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Found 215 results

  1. RPT > https://pastebin.com/2a5VLKRL Hello all, Currently having trouble with AFRF causing "Access Violation" type crashes. I have uninstalled/reinstalled ARMA3 3+ times as well as removed and redownloaded the mods the same amount along with making sure all my drivers are up to date. I have also given the folder full control permissions and I have run out of road on troubleshooting. Please assist, thanks in advance. -Shy
  2. 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.
  3. GF Temperature Script - Mod by GEORGE FLOROS [GR] Description: GF Temperature Script - Mod , the values are based on real measures. 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 Temperature Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: The Values are based on real measures and there are 4 different options according to the selected climate. 1 = Hot Desert Climate , 2 = Mediterranean Climate , 3 = Subarctic Climate , 4 = custom The changes are affected from : month time Sun Elevation overcastForecast fogForecast rain gusts Altidude Sea Deep Sea Depth The Temperature Variables are : GF_Temperature_Sum_Air GF_Temperature_Sum_Sea It is possible after the script initialisation , to use them in other scipts etc. This scipt will be used in the future , for other projects as well. It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Big thanks to CarlGustaffa for his Sun elevation code. https://forums.bohemia.net/profile/742616-carlgustaffa/ 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=40349 Armaholic GF Temperature Script - Mod
  4. MRH Milsim Tools is a mod aimed at expanding the possibilities of scenarios for milsim units, as well as adding permanent features to missions. It is first and foremost meant to be used in milsim scenarios in multiplayer. Though some features will still work in SP, a lot of them will not behave properly in a single player environment. Please also note that a lot of the mod's features are built around the premise that most milsim units send dead players to a 'respawn bunker' from which they cannot escape until the end of the mission. So when killed a player will be considered 'dead' by the mod. An admin, or the use of the JIP menu can reset that status but if you use a different respawn scheme some things might not work properly. While some parts of the mod are plug and play, most features will require to be added to the mission by the mission maker, and as such require some basic scripting knowledge. A lot of tweaking options are available from CBA options menu. This mod is in constant WIP, the idea being that each time I develop something for a mission for my unit I will include it here. Current version: 1.16.8 Full guide, frameworks and features here: https://mrhmilsimtools-arma3-mod.wikia.com/wiki/MRHMilsimTools_ARMA3_Mod_Wiki Git hub issues here: https://github.com/MisterHLunaticwraith/MRHMilsimTools/issues Source code here: GitHub repository And download here: Download on steam workshop. localization: French and English Requirement: CBA_A3 ACE3 Features: **Core features:** Fully configurable team roster. You can change team roster color theme, decide if you want to display AIs and AI groups, even show all sides in the roster. Tracking of dead, alive, disconnected, reconnected players. Players will be flagged 'dead' by the mod if they are killed and respawn, allowing you to know they are dead even if the 'alive _x' scripting command returns TRUE. The mod keeps a registry of dead and disconnected players, you can decide to kill players that where flagged dead upon disconnecting when they reconnect (optional). Player intel data: Role, rank with NATO code, customizable rank insignia, radio frequency. Alongside CBA's option to change group name in the lobby, you can set a radio frequency for each group. In the team roster,and on the soldier's tablet the name you defined for the group will be shown instead of default Arma group naming (Alpha 1-1 etc.). Radio frequency is optional, can be set and will be shown in the lobby and on the player's PDA but does not affect either ACRE2 or TFAR radio frequencies. Admin warnings for current death toll. Whenever a player dies, admin is prompted a hint (this feature can be disabled). You can set a percentage of acceptable death ratio upon which the admin menu will automatically open allowing you to end the mission or allow players to respawn. Setting to remove map for players that are not formation leaders AFTER the briefing screen. Players with a map in their inventory will keep it during the briefing stage, useful if you do your briefings before launching the mission, but if you enable this option, only group leaders will keep the map once in game. Short automated cut scene when players join in. A small cutscene where the camera moves from above the player to first person view will play (locally of course) when the player joins the game (optional, can be disabled). Removal of disconnected players bodies. Bodies of disconnected players will automatically be deleted thus preventing looting by other players! (optional, can