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Found 260 results

  1. Hi Everyone, I'm looking for some help regarding a zeus module that I am creating. To give some background, the module (when placed) should prompt the user to use sliders to configure a radius and number of AI with which to garrison buildings within said defined radius. I think I'm running into an issue with execution locality, as this works perfectly in the editor. Expected behavior: User selects the module in zeus and places it somewhere on the map Dialog box appears to ask them to configure radius and number of AI User hits OK and it calls another function to start placing AI relative to the module location In singleplayer this works as above (I imagine this is due to the server and client both being local) In multiplayer, the function to create the dialog is executed on the server (evidenced by debug output to the console), but a dialog does not appear for Zeus My module is defined as follows: class xeen_module_base: Module_F { icon = "\xeen_modules\insignia.paa"; category = "xeen_modules"; isGlobal = 0; isTriggerActivated = 1; isDisposable = 1; is3DEN = 0; curatorCanAttach = 1; scope = 1; scopeCurator = 1; }; class xeen_moduleGarrison: xeen_module_base { displayName = "Garrison Area"; function = "xeen_fnc_garrisonModuleDialog"; functionPriority = 10; scope = 2; scopeCurator = 2; class Attributes: AttributesBase { class GarrisonSpread: Edit { property = "xeen_moduleGarrison_GarrisonSpread"; displayName = "Unit Spread (m)"; tooltip = "The distance of buildings to be garrisoned"; typeName = "NUMBER"; defaultValue = "50"; }; class MaxPerBuilding: Edit { property = "xeen_moduleGarrison_MaxPerBuilding"; displayName = "Max units per building"; tooltip = "Max units per building"; typeName = "NUMBER"; defaultValue = "5"; }; //class ModuleDescription: ModuleDescription{}; // Module description should be shown last }; #include "description.hpp" }; and it calls the following function: /* * Author: Xeenenta * Opens the dialog menu for the garrison module * * Arguments: * 0: Logic <LOGIC> * * Return Value: * None * * Example: * [_logic] call xeen_garrison_fnc_garrisonModuleDialog * * Public: No */ // Parameters params ["_logic"]; _logicLocation = getPos _logic; diag_log format ["Spawning display with logic %1", _logicLocation]; // Create display createDialog "garrisonModuleDialog"; _display = findDisplay 99; // Set Variable _display setVariable ["_logicLocation", _logicLocation]; diag_log "Finished spawning display"; and my dialog is defined here: class garrisonModuleDialog { idd = 99; access = 0; movingEnable = false; enableSimulation = false; class ControlsBackground { class IGUIBack_2200: IGUIBack { idc = 2200; x = 0; y = 0.4; w = 1; h = 0.6; }; class RscStructuredText_1100: RscStructuredText { idc = 1100; text = "AI per building:"; //--- ToDo: Localize; x = 0.025; y = 0.68; w = 0.17; h = 0.05; }; class RscStructuredText_1101: RscStructuredText { idc = 1101; text = "Garrison Radius:"; //--- ToDo: Localize; x = 0.025; y = 0.44; w = 0.17; h = 0.05; }; class RscStructuredText_1102: RscStructuredText { idc = 1102; text = "0"; //--- ToDo: Localize; x = 0.1625; y = 0.68; w = 0.06; h = 0.05; }; class RscStructuredText_1103: RscStructuredText { idc = 1103; text = "0m"; //--- ToDo: Localize; x = 0.2; y = 0.44; w = 0.06; h = 0.05; }; }; class Controls { class RscButtonMenuOK_2600: RscButtonMenuOK { idc = 1234; x = 0.875; y = 0.88; w = 0.1; h = 0.1; onButtonClick = "[(findDisplay 99) getVariable ['_logicLocation', objNull], sliderPosition 1901, sliderPosition 1900] call xeen_fnc_garrisonModuleInit; (findDisplay 99) closeDisplay 1;" }; class RscButtonMenuCancel_2700: RscButtonMenuCancel { x = 0.75; y = 0.88; w = 0.1; h = 0.1; }; class RscSlider_1900: RscSlider { idc = 1900; x = 0.025; y = 0.74; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 0; sliderRange[] = {0,10}; sliderStep = 1; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1102) ctrlSetStructuredText parseText str(sliderPosition 1900)" }; class RscSlider_1901: RscSlider { idc = 1901; x = 0.025; y = 0.5; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 5; sliderRange[] = {0,100}; sliderStep = 10; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1103) ctrlSetStructuredText parseText str(sliderPosition 1901)" }; }; class Objects { }; }; Any thoughts? Full source code can be found at: https://github.com/Xeenenta/xeenenta-enhanced-battlefield if anyone wanted to go digging around.
