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Found 228 results

  1. when I rename the DUWS mission in order to be able to play on different maps like Tanoa, I still have aproblem: all the units are wearing arid camo and the vehicles have the wrong color as well. how to I fix this? Is there a way to replace the units or add additional ones?
  2. Repo's Custom Textures V0.3RC A retexture mod of MLO. Currently still being developed and worked on. Everything is WIP unless otherwise stated. Current patterns: Uniforms: Helmets: Please join the development discord for better support and requests: https://discord.gg/SVUAk8E Any Requests, please put them in the discord above, or in the comments below. You are more likely to be acknowledged if you post in the discord however. Plenty more is planned for this project, and things will change quite often currently. Credits: VanSchmoozin - Creating in my opinion the best looking gear textures in ArmA. Task Force Raven - Putting up with my gear addiction. DOWNLOADS: https://steamcommunity.com/sharedfiles/filedetails/?id=1849718114
  3. Hey folks, I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects. A rescue basket and a life raft. I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help. Here is a model of the rescue basket I made https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052 I was able to implement it into Arma but I need to add some features and solve some problems with your help. Features I have to add: -basket floats on water (implemented) -basket can be slingloaded to a helicopter (implemented) -basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket -basket has strobelights for night operation Problems: -basket is static, it won't fall down if placed in the air (fixed) -i dont know how to get textures on the basket -basket doesnt move if a vehicle crashed into it (fixed) Basically I want the basket to be a Boat which can't be driven because it has no motor. This is the current config of the basket class cfgPatches { class Rescue_Basket { units[] = {"Rescue_Basket"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; class Life_Raft_8 { units[] = {"Life_Raft_8"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; }; class CfgVehicles { class Boat_F; class Rescue_Basket : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; }; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; }; };
  4. Hi, Originally I made this custom memory allocator as a fun project because I dreaded of slow A3 performance. Features 64-bit only custom memory allocator for Arma 3 Based on Intel Threading Building Blocks (TBB) 2018 Update 4 Large Page support Optimized for both AMD and Intel CPU with AVX/AVX2 Drop-in replacement for BI-provided TBB4 malloc How to install You can read the installation guide in the ZIP package. Notes Not BattlEye compatible. I only tested INTEL64 AVX2 binary on my own PC (i7-8750h with RTX 2070). I cant afford to test all binaries. As an unwanted side effect, some trainers/cheats will not working or crash if you use this custom memory allocator 😁 Performance could be better or worst. I am not responsible if something happens to your games or PC. I am not taking any profits or benefits from this. Virus-free: VirusTotal result (scanned with 60+ engines) . Only one false positive with one of the binaries, I already contacted the AV gave me false positive result. (fixed) Source code will be uploaded once I clean up the code (I built this long time ago and just recently dusting it up). If you have any question or report about this please contact me via this thread/forum or "spektykles" on official Arma 3 Discord server. I am all ears 😀 Download ZippyShare
  5. Bohemian Interactive terrain for Take on Helicopters ported to Arma 3. This Mod is an adaptation of the old ToH map for Arma 3, but trying to preserve the old spirit of the map. Without major modifications, with new functional additions and without pretensions to create a new map and if a reliable adaptation. I know this is nothing new, but in this case the difference is that added roads in South Asia: After 6 months of work, research and testing tools, a first functional version of more than 7000 sections of real roads has been achieved. Now the AI circulates through them, looks for roads and they are visible from the GPS. Thank the QGIS Game terrain tools plugin by @adanteh for their wonderful work. and skyscrapers and other buildings in Seattle: Thanks to the teacher @.kju for his patience and advice. You can download from now in Workshop, enjoy: @ToH Core https://steamcommunity.com/sharedfiles/filedetails/?id=1865403034 @Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754 @South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 Todo.txt Minimum recommended visibility setting: setViewDistance 12000; setObjectViewDistance [6000,400]; setTerrainGrid 8; More images: https://imgur.com/a/Rcl4nnS Known Bugs: -Incompatibility with "@CUP Terrains - Core" that causes visual errors in the detail textures of some buildings. -There is a problem related to the size of the roads. If you overload a lot of Mods and you have a PC with little Ram memory*, it is possible to get a fatal error of "many virtual blocks requested" due to the saturation of information loaded into memory. *I have 16GB of DDR3 and I have not had problems with a number of normal mods (CBA + ACE + CUP's + CFP + US MILITARY + TFR + others). I hope to further optimize the road file for a better load in the future. Another questions: Any advice on the old map of ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Helicopters is made by Bohemia Interactive. based on Take On Helicopters Data Pack