be disabled). Enhanced and configurable JIP menu. Whenever a player Joins In Progress the JIP menu will open allowing them to rejoin their group (optional, can be disabled). You can decide to show all sides in the menu (useful for PVP missions) and include AI groups with playable units. The player can join any other player they select, if the selected player is in a vehicle and the vehicle has free cargo place the player will be moved inside the vehicle. Players cannot join other players if their vehicle is full. Players inside a vehicle are marked with an icon, the icon is red if the vehicle is full. The mod includes a function to turn any object into a JIP menu access point. When the JIP menu is used, a small cut scene plays for the teleported player and if they where flagged as 'dead' the mod flags them as 'alive' so you can use it to allow dead players back in the game. Powerful admin menu. The admin menu can only be opened by a logged in admin and therefore doesn't work in SP, it includes a lot of features, mission statistics, dead players, etc. From the admin menu you can end the mission with a default ending or with any ending defined in the mission's cfgDebriefings. You can reset a player's status if they have been flagged 'dead'. You can heal all players (ACE damages) or just the selected player. You can remotely open the JIP menu for a selected player or for all dead players. You can see the selected's player location on the map and apply some preset punishment for a given player (chicken on head, push ups etc.). Punishments can be customized from the mission's description.ext. Last but not least you can remotely edit any player's equipment (opens ACE arsenal). PLEASE NOTE: As of now, limitations to ace arsenal only allow you to change uniform, vest and helmet and their contents. Backpacks and equipped weapons cannot be changed. I will work on a workaround solution in the next update. **Soldier PDA and framework** The mod includes a PDA item that can be accessed through ace self interactions >> equipment if the player has the pda in their inventory. Access to personal data, map and team roster Default tabs in the PDA include player self intel,a map (can be disabled) and a team roster. Stopwatch, alarm and timer functionalities The PDA has an alarm app that allows players to set an alarm or a countdown timer and includes a stopwatch feature. Possibility to send, receive and collect data and pictures. From your mission description.ext you can predefine data and pictures that can be added to the tab's gallery app or to the tab's data app. Each data or picture can be given separately and therefore discovered mid game. (2 functions are included that do just that). Data can be shared and transferred between players if they are within a ten meters radius of each other. **Fiberscope** Fiberscope Item The mod includes a fiberscope item that allows equipped player to look under doors (ACE self interaction >> equipment). It only works if you are next to a door or a window. **Vehicle spawner module** Vehicle spawner The mod includes a function to turn any object into a vehicle spawner, you can select what type of vehicles (see, land, air, all of them) the spawner will allow you to spawn. Mission makers and admins can decide which mods/ dlcs and factions are available from the spawner. The spawner works fine with vanilla assets, RHS, CUP and PROJECT OPFOR vehicles, some vehicles from other mod might not be listed properly depending on the mod's config files. **Radio chatter module** Play ambient radio chatter from a radio prop The mod includes a function to turn any object (but preferably a radio prop) into a random radio chatter player. The radio can be turned on and off (ACE interaction) effects are global and the same chatter is played on every machine. By default I have included a US military radio chatter channel (with samples taken from the excellent TV show Generation Kill) but you can create your own channel with custom sounds either from the mission's description or by packing them into a custom addon (if you do so, please share!). **Map markers** Customized map markers I have also included a shit ton of customized map markers all of them are available to mission makers, and some of them (not all, so has not to overcrowd the icons tab) to the players. **Hacking and downloading tool** A hacking tool object is included, you can still disable a CBA option if you want to allow players to perform hacks and data download without the item in their inventory. Hacking and downloading tool item Two functions are included to make objects hackable, while hacking or downloading content players can still move but they have to stay within range of the objects. **Miscellaneous functions for mission makers** In addition the mod includes several functions designed to make mission maker's life easier: Elevator simulation Timer Check when all alive players are on board a vehicle Automatically fill given ammo crate with ammo fitting the player's weapons Automatically refill ammo crate with infinite ammo/ items Remove unit's nvg (regardless of the mod they come from) Remove ACRE2 