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Found 319 results

  1. GEORGE FLOROS GR

    Ravage Mod Wiki

    Information : Feel free to share and discuss , about Ravage Mod Wiki
  2. Hello, everyone! I have spent a whole day to create my first self-made mod, using Drongo's Config Generator. I suppose you know you can create your own faction with it. I tried to create groups under F2 in the editor, but I suppose I have done something wrong. I even tried to convert both .cpp files into .PBO files, using 2 different subfolders into the Addons folder. It somehow didn't work for me, I wasn't able to find the Addons folder - it was missing, the file was corrupted, when there was an extra .PBO file outside the main Addons folder etc. So, I decided to create a mod only using units under F1 with 2 categories - Men and Cars. 1st issue - all drivers in the vehicles are snipers. I guess I can fix that by making him a lower rank, instead of lieutenant, which rank, according to Drongo's description, makes the current class a crew member of mechanized/motorized units and vehicles. If I make him higher rank, he'd be an APC crew or a tank crew member. 2nd issue - if I manage to fix the first one, how exactly should I update the mod itself, instead of reuploading it again? I guess this should be a faster solution. There's a program, called Game Updater, is it the correct one? 3rd issue - this is the main reason to post this topic! The mod contains 6 different AI classes. They are all loaded with their full gear and ammo. The Breacher class has no ammo for the main and secondary weapon, and also has no grenades, although all the classes are loaded with 14 grenades (7 types of grenades x 2). What could be the problem and how would I fix it? I will definitely open the scenario again and check the Breacher class loadout, but I know it's completely loaded with ammo. I have copied another AI to rework this one. I use custom mods for their main weapons, which you can see in the link below. The problem could be caused by this: the UTS-15 shotgun always starts to load up its ammo when you start the mission first, they are not pre-loaded on the start. But I am sure it's not that because my secondary weapon has no ammo inside of it and in the inventory as well. And, as I said before, no grenades are included, which is also weird. This is the LINK to my mod in the workshop. Thank you in advance!
  3. I tryed to add the agm 65L to the Fir aws version of the EF2000 but i could select it ingame. i added "FIR_AGM65L_P_1rnd_M_eaws" to the weapons.hpp and magazines.hpp files.
  4. FRITHS ROBOTS [WIP] BACKGROUND: Made from repurposed dissident, FrithCorp's Synthetic Soldier Solution is a fighting force to be reckoned with; endless stamina, maxed skills and unquestioning loyalty, be the envy of other derranged Warlords as you crush opposition with the relentless onslaught of your robot army! *ability to drive in convoy not included as standard EXISTING FEATURES [WIP]: base robots textures and config YET ANOTHER DEAD MOD FROM LORD FRITH: 😄 had a lot of problems getting this mod going and since various DLC i can barely run arma anymore. heres the test version of the mod if anyone wants to try and do anything with it: https://www.dropbox.com/s/3b5ht0upctvpmui/%40Friths_Robots.zip?dl=0 released under the Crowly Creative Commons Lisense "do as thou wilt shall be the whole of the law" IMAGES:
  5. G'day guys, I'm working on a small mod to retexture and improve the vanilla arma 3 vehicles. However am currently stuck at attaching items to the exterior of said vehicles. Currently I'm running everything inside my config.cpp file, and have the prowler retextured using: class B_T_LSV_01_unarmed_F; class Custom_Prowler: B_T_LSV_01_unarmed_F { side = 1; scope = 2; crew = "Custom_Unit"; faction = "Custom_Faction"; displayName = "Custom Prowler" hiddenSelections[] = {"Camo_1"}; hiddenSelectionsTextures[] = {"filepath.paa"}; class textureSources { class Prowler_Texture { displayName = "Prowler Texture"; author = "Grovesy"; textures[] = {"filepath.paa"}; materials[] = {}; factions[] = {"BLU_F","BLU_G_F"}; }; }; }; Now I'm pretty confident I could use the eventHandlers class and add some attachTo's in the init, but is there a cleaner/quicker way to attach the objects in the conifg.cpp? I have a composition.sqe file of how I want everything set up, but I'm unsure how I can manipulate that into my config.cpp My end goal is having a few jerry cans and other vanilla extras attached to the outside of the vehicles. Wanting them to look more like special ops, long range vehicles. Any help is appreciated, Cheers -Grovesy
  6. So as of right now, I'm trying to do a faces mod similarly to what ASCZ Heads did with their custom mods, only, that the faces I'm trying to make wouldn't be able to be selected by the AI, exclusively player-decided. What I'm struggling with right now is the config.bin file and whether or not the base .paa file for the textures is suitable for use in the mod. All assistance is appreciated, but the last thing I want to hear is to just copy the config from another face mod and fill out the spaces as that does not help me in learning how to make a config.bin file from base.
