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Found 227 results

  1. GF Auto Loot Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Script , will detect the enable 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 Loot 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 colours 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 Script , will detect the enabled Mods , without editing lists. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only There is a Possibility option available. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the loot from spawn. The loot 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: v3.1 Fixed , working now also on Dedicated , with auto init. v3.0 A lot of the previous code is reedited. Added option for the spawned items number. Code optimization. v2.0 It is possible to add your custom item list. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only Changed the codes for the search of the configs. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40299 Armaholic GF Auto Loot Script - Mod Thank you very much Realthinged , i hope you like it ! You can add a case 4 : case 4 : { /* ________________ How to disable a certain mod : ________________ example 1 : (!(getText( _x >> 'author' ) == 'The CUP Team')) example 2 : (!(getText( _x >> 'DLC' ) == 'CUP_Weapons')) */ //________________ Load every Mod / No CUP Loot ________________ _CfgWeapons = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x>> 'scope') > 1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; "getNumber (_x >> 'scope') >= 2 && {getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256] && {_CfgWeapons pushBack (configName _x);false}}"configClasses (configFile >> "CfgMagazines"); _CfgGlasses = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; _cfgArray_backpack = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; _Loot_case = "Load every Mod - No CUP Loot"; _Select_Loot_Loaded = true; }; or if you want to exclude completely the weapons for example : go to this line : //________________ To disable the weapons completely , you can delete for example the: _CfgWeapons ________________ GF_Auto_Loot_with_userconfig_cfgArray = _CfgWeapons + _CfgGlasses + _cfgArray_backpack;
  2. Lingor Island This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~5 months were spent on research and creation of this world. Lingor is one of the most played maps in Arma Community and first really lush green environment that worked well with all the optimizations. Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 5-6 months of hard work) possible to enjoy. We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Jade Groove on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective. Required addon: CUP Terrains Core. Latest version: v3.9.5 (Lingor) & 3.82 (Dingor) Latest changelog: - finally: all new Apex vegetation! (DLC is not required) - massive improvement of lighting and satellite image of the map - new huge sectors to explore with lot of details - new town Mirasol on NW with a new unpaved runway - burned down villages: Jodido and unnamed one - added scrapyard - large sector is now GAL training facility with two mock villages - 3 new research bases for sci-fi scenarios (Deidre, Scarlett, *censored*) - one research base is abandoned and long forgotten - added bio storage facility Marika - added couple of invisible roads (for AI pathing) - added iron gates by poolpunk (thank you!) - added bunker objects by Sahbazz (thank you!) - fixed incorrect runway numbers at FOB Eddie (greetz to the legend: wld427!) - various smaller fixes, too many to mention here Download / Official Site: http://www.icebreakr.info (currently only Steam Workshop version is up to 3.9, new patch coming very soon!) Promo video #1:
  3. 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
  4. 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.