radios Search object/ person function ACE3 simple conversation interaction MP compatible sit unit on chair with release condition Splashscreen with customizable image Static line parachute jump Travel time ETA HVT capture and surrendering function **New features: v1.13** -Enhanced map object, replaces the vanilla one, can be put on the ground and shared, folded in the corner of the screen etc. - Heli taxi system -Support requester via grid coordinates input for: artillery strikes, CAS, supply drops. -Zeus invisibility toggle **New features v.1.15.0** *Added new functionality : Parachuting addon (Halo Gear) -Features: * 2 Masks and 2 Parachutes with auto opening possibilities (CYPRES II Auto Activation Device). *Special HUD for Halo Mask *Chances of mask breaking (Halo Mask With ESS only) *Emulation of Hypoxia effects *Configurable key to open parachute (default SPACE) instead of scrollwheel action menu. *Objects that are attached to the player with ace interaction (IR Strobes chemLights etc) will also appeared attached when the chute is deployed. *Fully configurable
  5. Hi All, The Goal of this Retexture Mod is to add more Winter Stuff as already did IndeedPete (Thanks for your job) with his Snow Tigers CSAT Mod. This is a beginning but I hope to add more particular Units and dedicated vehicles soon. Actually WInter Vipers can be found under "Winter Viper" faction in OPFOR Side. There are one Infantry Squad and three Infantry Teams (AA, AT, Demo) available. I also added a tactical vest to each unit as it's cold in Winter and I retextured weapons, bags, uniforms and helmets (but indeed I am not a specialist in Texturing) which are all available in Arsenal. To Bohemia, I hope not to break rule as I used your content and if yes let me know how to correct my mistakes. Changelog V0.0.1: - Added : Winter Weapons and Equipments (ARX, Uniform, Tactical Vest, Helmet, Titan AT, Titan AA). - Added : Winter Viper units (WH Viper Rifleman, WH Viper Team Leader, WH Viper Explosive, WH Viper Medic, WH Viper Marksman, WH Viper AT, WH Viper AA, WH Viper JTAC). - Added : Winter Viper Faction (OPFOR / WInter Viper). - Added : Winter Viper Groups (Winter Viper Team, Winter Viper AA Team, Winter Viper AT Team, Winter Viper Demo Team). Below some Screenshots: Thanks in advance for your feedbacks, questions, support and to Bohemia Interactive for the only game I have in my Computer. Update 1st of January 2019 (Happy New Year to All) Changelog V0.0.2: - Added : Winter Viper unit WH Viper Repair Specialist. - Added : Winter Viper Squad (7 units). - Tweaked : Winter Viper Team (WH Viper Team Leader, WH Viper JTAC, WH Viper Medic, WH Viper Marksman). - Added : Winter Motorized Infantry Squads (Winter Viper Motorized Squad, Winter Viper Motorized(Armed) Squad, Winter Viper Motorized(AT) Squad). - Added : WH Qilins (included WH Qilin unarmored, WH Qilin armored, WH Qilin AT). - Added : WH Viper Zamak MRL. - Added : WH Viper Y-32 Xi'an (Infantry Transport) and WH Viper Y-32 Xi'an (Vehicle Transport). - Added : WH Winter Viper Pilot. - Added : Winter Viper Diver Team Leader, Winter Viper Diver Explosive Specialist, Winter Viper Diver Medic and Winter Viper Diver (AT). - Added : Winter Viper Diver Team, Winter Viper Guards, Winter Viper Motorized Artillery. Donwload Links: https://www.dropbox.com/s/e254gpx1vvp4bau/%40Winter_Viper.rar?dl=0 https://www.mediafire.com/file/5v5rrf5szued6zg/@Winter_Viper.rar/file http://www.armaholic.com/page.php?id=34705 Yanou
  6. I have this config for adding new uniforms to my mod. class U_B_soldier_wdl: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "Combat Fatigues Woodland."; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_CA.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; class U_B_soldier_grey: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "Combat Fatigues Urban."; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_CA.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; The woodland camo is available even if I click the Sage uniform. Have I duplicated something somewhere? I have a unit in my config that I have added the uniforms to and it is available in the Virtual Arsenal, but I have a typo somewhere. Can someone peer review this and tell me where I went wrong? Thanks. I have already setup CfgPatches properly.
  7. GF Visors Script - Mod by GEORGE FLOROS [GR] Description: GF Visors , will simulate wearing helmets and goggles. 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 Visors Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerLocal.sqf and description.ext , 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 Visors , will simulate wearing helmets and goggles, by displaying an image and there are available options for collorcorrections and fade sound. There is an option to force 1st person view when wearing this gear. There are 4 different displays and it is possible to add more. 2 helmet displays and 2 goggles. The list of the selected gear ( classnames ) is custom and can be modified , so it will work with every addon. 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=40329 Armaholic GF Visors Script - Mod