  7. GF Auto Loot Vehicles Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Vehicles Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. This is the new reedited version of the previous GF_Vehicles_Configurable_Loot script. More information inside the GF_Auto_Loot_Vehicles.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40318 Armaholic GF Auto Loot Vehicles Script - Mod
  8. ADV - ACE Splint - Fixing you up if your arms and legs go kaputt - The times are over in which you had to use a Personal Aid Kit to fix damaged arms and legs with ACE³. ADV - ACE Splint offers you an item you can use to fix damaged arms and legs. Of course the option to splint a damaged limbed will only be available with ace_medical_healHitPointAfterAdvBandage disabled. Depending on your settings an applied splint might come off again. In that case you might be able to apply it again, or have to use a new one. I recommend using ADV - ACE CPR additionally to ADV - ACE Splint - not just because I'm the modest author, but because these two mods offer the things I felt missing in the current version of ACE³. Download: The most current version (1.1.6) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.1.6/@adv_aceSplint.zip You can get it at armaholic (thanks to foxhound!): ADV - ACE Splint v1.1.5 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 The Addon is signed and has a bikey. And of course ACE³ is needed - adv_aceSplint works with at least version 3.12.0 Or get it at the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1291442929 For mission builders: Settings for ADV - ACE Splint can be changed with cba settings, or the following variables: adv_aceSplint_reopenChance_regular = 0; //default 30, maximum value 100 adv_aceSplint_reopenChance_medic = 0; //default 0, maximum value 100 adv_aceSplint_reopenTime = 300; //default 600 adv_aceSplint_reuseChance = 80; //default 90, maximum value 100 adv_aceSplint_patientCondition = 0; //default 0, 1 = patient has to be bandaged before applying splint The classname for the splint item is "adv_aceSplint_splint" If you want to enable logging to rpt set this variable: adv_aceSplint_diag = true; Current issues: - Unknown. We don't usually play with ace_medical_healHitPointAfterAdvBandage so if something breaks I'm most likely the last person to know about it, so bug reports are always welcome. Special thanks: - NorX Aengell - DeliciousJaffa - GodofMonkeys - veteran29 - corp-0 Changelog: 1.1.6: FIXED: check limb feature wouldn't be applied correctly ADDED: spanish and polish translation ADDED: setting for the patient's condition in order to be splinted And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for using this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole.
  9. GF Exported Loadouts Script - Mod by GEORGE FLOROS [GR] Description: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Exported Loadouts Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. It will also work for spawned units. There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_Exported_Loadouts", true]; It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: 3.0 The code is completely reworked , in order to be more user friendly , clear and readable . Everything now is easier and sorted also to different sides , including also more available settings. 2.1 Added some extra options. v2.0 Added an option to change certain loadouts , or random to certain type of unit. Added three examples , rifleman , sniper and every other unit. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40336 Armaholic GF Exported Loadouts Script - Mod
  10. Hello Everyone, I'm new to the arma modding community so bare with me. Using the Eden editor and scripts using ASL i was successful in creating a HitTracker, it works perfectly withing the mission that i created on and if i copy and paste the scripts it work on any mission i create or download. But continuously coping and paste is a hassle so i was trying to make the scripts into a mod. This is where i ran into a problem, i learned how to make the .pbo and the Kay, but the config.cpp i doubt is correct(Because i only initialize one script). My question to the community is can you initialize more the one script in a mod, and if you can how do i do so? (My code is on my work computer so i cant post it, but its wrong anyway.) If anyone can post a template of how to initialize the scripts i think i can figure it out from there.