  5. LAxemann and Jokoho482 proudly present... DynaSound 2.0 What is DynaSound 2.0? DynaSound 2.0 is a sound modification for ArmA3 and all of it's DLCs. It mainly focuses on weapon- and explosion sounds, however all helicopters as well as the Xi'an VTOL were redone, too. Feature list: • All weapon sounds were redone, mainly using high-quality recordings. • Shooting from inside a building reduces the distance one can be heard. • A differenciated and thoughtfully mixed soundscape. Due to a higher dynamic range and less compression, you can and have to turn your volume up in order to bring out the details and punch! • Custom bullet supersonic cracks as well as subsonic "swooshs". • All helicopters as well as the Xi'an VTOL were redone . • Distant-sounds for helicopters. • Flyby sounds for helictopers as well as the Xi'an VTOL. • Rocket flyby sounds. "swiush!" • Incoming rocket sounds for the MLRS. Usually is the last thing you hear. • New explosion sounds • When firing a rocket, the engine sound actually originates from the rocket and is moving away from you. Try the MLRS! Media There is no fancy trailer for the moment, however there is quite a bit of material on my YouTube Channel. Here are some of the APEX weapon sounds: Known issues • The m134 gatling gun might sound weird when not in first person - A recent issue and I'm trying to fix it. • Some volume balancing might have to be done here and there as I went on a tweaking rampage shortly before release and I might have overseen something. :) • Most explosions are still the DynaSound 1 ones and will be redone over the time. • It's not DynaSound 3 yet Dependencies Requires CBA A3. Download ArmAholic Steam Workshop Download (2.21){/url] Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script I've ever done while teaching me tons of stuff. So much love! • Megagoth because love. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  6. 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
  7. GF Auto Population Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Population Script - Mod , will work automatically and populate every Map and Water Maps as well , with enemies on infinite. 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 Population 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 colours 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 Auto Population Script - Mod , will work automatically and populate every Map and Water Maps as well , with enemies on infinite , according the selected spawn distance and the max number of enemy. It is created with a concept of , players being in a hostile territory. The intention of this Script - Mod , is to be played alone or even boost your mission and enchase generally the game play. There is a variety , over 75 different spawn possible settings , from spawning a single unit , transported infantry with land vehicles and helicopters , attacking planes , speed boats patroling , divers and every kind of spawn possibillity , except UAV and drones. There are arrays , for the Units used , where everything is sorted from every possible type and usage of infantry and vehicles, in order to change them easy , to your faction desired enemies , like CUP and RHS or Custom etc. There is no editing needed in the 3d editor with markes , triggers etc. It's created in mind , to be as configurable as possible , easy to read , use and edit. There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance. There are options about the spawn positions of the units. There are Safe distances and Blacklist Zones , from players and spawned units . Everything will be total random , according the selected options and the spawn settings. Get prepared for anything , because the enemy will defend and attack , patrol , reckon , garrison for the infantry and the same , for all the type of vehicles units as well. There is a Script and a Mod version available. The Mod version , is using a userconfig , to set your desired settings. For the Script version : To adjust the settings : GF_Auto_Population_Settings.sqf and for the spawn types : GF_Auto_Population_Spawn_Settings.sqf For the Mod version : userconfig Installation : Place the "userconfig" folder into your Arma 3 main folder. You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. There are also incuded 2 scipts: GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/ GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/ DO NOT use with : ZBE_Cache AI and Vehicle caching script/addon 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: v2.2 Fixes for : the Position scripts , Spawn settings and the Location settings , Enemy spawn scripts and minor fixes. Changes on the Mod Userconfig files and Settings. Code optimization. v2.1 Fixed the Userconfig settings for the Mod version. v2.0 Fixed working in SP. Dynamic simulation is available to save the FPS and increase , also the max spawn unit number. Uavs , Drones and Ugvs spawn, is now available. A lot of code fixes and code optimization. Added some extra settings. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40381 Armaholic GF Auto Population Script - Mod Informations :
  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 Auto Population Zombie Script - Mod by GEORGE FLOROS [GR] There will be a new update soon with a completly reworked code . Here is a temporary version : Description: GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite. 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 Population Zombie 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 colours 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 Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite ,according the selected spawn distance and the max number of enemy. It is created with a concept of , players being in a hostile territory. The intention of this Script - Mod , is to be played alone or even boost your mission and enchase generally the game play. The Zombie spawn possible settings are , patrol , garrison and hunt players. There are arrays , for the Units used , in order to change them easy , to your faction desired enemies . The are presets for RyanZombie , Max Zombies and Ravage mod. There is no editing needed in the 3d editor with markes , triggers etc. It's created in mind , to be as configurable as possible , easy to read , use and edit. There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance. There are options about the spawn positions of the units. There are Safe distances and Blacklist Zones , from players and spawned units . Everything will be total random , according the selected options and the spawn settings. There is a Script and a Mod version available. The Mod version , is using a userconfig , to set your desired settings. For the Mod version : userconfig Installation : Place the "userconfig" folder into your Arma 3 main folder. You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. There are also incuded 2 scipts: GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/ GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/ DO NOT use with : ZBE_Cache AI & Vehicle caching script/addon 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 Recommended and/or optional addons and mods to use with : Ravage http://www.armaholic.com/page.php?id=29638 Zombies and Demons http://www.armaholic.com/page.php?id=28958 Max Zombies http://www.armaholic.com/page.php?id=33696 more info in : Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40392 Armaholic GF Auto Population Zombie Script - Mod
  10. 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).
