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Found 318 results

  1. Leo TuPaS

    TuPaS Team

    TuPaS Team We use to play on line games. We are coop team. Visit out site tupas.clan.su
  2. Hello world. I'm glad to share my project for Arma 3, I have been working on it a few months and i think is time to make it official. The mod is aimed to cover some units and equipment currently in service -and some in current development- with the Argentine Army. Vehicles: TAM Family: TAM 2C ** TAM VCTP (Armored IFV) TAM VCPC (Mobile Command ) TAM VCRT (Recovery) VCA Palmaria (155mm Artillery ) TAM VC AMUN (Supply) LVC CP30 Agrale Marrua M10/M20 HMMWV Variants Polaris MRZR-4 Ford F-350 TSCR (Comms) --------- Static objects: Tents (inc.variants) Ammo Boxes MANPADS RBS-70 Skyguard M /FCS Oerlikon GDF-002 AA CALIV 105mm ** CITER 155mm CARDES (Disposable demining tool ) ** UAV: MALE VIGIA-2A ** -------------------------------------------------------------- There's so much to do, and this are my first steps on modeling and texturing, a good way to improve my skills 🙂 I'm not will made a 100% accurate version of vehicles and objects. The mod is set on year 2035. Some equipment gonna be upgraded on that timeline. [All content are subject to change without notice. ] More updates soon! Forgive my bad English .-
  3. Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2233829805 Armaholic: TBD Hello all and welcome to the second installment of my Adaptive music mod packs. This time the Theme is Battlefield Hardline and it has more than you think. This mod is designed to be an adaptive experience giving the right music at the right time (as much as ARMA programming goes). You will be able to start out with some low key tracks and then some hyped-up songs when in combat and revert back. This mod has been originally created as a map script by Niklas Brettschneider and has been sitting on my hard drive for years. I have made this mod completely independent of any map scripting and will work on any singleplayer or multiplayer scenario. THIS IS COMPLETELY CLIENT SIDE AND NOT SERVER SIDE PROCESSED. For the people who are familiar with the music description HUD from the first installment, I have it turned off so the debug box error is gone. This mod will give you the following moods: - Day and night time playsets. - Fog playset when player enters fog levels over 30%. - Rain playset when player encounter rain levels over 50% - Enter any vehicle and get a non-combat playset for driving. - Ground boats, and submarines (I have a limited amount of songs to work with) - Helicopters (parachutes are following this playset as that's what their vehicle type is.) - Planes (There might be gun shot detection problems with these causing combat to not trigger.) - Skydiving playset. (Activates when you fall from 100 meters above any surface) - Combat playsets for on foot and in vehicles. (So get away songs are a thing if someone is firing at you :O) You want to try this on an appropriate mission or game mode?: My one friend has been working endlessly to bring the world of GTA into ARMA with his vast knowledge of ambient AI scripting. I had originally created this pack to go along his release but was not the case. His Mafia Team Work Series is one of the best Singleplayer / Multiplayer experiences on the Workshop that are not reliant on any form of mods. This mod is more of a client-side enhancement for yourself. Check out his work here on his two releases! Check out the Free roam variant as it is his latest masterpiece! Mafia Team Work : Katalaki Bay: https://steamcommunity.com/sharedfiles/filedetails/?id=905143979 Mafia Team Work Freemode: https://steamcommunity.com/sharedfiles/filedetails/?id=2135205701 Notes: - I had to downsample the audio for 1 to reduce the overall file size. 2, hopes to not have any issues from people on the kind of music used and where it came from. All audio is not created by me and is respectfully owned by EA and the composers. I respectfully ask to not resell any of the audio included in this mod. - This mod does not have a server key and will not receive one, for the time being, this mod is still undergoing changes on my end and it makes it easier to update if it isn't signed yet. This mod will work online as long as the servers you connect to are allowing random mods to be used. - Using this mod for your unit is fully accepted and approved. Want to follow my progress? To follow my progress of the mod and what I plan to do, follow my main version of this mod. I do have a blank mod download for you to create your own adaptive music pack which can be found on the mod pages below! Adaptive Music (Standalone Mod): https://steamcommunity.com/sharedfiles/filedetails/?id=2105618121 Adaptive Music No HUD (Standalone Mod): https://steamcommunity.com/sharedfiles/filedetails/?id=2105629270 Hello all, if you are interested in joining on the Adaptive Music mod hub discord. I have just created it If you want to get some insite on future plans, get mod pack help, or contribute to the mod's quality of life. You are welcome in! https://discord.gg/xaEaB7Q Thanks to the people for encouraging support with this project! Please report any bugs to the bugs discussion page on the workshop!