  2. I'm trying to use Ace with Dynamic Recon Ops, but DRO isn't detecting ACE. Dynamic Combat Ops does detect it. Me and my friends prefer the format of DRO over DCO and we'd love to use ACE with it. Currently, if I launch DRO with ACE enabled, after the first revive it defaults back to the DRO revive system.
  3. Hello there ๐Ÿ˜„ I'm DrDuckhill, and I'm new in this forum. I'd like to know how to make some working windshield wipers for helicopters, or if there already are scripts (?) for that. You need to know, I have NO CLUE about modding, writing scripts whatsoever. It's just that I want to bring some more realism into flying a helicopter. Working windshield wipers, working instruments (in the EuroCopter 135 / 635 mods the instruments don't work). I hope you guys can help me ๐Ÿ™‚ See ya'll
  4. I created this MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=2207947068&amp;searchtext=%40Disable_Zoom+1.0+Vanilla Compiled and signed in V2 and then sent to the Workshop. The MOD works great in single player. But if I try to host it on my server it doesn't work. It gives me that the client / server version are not the same. I downloaded the file from the Workshop for both the client and the server. I use TADST as server launcher, and V2 signature verification is selected. What am I doing wrong?
  5. So for awhile on a private server with friends we have been using Rubber edition CTI, but we want to update/change some things, for example uniforms, even just camo textures, I have found a few on the workshop but some are not signed/have no server key/or-just-broken. I was wondering if the community could point me towards a replacement pack, I currently have the amazing The CSAT Modification Project on the workshop. But I tried using a replacement mod for cup with the default factions Link to replacement project but it has no server keys or signed keys for the mods for a dedicated server. I just want to replace Nato and AAF/Fia/CTGR with cup or anything but can't find a solution?
  6. Faces of Bohemian Interactive for Arma 2 & Take on Helicopters ported to Arma 3. The new ToH characters mod, including the faces that appear in ToH adapted for Arma 3, have their limitations as they are textures from Arma 2. But it has been adapted and created the necessary textures to look as good as possible. Due to the number of requests for new faces of Arma2, Arma 2 Operation Arrowhead, Arma 2 British Armed Forces, Arma 2 Private Military Company, Arma 2 Army Of Czech Republic... I have expanded the project so much that I am opening a new thread. Sorry for the inconvenience. It currently includes 150 ToH/A2/A2PMC/A2OA faces ready to be played. https://community.bistudio.com/wiki/Arma_2:_CfgIdentities You can download from now in Workshop, enjoy: @ToH Characters https://steamcommunity.com/sharedfiles/filedetails/?id=2170387941 (Available via WorkShop). https://www.armaholic.com/page.php?id=36264 (Available via Armaholic). Todo.txt @ToH Characters Known Bugs: -Quality flaws in NOHQ that give a very bulky feel to human skin. Any advice on the old faces of A2 or ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Public License Share Alike (TOPL-SA) Arma 2 & Take On Helicopters is made by Bohemia Interactive. based on Public Data Pack
  7. I need help with a script, Will there still be any way to download this script here? https://forums.bohemia.net/forums/topic/77374-improved-bullet-cam-script/ The Original Download Link Does Not Open.
