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Found 56 results

  1. Today I went to play some Arma 3 and discovered that I could barely move my tank's turret. I don't know if this is a result of the last update. Movement is very slow and choppy, almost like trying to play with a broken mouse. The rest of the movements are fine, like looking around, aiming my own firearm, etc. I've tried different turrets, from tanks, to remote weapon stations, to turrets on gunships, to static MGs. All are showing the same problem. I've tried unloading all mods and DLC, and verifying the game files through Steam. The problem is still present. Is anyone else experiencing the same problem? Update: I've been doing some more testing. I've found that applying 50% or more mouse smoothing solves the issue. Turning up mouse smoothing every time I board a vehicle isn't very practical, so I'll keep looking for other solutions. Update: It appears the problem shows up at very high framerates (>200). I found that I was only experiencing the issue in the VR map.
  2. Hello I have a problem with the tank countermeasures... Indeed I play a lot of Warlords and I usually take a tank and two crewmen with me. The problem is that when I get lock by a missile, my IA is not "screen-smoking" + the keyboard shortcut for countermeasures doesn't work when I drive the tank, I have to go to the captain's seat and only there I can activate them, but the missile has time to hit me every time... How can I force my capitain to activate them while being on the driver seat ?
  3. Also known as Commander Designate, modern tanks and APCs allow the commander to take control of the turret to quickly snap to a target, rather than having to describe where the gunner needs to look. Arma doesn't allow for this by default This mods allows a commander to temporarily override their gunner to snap to a target. This feature is enabled for all vehicles by default, see the documentation section for how to disable it for certain vehicles. FEATURES: - Allows a commander to force the turret of their vehicle to look a certain way - Works for AI, Players or Empty vehicles - Fully signed - Works for modded vehicles - Config-based disable - CBA Keybind (Default ALT+T) Download: https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2569680970
  4. SSAAPS - Sarogahtyps Simple Arena Active Protection System Full Singleplayer and Multiplayer compatible. Arma 3 script which simulates the russian Arena system which is an Active Protection System (APS) for tanks. Basically the russian Arena system lifts an explosive charge upto some meters above the tank. There it explodes and directs a few hundred shrapnels in a cone to the ground. If the countermeasure is successfull then the incoming threat is hit by some shrapnels of the cone. The script spawns some bullets above the tank which create the shrapnel cone. Then the incoming threat gets (hopefully) directed to ground. GitHub - Branch GitHub - wiki GitHub - Issue Tracker GitHub - Download GitHub - Direct File Download Dropbox - Download (temporary disabled) Installation (short story) - copy "functions" folder in your missions root folder - integrate cfgFunctions from description.ext into your own description.ext - if you secured your missions remote execution then integrate CfgRemoteExec from description.ext into your own description.ext - if you don't have a description.ext then you can just copy the given one into your missions root folder - apply the script with this line to any vehicle: [tank_1] spawn saro_fnc_arena_start; to stop the script on that vehicle just do this on any part of your mission: tank_1 setVariable ["saro_arena_active", false, true]; to adjust the behavior of the sysem you should take a look into fn_arena_start.sqf I do not recommend to adjust more parameters than skill and reload time. Full installation documentation will follow within the next days/weeks/months 😉 The Download contains an Example mission as .pbo and as unpacked Folder. brand-new shiny trailer video: version 1.0 video: Please tell me all thoughts you have in this thread. Issues and wishes can also reported on GitHub - Issue Tracker Changelog v1.10 - added simulation of the charge container which lifts up, explodes and sends shrapnels to threat - added ability to get threats exploding mid-air instead of smashing to ground only - added parameter to adjust protection skill of the system v1.01 - hot fix - new vanilla example mission created. the old one was mod depended. v 1.0 - initial release
  5. I want to continue my work on my PzH2000 but i just cant fix the error "Cannot generate ST - Coordinates". I already triangulated everything and did everything i found online but i just cant fix it. Maybe someone can look at the p3d and help me with it, just ask for it Pic of it
  6. Two things I love? Single Player games and the Hind D. As great as those missiles are, the nose mounted cannon is completely off limits to a single player like me 😞 Do you fine people think it's possible for me to write a script that enables the mouse to control the gun and camera while the player character sits in the pilot seat and flies with WASD? I can actually fire the gun as the pilot using BIS_fnc_fire: [assignedVehicle player, "GI-2"] call BIS_fnc_fire; It's just a matter of getting the gun track the mouse! How do I do this? Basically I want to bring the way a single player and AI crew control a tank to helicopters such as the hind D. Is this possible? Can we change the helicopters roles so the gunner seat is classed as a commander seat maybe? (left right foward stop forward 😉)
  7. Hi, I would like to make the tank mentioned above more durable against rounds fired from the other tanks, for example the T100. Is there any way to do it? Are there any scripts reducing the damage of shells fired from T100 or other tanks? Does anybody know some scripts increasing MBT 52 health/armour?