  8. Overthrow is a dynamic [SP/CO16] revolution simulator campaign built for ARMA 3. Description: Overthrow simulates undertaking a grass-roots revolution against an oppressive NATO occupation of your home. Altis, Tanoa (Apex required of course), and Malden are currently supported. Start in a in a small town with nothing, and fight your way to remove the occupying NATO forces from the Island. There is no single way to Overthrow, which is what makes it exciting and unique. Head on combat, guerrilla tactics, or economic domination are all possible. ACE and CBA are required, and Advanced towing is integrated. Our overall focus is to ensure that all player actions matter, and that things behave generally as you would expect them to in the real world. It was inspired by the great times we had playing the original "Antistasi" dynamic campaign. We would love you to help us test our mod, and help guide future development. Updates (24 July 2017): APEX no longer required, and an Altis, Malden campaigns have been added. Get ready for more community-map additions soon! Current Version is 0.7.5.3, released 15th July 2017. Updates are coming out frequently as new features are added and fixes completed. To install: - Steam Link --> http://steamcommunity.com/sharedfiles/filedetails/?id=774201744 - GitHub (download full source) --> https://github.com/jabberzac/Overthrow To get in touch: - Facebook (general help and chat) --> https://www.facebook.com/armaoverthrow/ - Discord (keep Armazac company) --> https://discord.gg/QGQ5gf4 - GitHub (report issues / view wiki page) --> https://github.com/jabberzac/Overthrow/issues - Reddit --> http://reddit.com/r/armaoverthrow General features: - GTA-inspired wanted/stealth system - Dynamic political system with regional stability - Buy and sell just about in any-game item/vehicle/weapon for currency - Reverse engineer and build items and equipment for your revolution-machine - Complete jobs to gain faction reputation and access to blueprints for valuable equipment - Capture towns and military objectives - Dynamic economy/Regional pricing/Trade - Buy, sell and lease real estate with prices affected by regional politics - Fast travel to any owned real estate or camp (configurable with difficulty settings) - Manipulate the markets with guns or piles of cash - Recruit and arm civilians - Designed to work in both single player and multiplayer - Committed to creating a living and breathing landscape where anything can happen - Ongoing development and addition of features - Support for more maps planned This addon includes the following scripts: - VCOM AI - by Genesis92x - http://www.armaholic.com/page.php?id=25381 - Advanced Towing - by Duda - http://www.armaholic.com/page.php?id=30575 Warm Regards, Foofski and the Overthrow Dev Team
  9. 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
  10. Hi all, I'd like to create my own factions, customizing a warlord scenario from @Jezuro. The warlord init module is too restrictive with one faction per side. So, I intend to enlarge a new one (per side) with much more groups. I read several pages on forum(s) but I can't have a clear idea if I need to create a config.ccp (in a mod) or some classes are enough in description.ext. I just need to create groups/factions with existing units/vehicles. I saw that an ALIVE mod ORBAT tool could help, but the question remains the same: addon or not? Thanks for your experience.
  11. So I'm not sure if this has been asked or what but from searching i haven't found it yet. So here is my question is it possible to add the animation/movement controls of a infantry and apply it to a vehicle like for instance; infantry gets into vehicle and said vehicle is basically a super sized infantry. The reason i ask is because i would like to add mechs/mech-type vehicles and i under stand the basics of coding from some other projects i have worked on for fun. I just kinda wonder/hoping that you would be able to apply the Infantry game controller to a vehicle profile so that it can have Armor/components that can be destroyed and repaired.
  12. GEORGE FLOROS GR

    GF Sea Uniforms

    GF Sea Uniforms by GEORGE FLOROS [GR] Description: GF SEA UNIFORMS , Sdar rifle and a uniform ( Greek camo ) fixed for swimming. 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 SEA UNIFORMS , 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. 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/ Included files: GF_SEA_UNIFORMS.pbo GF_SDAR.pbo Notes: GF SEA UNIFORMS , Sdar rifle and a uniform fixed for swimming. This mod is for example purposes. The custom Sdar rifle , has the slot for the optics enabled and the sounds are different and more loud. It is 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=40309 Armaholic GF Sea Uniforms
  13. Hi I am new to Arma 3 modding scene, but I have previous experience with another engine. I am wondering where to start - and what resources are available. Such as rigging for clothing and units, but also vehicles mainly tanks. If anyone could point be to tutorials or even some sample resources to use, that would be appreciated! Thanks for any advice!
