is scouted as priority 1. That means the AI will reload at this object, with compatible mags, no matter the content of the arsenal crate/vehicle. At this time, and possibly for ever, I don't make any filter about possible limitation on arsenal. That means any enemy (concerned AI) can rearm at any arsenal. - The priority 2 is crates/vehicles fitted with compatible mags. The rearm action on a crate can empty it. This action is the standard behavior of Arma's engine. If you want more, see module! Anyway, the mags can be inside uniforms, vests, backpacks inside the crate or the vehicle. Not so bad. - the priority 3 is friendly fallen corpses... There is neither arsenal, nor crate but some fellows are lying on ground with compatible mags. That's the last chance for AI to keep their actual primary weapon; - the last priority (4) is any weapon found on ground, inside crate or vehicle. This weapon is different from the original. If several choices, the AI will pick one at random... At this time, I don' have filter for all possible cases and skills of AIs... It's just out of my scope. anyway this weapon can be inside a backpack, inside a crate... I added a mandatory mag for this weapon as I don't want the AIs out of ammo, then picking a weapon, out of ammo then... in a boring cycle. Furthermore, at this time, the abandoned weapon is deleted. Note 1: Vehicles are considered as crates if engine off! Note 2: You can stop an AI (stop order), so he will not continue his search for mags or weapons (but he will not fight without ammo). Of course, as I'm scripting also for my mod: MGI Advanced Modules, I added a Rearm Module enabling more possibilities: - You can easily choose different units (to be upgraded perhaps); - When your AI rearms, the secondary weapon (if any) is refilled in tube (so 1 shot). The AI receives up to 3 first aid kit and hand grenades or smokes. The AI grabs also up to 6 grenades for GL if any. - the rearm and switchweapon vanilla actions are replaced by animations (same ones) and custom scripts avoiding vanilla inventory (too many mags, no grenades, poor fak) Known limitations: - the hand guns are not treated at all; - the GL and launchers are treated in module, but only in case of low primary weapon ammo which stays the triggering factor; Compatible for MP (the treated units are local on each PC/Server), compatible with mods. Depending on mods, you can experience some little difference: - compatibles mags means... compatible mags and some vanilla mags can be used instead of specific ones, for arsenal. I'm not responsible of these choices. - on the other hand, there are several "FirstAidKit" along with mods. Some of them keep the class name and modify the aspect, some of them modify the whole stuff (for nuts,imho). Your AI can receive firstAidKit instead of "blabla_holyKitofTheGreatesModEverWritten" . They will not make difference, and you'll see that if you pick items on dead AI fellow. Have fun! Version: 28 / 07/ 21 in init.sqf
  18. Hey there, so, I was trying to install a few serverside mods on my server. For that, I have to enter the mod key in the startup parameters, in this format: @mod1; @mod2; ... But, I don®t know, what keys to enter. Some keys are the Mod names, some the folder names, some are on the website of the mod. But how do I get the keys for mods where the key is displayed nowhere? I would need the keys for: Everything in this collection: https://steamcommunity.com/sharedfiles/filedetails/?id=1543583710 https://steamcommunity.com/sharedfiles/filedetails/?id=1625724231 https://steamcommunity.com/sharedfiles/filedetails/?id=366425329 https://steamcommunity.com/sharedfiles/filedetails/?id=643530417 https://steamcommunity.com/sharedfiles/filedetails/?id=2001817183 If you could give me the keys or whatever, that would be very helpfull. Thanks 🙂
  19. Vincent Richard

    Project France WW2

    France WW2 is a project that aims to integrate into Arma 3 French vehicles dating from the Second World War (during the Battle of France in 1940). We have almost all the 3D models made of the land vehicles from that time with the uniforms as well. We just need the integration to be done, that's why we are looking for people who know how to develop / integrate vehicles on Arma 3. In a second time, we are looking for 3D artists and historical advisors to bring their knowledge. If you are interested or you want more information, contact me in PM. France WW2 est un projet qui a pour but d'intĂ©grer dans Arma 3 des vĂ©hicules français datant de la Seconde Guerre Mondiale (durant la Bataille de France en 1940). Nous avons quasiment tous les modĂšles 3D fait des vĂ©hicules terrestres datant de l'Ă©poque avec les uniformes en plus. Il nous manque juste l'intĂ©gration Ă  faire, c'est pour cela que nous recherchons des personnes s'y connaissant en Developpement / IntĂ©gration de vĂ©hicules sur Arma 3. Dans un second temps, nous recherchons des artistes 3D et des Conseillers historique pour apporter leurs connaissances. Si vous ĂȘtes intĂ©ressĂ© ou que vous dĂ©sirez plus d'informations, contactez moi en MP.
  20. Lauta678

    ARMA 3 Addon Request Thread

    hi guys, anyone have this mod? I have wanted to install it for a long time but armaholic closed
  21. Hello everyone. There are some problems that bother me recently. Some of my workshop mods are auto-removed/hidden by Arma3launcher. Let’s use CBA_A3(steam workshop ID is 450814997) MOD as example. Now I can’t find CBA_A3 in Arma3launcher and in the folder path of arma3/!workshop, but in the 450814997 folder, all the cba components are downloaded correctly by steam client (see image below). https://ibb.co/9YGg7B4 There are other mods(like all the CUP mods, all the RHS mods,etc) that are suffering the same fate. Some of them are always be hidden, others are removed--reappeared in a short period--then removed again. But all the mods mentiond above are downloaded by steam client and can be found in 107410(steam ID for arma3,see the image above) folder. I also tried to unsubscribe/unstall all the mods mentiond above,then subscribed again, both in arma3launcher and in the workshop pages, and steam client and arma3 are also be unstalled and installed, but all in vain. By the way, my local mods are all intact, it seems that they are not affected by Arma3launcher. Is there anyone can help?
  22. Hey everyone, I was wondering if anyone could point me in the direction of a mod or tip: I want to be able to load/move a plate carrier / vest that has items inside it into a backpack. As it stands you have to empty the plate carrier / vest before you can put it into a backpack. Any help would be greatly appreciated as this "feature" drives me crazy haha, cheers!
  23. Hello everyone! This is my first post haha! I would like to know if it is possible to remove .pbo that I don't use in mods. For exemple, I'm not using the vehicles in RHS. I just want to keep the weapons for the mod Tier One weapons that's using them. Unfortunately, the mod didn't work anymore. Maybe I remove too much XD? Idk if I am very clear, tell me if you need more details. Sorry for my English too xD Thank you for your time!
  24. Welcome to Unsung Redux - the Unsung story continues. With the creators DLC S.O.G. Prairie Fire being released today, we want to stress that Unsung is not going away. Quite the contrary, with Unsung Redux we will provide a Prairie Fire compatible version of Unsung, reducing duplication of assets and taking advantage of the premium assets now available. First Unsung Redux Dev build will be made available on Steam Workshop and later Unsung Redux Stable. The Dev build is intended for developers and testers primarily, while the Stable release is targeting the general player base interested in the Vietnam war. Of course Unsung itself will continue to be available as the total conversion mod it is. Steam Workshop URL for Unsung Redux DEV: https://steamcommunity.com/sharedfiles/filedetails/?id=2479495652 It will be unstable and work in progress, so expect frequent breakages.
  25. I want to use the sound config of official Tank like MBT_01(Merkava) MBT_02(T100) MBT_03(MBT52) for my custom tank, but i cant find the Sound config files and i dont know how to attach it to my mod (Only found the official *.wss of inbuild tanks) Anyone know How to use inbuild sound.hpp directly, or where is it? I do not want to rewrite the sound.hpp of arma samples and test the codes one by one
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