  8. XIM - X's Immersive Music https://steamcommunity.com/sharedfiles/filedetails/?id=2127841273 https://github.com/x-00010/XsImmersiveMusic Please note - this mod is in the early stages of development. There are likely very many bugs. The mod is likely not compatible with certain scenarios, such as NMD sandbox. We are not sure why. However, it is tested to work on Vindicta and Antistasi. Use at your own risk. Features Uses almost every single track in Arma 3 Plays calm music when daytime, and all is quiet Plays stealthy music at night time, when raining or foggy Plays combat music when the AI is shooting Syncs the currently playing track with your squad Allows you to skip the current song via the ACE self interaction menu (must be squad lead) Displays the currently playing song with a nice looking message Works in singleplayer, non-dedicated and dedicated. Examples You're in a nightime OP with your team, making your way to assault a major enemy stronghold? How about some Canton Protocol? You're in the middle of an intense firefight, with a friendly IFV wreaking havoc in Zaros? How about the This is War Marksmen DLC remix? You're just chilling at base with the lads, without much going on? Try Fighter Jets. Note This mod simply runs whenever you connect to a server, no setup or anything needed. However, all the clients and the server need to be running the mod. Thanks! Thank you to everyone in the Arma 3 discord, namely Lou and Dedmen, you guys were a huge help! Thanks to Wietse as well, we actually have the server side code :) And finally, thanks to chief22, who allowed me to look through his addon mood jukebox to help me create the foundation for this mod. Any questions? Ask 'em down in the workshop comments and I'll do my best :) Cheers lads.
  9. WW2 Hungarian Armed Forces Mod [WIP] Hello, this mod aims to recreate the Hungarian Armed Forces of WW2. Content: Early (1940-1943) and Late (1944-1945) infantry units and groups CSA_38 tanks and Anti-tank cannon Hungarian Airforce skins for the Ju-87 and FW-180 by Lennard Planned Content: Retextured Northern Fronts and Forgotten Fronts assets (as soon as their new content updates are released) Custom Tanks Custom Weapons Custom Grenades Custom Names You can download the mod via Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2110508406 Have a fine weak and stay healthy! - Schraxt
  10. hello every one i bought a new arma 3 game server and i want to put my mods on the server parameter so can you help me please which on is -mod and -serverMod I put me question and mods too here : https://steamcommunity.com/app/107410/discussions/13/2273701484006148839/ this is my mods i want to know which one is server side and Client side ace Steam http://steamcommunity.com/sharedfiles/filedetails/?id=463939057 ACE Compat - RHS Armed Forces of the Russian FederationSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=773131200 ACE Compat - RHS United States Armed ForcesSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=773125288 ACE Compat - RHS: GREFSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=884966711 ACEXSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=708250744 Advanced Sling LoadingSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=615007497 Advanced TowingSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=639837898 ArmaZeusCacheSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1908099028 BloodLustSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=667953829 CBA_A3Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=450814997 CUP Terrains - CoreSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=583496184 CUP Terrains - MapsSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=583544987 Enhanced MovementSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=333310405 F-16 Fighting FalconSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=366423278 FIR AWS(AirWeaponSystem)Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=366425329 GRAD TrenchesSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1224892496 iFatigue: No sway and staminaSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1242734278 MBG Buildings Killhouses (Arma3 Remaster)Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=962938144 MCC Sandbox 4 - Mission Making The Easy WaySteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=338988835 Project OPFORSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=735566597 RHSAFRFSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=843425103 RHSGREFSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=843593391 RHSUSAFSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=843577117 ShackTac User InterfaceSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=498740884 Sunday Revive[UAF]Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=2099311141 SuppressSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=825174634 task_force_radioSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=620019431
  11. Hello all, Welcome to an adaptive music mod for ARMA 3 that I have revived and can no longer find on ARMAHolic or BI Forums. Some of you might have seen the Mood Jukebox mod that I have posted a while back. That mod might be getting another update if corrections can be made. This mod is designed to be an adaptive experience giving the right music at the right time (as much as ARMA programming goes). You will be able to start out with some low key tracks and then some hyped-up songs when in combat and revert back. Maybe some spooky feelings when the fog sets in. This mod has been originally created as a map script by Niklas Brettschneider and has been sitting on my hard drive for years. I have made this mod completely independent of any map scripting and will work on any singleplayer or multiplayer scenario. This mod will give you the following moods: - Day and night time playsets. - Fog playset when player enters fog levels over 30% - Skydiving playset when above 100 meters over a surface. - Enter any vehicle and get a non-combat playset for driving. - Combat playsets for on foot and in vehicles. (So getaway songs are a thing if someone is firing at you :O) If you have the debug mode on in the mod, you will get the following error on the mission load. The only error is a no debug box error on mission start when the debug parameter is set on. There is still a debug box though which will tell you what mode and song is playing. Subscribe to this mod on Steam For the version with a hud: https://steamcommunity.com/sharedfiles/filedetails/?id=2105618121 For the version with no hud: https://steamcommunity.com/sharedfiles/filedetails/?id=2105629270 You can tear apart this mod and create custom music packs. If you want a blank slate, here is a copy that you can download: https://drive.google.com/file/d/1tGb2CJDStTKgAbyEUrrXY_2gMFqJ47GM/view?usp=sharing Blank slate mod upload date: 5-31-2020 Please keep in mind, if you do repost this. Make sure you follow Workshop guidelines and credit my workshop page and original creator of the script. The current music in the mod is the OST tracks from Modern Combat 3 a mobile game developed by Gameloft back in the day. The music has not been picked up on youtube as copyrighted material and is clean to use. Possible upgrades I might do for this mod: - Add a rain playset array. - Add possible naval and flight music set array. - Remove dependency on CBA if I find a viable method. - Possibly add a playset when you enter a town or an area with more than 4 buildings. Required Addons: CBA 3: http://www.armaholic.com/page.php?id=18767 https://steamcommunity.com/sharedfiles/filedetails/?id=450814997 Preview Video Video on how to replace music. The guide document shown is included in the mod. Update - 5-23-2020 - Fixed the song change when exiting Vehicle. Songs will immediately change to the correct category.
  12. I have some experience in writing code, but for the life of me cannot figure out how to write a small add on that is 1) always present, not a modified SQF(I do know how to sign a PBO) 2) Access events or other Arma scopes, I want to control the execution of my code. Does someone have a config.cpp with necessary headers for creating an add on. I just want to save flight data out of the game. I have seen the members/types of the Arma Class on BIS's web page, but have no clue on how to structure it. Thanks in advance!
  13. Hi, i wanted to ask wich Mods are used on the right guy. I asked the maker of the picture but didnt get any answer... Maybe someone can help me, cuz i love the backpack and would like to use it! Thanks already for the help.