  11. Hello Everyone, I'm new to the arma modding community so bare with me. Using the Eden editor and scripts using ASL i was successful in creating a HitTracker, it works perfectly withing the mission that i created on and if i copy and paste the scripts it work on any mission i create or download. But continuously coping and paste is a hassle so i was trying to make the scripts into a mod. This is where i ran into a problem, i learned how to make the .pbo and the Kay, but the config.cpp i doubt is correct(Because i only initialize one script). My question to the community is can you initialize more the one script in a mod, and if you can how do i do so? (My code is on my work computer so i cant post it, but its wrong anyway.) If anyone can post a template of how to initialize the scripts i think i can figure it out from there.
  12. I created a mesh following the sample of Arma 2, I got the config from a flag of Arma 3 and I rewrote it and I used the model.cfg that gives me Arma 2, unfortunately the flag doesn't move I don't know how to solve please help . sorry for my bad English https://pastebin.com/2g6F7iFr Config.cpp https://pastebin.com/ZZZ3dqQF model.cfg
  13. Welcome to the Adaptive music mod known as Mood Jukebox. This mod will allow music to play on the start of a mission and will adapt to the scenario you are in. This Adaptive music mod is based on a stress level system which is managed by how many gunshots/bullets are going in the vicinity. From my testing, it seems to decrease the stress either by eliminating all enemies in the surrounding block or getting a long distance away from the enemy. I find it nice for the combat music to still be playing when trying to finish clearing buildings to build tension if the last guy is still around. No map modules or scripts needed to start which makes this script a ton of fun to use when doing some of the workshop based scenario that needs some "UMF" to it to kick start the action. This mod is multiplayer compatible as long as CBA 3 is permitted and allowed (life servers may be difficult to use on, if they require CBA 3 then it may be an exception). (Demonstration Video here) I have posted these mods on Steam for now. I don't know about ArmaHolic right now but I can leave a Google Drive link for the time being. Google Drive Link (Contains both): https://drive.google.com/file/d/14-ADjm04lzwZFVi3_NVH_ndOP-iVyPY9/view?usp=sharing Steam With Debug Window HUD link: https://steamcommunity.com/sharedfiles/filedetails/?id=1777807089 Steam No Debug window HUD link: https://steamcommunity.com/sharedfiles/filedetails/?id=1777898611 The current selection of songs is completely safe to use on streams and "should" not be recognized when played. (proof of songs not detected in a video I did a while back: https://youtu.be/JIXmkoB9A8g). !!NOTE!!: I have no problem with people changing the music in the mod to update/change your assortment of songs so have at it :). I will provide a tutorial video on how to change the songs on the picture section and it will require "WORK". Also, a Readme file placed in the mod will have the same set of instructions and a template of the format. Current Bugs: - A black window showing an error on line 15 of the script called main.sqf (everything is working correctly, just wait 20 seconds and it will disappear) - This mod is compatible to use on servers without any prereqs but it will not restart the script after respawn or being revived. - I have noticed at times, probably if the audio sources max out, the music may not play ... I cannot conclude if that is the problem since the Config and file audio files are there in the correct place. !!!!!!!! CALLING ALL MODDERS!!!!!!!! I am asking for help from any modder's and helpers to help with this mod! I am still trying to figure out this issue with the mod not being able to restart the music after a respawn or after going down. Any assistance is appreciated. As well as helping with creating a server key. My knowledge of Arma 3 modding is limited but I do hope that there are people that are willing to help make this mod succeed. PLEASE LEAVE ANY INTEREST IN HELPING IN THE CALLING ALL MODDERS FORUM PAGE ON THIS WORKSHOP PAGE OR ON THIS FORUM POST. thanks. This is the Real author (Scifer) description of the script/mod addon. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This script automatically sums an unlimited number of music packs, dynamically selects the most appropriate mood according to player's stress level, engagement and weather and randomly plays its track. This is a very powerful script/addon which can dynamically turn the silent Arma3 into a completely musical game. Features: Playlist building: Every music packs entered in arguments list are automatically summed and its tracks are assigned to its respective mood playlists. Shoot detection: The player is influenced by two event handlers. When the player is "hit" his stress is set to 100%, and when he's "firedNear" his stress increases by 10. Units Detection: When you spot enemies, their threat is proportional to how much you know about them. Then the stress level increases towards "tension" mood according to the sum of their threat level. Defining mood by stress level: There are four moods: - "truce" for stress levels under 50% in clear day - "darkness" for stress levels under 50% in heavy weather or night - "tension" for stress level above 50% - "sadness" for death scene. Selecting random track: Random track are dynamically selected according to mood players mood. Playing music: Music will be played whenever the mood changes or the track ends. Display: You can customize which MoodJukebox data and music data are displayed. Dynamic fading: Music volume dynamically drops as stress level approaches a change of mood. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Please, If you decide to make a separate mod upload. BE SURE TO LINK THE MOD BACK TO HERE IN THE MOD DESCRIPTION PLEASE AND GIVE CREDIT TO WHERE IT IS NEEDED! Help Make this mod succeed! please like and share! Please comment on any ideas or feedback. I will do the best I can to reply to questions. Anything related to interest in helping, please go to the Calling All Modders link and ask to see what can be done. Thanks, and enjoy 🙂 Cheif22
  14. A Mod based on Tom Clancy's Ghost Recon, which covers the series from the original era until Ghost Recon Wildlands. It is primarily focused on making a functional and working CROSSCOM 2.0 system in Arma, based on the one from Advanced Warfighter and Future Soldier. Youtube Showcase- https://youtu.be/WH3YTKi3eJ8 Ghost Lead, Kozak, Pepper and 30K sweep through a European village with the CROSSCOM active. Allied squadmates are shown as Blue, while hostiles are Red, civilians white. The shape denotes unit type- infantry are diamonds, vehicles squares, with icon shape, size and color as close to GR's as possible. The small feed in the bottom corner gives a real time grid reference (GRD) and time. (LMT) Here you can see some OPFOR units that have been tagged by the HUD- if the players lose sight of the units the HUD projection/ feed will show a broken outline at their last spotted location, before disappearing over a short time. A screenshot of some players moving through a mission built for the CROSSCOM mod- A Ghost Team deployed to the Mediterranean in order to find and eliminate an enemy BODARK recon team, who are supporting Militia units in the area. This video uses outdated uniforms (VSM V1- and the current uniforms for the various Ghost Recon era soldiers are VSM V2.) Technical mod information- The CROSSCOM will IFF (Identify Friend/Foe) targets out to 200m for infantry, 300m for vehicles, in a colored diamond for infantry, square for vehicle, similar to Ghost Recon Advanced Warfighter- Red is hostile or unknowns, Blue is allied squadmates. Weather, time of day and the amount of cluttered terrain or stance all affect the HUD- it's harder to get an accurate read for the CROSSCOM when at night, in bad weather such as a storm or typhoon, and prone targets in brush terrain are harder to tag than standing targets in the open. The HUD also gives a readout of your current grid reference (GRD) and time of day (Local Mean Time, LMT) in the corner of the screen. Squad Linked HUD- The HUD is linked between squad members, meaning if one player spots a target it will appear as tagged for the entire squad if they are in close proximity to each other, out to about 50-75m between the individuals. I recommend disabling the ingame Squad hexagons when using the CROSSCOM. Broken LOS Area marks- If you have no direct line of