  4. GF Building Replacement Script - Mod by GEORGE FLOROS [GR] Description: GF Building Replacement Script - Mod , replace the buildings with your desired. 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 Building Replacement 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 Building Replacement Script - Mod , replace the map's buildings with your desired. 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: v2.0 Added a distance check and blacklist zones Added more options v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40364 Armaholic GF Building Replacement Script - Mod
  5. I created this MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=2207947068&searchtext=%40Disable_Zoom+1.0+Vanilla Compiled and signed in V2 and then sent to the Workshop. The MOD works great in single player. But if I try to host it on my server it doesn't work. It gives me that the client / server version are not the same. I downloaded the file from the Workshop for both the client and the server. I use TADST as server launcher, and V2 signature verification is selected. What am I doing wrong?
  6. Hi Everyone, I'm looking for some help regarding a zeus module that I am creating. To give some background, the module (when placed) should prompt the user to use sliders to configure a radius and number of AI with which to garrison buildings within said defined radius. I think I'm running into an issue with execution locality, as this works perfectly in the editor. Expected behavior: User selects the module in zeus and places it somewhere on the map Dialog box appears to ask them to configure radius and number of AI User hits OK and it calls another function to start placing AI relative to the module location In singleplayer this works as above (I imagine this is due to the server and client both being local) In multiplayer, the function to create the dialog is executed on the server (evidenced by debug output to the console), but a dialog does not appear for Zeus My module is defined as follows: class xeen_module_base: Module_F { icon = "\xeen_modules\insignia.paa"; category = "xeen_modules"; isGlobal = 0; isTriggerActivated = 1; isDisposable = 1; is3DEN = 0; curatorCanAttach = 1; scope = 1; scopeCurator = 1; }; class xeen_moduleGarrison: xeen_module_base { displayName = "Garrison Area"; function = "xeen_fnc_garrisonModuleDialog"; functionPriority = 10; scope = 2; scopeCurator = 2; class Attributes: AttributesBase { class GarrisonSpread: Edit { property = "xeen_moduleGarrison_GarrisonSpread"; displayName = "Unit Spread (m)"; tooltip = "The distance of buildings to be garrisoned"; typeName = "NUMBER"; defaultValue = "50"; }; class MaxPerBuilding: Edit { property = "xeen_moduleGarrison_MaxPerBuilding"; displayName = "Max units per building"; tooltip = "Max units per building"; typeName = "NUMBER"; defaultValue = "5"; }; //class ModuleDescription: ModuleDescription{}; // Module description should be shown last }; #include "description.hpp" }; and it calls the following function: /* * Author: Xeenenta * Opens the dialog menu for the garrison module * * Arguments: * 0: Logic <LOGIC> * * Return Value: * None * * Example: * [_logic] call xeen_garrison_fnc_garrisonModuleDialog * * Public: No */ // Parameters params ["_logic"]; _logicLocation = getPos _logic; diag_log format ["Spawning display with logic %1", _logicLocation]; // Create display createDialog "garrisonModuleDialog"; _display = findDisplay 99; // Set Variable _display setVariable ["_logicLocation", _logicLocation]; diag_log "Finished spawning display"; and my dialog is defined here: class garrisonModuleDialog { idd = 99; access = 0; movingEnable = false; enableSimulation = false; class ControlsBackground { class IGUIBack_2200: IGUIBack { idc = 2200; x = 0; y = 0.4; w = 1; h = 0.6; }; class RscStructuredText_1100: RscStructuredText { idc = 1100; text = "AI per building:"; //--- ToDo: Localize; x = 0.025; y = 0.68; w = 0.17; h = 0.05; }; class RscStructuredText_1101: RscStructuredText { idc = 1101; text = "Garrison Radius:"; //--- ToDo: Localize; x = 0.025; y = 0.44; w = 0.17; h = 0.05; }; class RscStructuredText_1102: RscStructuredText { idc = 1102; text = "0"; //--- ToDo: Localize; x = 0.1625; y = 0.68; w = 0.06; h = 0.05; }; class RscStructuredText_1103: RscStructuredText { idc = 1103; text = "0m"; //--- ToDo: Localize; x = 0.2; y = 0.44; w = 0.06; h = 0.05; }; }; class Controls { class RscButtonMenuOK_2600: RscButtonMenuOK { idc = 1234; x = 0.875; y = 0.88; w = 0.1; h = 0.1; onButtonClick = "[(findDisplay 99) getVariable ['_logicLocation', objNull], sliderPosition 1901, sliderPosition 1900] call xeen_fnc_garrisonModuleInit; (findDisplay 99) closeDisplay 1;" }; class RscButtonMenuCancel_2700: RscButtonMenuCancel { x = 0.75; y = 0.88; w = 0.1; h = 0.1; }; class RscSlider_1900: RscSlider { idc = 1900; x = 0.025; y = 0.74; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 0; sliderRange[] = {0,10}; sliderStep = 1; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1102) ctrlSetStructuredText parseText str(sliderPosition 1900)" }; class RscSlider_1901: RscSlider { idc = 1901; x = 0.025; y = 0.5; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 5; sliderRange[] = {0,100}; sliderStep = 10; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1103) ctrlSetStructuredText parseText str(sliderPosition 1901)" }; }; class Objects { }; }; Any thoughts? Full source code can be found at: https://github.com/Xeenenta/xeenenta-enhanced-battlefield if anyone wanted to go digging around.
  7. I'm trying to use Ace with Dynamic Recon Ops, but DRO isn't detecting ACE. Dynamic Combat Ops does detect it. Me and my friends prefer the format of DRO over DCO and we'd love to use ACE with it. Currently, if I launch DRO with ACE enabled, after the first revive it defaults back to the DRO revive system.
  8. Hello there 😄 I'm DrDuckhill, and I'm new in this forum. I'd like to know how to make some working windshield wipers for helicopters, or if there already are scripts (?) for that. You need to know, I have NO CLUE about modding, writing scripts whatsoever. It's just that I want to bring some more realism into flying a helicopter. Working windshield wipers, working instruments (in the EuroCopter 135 / 635 mods the instruments don't work). I hope you guys can help me 🙂 See ya'll
  9. I need help with a script, Will there still be any way to download this script here? https://forums.bohemia.net/forums/topic/77374-improved-bullet-cam-script/ The Original Download Link Does Not Open.
  10. So for awhile on a private server with friends we have been using Rubber edition CTI, but we want to update/change some things, for example uniforms, even just camo textures, I have found a few on the workshop but some are not signed/have no server key/or-just-broken. I was wondering if the community could point me towards a replacement pack, I currently have the amazing The CSAT Modification Project on the workshop. But I tried using a replacement mod for cup with the default factions Link to replacement project but it has no server keys or signed keys for the mods for a dedicated server. I just want to replace Nato and AAF/Fia/CTGR with cup or anything but can't find a solution?