  14. Greetings ArmA Fellows ! Today I release the fisrt version of the Altis Parachute Regiment - for Global Mobilization (development thread here) Please read the info below and I hope you will enjoy it ! Cheers, GFT STEAM Item: https://steamcommunity.com/sharedfiles/filedetails/?id=2066249929 7-Zip Archive (V1.01): https://we.tl/t-HW43FygtfP How to install: https://www.instructables.com/id/How-to-Install-Non-workshop-Mods-With-the-ARMA-3-L/ NEW - Source files: Changelog: The Altis Parachute Regiment is a new faction for Global Mobilization adding troops from the airborne units (Paratroopers and SAS squadron) of the Altian armed forces during the colonial time and the cold war era (1980โ€™s). Background: Pictures: Features: One new faction (NATO side), including Altian airborne forces and SAS squadron men Retextured Global Mobilization & A3 base game uniforms & equipment, in Fictional DPM and Brushstroke pattern, adapted from AAF camo palette New assets ported from A2: Headgear (helmets), Weapons (FAL, GPMG-like machine gun, MP5sd) Retextured Vehicles (two pattern, Altis camouflage & plain green), and new markings Static line parachute (see Credits and Acknowledgements) and scripted drop system waypoints Credits & Acknowledgments: BI Studio for the A2 source files GM team for the templates of their assets toadie2k for the FAL animation (https://forums.bohemia.net/forums/topic/163106-toadies-smallarms-and-animations-for-arma3/) Deltagamer for the Static line Parachute model and animation (see https://forums.bohemia.net/forums/topic/181542-static-line-parachute-mod/) Killzonekid for his Paradrop functions (adapted from http://killzonekid.com/arma-scripting-tutorials-epic-armour-drop/) IndeedPete for his templates (which I adapted ) CUP for allowing to unpack their PBOs, which allowed me to learn how to code (but I did NOT use their assets) Drongo, for his config creator Skiddy, yevgeni89 from the BI forums for their suggestions The ARMA community for collecting and sharing the documentation on modding Disclaimer: To be used at your own risks! I don' take responsibility in case of unexpected damage to your system I don't play MP, so if you encounter bug, please report and I'll try to fix it Compatibility with other mods (Alive, ACE): Not tested yet Compatibility with ZEUS: Normally yes, but not tested No other dependencies than Marksman and GM DLCs; otherwise this is standalone Known bugs/Future Plans: This is not supposed to be ultra-realistic and honestly there could be some anachronisms, but it gives my vision of a fictional unit using available assets. It is limited by my skills and the time I can spend on it, so you could probably find higher quality mods or models - still, I don't think this is redundant with existing materials. I tried however to make as neat and smooth as possible, this is the least of courtesy to the potential users. If there are any bugs to report - please let me know, and I'll try to fix it (it will be an opportunity for me to learn something new). The code of the config could probably be optimized - I have not seen any bugs, missing relationship popping up on my system, but it is always, so please let me now No Groups yet - to come in subsequent update No plans for future assets, but that could come ! I will release the source files (texture templates, ported 3d model etc...) License: Arma Public License Share Alike (APL-SA) https://i.imgur.com/wEXj2g0.png https://www.bohemia.net/community/licenses/arma-public-license-share-alike Please consider extra requirements if you want to reuse the Static Line Parachute (see https://forums.bohemia.net/forums/topic/181542-static-line-parachute-mod)
  15. Hello, community! ๐Ÿ™‚ I have tried to create a mod with units using Drongo's Config Generator. I know how it works and I have created some mods already. What I want to share is an issue when I made my last mod. I have used this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1124966491 for the uniforms and also Contact's Spetsnaz units, as my units should be Russians. I have tried the mod afterwards and only the uniforms are the CSAT vanilla (default) ones instead of the Russian variants. I have tried several times and I have got the same error every time, no matter if you units are from the F1 faction menu or the F2 groups menu. What could cause this problem? Thank you in advance! ๐Ÿ™‚ ๐Ÿป
  16. Hey guys, I've created a faction here, https://steamcommunity.com/sharedfiles/filedetails/?id=2023072593, but the BDRM and most vehicles have no gunner. I've check the config files and it has the Main turret crewed, but it does not have a gunner turret. IDK if that's how its suppose to look or.. if you check the faction, all the vehicles that are suppose to have gunner seats do not. Please help, Thanks.