  8. REA [Redeploying Engage and Annex] 🔹 Very Friendly Community - 8 Units, One Objective a week. 🔹 We teach Newcomers how to play all the time. 🔹 Current map: Clafghan. 🔹 Current enemy: Taliban. 🔹 Next map: Lingor. 🔹 Next enemy: Russians. 🔹 No attendance required, but always helpful. 🔹 15+ Player Operations and growing. REQUIREMENTS Working mic is HIGHLY recommended Must be able to speak, understand, and type in English. Must be willing to contribute to the unit. Whether it's helping staff or showing up for ops, we like it when our members are a little more hands on. WHAT WE OFFER A friendly community of like-minded individuals who are teammates on the field and friends off of it. An environment where Quality of members is more focused on than Quantity. We like it when a lot of members join our operations, but do not like it when members start ruining the fun of everyone else. DIVISIONS/ROLES 164th Infantry Company - The main attacking force of REA. Typically composed of those that have a thirst for action. 62nd Force Recon Company - Secondary attacking force of REA, also specializes in Recon, and works closely with the 164th. 10th Mountain Division - Main Recon unit, typically located on mountain sides, not sky-lining. Primarily keeps over watch for other divisions. Can consist of a few Snipers/Spotters. 82nd Para Infantry - Airborne Unit, Focuses on jumping out of aircraft near combat areas/behind enemy lines via. C-130 or CH-47. Able to survive using limited resources. 300th Menewa Waya - A special unit that specializes in CQB, commonly clearing buildings and extracting subjects and/or hostages. 16th Air Cav - Specializes in anything air related. Redeployment, insertion/extraction, gun runs and more. 9th Armored Division - This division specializes with anything armored, aka tanks. 195th Artillery Detachment - This division supports from the ground, whether it be self-propelled artillery vehicles, or via. ground mortars. SCHEDULE ➤ SUNDAY: Post-op training ➤ MONDAY: Open for training/small ops ➤ TUESDAY: Open for training/small ops ➤ WEDNESDAY: Open for training/small ops ➤ THURSDAY: Open for training/small ops ➤ FRIDAY: Recruiting/Pre-op training ➤ SATURDAY: Main Op 4:30pm EST If Saturday is unavailable, then it will be pushed to Sunday. INTERESTED? If you are interested in joining us or coming in for a chat, please join our discord or our teamspeak. Discord Link: https://discord.gg/mT7mJ3y TeamSpeak IP: 75.117.242.188
  9. T-62 in ArmA 3. Finally. Totally not a clickbait "Trust me... i'm a dolphin" © Some splendid gameplay Some splendid reveiw Yeah, so: as all of you know, unfortunately there is no such a cool & beautiful tank in Arma 3 that is called T-62. So I tried to make one. Buuut ... you see - because lack of knowledge in modding, weak computer specifications, lack of time & comprehensible tutorials ... and so on, I didn't able to finish such a difficult project for a newbie like me. But! At least I made some "decoration". Obviously you do not need such crap, and you'd like to see some playible vehicle. Oh well, me too...me too... Anyway, I hope I managed do something before RHS and CUP (not so high quality tho). As you see a standart T-55 model from Arma 2 was used. Just corrected a little in 3D max and then few days in O2... omg. Hope RHS CUP and/or other modders would make some awesome T62, and finish the job to the end, unlike me. And if you after all would like to test it out (very unlikely), you'll find it in requisite\facilities\village (simply write 62 in searchbox). Yes Arma thinks that it is a building, lol. Link given below. That's all folks. Google Drive Link: https://drive.google.com/file/d/1K_aX5yhs9Alqw0OfDDw5ecrZeLDNjSLM/view?usp=sharing
  10. I have problem with tank control. I want to use only 1 IR sight mode and switching it to normal sight quickely but I dont know how to assign certain mode when press 'N' key how to do that? switching 3mode to get I want is fcking pain sorry about my bad english skill
  11. I have been trying to fix the problem with not being able to switch off the coax in tanks to the main gun it works with ugvs but nothing else has worked everyone else has the same mods and it works just find for them. I have remapped the keybinding, reset the controls to defult but nothing has worked