  14. CineCam | Cinematic Third-Person Camera Replacement by Zooloo75 Steam Workshop Page: https://steamcommunity.com/sharedfiles/filedetails/?id=1551751531 Version: 0.15 / Nov 1, 2018 Development Began: Oct 27, 2018 License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Disclaimer: This mod is not for everyone. Some players may feel motion sickness. Some features are unavailable or are not fully implemented while in CineCam's third-person. CineCam could break or cause issues in missions that manipulate the camera. Description: This mod replaces the third-person camera. This replacement is more dynamic, moving based on context. The camera positions itself according to the player's actions. If the player is moving with their weapon lowered, then the camera will follow centered behind the player, exuding a feeling of tranquility. When the player has their weapon raised, the camera will go over the player's shoulder, allowing for a clear shot of what's ahead. Free-look moves the camera in closer towards the player's head, improving feedback. The camera's motion is derived from various properties of the player. The weight of the player's movement can be felt through the camera. Known Issues / ToDo: [Issue] Reloading a secondary weapon while in third-person will reload the primary weapon first if it needs to be reloaded (limitation of `reload` command). [Issue] Reloading in third-person sometimes doesn't work. [Issue] Action menu cannot be accessed while in third-person due to technical limitations of being switched to a separate camera. [Issue] Aiming down sights can stop working in both third or first person. [Issue] Zooming in by holding right click while in third-person, and then releasing zoom, doesn't return back to the third-person camera. [Issue] Sprinting while the player's weapon is lowered causes the camera to go into shoulder-cam mode (`weaponLowered` command is unreliable). [Issue] Switching fire modes in third-person sometimes fails. [Issue] Firing full-auto in third-person for certain weapons does not work (need to build up list of full-auto fire mode names -- if you come across a weapon that doesn't fire in full-auto while in third-person, let me know). [Issue] Clicking in menus causes the player's weapon to fire. [ToDo] Add crosshair to third-person, which can be toggled via CineCam's Addons Settings. [ToDo] Make camera translations work with relative-space vectors, instead of global-space for easier camera manipulation. [ToDo] Camera yaw does not utilize torque yet (need to figure out how to handle rotation from 359deg to 0deg, as it rotates 359deg backwards instead of 1deg forward). [ToDo] Respect different vision modes, such as night vision, and thermal vision. [ToDo] Separate camera position offset handling for both left and right leaning (common problem of limited visibility when leaning left with right-oriented shoulder cam). [ToDo] Improve recoil feedback (perhaps tie it to arm/shoulder movement since that should accurately represent the recoil motion?). [ToDo] Make camera settings user-configurable. [ToDo] Handle third-person vehicle camera. [ToDo] Potentially use `cameraEffect` to allow for various post-process effects and the ability to change field of view (player loses control of character when using `cameraEffect` at the moment). [ToDo] Initialize camera position on player. [ToDo] Allow for shoulder-cam to be toggled between left and right shoulder. [ToDo] Allow for shoulder-cam position switching to be disabled. [ToDo] Obligatory code refactor. Changelog: 0.16 / TBA: Code cleanup. 0.15 / Nov 1, 2018: Made camera settings configurable (via Options > Addon Options > CineCam). Reduced default film grain value. Disabled CineCam's post-process effects by default (can be enabled via Addon Options). 0.14 / Oct 31, 2018: Improved camera offsets for practicality. Prevent firing while viewing map. Fixed issue where attempting to fire in full-auto with an empty magazine would playing the click sound every frame. Fixed issue where firing in full-auto for certain machine guns would only fire single shots. Remove inadequate night-vision handling. 0.13 / Oct 31, 2018: Allow for shoulder-cam to flip position offset depending on player's lean direction. Added keybinding to manually toggle shoulder-cam position (accessible via Options > Controls > Configure Addons > CineCam > Toggle Camera Shoulder). Allow for inventory to be accessed while in third-person. Fixed issue where sprinting while the weapon was lowered caused the camera to go into shoulder-cam mode (should only happen if the weapon is raised). Added mild post-process effects for eyecandy. Removed inadequate camera shake that represented weapon recoil (will be revisited at a later date). Improved combat lean stance detection for shoulder-cam flipping. Prevent firing while in dialogs. 0.12 / Oct 30, 2018: Fix issue where player can't aim down sights while in first-person. 0.11 / Oct 29, 2018: Fix issue where players couldn't fire in full-auto while in third-person. 0.1 / Oct 29, 2018: Initial release. Media:
  15. CaptainAzimuth

    Arma 3 + SpacialOS = ???