  6. So quick presentation this mod add Saudi armed forces for Arma 3. 2 other faction National Guards (IND_F) & Shia insurgent (OPF_F) will come later to complete the mods, but the Saudi Royal Land Forces is complete, fully fonctional with Zeus, Alive or any script... You can find it under Blufor/Saudi Arabian Army Faction class name : "B_SaudiArabian_Army" Steamworkshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1849699977
  7. DOWNLOAD: Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=740727824 Armaholic: http://www.armaholic.com/page.php?id=27523 MediaFire: https://www.mediafire.com/file/9t6hcwidvxxkwft/@TMT_-_Turkish_Forces_v0.7.rar/file --------------------------------------------------------- TMT - Turkish Forces - ArmA 3 Mod - v0.7 --------------------------------------------------------- © 2019 Turkish Mod Team ------------------------ License ----------------- Users are permitted to install and use the TMT Addons for personal using purposes only. Any military, commercial or educational use is prohibited without permission from the author. Free redistribution is permitted for the original file package as long as it is kept unmodified and distributed free of charge. Distribution of parts of the TMT Addons are not allowed without explicit TMT authorization. This TMT Project that is for Arma 3 is under the “Arma Public License” and “Arma Public License - Share Alike”. https://www.bohemia.net/community/licenses/arma-public-license-share-alike -------------------------- Changelog -------------------------- -v0.7 New vehicles, updated textures and configuration. New and updated attachments and gears. Updated core files. New classes. ---------- -v0.6 (Beta) New vehicles and updated textures, configuration. New and updated weapons, attachments and gears. Updated core files and configuration. ---------- -v0.5 (Beta) New models and classes. Updated core files and configuration. Optional F-16 addon. ---------- -v0.1 to v0.5 (Alpha) Closed test. ---------- -v0.1 (Alpha) First release. Just some test classes. -------------------------------- Known Issues -------------------------------- Some weapons are not compatible with some accessories in terms of design. There are some texture-uv map issues / especially for AH1W. Some geometry problems. ACV-300 glass passing. There are some animation deficiencies. --------------------------------- Contributors --------------------------------- Rygugu - W0lle - Vilas - SuperRat - shortez -RedRogueXIII - TenoYL - Trnx17 Firewill for F-16 Fighting Falcon Series and AirWeaponSystem Addons CUP Team for Documentation ---------------------------------------------------------------------------------------------------------------------- Thanks; Bohemia Interactive for the great military simulation game and ArmA Community for guidance and supports. ----------------------------------------------------------------------------------------------------------------------
  8. Hey guys and gals Recently I was trying to add ships to my custom (mod) faction. Implementing the ships I had no problem, but as soon as I tried to add my own skins to the ships, I encountered a problem. I doesn't seem to be possible to add my skins to the ships, at least the way I was trying. Here's my code. Please help me 🙂 class CfgVehicles { class ship; class B_G_Boat_Transport_02_F; class RHIB: B_G_Boat_Transport_02_F { side = 1; scope = 2; scopeCurator = 2; crew = "Custom_Uniform1"; faction = "Coast Guard"; displayName = "Festrumpfschlauchboot"; model = "\A3\Boat_F_Exp\Boat_Transport_02\Boat_Transport_02_F.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Rhibboat_co.paa"}; }; class B_Lifeboat; class SRHIB: B_Lifeboat { side = 1; scope = 2; scopeCurator = 2; crew = "Custom_Uniform1"; faction = "Coast Guard"; displayName = "Festrumpfschlauchboot(klein)"; model = "\A3\Boat_F\Boat_Transport_01\Boat_Transport_01_F.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Boat_Transport_01_rescue_CO_1.paa"}; }; }; I tried to add the Skins in the editor via setObjectTextureGlobal and it worked with the ingame ships, however with the boats in my faction it didn't work. https://imgur.com/zfC63YW The inner ships textures have been replaced with setObjectTextureGlobal and the outer ones are the boats from my faction.