  11. 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
  12. XIM - X's Immersive Music https://steamcommunity.com/sharedfiles/filedetails/?id=2127841273 https://github.com/x-00010/XsImmersiveMusic Please note - this mod is in the early stages of development. There are likely very many bugs. The mod is likely not compatible with certain scenarios, such as NMD sandbox. We are not sure why. However, it is tested to work on Vindicta and Antistasi. Use at your own risk. Features Uses almost every single track in Arma 3 Plays calm music when daytime, and all is quiet Plays stealthy music at night time, when raining or foggy Plays combat music when the AI is shooting Syncs the currently playing track with your squad Allows you to skip the current song via the ACE self interaction menu (must be squad lead) Displays the currently playing song with a nice looking message Works in singleplayer, non-dedicated and dedicated. Examples You're in a nightime OP with your team, making your way to assault a major enemy stronghold? How about some Canton Protocol? You're in the middle of an intense firefight, with a friendly IFV wreaking havoc in Zaros? How about the This is War Marksmen DLC remix? You're just chilling at base with the lads, without much going on? Try Fighter Jets. Note This mod simply runs whenever you connect to a server, no setup or anything needed. However, all the clients and the server need to be running the mod. Thanks! Thank you to everyone in the Arma 3 discord, namely Lou and Dedmen, you guys were a huge help! Thanks to Wietse as well, we actually have the server side code :) And finally, thanks to chief22, who allowed me to look through his addon mood jukebox to help me create the foundation for this mod. Any questions? Ask 'em down in the workshop comments and I'll do my best :) Cheers lads.
  13. Greetings ArmA Fellows ! Today I release the fisrt version of the Altis Parachute Regiment - for Global Mobilization (development thread here) Please read the info below and I hope you will enjoy it ! Cheers, GFT STEAM Item: https://steamcommunity.com/sharedfiles/filedetails/?id=2066249929 7-Zip Archive (V1.01): https://we.tl/t-HW43FygtfP How to install: https://www.instructables.com/id/How-to-Install-Non-workshop-Mods-With-the-ARMA-3-L/ NEW - Source files: Changelog: The Altis Parachute Regiment is a new faction for Global Mobilization adding troops from the airborne units (Paratroopers and SAS squadron) of the Altian armed forces during the colonial time and the cold war era (1980’s). Background: Pictures: Features: One new faction (NATO side), including Altian airborne forces and SAS squadron men Retextured Global Mobilization & A3 base game uniforms & equipment, in Fictional DPM and Brushstroke pattern, adapted from AAF camo palette New assets ported from A2: Headgear (helmets), Weapons (FAL, GPMG-like machine gun, MP5sd) Retextured Vehicles (two pattern, Altis camouflage & plain green), and new markings Static line parachute (see Credits and Acknowledgements) and scripted drop system waypoints Credits & Acknowledgments: BI Studio for the A2 source files GM team for the templates of their assets toadie2k for the FAL animation (https://forums.bohemia.net/forums/topic/163106-toadies-smallarms-and-animations-for-arma3/) Deltagamer for the Static line Parachute model and animation (see https://forums.bohemia.net/forums/topic/181542-static-line-parachute-mod/) Killzonekid for his Paradrop functions (adapted from http://killzonekid.com/arma-scripting-tutorials-epic-armour-drop/) IndeedPete for his templates (which I adapted ) CUP for allowing to unpack their PBOs, which allowed me to learn how to code (but I did NOT use their assets) Drongo, for his config creator Skiddy, yevgeni89 from the BI forums for their suggestions The ARMA community for collecting and sharing the documentation on modding Disclaimer: To be used at your own risks! I don' take responsibility in case of unexpected damage to your system I don't play MP, so if you encounter bug, please report and I'll try to fix it Compatibility with other mods (Alive, ACE): Not tested yet Compatibility with ZEUS: Normally yes, but not tested No other dependencies than Marksman and GM DLCs; otherwise this is standalone Known bugs/Future Plans: This is not supposed to be ultra-realistic and honestly there could be some anachronisms, but it gives my vision of a fictional unit using available assets. It is limited by my skills and the time I can spend on it, so you could probably find higher quality mods or models - still, I don't think this is redundant with existing materials. I tried however to make as neat and smooth as possible, this is the least of courtesy to the potential users. If there are any bugs to report - please let me know, and I'll try to fix it (it will be an opportunity for me to learn something new). The code of the config could probably be optimized - I have not seen any bugs, missing relationship popping up on my system, but it is always, so please let me now No Groups yet - to come in subsequent update No plans for future assets, but that could come ! I will release the source files (texture templates, ported 3d model etc...) License: Arma Public License Share Alike (APL-SA) https://i.imgur.com/wEXj2g0.png https://www.bohemia.net/community/licenses/arma-public-license-share-alike Please consider extra requirements if you want to reuse the Static Line Parachute (see https://forums.bohemia.net/forums/topic/181542-static-line-parachute-mod)