    Is it possible? I heard of SpacialOS, and how it's open source and allows the capability of being used with any game engine. It allows seamless exponential increase of player count, for example the ability to go up from 100 players to 2000 players in a single match without a hit on performance network wise. I'm bringing this up because i thought it would be interesting for a discussion, and i thought it would be cool if it were possible to make use of that especially for maps like Altis as a sort of Mod even? Not sure. More detailed breakdown here - https://improbable.io/games
  16. MONTELLA TERRAIN MOD ============================================================================================================================================================================================================================ ============================================================================================================================================================================================================================ Hello everyone, Its been more than two yeard since I started this project and I think it is time to make it public and breathe a sigh of relief. I hope you will enjoy every piece of it, just like i did making it. The Terrain is inspired by a mountainous region in Campania (Italy) south of Naples, yes it’s not an island. The vibe is the same as in “Chernarus” but with a touch of Italian Culture. The map is a scale 1: 1 with the real areas (Parco Regionale Dei Monti Picentini - Irpinia). It is essentially a big valley between two large mountains “Verteglia” and “Laceno” both with their points of interest, towns and much more. The valley has 3 big towns: the most important “Montella”, then “Bagnoli” and “Cassano”, two of which have already been completed. Also, an entire section has been removed to create an area that actually does not exist in real life, the “Irpinian Sea”. Being a rural area there are not many roads that connect the town easily therefore you will have to cross rivers and ride on top of high cliffs and mountains. The map uses at its best the Arma 3 assets both the vanilla and the Tanoa ones also, we imported some from Arma 2 and other mods. Update: Terrain is still Work in Progress The terrain is now in a condition i feel many of you can consider "playable". This does not mean that the mod is completed or that it represent a finished product, it still is a Work In Progress. You can download the mod from the workshop here: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ Latest Video: - Map size is 10240x10240m - Grid size is 2048 cells - Cell size is 5m circa - Sat/Mask size is 15360px - Citys and Villages 6 - Airports 2 Completed Task: - Towns: “Montella” and “Cassano” with their surroundings. - All the areas covered by trees are completed. - 20 km of rivers. - Almost all of the roads are completed and connected. - Custom highway that joins the two sides of the map. - Custom handmade “satellite map”. - Custom “mask map”. - All configs are written and ready. - A test server with a Custom made Exile Mission is fully functional. To do list: - Second largest city “Bagnoli”. - Small city on “Laceno”. - Harbor and its surroundings. - Fields and houses to fill the areas between each town. - A lot of small adjustments in cities like light-poles benches garbage’s bin and many other small details. ============================================================================================================================================================================================================================ I regularly post updates on my twitter and my YouTube channel and sometimes Stream at: https://twitter.com/MontellaTerrain https://www.youtube.com/user/avatar1924 https://www.twitch.tv/mistermark My Workshop: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ If you want to contribute and help with the project you are welcome to Support the Team at: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=22T9PSBBVQD2U
  17. The Black Order is a fictional Terrorist Organization inspired by fictional megacorps and terror cells and other bad evil large organizations out there. The mod adds a new faction named Black Order containing allot retextured weapons, gear, and vehicles. Welcome to the light operator, remember our cause. The mod is using CBA and RHS:USAF as base Content Black Order Faction (OPFOR and INDFOR) Military Science Division Military Police Retextured objects equipment and item Vehicles Weapons Clutter items A new sect feeling to the game Download Github Steam Workshop Required Addons CBA RHS: United States Armed Forces Optinal Addons ACE3 (ACE Compat) Links GitHub GitHub Issue Tracker
  18. Hi! I have subscribed to 2 new mods - Task_Force_Radio and Opposition [ACE3], both are marked as subscribed in the Steam workshop but did not appear among the mods in the launcher. I have tried un- and re-subscribing them, didn't help. Other mods work fine. I do not see the mods in the hidden folder !Workshop, but they were downloading in the Steam client. Is there anything I could do?
  19. Hey guys, I am new to Arma 3 modding. I was following along with this tutorial today and spent about 8 hours trying to get this "pie" into the game. I went through the tutorial twice to make sure that I followed his steps correctly. At first I got an error that I figured out myself, it was due to incorrect directory listings in the config.cpp file. However after I fixed this the item would still not show up in game when I ran player addItem "big_pie" in the Arma 3 editor. It popped up with no errors either leading me to think I am dealing with a texture issue of some sorts. https://pastebin.com/yvRWAqKT The above pastebin contains my pie.pbo log file from the @pie mod folder in my main Arma 3 directory. https://pastebin.com/gmsT0EqZ The above pastebin is a link to my config.cpp file and its contents. Can anybody please help me with this issue. My main goal is to get familiar with Arma 3 modding so that I can start modding DayZ SA as I was told the process is and will be similar.
  20. Hi, I want to take a current uniform or gear item, retexture it, and upload it as a standalone mod. I know how to overwrite current content, but I want to make it a custom standalone mod. How do I do this? I cannot find any videos on mod making start to finish with this concept. Please help, thank you.