  12. 2nd Canadian Parachute Brigade The 2nd Canadian Parachute Brigade is a casual milsim unit based in Arma3, we strive to realistically yea fun World War 2 experience. We achieve this goal by providing our players with professional and high-quality environments for everyone's enjoyment. This unit does use many mods to improve our experience. What we are looking for We are looking for anyone who wants to have a fun time playing Arma, It does not matter if you are new to the game or played it for years. We will offer everything we have available for you. What is your schedule? We are operating on a weekly basis to keep our unit and members active. Every week we are scheduling 2 kinds of events. The first thing is the main Operations were we play our WW2 Campaign. We do also offer at least one training per week. We do not require any attendance. Timezone: GMT Thursday - Training 18:00 UTC +00:00 Friday - Operation 18:00 UTC +00:00 Saturday - Possible Main Operation 18:00 UTC +00:00 What roles are available for me? We have a broad range of roles that are available for all different types of personnel. These can be found below, and all roles are accessible after basic training. For Airborne Troops we offer: - Rifleman - Medic - Machine Gunner - Anti Tank Gunner - Radioman For Pilots we offer: -Pilot -Pilot Trainer For Tankers we offer: -Tank Commander -Gunner -Driver If you have experience or skills at commanding we offer the roles of: -Section Commander -Assistance Section Commander -Training Staff Special Offers If you live in an area outside of EU we do offer you to start a regional sub-unit to the 2nd Canadian Parachute Battalion. By this, you are able to control it your self while using our communities servers and Teamspeak. The only thing we require is that you are holding more or less one WW2 Event per week. I am interested, how can I sign up? If you feel our unit suits you just hop into our Discord and we will sort everything out for you! Join our discord here: https://discord.gg/DHubyDk Or visit our Website or steam group. Website: https://2ndparas.wixsite.com/website Steam: https://steamcommunity.com/groups/2ndParachuteBattalion
  13. "Reunion 1983", SP East German tank company breaking trough the borderline in a large scale combined operation. Take the role of a tank company commander and lead the company of 12 vehicles with HighCommand system to reunite the Germany right now under the fair, socialist order, the collective regime of peace and love. Subscribe on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1747514280 Key features: Feel the atmosphere of the Cold war gets realy hot, inspired by such movies as "Threads" (1984) and "Doctor Strangelove" (1964); Good old OFP-style intro and outro cutscenes, narrative brieffing and a voice action; Approximately 45-60 minutes of gameplay; Do not pay attention to the casualties, comrade commander! There is thousands of volunteers claiming in the place of each dead conscript! No mods at all, only an official "Global Mobilization" DLC. Be advised, this is a SINGLE player mission, the Steam probably marks it as a MP one because of use of the teamswitch. Also pay attention that this is a very large mission, so in some moments it can require additional system resources. If you like large-scaled single missions and wanna to see more, then take a second to rate "Reunion 1983" and add it to your favorites! Don't forget to subscribe also "The Iron Cowboy" - the large scale mission about the NATO tank company on Altis; And "The Iron Scimitar" - the similiar CSAT tank company action on Malden.
  14. Good Day Devs! despite the sunset of the Arma3 life span, I still hope that the game can be improved in the following patches. I would like to talk about countermeasures that are useless vs AT-Missiles. I often ask these questions: 1.What for in the Arma3 there are vehicles countermeasures ? Is this only protection from not Guided rockets (like RPG-7, like RPG-42 etc), while against Guided AT-missiles it should be useless ? 2. What for in the Arma3 have a signal of an approaching AT-missile (inside land vehicles) ? In order for the player to understand that he will die in several seconds? If countermeasures don't work against it, then the signal doesn't make sense Still I have no answers... When an opponent launches a guided AT-missile into a player's vehicle (APC, Tank), the player hears a shrill warning (beep), but why he hears it is unclear - the player will always be destroyed together with vehicle. AT-Missile approaching - At this point, the player can only make the following actions:. a) The player can release one smoke (from two available) b) The player can release smoke (from two available) and change his position (move). c) A player may release two smoke (!more his vehicle not have). d) The player can release two smoke (!more his vehicle not have) and change his position (move) And this is all that is possible in Arma3 and all 4 options will lead to the inevitable death of the player and his vehicle! Dear devs! if you read this, please explain - what is the point in the signal indicating the approaching AT-missile, If a player’s vehicle is not able to resist this threat? PS: I propose finally to set up counter measures in an adequate way. If in Arma3 there is no active vehicles protection, then the vehicle must be able to withstand enemy AT-missiles, and the number of smoke screens must be > 2. Today, armored vehicle survival is very low.