sight to the tagged target or have lost line of sight to the target, for example if an enemy ducks behind cover, a broken outline of the diamond or square in the respective colour will appear in the last spotted location for a short period of time before fading on your HUD. The CROSSCOM is linked to several inventory items, and will only boot up and be enabled if you are wearing those items- the mod scans your inventory upon spawn and gives you tactical googles if you have no CROSSCOM item, meaning that the mod is usable in all custom missions and even in the official campaign, but bear in mind that it is rather over-powered for the base game campaign. UAV Supported- If you have a UAV overwatch in your mission that is controlled by a player who had the HUD, the UAV can tag targets for infantry or armored units. If a squadmate has the HUD enabled while linked to a UAV drone, the UAV's tag targets will be projected onto the HUD of the UAV operator and all infantry units in that squad, visible as a tag which can been seen through obstacles such as hills and terrain. If your UAV looses visual on the enemy forces the tag is removed after a short period of time. In addition to the HUD, the mod also moves the player's third person camera to an over-the-shoulder perspective, similar to the Ghost Recon games. Ghost Recon Faction- The mod includes a faction of units based on Delta Company, 1st Battalion, 5th Special Forces Group 'Ghost Recon' during the three major time periods over the course of the series. This includes the 'Classic Era', which covers the pre-GRAW (pre 2013) time period, and the soldiers are armed with M4A1 Carbines, M249 SAW's, M14's and MP5's. Classic units are equipped in M81 camo and have no CROSSCOM auto-enabled. Notably lighter gear and lack of helmets compared to later depictions of the units. All unit have loadouts/ units based on the PS2 or PC version of the game, Veteran Difficulty, with some liberties taken for game play reasons, such as adding smoke grenades, which were not in the original. All classes are based on the game's preset kits and options. Yes, before anyone asks the brown Ghille is correct and not a mistake, as both the Island Thunder and Jungle Storm campaigns have the Ghost's Sniper unit wearing a brown Ghille suit. Ghost Recon Advanced Warfare/GRAW Era covers the Mexican Civil War period of 2013-2014, and soldiers from the Bolivia campaign in Ghost Recon Wildlands are also included. Credits- Deadfast (Shoulder camera) and TPW for original HUD code, used with permission. List of CROSSCOM supported items- Tactical Glasses, Tactical Googles, VR Headset, Assassin Helmet (Black), Viper helmets. Download Links- Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=1274118490 Armaholic- http://www.armaholic.com/page.php?id=31449
  15. I've been having problems with configuring a child class of the "Land_DataTerminal_01_F". What I'm trying to do is, making my child class behave like an ammo crate, so it can be dragged around and loaded with another mod. Since the data terminal is a child of "buildings" and "static" it behaves much different. What I did was setting - simulation = "thing" - in the config. All it did was bringig up errors of missing config entries and making the model disappear. class CfgVehicles { class Land_DataTerminal_01_F; class NDF_radioRelay:Land_DataTerminal_01_F { author = "[NDF MoaB]"; scope = 2; displayName = "TFAR Radio Relay"; ace_dragging_canDrag = 1; ace_dragging_dragPosition[] = {0, 1.2, 0}; ace_dragging_dragDirection = 0; ace_dragging_canCarry = 1; ace_dragging_carryPosition[] = {0, 1.2, 0}; ace_dragging_carryDirection = 0; class UserActions { class aktivieren { displayName = "Aktivieren"; displayNameDefault = ""; priority = 3; radius = 5; position = "action"; showWindow = 0; hideOnUse = 0; onlyForPlayer = 1; condition = true; statement = "[this, 50000] call TFAR_antennas_fnc_initRadioTower;[this,3] call BIS_fnc_DataTerminalAnimate;"; }; class deaktivieren { displayName = "Deaktivieren"; displayNameDefault = ""; priority = 3; radius = 5; position = "action"; showWindow = 0; hideOnUse = 0; onlyForPlayer = 1; condition = true; statement = "[this, -1] call TFAR_antennas_fnc_initRadioTower;[this,0] call BIS_fnc_DataTerminalAnimate;"; }; }; }; }; This is my config at this point. Any help?