  21. UPDATE! v4 - current version * I added a new inbetween animation for crouched movement with weapon up, in order to fix the massive jerking you experience when going from side to side. * edited the weapon up running (not tactical pace) so it still shows the crosshairs, just something I found annoying. Now that stance has a reason to exist. * added an OPTIONAL XEH script that increases the animation speed by 12.5% The addon is in the Optional folder. REQUIRES CBA! v2.3 * NOW WORKING! edition. Thanks to the help of good folks at the arma discord I managed to fix all the bugs and errors. Hopefully it all works fine now. v2.2 * fixed yet another fuckup with caused to you to ice skate around when you wanted to sprint. Sorry for the spotty release folks, it was hard to fish out all the stuff from that massive config and some stuff got broken in the process. v2.1 * fixed massive fuckup I made, with pretty much prevented previous version from working at all v2 The mod was completely redone from the ground up. Now it only edits the animations in places that needed the changes and no longer overwrites all of the vanilla animations. This means it should be compatible with any updates or changes BIS makes. I know its how it supposed to be from the start, but it was really time consuming and difficult to fish out the animations from the massive config file. ------ Hello! I have been trying to make the arma animations feel a bit less rough and more in line with standard FPS feeling. I was partially successful, I changed the minimal play time requirement to 0 and enabled step blending for pretty much all movement animations. This resulted in much smoother feeling, especially when changing movement direction very quickly. For the most part the feeling of lost control for a moment is greatly reduced. However one of the biggest issues remains. For some reason when changing movement direction from left to right, or similar, Arma goes like this: left > stopped > stopped player idle > right Its fast, but it still results in some pretty janky movement. I tried removing interpolation from left and right to stopped. It worked surprisingly well, but side movement interpolled into forward and back resulting with player character inching forward or back when stopping during side movement. If anyone knows how to deal with that I would welcome any help. DOWNLOAD: http://www.mediafire.com/file/ln87i6d8fonf8ms/@Smoother Animations v4.zip Good news everyone! After some hackjob animation editing I have managed to inject a custom transition animation that prevents that massive jerk when going from side to side. Currently testing out the settings to reduce any unwanted behavior, but it all looks very promising. I even made a quick preview/comparison video: 00:00 - 00:43 Vanilla Arma 3 00:44 - 01:24 Smoother animations mod testing Massive shoutout and thanks to HorribleGoat and Torndeco from discord for helping me out with this.
  22. GF Set Custom Loadout with userconfig Mod by GEORGE FLOROS [GR] Description: GF Set Custom Loadout with userconfig Mod , Set your Custom Loadout to AI and 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: To install GF Set Custom Loadout with userconfig Mod 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. There are 4 different %Settings.sqf To make changes in the userconfig , you need to close the game. It is posible to run only one script , or all , if you filter the sides. It is possible to set the loadout also for the spawned units. There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_SCL_Mod", true]; More information inside the %Settings.sqf It is also posible to unpack and edit. Added classnames arrays for : Vanilla , ACE3 , Ravage , CUP , RHS and Unsung mod . 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=40246 Armaholic GF Set Custom Loadout with userconfig Mod Informations about exlude or spawn : There is also a script available for mission makers :
  23. Squad name: 7th Cavalry Regiment Timezone/location : All US/EU Gamemode preference (eg coop or pvp): Coop/PVP/PVE, Mil-Sim Contact email: My 7th Cavalry Profile Website address: 7th Cavalry Website Short description: The 7th Cavalry Regiment is a military simulation clan primarily focused on Arma 3. The Regiment was founded October 15th, 2002 and remains committed to military simulation today. This means that when you enlist, you will earn your place as a trooper in one of the oldest gaming regiments online. For the majority of people in the CAV, this unit isn't just somewhere to play, it truly is a brotherhood in which all are respected and supported by their brethren. We have over 220+ Active Arma 3 members spread across 1st Batallion. We have three Company's: Alpha, Bravo and Charlie. Alpha contains Fixed & Rotary Wing for Transport and Attack, Bravo consists of Mechanized Infantry/Armor, Mortar & Artillery (pending Mod release) and Charlie Company, the tip of the spear. Charlie Co. is the main Infantry element, with Airborne, Medics, a RANGER platoon (must pass RANGER selection), Airborne Engineers and more! For more info, visit Detailed 7th Cavalry Recruitment Post Language: English