  14. Farquharson

    The ACU Project

    We from TFT8 are proud to announce the public release of a joint work commission between ourselves and DustyPeek. The Army Combat Uniform Project. The Public Release Contains the following: Frequently Asked Questions(FAQ): Development Team: DustyPeek - Model Rigging, Initial Textures, Initial Configuration Farquharson - Final Configuration, Final Textures, Consulting SheamusV - Consulting, Tester Special Thanks: Current and Prior American service members in TFT8 for realism consulting. DustyPeek for taking on this ‘immense’ and important commission for our unit. If you’re interested in his other work, or commissioning him for yourself check out Raven Industries on discord. Shaleshock for the awesome promotional in-game photography. Check him out over on Twitter. Download on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1872341060 Download via Google Drive: https://drive.google.com/file/d/17s0Ltv5jLysbnJzuV_lGnz9V-GPyVtIb/view?usp=sharing ©2019 by S4@Task Force Tempor 8 Milsim This work is licensed under the ArmA Public License (APL): https://www.bohemia.net/community/licenses/arma-public-license Internal re-textures for private individual and unit use not made for public distribution on platforms such as but not limited to Armaholic, Steam Workshop, etc are permitted. Derivative textures, naming, etc - must give proper, present and clear credit to TFT8. This work is not to be publicly re-uploaded by any entity other than the official Task Force Tempor 8 development team.
  15. hello every one i bought a new arma 3 game server and i want to put my mods on the server parameter so can you help me please which on is -mod and -serverMod I put me question and mods too here : https://steamcommunity.com/app/107410/discussions/13/2273701484006148839/ this is my mods i want to know which one is server side and Client side ace Steam http://steamcommunity.com/sharedfiles/filedetails/?id=463939057 ACE Compat - RHS Armed Forces of the Russian FederationSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=773131200 ACE Compat - RHS United States Armed ForcesSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=773125288 ACE Compat - RHS: GREFSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=884966711 ACEXSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=708250744 Advanced Sling LoadingSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=615007497 Advanced TowingSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=639837898 ArmaZeusCacheSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1908099028 BloodLustSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=667953829 CBA_A3Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=450814997 CUP Terrains - CoreSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=583496184 CUP Terrains - MapsSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=583544987 Enhanced MovementSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=333310405 F-16 Fighting FalconSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=366423278 FIR AWS(AirWeaponSystem)Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=366425329 GRAD TrenchesSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1224892496 iFatigue: No sway and staminaSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1242734278 MBG Buildings Killhouses (Arma3 Remaster)Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=962938144 MCC Sandbox 4 - Mission Making The Easy WaySteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=338988835 Project OPFORSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=735566597 RHSAFRFSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=843425103 RHSGREFSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=843593391 RHSUSAFSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=843577117 ShackTac User InterfaceSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=498740884 Sunday Revive[UAF]Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=2099311141 SuppressSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=825174634 task_force_radioSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=620019431
  16. Hello all, Welcome to an adaptive music mod for ARMA 3 that I have revived and can no longer find on ARMAHolic or BI Forums. Some of you might have seen the Mood Jukebox mod that I have posted a while back. That mod might be getting another update if corrections can be made. This mod is designed to be an adaptive experience giving the right music at the right time (as much as ARMA programming goes). You will be able to start out with some low key tracks and then some hyped-up songs when in combat and revert back. Maybe some spooky feelings when the fog sets in. This mod has been originally created as a map script by Niklas Brettschneider and has been sitting on my hard drive for years. I have made this mod completely independent of any map scripting and will work on any singleplayer or multiplayer scenario. This mod will give you the following moods: - Day and night time playsets. - Fog playset when player enters fog levels over 30% - Skydiving playset when above 100 meters over a surface. - Enter