  17. Hello everyone To begin, I want to apologize in advance for my English, I am French with a small level of vocabulary, helped by Google Translate. I request your help for the French server that I am finalizing. I got the Invade & Annex mission from Ahoy World and I am facing a small texture problem. Indeed, I created my own textures in a mod but as the server will be public and therefore accessible without mod I apply the standard textures of the game and the rgb colors. So I entered the textures to apply with and without mods in the Functions \ Vehicle \ fn_vsetup02.sqf file and when I connect with the mods, the standard textures are applied. When I launch the server side mod, the moded texture appears as it should but when I reconnect without the mod, the standard textures are not loaded and therefore the vehicles no longer have bodywork. Extract of the code: private _vehicle = _this select 0; if (!alive _vehicle) exitWith {}; private _vehicleType = typeOf _vehicle; [_vehicle] spawn AW_fnc_vehicleInventory; _vehicle lock 0; //=============vehicle specific FBCTexture = isClass (configFile >> "CfgPatches" >> "RETEXTURE_CE"); if (FBCTexture) then { switch (_vehicleType) do { case "B_Truck_01_flatbed_F": { //HMTT Plateau _vehicle setObjectTextureGlobal [0, "\RETEXTURE_CE\Data\HEMTT\truck_01_ext_01_co.paa"]; _vehicle setObjectTextureGlobal [1, "\RETEXTURE_CE\Data\HEMTT\truck_01_ext_02_co.paa"]; }; }; } else { switch (_vehicleType) do { case "I_APC_Wheeled_03_cannon_F": { //Gorgon _vehicle setObjectTextureGlobal [0, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_co.paa"]; _vehicle setObjectTextureGlobal [1, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext2_co.paa"]; _vehicle setObjectTextureGlobal [2, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\rcws30_co.paa"]; _vehicle setObjectTextureGlobal [3, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_alpha_co.paa"]; }; }; }; What I would therefore like is that when I connect with my mod, the moded textures appear but when someone connects without the mods, it is the standard textures that apply. In addition, when the vehicle is destroyed and must reappear, the texture must be correctly reapplied to the vehicle depending on whether the player has the mods or not. I know it works locally but I can't seem to find the solution. I have attached the Invade & Annex file to you as an attachment Thank you in advance for your help !
  18. Hello everyone! I am from China and I will show you an item and I am using a translator!๐Ÿ˜ฅ Cruise missile module. This module allows you to create a controllable cruise missile. It can enable radar and thermal imaging, and only requires simple settings to launch. Even if this module is not loaded by some players, but the user loads it, players who have not loaded the module can still see the missile! image: https://imgur.com/QxgHcWa https://imgur.com/ui6RdlW https://imgur.com/bCPmb8F https://imgur.com/6JZAewo https://imgur.com/aRgRsT7 https://imgur.com/2LwOc68 https://imgur.com/lVRPzqI https://imgur.com/lXckkhW Instructions: Create a cruise missile call DESTINY_fnc_createMenu; Create a cruise missile directly from the fixed wing [0] call DESTINY_fnc_Launch; Create a cruise missile directly [1] call DESTINY_fnc_Launch; Bind VLS silo Launch from silo Object addEventHandler ["Fired", { [2,_this # 6] call DESTINY_fnc_Launch; }]; YouTube: YouTube video download: STEAM missions example Google Drive download Google hard drive
  19. Karmacode696

    ARMA 3 Addon Request Thread

    Greetings. I've seen several units using this kind of mask (not a gas mask) when they are doing HALO or HAHO jumps. It's in cosmetic and nvg section of the arsenal. What mod is this? I couldn't find it. Thank you un advanced.