  24. Been playing with a group for a longer time now and noticed that people immediately know if players are dead or not just according to the way they go down when shot. I kind of wanted to add some uncertainty back to the gameplay when using ace medical. With this script players will not go into the ace death animation immediately when losing consciousness. Just like they are dying they ragdoll, but will snap to the ace death animation once the ragdolling is done, which pretty much means other players need to check the body to confirm death. This script only works for players, it can be expanded for AI as well if people want that. It works in SP and MP. Requirements: CBA ACE Known bugs: None right now, you tell me I guess. Media: Download: GitHub (Script version) Steam Workshop (Mod version)
  25. I am trying to get to the bottom of why not all assets from some mods are made available for a zeus curator when initiated through an in-game script. Note that this is not related to needing to adjust the module to read "all addons including unofficial ones" in the editor. I have a script which creates a curator module and assigns it to the designated player (usually me), and is supposed to add all addons to it. This works fine with almost everything; all vanilla factions are added without fault and almost all downloaded mods. However, for a couple of faction mods, some assets are not being added even when some of them are. While it is usually quite consistent which fail to add, it is not always completely. At first I assumed it was a case of some assets in the mod having scopeCurator set such that this was intended, but even having been into the configs and successfully changed it, it still fails most the time. It also wouldn't explain why on some occasions these assets do get added. Here is the script I have been using to add the curator and configure it in singleplayer: _unit = player; // Exit if unit is already curator if (!isNull (getAssignedCuratorLogic _unit)) exitWith { systemChat format["[Zeus] Logic already assigned to %1, remove it first",name _unit]; }; private _curator = missionNamespace getVariable [format["f_zeusCurator_%1",getPlayerUID _unit],objNull]; // Check curator exists, if not create it if !(isNull _curator) then { format["[Zeus] Curator variable already assigned to %1, reassigning", name _unit] remoteExec ["systemChat",_unit]; unassignCurator _curator; deleteVehicle _curator; sleep 1; } else { //format["No Curator.", _curator] remoteExec ["systemChat",_unit]; unassignCurator _curator; f_var_sideCenter = createCenter sideLogic; format["Creating....", _curator] remoteExec ["systemChat",_unit] }; _var = missionNameSpace getVariable ["l_var_sideLogic","Fail"]; // Create a new curator logic _curator = (createGroup f_var_sideCenter) createUnit ["ModuleCurator_F",[0,0,0],[],0,""]; _curator setVariable ["owner",format["%1",getPlayerUID _unit],true]; _curator setVariable ["showNotification",false,true]; _curator setVariable ["Addons",3,true]; //Set Zeus Vision Modes [_curator, [-1, -2, 0]] call bis_fnc_setcuratorvisionmodes; // Assign the passed unit as curator //_unit assignCurator _curator; _unit assignCurator _curator; private _curator = getAssignedCuratorLogic _unit; systemChat format["Curator: %1", _curator];; if (isNull _curator) then { _curator = _unit; }; // If curator is null or not the correct logic exit with an error message. if (isNull _curator || typeOf _curator != "ModuleCurator_F") exitWith { systemChat format["Failed to resolve curator for %1", _unit]; }; // Decide which addons to add based on passed mode _mode = True; _addons = []; switch (typeName _mode) do { case "ARRAY"; case "STRING": { if (_mode isEqualType "") then { if (_mode == "basic") then { // Load predefined basic modules _mode = ["A3_Data_F","A3_Data_F_Curator","A3_Functions_F_Curator","A3_Misc_F","A3_Modules_F_EPB","A3_Ui_F_Curator","A3_Modules_F_Curator","A3_Modules_F_Curator_Misc","CuratorOnly_Modules_F_Curator_Chemlights","CuratorOnly_Modules_F_Curator_Environment","CuratorOnly_Modules_F_Curator_Flares","CuratorOnly_Modules_F_Curator_Ordnance","CuratorOnly_Modules_F_Curator_Smokeshells","A3_Modules_F_Bootcamp","A3_Modules_F_Bootcamp_Misc"]; } else { // Convert to array _mode = [_mode]; }; }; { if (isClass (configFile >> "cfgPatches" >> _x)) then { _addons pushBack (configName (configFile >> "cfgPatches" >>_x)); }; } forEach _mode; }; case "BOOL": { if (_mode) then { // If true was passed, add all available addons to curator list _cfgPatches = configFile >> "cfgPatches"; for "_i" from 0 to (count _cfgPatches - 1) do { _class = _cfgPatches select _i; if (isClass _class) then { _addons pushBack (configName _class); }; }; } else { removeAllCuratorAddons _curator; }; }; }; // Nothing to add! if (count _addons == 0) exitWith {}; // Remove existing addons removeAllCuratorAddons _curator; _curator addCuratorAddons _addons; systemChat format["[Zeus] Added %1 addons",count _addons]; // Reduce costs for all actions _curator setCuratorWaypointCost 0; { _curator setCuratorCoef [_x,0]; } forEach ["place","edit","delete","destroy","group","synchronize"]; systemChat format["[Zeus] Curator set-up complete for %1.",name _unit]; _unit assignCurator _curator; I have checked my patch file that is supposed to be fixing this to ensure that the vehicles are listed in cfgPatches, and that the assets I am looking for have scopeCurator = 2. I am not getting any error messages other than: This confuses me because I read on a biki page that addons can be added "on the fly" for a curator, and it works despite this error message for most addons. So I'm not entirely sure what to be looking for from here. Pointers appreciated. Cheers, Law
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