any vehicle and get a non-combat playset for driving. - Combat playsets for on foot and in vehicles. (So getaway songs are a thing if someone is firing at you :O) If you have the debug mode on in the mod, you will get the following error on the mission load. The only error is a no debug box error on mission start when the debug parameter is set on. There is still a debug box though which will tell you what mode and song is playing. Subscribe to this mod on Steam For the version with a hud: https://steamcommunity.com/sharedfiles/filedetails/?id=2105618121 For the version with no hud: https://steamcommunity.com/sharedfiles/filedetails/?id=2105629270 You can tear apart this mod and create custom music packs. If you want a blank slate, here is a copy that you can download: https://drive.google.com/file/d/1tGb2CJDStTKgAbyEUrrXY_2gMFqJ47GM/view?usp=sharing Blank slate mod upload date: 5-31-2020 Please keep in mind, if you do repost this. Make sure you follow Workshop guidelines and credit my workshop page and original creator of the script. The current music in the mod is the OST tracks from Modern Combat 3 a mobile game developed by Gameloft back in the day. The music has not been picked up on youtube as copyrighted material and is clean to use. Possible upgrades I might do for this mod: - Add a rain playset array. - Add possible naval and flight music set array. - Remove dependency on CBA if I find a viable method. - Possibly add a playset when you enter a town or an area with more than 4 buildings. Required Addons: CBA 3: http://www.armaholic.com/page.php?id=18767 https://steamcommunity.com/sharedfiles/filedetails/?id=450814997 Preview Video Video on how to replace music. The guide document shown is included in the mod. Update - 5-23-2020 - Fixed the song change when exiting Vehicle. Songs will immediately change to the correct category.
  17. Multiplayer Save and Load Saves a multiplayer mission in progress to be reloaded later. Downloads: Armaholic Steam Reloads units, gear, vehicles, weather/mission details, waypoints, tasks, buildings, markers, triggers, missionNamespace*, locations, etc... Mod designed for use to save the progress in player-made multiplayer missions. For best results when loading, start the original mission, then load your progress with the UI. Saved mission files are stored in the mod folder, so take care. I believe this is about as good as I can code a save/load mod in SQF. But if you can do better, please feel free to make coding suggestions here! Uses inidbi2 from code34. v2.1 Features - "Fast Save/Load" added. Approx. 30s-3min save duration. Save/Load uses all server processing power until the save/load is complete. (Game will appear frozen!) Fixes - Vehicle fuel is saved/loaded. V2.0 Features - Added Simple/Full Save/Load toggle, for much faster save option, but with fewer details recorded. - Faster load/save syntax. - Compatible with existing save files. - Saves "Things" (including ammo boxes and decorations). Fixes - General coding improvements - "Dead" vehicles do not respawn on load. - Hidden Map Objects - Global Triggers v1.1 Locations and MissionNamespace now saved. Note: missionNamespace items of type "CODE" are not saved, as this would decrease performance or break the process. MissionNamespace items are also not removed, so CODE items can be maintained by loading the original mission before loading your saved game. Known Issues: - Scripts running at the time of save cannot be re-initiated after. Also, full script environment cannot be re-initialised without starting the scripts at the beginning, which is likely to cause more trouble than it is worth. So I recommend loading mission progress whilst in the original mission. - Unit side anomalies reported. - Unit names not syncing globally. Will likely cause issue if scripts require a unit to have a specific name on clients. - Zeus will detach from some players in some instances. Use #adminLogged in Zeus Game Master modules, then re-login as an admin. - Use this code if the action is removed by your gamemode: player addAction ["<t color='#FF5500'>Multiplayer Save and Load</t>",{createdialog "MSLDialog";},[],-999,false,true,"","isServer or serverCommandAvailable ""#kick"""];
  18. GF Auto Loot Airdrops Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Airdrops , 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 Airdrops 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 Airdrops , 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. There are Blacklist Zones available , 5 from default and a safe distanse from players. This is the new reedited version of the previous GF Airdrops script. More information inside the GF_Auto_Loot_Airdrops.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=40315 Armaholic GF Auto Loot Airdrops Script - Mod
  19. I have some experience in writing code, but for the life of me cannot figure out how to write a small add on that is 1) always present, not a modified SQF(I do know how to sign a PBO) 2) Access events or other Arma scopes, I want to control the execution of my code. Does someone have a config.cpp with necessary headers for creating an add on. I just want to save flight data out of the game. I have seen the members/types of the Arma Class on BIS's web page, but have no clue on how to structure it. Thanks in advance!