  20. I've just begun modding in Arma 3, after someone approached me and asked me to help him with modding in a beret that didn't exist anywhere on the workshop yet, I did everything as he asked me to and followed closely Arma 3's limitations (10k triangles at most, no smooth shading, all triangles, taken from https://community.bistudio.com/wiki/Arma_3_Modding_Characters). I used Blender to model the beret and managed to export it into a P3D file, then I exported its texture in a PAA file, then I created its icon and saved it as a PAA file, too. The problems began with the config file. I used a tutorial for a steel tube (https://www.youtube.com/watch?v=hxiwU94zwjg&) first, and actually spawned it in the game, it appeared in my inventory, but it didn't exist once I dropped it onto the ground, I thought that's just because I didn't add a line to the config, I don't think it's important so I ignored it Then I found an actual config file for a headgear (from https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Headgear_configuration) and I thought if I just changed up some things it'd work good enough. After I was done modifying that config file and got the mod working the game wouldn't let me spawn the beret in. I didn't get any debug messages, nothing. The beret just wouldn't spawn in my inventory, as if it didn't exist in the first place. Now I know this is a long post, but I feel like I needed explained my whole "adventure", so that maybe someone gets an idea of what the problem might be. Here's the mod file if you want to check it out https://github.com/Kalimedes/Mod
  21. Hello, I've been thinking about a possible MOD for Arma 3 that could really produce some butt-clenching, heart pounding, gameplay moments. It's heavily inspired on the Battle Royale mod which is dying out sadly, and there's some MMO elements in them too. Anyways, I've made a small presentation that explains the idea better: https://docs.google.com/presentation/d/1LYfntb3MyRWQUp3Eyju9cyEopTPzSF_dRzpS99TxcvE/edit?usp=sharing I'm no developer, my goal with this post is to just 'test the water' and see if there is some interest in a game mod like this. Secondly if someone can enlighten me on how much work creating a minimal viable prototype of this MOD would take, or point me in the general direction of someone that can help me get this going, that would also be greatly appreciated. Thank you! best regards
  22. Anyone looking for a potential fix, simply remove the MCC mod (if you're running it). This removes the following 2 errors: [BIS_fnc_activateAddons] The function can be activated only through the mission init [BIS_fnc_moduleCurator] Curator owner not defined, player used instead in single player See below for further details: https://github.com/shaygman/MCC_sandbox_modDev/issues/60
  23. UPDATE: Mod found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1919803068 Hi, my names Anthrax and im proud to announce the development of my first mod, a retexture of the Livonian Defence Forces to a desert/arid camo pattern, which in my view will enable missionmakers to use the faction and its equipment in terrains outside of Eastern Europe. The scope of the mod is to replicate the LDF Faction for BLUFOR and INDFOR in my geometric desert camo pattern, right now the features scheduled for an eventual release (deadline cant be given at this stage) include: Infantry, infantry equipment, infantry groups, basic ground transport vehicles. Here is a photo showing my progress with the mod so far, note the LDF Soldiers & Equipment (Please note that in this image, Render Worlds is used and the lighting in that is not the same as the lighting in most other maps) All uniforms except for CBRN Gear and the Helicopter pilots outfit have been made. I'm not familliar with forums but hopefully i'l be able to provide progress logs on this website, lemme know what you think of the mod so far. Cheers ๐Ÿ˜› CREDITS -Avery for providing me the original LDF camo sample and the textures for the modular vests -The other members of the A3 hub for providing me invaluable assistance with general modding concepts
  24. Multiplayer Save and Load Saves a multiplayer mission in progress to be reloaded later. Downloads: Armaholic Steam Reloads units, gear, vehicles, weather/mission details, waypoints, tasks, buildings, markers, triggers, missionNamespace*, locations, etc... Mod designed for use to save the progress in player-made multiplayer missions. For best results when loading, start the original mission, then load your progress with the UI. Saved mission files are stored in the mod folder, so take care. I believe this is about as good as I can code a save/load mod in SQF. But if you can do better, please feel free to make coding suggestions here! Uses inidbi2 from code34. v2.1 Features - "Fast Save/Load" added. Approx. 