  16. Hello, I need help to create the config of a mod to create banner textures. Somebody could help me?
  17. My old project never finished :) it was my learning modding project for ARMA. Now i have some drive to finish it but need feedback from community if it's worth the time. Dunno if ARMA need such a plane back in time i loved playing ARMA life servers. Please let me know if someone need this mod and i finish it. here are some videos: "love flying it it, it is so much fun" https://youtu.be/2HG9e2afRXE https://youtu.be/2i_3k0A9Xhw here you can view the model: https://skfb.ly/6JKHI !!!model is mine i modeled it in 3Ds max have proof all stages of modeling and texturing... :D armaholic guy was accusing me to stole it cant give him proof he banned me :)
  18. GF Auto Random Loadout Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Random Loadout Script , it will detect the enabled Mods , without editing lists. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Random Loadout Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: It will detect the enabled Mods , without editing lists. There are 3 options available : 1 = Load every Mod + Bohemia items , 2 = Load every Mod - No Bohemia items , 3 = Load Bohemia items Only There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_ARL", true]; Extended options about the loadouts , are available. It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.1 Added Custom items array. Minor fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40307 Armaholic GF Auto Random Loadout Script - Mod
  19. Hello. Could anyone help me port this mod to ArmA 3? http://www.armaholic.com/page.php?id=6111 Config is very simillar, but base classes are different than the ones in A3. Thanks in advance.
  20. Hello mates, I created an Arma 3 Mod (@Mod \ addons \ texture.pbo) Now I want to link the textures in my mission file. for a paint shop for Exile. and have tried the following path. "\ A3 \ @Mod \ addons \ texture \ sample.jpg" unfortunately he does not show me the textures. thanks for answers
  21. Hi! I've searched for it for quite a while now and wasn't able to find a solution. How do I make items defined in CfgWeapons visible in the Assets section in 3den Editor? CfgVehicles stuff is obviously available by default, because I can see units and backpacks, but other stuff doesn't appear there. Thanks in advance.
  22. Hey guys, I m trying to automate some things on my linux server. In this case I try to autoupdate bikeys and mods but my method is not as good as I wish to. I know howto download a mod (vcomai) via steamcmd like this: /steamcmd.sh +login steamname mysecretpasswd +workshop_download_item 107410 721359761 +quit but this command downloads the whole mod every time and this is annoying if I want to update 2 times a day. So my first question is if there is a way to just check if the mod is updated and then download it? Like as I do while updating the server with those "validate" option. I tried /steamcmd.sh +login steamname mysecretpasswd +workshop_download_item 107410 721359761 validate +quit but that seems just to download the whole mod. The second thing is that I m looking for a way to download the bikey only for some mods. This is thought for updating bikeys of mods which are used client side only and which I want to allow on my server like some sound mods and particle mods. Is there a way to do this? Any help is very appreciated. Cheers EDIT: okay, first question was nonsense as steam seems to remember which version is already downloaded. But the second thing remains. I dont want to download all allowed (on my server) client side mods to my server just to get the new bikeys. Is there a way to get that key files only? I guess its not :-(
  23. Hi guys! Here's a small mod I made for A3 which adds a satellite to the game. Features: -Satellite backpack that can be put on the ground and used to deploy a satellite controle console. -Satellite interface with computer like interface and fullscreen view. -Pip view of what the satellite is viewing on any screen. -Ability to move the satellite live, on small distances through configurable keybinds. -Possibility to move the satellite on long distances by clicking on a built-in map. -Satellite is unavailable during long distances travel, unavailability time is calculated depending on speed/distance. -Normal and thermal view. Fullscreen mod offers extended actions: -Detection of heat sources (vehicles and units) within satellite viewrange. -Included inventory object: Blufor transponder, any unit having the transponder in its inventory will appear with a green square on the satellite. -Laser targeting -Tracking: after clicking on the tracking button double click on a unit and the satellite will follow it automatically. For mission makers: -Optional "satellite" module, you can define the satellite's initial position by placing the module where you want it on the map. -From the module you can also define the satellite's moving speed ( default is 100km per hour). This will only impact long distance movement. -You can make any object a satellite control