  20. ADV - ACE CPR Giving you a second chance if your everyday CPR doesn't do squat. UPDATED INFO: Dear community! I spent a lot of time here on the board and writing mods for my own community and you to use. And it has always been fun for me. But I haven't played Arma in over a year now and modding without using the fruits of one owns labour would be equally selfless and tedious. So I quietly waited out the end-of-life timer of my mod, as it was only a question of time when ace³ would release their medical rewrite. As of 1. January 2020 this has now happened. I therefore decided to drop my work on ADV - ACE CPR completely. My mod still works with ace³ versions below 3.12.6, so there's still the option to keep using it (but I'd recommend dropping my mod to update ace³ to the newest version!). Additionally you may visit my github and download all my ADV-ACE CPR data and modify, rework or base your own work, and distribute the mod as you see fit. The licence has been updated to reflect this, as with version 1.5.7 only the ace³ provided GPL 2.0 licence applies. Please feel free to post links to your work in this thread, so I can include the successors of ADV - ACE CPR in this first post. Sometimes I may even still come here and take a look at questions, but please don't expect too quick an answer. I have to thank the whole community for their positivity, help and support not just for me, but for every mod creator out there. When I started I didn't think something so small and simple as a mod that simply modifies the way CPR works, would be used so widely and by so many people. I'm thankful to have had this opportunity. You guys have been lovely to work with and I hope someone will pick up the lantern and provide you with the additional medical mods you need! Have fun! Current versions that came to my attention: ///////////////// OLD TEXT: My community and I had a serious problem with the way ACE handles its CPR. If you're playing with ace_medical_enableRevive=1 you might have found out that CPR practically does nothing as long as your patient has no pulse (i.e. is in the revive state). You would need to use a Personal Aid Kit to revive your patient, setting all his health variables back to their start values - practically doing a magical heal with the magical wand called PAK. With adv_aceCPR you can finally use CPR to get someone out of the revive state without healing him completely, making gameplay much more interesting. After successfully "stabilizing" the patient, he/she will have a basic pulse of at least 30bpm. ACE-doctors have a 40% success rate and ACE-medics have a 15% success rate. Regular riflemen can resuscitate a patient, but they will have a much lower success rate. They can still keep the patient from dying due to an expired revive timer though. The success rate is lowered if the patient looses blood and is raised if the patient received Epinephrine right before CPR. The minimum rate is always 2%, unless the player starts with a success probability of 0 (look at "For mission builders" for additonal info). Depending on your settings (adv_aceCPR_maxTime, see below) you might be too late to resuscitate a player with CPR alone - in that case I have good news for you: With version 1.4.0 a new item has been added to ADV - ACE CPR: A defibrillator. The defibrillator works almost like the CPR action, but you have to have an AED in your inventory and it's much faster and the success rate is way higher. Using the defibrillator will induce pain to all units who stand too close to a patient when the defibrillator is used (except for the operator). You can only use the defibrillator if you're a medic (ace_medical_medicClass > 0). With version 1.5.4 I have added the option to use stationary AEDs. You can set the stationary AED objects via CBA settings. Default is Land_Defibrillator_F. You can place a stationary AED via editor or curator. Players can approach the item and use an ACE action to activate the stationary AED. By activating it they have 12 seconds to use it on any unconscious patient in a radius of five meters. After 12 seconds the stationary AED will deactivate again. I recommend using ADV - ACE Splint additionally to ADV - ACE CPR - 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 (1.5.7) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.5.7/@adv_aceCPR.zip Or get it at armaholic (thanks to foxhound!): ADV - ACE CPR v1.5.5 For now I uploaded ADV-ACE CPR to Steam Workshop as well: http://steamcommunity.com/sharedfiles/filedetails/?id=1104460924 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_aceCPR