  9. Work in Progress (v0.8) What is CoopR? The abbreviation CoopR resolves into Coop Roleplay. These two keywords are leading the whole idea of this modification. CoopR Mod is a gameplay overhaul. Combining coop gameplay with interesting yet not immersion-killing roleplay game elements. CoopR will come in two different release systems. The first to be published is the CoopR Light coop gameplay enhancement. It can be described as a subset of features that passed quality assurance by bringing proper gameplay enhancements that do not have any dependency to other addons of the CoopR Mod ecosystem. The other release is the CMF (CoopR Mission Framework). This framework will provide a library of editor modules and scenario attributes to create multiplayer missions that redefine ArmA3 gameplay by a large package of new immersive features. Additionally the integration of popular modifications like ALiVE and ACE3 will push the feature list even further. The CMF will be officially implemented by CoopR and is planned to run on multiple game servers. The collection of those servers is defined under the CoopR Combat Theatre term. A “theatre” defines the lore multiple servers are running under. Technically players can transfer their characters and squads only between servers where the threatre is the same. There is no way of transfering a World War 2 threatre character into a NATO war theatre. CoopR Light CoopR Light’s primary goal is to extend the gameplay of coop multiplayer squads. It is a small subset of the whole CoopR mod idea. When the development of CoopR Mod started it was clear that this modification will take at least two years to implement all planned features. As time went by the amount of feature ideas grew and therefore the release date was pushed back further into the unknown future. To this date the CoopR team managed to develop a working base with a good amount of core features. We realized that there is a basic feature set ready to be released. We call this set the “CoopR Light” release. The reason to release this light version to the community is to start testing the early state of the modification. We expect to receive hands-on feedback and suggestions that help adjusting the development process. Reported bugs will be brought into the development of CoopR and fixed in future releases. The following conditions need to be met so an CoopR addon is a candidate to be released in the CoopR Light release: No dependencies to other Non-Light addons Adds striking enhancement of coop gameplay Will not require a wipe of any persistence data CoopR Mission Framework The CMF (CoopR Mission Framework) will provide a vast variety of editor placed modules, scenario attribute configurations mission configurations. The CMF will also offer a library of script functions to publish an API for other addons or mods. This is what the framework will bring to the customization point of view. With CMF you can build a completly new type of coop missions. One core feature is the RPG addon. It allows players to create characters with perks and role specifications. These characters are persisted and accessible between different mission created by the CMF. This bring another gameplay addition to coop missions - progress. Characters can increase their skills and “farm” their equipment. Incapacitation is not a trivial thing anymore. You can lose access to your character for a long time or even lose him completely due to permadeath situations. But the RPG system is not at all the only thing coming with the CMF. To shorten it up here is a short list of features that are either nearly completed or work in progress: Character RPG System "Deployment Life" Simulation System Local Persistence & Web Persistence (CoopR HQ) Perk System Role Skill System Temporary Camp / Shelter System Supply Request System Personal Storage / Barrack System Recon Mission System CoopR Webapp / Mobile-App Character Management Extended Squad System many more in concept... Recruitment! The CoopR Mod team is looking for some fresh meat/veggie. Here are some positions we are in need for: SQF Developer (All Skill Levels) ArmA3 Extension Developer Game Concept Designer Vue.js Developer (All Skill Levels) 2D Artist Feature Roadmap Wiki WIP Find us CoopR Youtube Channel @cooprmod Instagram Support us on Patreon! Contribute on Github! Have a chat with us on Discord
  10. ello, community. I have created my second mod using Drongo's Config Generator. There was no problem creating the first one and I have learned to create such mods and files very quickly. I did everything the right way - I created my units and added Drongo's generator module in the editor, which created the .cpp file. I converted it into a .PBO file successfully using the Addon Builder. After that I uploaded the .PBO file and created a mod, launched it with the requirements, but an error occurs: File Addons\ config.cpp, line 2: /cfgPatches/: '-' encountered instead of '{' What could be wrong? I have opened the file and the '{' was there instead of '-', so it was OK. Here's the whole file's content: Thank you in advance!
  11. 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!
  12. 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.
  13. 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
  14. 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.
  15. 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.