  11. 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
  12. 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.
  13. 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.
  14. THERE IS ONLY WAR A Warhammer 40,000 mod for Arma 3. Warhammer 40,000 is a thrilling fantasy universe, one filled with deep stories, enormous conflicts, supremely evil characters, and an eternity of unending, soul-crushing war. It deserves a proper, massive, frontline experience that only a certain game can provide, and that game is Arma 3. "There is Only War" is a mod whose goal is a true representation of 40k in Arma. There will be a no-nonsense approach to creating this ultimate experience - Boltguns will blow targets away, Necrons will be nigh indestructible, Space Marines will stand heads taller than mortals, and one day, Battle Titans may stride over warzones, crushing and annihilating whole companies of troops with one volley of fire. This project will be true to the universe, and lore will be followed as closely as possible, confined only by game limitations, and in extreme cases, common sense. Now, this mod is not affiliated with the Warhammer 40k mod already on the Steam Workshop. While most of the devs on this team came from that project, and quite a few assets were given to us by that mod, we are not working with them, we are a separate mod. It is also important to state that we are not and will not be using any stolen assets, or assets from 40k video games, content will be made the old-fashioned way. "There is Only War" is currently in early development, and we have under a dozen developers at this time. We don't have a first release date yet, but it is certainly within a few months, and afterwards, we plan on monthly updates and patches! This mod is a very ambitious one, scores of animations must be done, hundreds of models completed and textured, and uncountable hitboxes and configs made, and we are looking for more developers to aid us in our endeavor, if you love this universe you'll find yourself at home with us. It's a tough job, but this task is not impossible to complete. Here is a short gallery of assets currently being worked on : There are many more assets in production, but all will be posted in time. Lastly, we do not own Warhammer 40k, all credit goes to the respective owners!
  15. 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
  16. 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
  17. 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
  18. oOKexOo

    Achilles

    Achilles Achilles is a gameplay modification for Arma 3. It expands the Zeus real-time editor with many new additions as well as provides bug fixes. Achilles started as an expansion to Ares mod, which was created by Anton Struyk. Achilles became the de facto successor to Ares at the point the latter was no longer updated. Achilles has already grown into a splendid project, but new additions are still to come! Table of Contents Features Language Localization Getting Started Installing Required Addons Incompatible Addons Optional Addons Other Zeus Addons Documentation Reporting Issues, Requesting Features and Changes How to Contribute Basic Steps Setting up Your Local Development Environment Add a New Module Add a Translation Authors Contact License Features Visual changes to the Zeus interface Tons of new modules: ACE Medical (e.g. heal, injury; also work in vanilla!) AI Behaviour (e.g. animations, garrison buildings, surrender) Arsenal (e.g. add/modify) Buildings (e.g. destruction, breachable doors) Development Tools (e.g. execute code, config/function viewer) Environment (e.g. advanced weather, earthquakes) Equipment (e.g. toggle tac light) Fire Support (e.g. artillery, suppressive fire) Objects (e.g. attach to, toggle simulation, IEDs) Reinforcements (e.g. spawn reinforcements on the fly) Scenario Flow (e.g. advanced intel, side relations) Spawn (e.g. custom compositions, smoke pillar, USS Freedom) Zeus (e.g. add/remove objects) Extended attribute window: Groups (e.g. careless, hold fire) Vehicles (e.g. cargo, pylons, garage, damage wheels) etc. New waypoint types: e.g. seek and destroy, paradrop, sling load Hotkeys: Copy/past units including the full loadouts Remote control etc. Customizations: Settings (e.g. faction filter) Language Localization Achilles is available for the following languages: English French German Japanese Russian Simplified Chinese Traditional Chinese If your language is not on the list, the English localization will be used. We welcome any new translations (check out How to Contribute). Getting Started Below is what you need to know to get Achilles up and running: Installing Required Addons