works with at least version 3.12.6 For mission builders: You can set the probabilities for successful resuscitation individually depending on the value for ace_medical_medicClass a player's unit has, or the time to be added to the revive timer or the duration during which CPR can still be applied successfully. The easiest way to do this is via CBA Settings ( https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System ). Alternatively you can use the following variables in your mission: adv_aceCPR_probabilities = [40,15,5,85]; //the first entry is for ace_medical_medicClass == 2, the second for == 1, the third for regular units with ace_medical_medicClass == 0 and the fourth one for the defibrillator. So if you want to disable CPR for any player with less than ace_medical_medicClass below 2 just use something like this: adv_aceCPR_probabilities = [40,0,0,85]; The time to be added to the revive timer (+/-3 seconds) can additionally be set with this variable (default is 30, maximum is 40, minimum is 15 - if set to anything below 18 there's a chance you spend more time on CPR than you gain): adv_aceCPR_addTime = 30; To set the duration during which CPR can still be applied successfully, you can set adv_aceCPR_maxTime. (Eg. if your ace_medical_maxReviveTime is 600 seconds and you want players to only be able to resuscitate patients for 300 seconds, set it to 300. If the value is higher than ace_medical_maxReviveTime, it will revert to ace_medical_maxReviveTime). After this time you have to use AED or PAK to resuscitate a player (default is 1200). In other words: after adv_aceCPR_maxTime each CPR only adds time to the revive timer, it won't bring your buddies back: adv_aceCPR_maxTime = 300; The classname for the defribrillator item is "adv_aceCPR_AED" I highly recommend to adjust the values for adv_aceCPR_probabilities when handing out the AED. Current issues: - Unknown Special thanks: - LeWarz and the whole Spezialeinheit Luchs for playtesting - Markus from Boom Tools Filmton for his support and the AED sound! - T.Fork - NorX Aengell - DeliciousJaffa - GodofMonkeys - veteran29 - corp-0 Changelog: 1.5.7: Updated: licence 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 the usage of 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.
  21. Hi, i wanted to ask wich Mods are used on the right guy. I asked the maker of the picture but didnt get any answer... Maybe someone can help me, cuz i love the backpack and would like to use it! Thanks already for the help.
  22. Version 2.0 Description: This pack adds 37 new faces to your game and also unlocks faces from campaign. Download: The mod can be found on these official release mirrors: ARMAHOLIC WITHSIX STEAM WORKSHOP GOOGLE DRIVE Gallery: Full Gallery Link Classnames Link
  23. Hello, community! 🙂 I have tried to create a mod with units using Drongo's Config Generator. I know how it works and I have created some mods already. What I want to share is an issue when I made my last mod. I have used this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1124966491 for the uniforms and also Contact's Spetsnaz units, as my units should be Russians. I have tried the mod afterwards and only the uniforms are the CSAT vanilla (default) ones instead of the Russian variants. I have tried several times and I have got the same error every time, no matter if you units are from the F1 faction menu or the F2 groups menu. What could cause this problem? Thank you in advance! 🙂 🍻
  24. Hi. How can I add requiredAddons to a mod? I know it should be added to the config.bin (or .cpp) and I know the structure should be something like this: class CfgPatches { class My_Mod { units[] = { }; weapons[] = { }; requiredAddons[] = {"CBA_Extended_EventHandlers"}; version = "0.993"; versionStr = "0.993"; versionDesc= "My Mod"; versionAr[] = {1,0,0}; author[] = {"Me"}; }; }; But I don't know where you get the name of the required mod from. For example, in the above code I don't know where the name "CBA_Extended_EventHandlers" comes from. (I know what it is though!) Can someone please explain it to me?
  25. Hey guys, I've created a faction here, https://steamcommunity.com/sharedfiles/filedetails/?id=2023072593, but the BDRM and most vehicles have no gunner. I've check the config files and it has the Main turret crewed, but it does not have a gunner turret. IDK if that's how its suppose to look or.. if you check the faction, all the vehicles that are suppose to have gunner seats do not. Please help, Thanks.
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