30s-3min save duration. Save/Load uses all server processing power until the save/load is complete. (Game will appear frozen!) Fixes - Vehicle fuel is saved/loaded. V2.0 Features - Added Simple/Full Save/Load toggle, for much faster save option, but with fewer details recorded. - Faster load/save syntax. - Compatible with existing save files. - Saves "Things" (including ammo boxes and decorations). Fixes - General coding improvements - "Dead" vehicles do not respawn on load. - Hidden Map Objects - Global Triggers v1.1 Locations and MissionNamespace now saved. Note: missionNamespace items of type "CODE" are not saved, as this would decrease performance or break the process. MissionNamespace items are also not removed, so CODE items can be maintained by loading the original mission before loading your saved game. Known Issues: - Scripts running at the time of save cannot be re-initiated after. Also, full script environment cannot be re-initialised without starting the scripts at the beginning, which is likely to cause more trouble than it is worth. So I recommend loading mission progress whilst in the original mission. - Unit side anomalies reported. - Unit names not syncing globally. Will likely cause issue if scripts require a unit to have a specific name on clients. - Zeus will detach from some players in some instances. Use #adminLogged in Zeus Game Master modules, then re-login as an admin. - Use this code if the action is removed by your gamemode: player addAction ["<t color='#FF5500'>Multiplayer Save and Load</t>",{createdialog "MSLDialog";},[],-999,false,true,"","isServer or serverCommandAvailable ""#kick"""];
  25. This Mod JackFrench adds a French faction; with a very wide range of land and air vehicles (Nato, Indp, CSAT retexture). author : JackFrench website :https://jackfrench-arma3.fr First release : 11/11/2014 Signed: yes Server key: server key included Listed: Blufor Faction : JackFrench Download : https://steamcommunity.com/sharedfiles/filedetails/?id=714689601 or website Jackfrench https://www.jackfrench-arma3.fr/modjackfrench.html - Fusiliers Multicam, Woodland, Tropic, Desert, Mountain (Alpine), Special Forces. - Assault rifles HK 416F and HK 417 F. Long range rifle M320 Woodland, Desert, Multicam, Alpine - Recognition vehicles, transport / logistics. Tank truck, workshop, equipment, ammunition - Helicopter transports / support, marine version, camo - Airplanes, Armored - Boats (zodiac, outboard, submarine, speedboats) ************************************************** ************* version 20190112_012JF Arma3 Apex required ************************************************** ************* Upgrade to the latest modifications Arma 3 + - Added HK 416F and HK 417 F (French faction now equipped with the famous HK 416 for 2019 - Modification of the contents and update of the armed cases [JF] - Added French faction uniform crates - French Faction Equipment Addition - Stealth aircraft addition - Addition griffon plane - Add UH 80 woodland - Added national marine crew - Addition national naval officer - Modification on armed lynx and hummingbird, marine, multicam, woodland were not visible in the editor - Same for armed panther multicam - All helicopters and armed aircraft use the new dynamic loading system in the editor / - Resume some textures -------------------------------------------------- -------------------------------------------------- ----------------------------------------- WARNING * 20180509_129JF (For players who do not have Apex remove the file jackfrench_apex.pbo / for players who do not own Apex remove the file jackfrench_apex.pbo) Change Log / changelog - compatibility with DLC Tanks / compatibility with DLC Tanks - Added module jackfrench_apex / Added: module jackfrench_apex - Added VRL minigun, AT, multicam, tropic / Added: VRL minigun, AT, multicam, tropic - Added jeep minigun multicam, tropic / Added: jeep minigun multicam, tropic - Kamaz missile launcher, multicam, tropic - Miscellaneous detail / - Detail various -------------------------------------------------- -------------------------------------------------- -------------------- * 20160630_0182JF Change Log / changelog - Some changes in Arma-apex forecasting - Some changes to the Arma-apex output - Two soldiers in the back of the truck were not armed / - Two soldiers in the back of the truck covered were not armed - Corrigendum for some aircraft missiles / - correction to certain aircraft missiles - Corrigendum on certain jackets / - correction some jackets - Miscellaneous detail / - Detail various -------------------------------------------------- * 20160613_0165JF -------------------------------------------------- * 20160522_0143JF -------------------------------------------------- * 20160209_0040JF -------------------------------------------------- * 20160127_027JF -------------------------------------------------- 20150514_134JF -------------------------------------------------- 20150110_010JF -------------------------------------------------- 20141108_315JF first release of JackFrench mod November 11, 2014 Description: This mod adds a French faction with a very wide range of land and air vehicles (Nato retext, Indp, CSAT.)