  16. shadowhunter123

    Project Livonia

    WELCOME TO: Ladies and Gents! I present to you the newly re-textured/added assets to the LDF Faction in-anticipation for the upcoming Contact DLC. Hope you all enjoy! CH-49 MOHAWK DOWNLOAD: Livonian CH-49 Mohawk Version 1.0 F-149 Gryf Bajeczny DOWNLOAD: Livonian F-149 Gryf Version 2.0 OT-12 Czar DOWNLOAD: Livonian OT-12 Czar Version 1.0 AWC-304 Nyx DOWNLOAD: Livonian AWC-304 Nyx Version 1.0 What's inside: CH-49 Mohawk LDF Camo Livery (Standard Military) Aircraft Grey Livery (Rescue) Dark Green Livery (Night Operations, Air Interdiction Patrols) Ranger Livery ( Air Interdiction Patrols, Local Law Enforcement) Rescue Livery (Emergency Rescue) F-149 Gryf LDF Camo Livery (Standard Military) *Updated* Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) OT-12 Czar LDF Camo Livery (Standard Military) Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) White Livery (Whatever you want it to be.) Ranger Livery (Forest Ranger Livery) AWC-304 Nyx LDF Camo Livery (Standard Military) Autocannon Configuration (Anti-Infantry) Anti-Tank Configuration (Anti-Armor Operations) Anti-Air Configuration (Anti-Air Operations) Recon/Radar Configuration (Recon/Surveillance Operations) Add-on Locations: Mohawk: INDEP > LDF > Helicopters > CH-49 Mohawk Gryphon: INDEP > LDF > Planes > F-149 Gryf Bajeczny Czar: INDEP > LDF > Planes > OT-12 Czar Nyx: INDEP > LDF > Tanks > AWC 304 (Autocannon, AT, Recon) *Optional liveries can be found in the livery editor.* LDF Fighter Pilot: INDEP > LDF > Men > Fighter Pilot Nyx AA: INDEP > LDF > Anti-Air > AWC 304 (AA) REQUIREMENTS: ArmA 3 Development Build 1.94 or Greater You MUST have purchased the Contact DLC. (All mods PR: Livonia releases use Contact Assets) Gryphon MAY require Jets DLC. Czar MAY require Apex DLC. Nyx MAY require Tanks DLC. Message of Thanks: A big shout-out to all of you who helped me out on Reddit and the Bi-Forums (Mug Runcher) for making this possible! Looking forward to bringing you more content in the future! If you haven't already, please don't forget to like and leave a comment! Would love to hear the feedback.
  17. 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
  18. Zeus Enhanced Requires the latest version of CBA A3. Zeus Enhanced, also known as ZEN, is an Arma 3 mod aimed at improving and expanding the functionality of the Zeus real-time editor. Zeus Enhanced is built with communities who use Zeus as their primary mission making tool in mind by enabling curators with powerful tools to create dynamic scenarios in an efficient manner. For an in-depth breakdown of the features and frameworks please visit the website. This mod is built using the same foundation and design standards as the ACE3 Project. Special thanks to the ACE3 Team for their open source nature and permission to use their systems, without their work this would not be possible. You can download Zeus Enhanced from: GitHub Steam Workshop Features A lot of new and improved modules Extended attributes displays Settings to customize the editor display Context menu providing easy access to common actions Various bug fixes for the Zeus interface Rewritten vehicle garage specifically for Zeus Rewritten, faster remote controlling of units Contributing You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on GitHub. Please comment on issues you want to contribute with, to avoid duplicating effort. To contribute something to ZEN, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the AUTHORS.txt file; including a valid email address. Submitting Issues and Feature Requests Please use our Issue Tracker to report a bug, propose a feature, or suggest changes to the existing ones. License Zeus Enhanced is licensed under the GNU General Public License (GPLv3).
  19. 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
  20. 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?
  21. 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 PLANNED FEATURES: its early days yet, please leave any ideas/feedback in the comments 😄 Supporting textures: the plan is to create a small faction with retextured vehicles and equipment to supply them Supporting scripts: commandable UGV vehicle Sentinal drone overwatch, "the eyes in the sky", for intel on enemies and precision bombing. Helo transport/support from Taru ability to remote control robots? some kind of resource dependence for robots (power, control range)? thoughts on this welcome any other creative gimmicks i can think of... IMAGES:
  22. Hello, I need help to create the config of a mod to create banner textures. Somebody could help me?
  23. 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 :)
  24. GF Object Spawner Script - Mod by GEORGE FLOROS [GR] Description: GF Object Spawner Script - Mod , a simple object spawner. 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 Object Spawner 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/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Object Spawner Script - Mod , a simple object spawner. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the spawn. The objects will spawn also , at the spawned or placed in editor Buildings. 3 presets included ,vehicles , wrecks and structures. There is also , an autodetection mods script , for the classnames , instead of lists. There is an option for the spawned vehicles , to add the Ravage addactions. 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=40415 Armaholic GF Object Spawner Script - Mod
  25. GF Explosive Objects Script - Mod by GEORGE FLOROS [GR] Description: GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors. 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 Explosive Objects 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 Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the spawn. The objects will spawn also , at the spawned or placed in editor Buildings. 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=40411 Armaholic GF Explosive Objects Script - Mod
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