console by putting "[this] call MRH_fnc_IsSatelliteConsole;" in its init box, if you do not want to give players access to the backpack. -You can make any screen object display the satellite feed by putting "[this] call MRH_fn_IsSatMonitor;" in its init box. Languages: The mod is available in both French and English, if you wish to offer help to translate it to another language please contact me. Multiplayer compatibility: Yes, server key is included. Pvp compatibility: No, as of yet all sides have access to the same satellite. ***New features *** The mod now includes two new objects: The Trivec Avant Satcom Antenna The Universal Tactical Display Both objects work together and allow for a lighter use without the need for the backpack, however when accessing the satellite from the UTD you won't have access to the fullscreen mode and its advanced options, those remain only available from a console deployed from the backpack or created from the editor. To use: If you have the antenna in your gear you will have the option to unfold the antenna, either from the scrollwheel menu, or if using ace from ace self interactions>>equipment. This will deploy the antenna in front of you. If you have ace3 enabled you can move and drag the antenna around. You need to connect the UTD to the antenna to receive a signal, to do so, with the utd in your inventory you will get a scrollwheel interaction when facing the antenna to connect it. Ace 3 users will have the interaction through the ace interaction menu. Once this is done you can bring up the UTD interface by pressing CTRL+U (default, can be changed in addon options), ace users can also do it from the self interaction menu>>equipment. Of course you need to have the UTD in your inventory. The signal will get weaker as you move further from the antenna, beyond a 100m you will lose connection from the antenna and will need to return to its position to reconnect the UTD. Also note that the further you are from the antenna the more statics you will get on your UTD screen, and the harder the image will be to read. The utd interface can be moved around on your screen by dragging it. Close it by pressing the on/off button or the escape key. You can fold and pick up the antenna at anytime(scrollwheel or ace interaction), once folded you will of course lose connection to the antenna (ACE users might get a small delay before the game detects that the antenna has been deleted and might still be able to access the sat for a short while) ******************* PIP MUST BE ENABLED on the clients graphics settings for the mod to work properly. Please report any bug you find, it always helps! Requirements: Requires ACE3 and CBA_A3 *EDIT* You no longer need Ace 3 as a requirement: -Added possibility to use without ace 3 . Ace 3 users will still get the awesome ace 3 interaction menu while ace3 non believers will get the bleak old arma 3 addaction. -Added possibility to disable features: full screen, lasering, detection and target tracking via cba settings. added in V1.3.06 Fixed: -PIP will resume when you exit directly from fullscreen mode. -Glitches which could happen when tracking targets. Added: -Compass and bearing display for the satellite view. (bearing readings might not be 100% accurate, will be fixed when my girlfriend fixes the maths for me **Oooh Maths!**) -Tracking a target will now display it's speed and bearing. -Name of units having a blufor transponder will be displayed next to their tracking icon. -Hovering said unit's tracking icon will display it's name, speed and bearing. Youtube video guide: DL: Download on steam workshop.
  24. A simple modification that adds a non-visible battle belt "backpack" to the game. This allows for continued use of a backpack's functionality (primarily passing equipment in MP) without everyone in the unit having a visible backpack. The carrying capacity is intentionally kept low (can carry a single Toolkit or PCML round, for example). Class Name; B_Battle_Belt_F Feel free to modify, re-upload or fold into existing mod packs. Direct Download Steam changelog v3 -minor code changes -updated bikey v2 -signed with bikey v1 -initial
  25. GF Auto Loot Road Crash Script - Mod by GEORGE FLOROS [GR] Description: Spawn Random Road Crash , will detect the enabled Mods , without editing lists,for loot and vehicles. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Road Crash Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: Spawn Random Road Crash , will detect the enabled Mods , without editing lists,for loot and vehicles. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. It is possible to spawn normal alive vehicles , with crew or not or just wrecks. NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. There are Blacklist Zones available , 5 from default and a safe distanse from players. It is possible to spawn an Enemy Patrol group , with custom units. More information inside the GF_Auto_Loot_Road_Crash.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40354 Armaholic GF Auto Loot Road Crash Script - Mod
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