Incompatible Addons Optional Addons Other Zeus Addons Installing You can download Achilles from: GitHub Steam Workshop Armaholic If you are not familiar with installing ArmA 3 addons, check out the Armaholic installation guide. Required Addons Achilles requires: Arma 3 Community Based Addons A3 (CBA_A3) Incompatible Addons Addons that you should not run when you use Achilles: Ares Optional Addons These mods below are required for certain features (e.g. fast-roping): Advanced Combat Environment 3 (ACE3) Advanced Rappeling (AR) Task Force Arrowhead Radio (TFAR) Other Zeus Addons A list of other Zeus mods that are not required, but nice additions: Zeus/Eden Compositions (ZEC) Zeus/Eden Compositions for CUP (ZECCUP) Zeus/Eden Interiors (ZEI) Documentation Check out the Achilles Wiki and the Achilles Tutorial Series on YouTube. The documentation is rather limited at the time and thus, you will certainly have questions. We will gladly answer them on our Discord server. Reporting Issues, Requesting Features and Changes Please use our Issue Tracker for these kinds of purposes. In the case of a bug report, please only use a minimal set of mods (i.e. only use other mods than the required ones if they are clearly related to the issue). How to Contribute We always welcome contribution to the repository and thank you for your work! We will update the list of contributors. What you need to know: Basic Steps Setting up Your Local Development Environment Add a New Module Add a Translation Basic Steps Fork the Achilles repository Set up your local development environment Do your stuff Create your pull request And then we will have a look at your work! Setting up Your Local Development Environment Clone your forked repository Set up your addon builder (either get Hephaestus or use the AchillesAddonBuilder.bat in the repository) Add a New Module A good starting point for your new module is the custom module framework. We will gladly help you to port your custom module to Achilles (message us on our Discord server). Add a Translation You have to edit the stringtable.xml. The basics about string tables can be found on the Bohemia Interactive Wiki. If you don't want to edit the file with a text editor, you can use a dedicated tool such as Tabler. Authors Check out the list of contributors. Contact Find us on our Discord server. License Achilles is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
  19. 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?
  20. Hello, I need help to create the config of a mod to create banner textures. Somebody could help me?
  21. 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 :)
  22. 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
  23. 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
  24. 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
  25. GF Auto Loot with userconfig by GEORGE FLOROS [GR] Description: GF Auto Loot with userconfig , will detect the enable 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: To install GF Auto Loot with userconfig , you should use modfolders to keep it seperate from the official game content to prevent issues. With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded. Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3. Place the "userconfig" folder into your game install folder, usually: "C:\Program Files (x64)\Steam\steamapps\common\Arma 3". You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. 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 colours 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: This mod , is including a userconfig folder. The userconfig folder , must be in the main arma 3 game folder. Inside the userconfig folder , are the settings. To make changes in the userconfig , you need to close the game. GF Auto Loot with userconfig , will detect the enabled Mods , without editing lists. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only There is a Possibility option available. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the loot from spawn. The loot will spawn also , at the spawned or placed in editor Buildings. More information inside the Settings.sqf It is also 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: v3.1 Fixed , working now also on Dedicated , with auto init.  v3.0 A lot of the previous code is reedited. Added option for the spawned items number. Code optimization. v2.0 It is possible to add your custom item list. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only Changed the codes for the search of the configs. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40300 Armaholic GF Auto Loot with userconfig
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