  15. Dear Developers! I send this request here, because I don’t want to wait for years until it is noticed on the feedback, There are always more chances to be noticed. Please reduce fire accuracy of subordinate AI-gunner vs air-targets: I'm not saying that a tank cannot shoot down a helicopter, but such a scheme - one shot - killed, one shot - killed, one shot - killed - is not normal. The player inside the tank (commander) has the ability to kill helicopters from the first shot (120mm cannon), while other tanks (AI) will not shoot at 120mm a helicopter in generally! It turns out that when a player is in a tank and his opponent is a AI-helicopter, then the player has the advantage before AI (player can destroy the helicopter from the one-two shot). Or when a player in a helicopter and attacks a AI-tank, he again has the advantage! (since the AI in the tank will not shoot him) As seems to me - All you need to do is to adjust the fire-accuracy (much lower) of the AI-gunner in the tank, against air targets, then it will explain why the AI does not attack the helicopters with the help of 120 mm - this is not effective. Or set it up so that the AI can also use ability fire helicopters. If I am mistaken and such sniper-accuracy is possible in real life, then give the AI the same ability! This will correct the deformation of abilities - Player/AI Repro steps: 1. place in the map your tank (player commander) 2. place in the map enemy helicopters (must move in your direction) 3. run game and order to your gunner attack them
  16. Notice of Cancelation At this time I regretfully have to announce the cancellation of this project. The team we had has lost interest and moved onto other projects. Unfortunately at this time I am not skilled enough to make a mod like the one intended. I am sorry to have let everyone down. The Mech Superiority Project The mech superiority project is a mod project intended to bring mechs from some of everyones' favorite animes to ArmA. Currently in production we have the Humanoind autonomous Knight, also known by fans of Code Geass as the Knightmare frame. This project has several goals before its completion; first to make functional mechs capable of not only participating in combat, but being a serious tactical weapon. Second is to make an effective and realistic pilot system, this goal comprises of multiple things; effective switching of weapons for mechs, defensive systems (shield usage, interceptors, etc), cockpit design and functionality. Third is to work on maneuverability (Flight, boosting). 4th goal is to have awesome giant mech battles. We intend to use the knightmare frames as a proof of concept before moving onto the much larger Mobile Suits from various Gundam series. Armaments To help accomplish the first goal two sets of armaments have been chosen to be both as faithful to the source material, and as effective as possible. The Knightmare is the equipped with a Knightmare Assault Rifle -2 (Name below was a typo). Mounted on top of the missile launcher which holds 4 90mm HEAT rockets, and underneath is a 5.5 machine gun. The slash harkin is a bonus for precise alternate fire, although it's firing will be limited it is a powerful weapon. This weapon system allows the knightmare to fight a variety of enemies effectively. The second sent makes use of an 120 mm cannon capable of taking out even more heavily armored targets from greater distances. Current Progress We have progressed to the configuration phase along with some texturing. We've hit a hiccup in the configs and it is slowing down our progress somewhat but we continue forward. Seeking Help/ or Join us in the fight We are currently looking for modders interested in being a part of this project to help us complete this project and achieve goals. If interested in helping or joining us in the good fight join us on our discord at: https://discord.gg/YK7wDmQ Our Mod Team Zephyrsouza
  17. Hello. I want to keep the reload sound of the tank from outside. I have been looking for a way to do this for 5 months, but I could not find a solution because I am not good at English. The current situation is where Leopard2's reloadsound from BWMOD can be heard from both inside and outside. Other addons are not (e.g. RHS M1, T-Series, Arma3 Basic Tank etc..) I want to find a solution to this problem. I checked to see if the Sound.cfg of the other addons was different, but I didn't see any difference. There are many experts here, so I ask you a question. Please help me. What I want: (Reload Sound will not be heard from outside (3 person)
  18. Hi all, Remember FURY? An American Sherman, lost in core of Germany, surrounded by Nazi troops. STEAM link: https://steamcommunity.com/sharedfiles/filedetails/?id=1560958858 Here, the scenario takes place at Zargabad, (a fine CUP map). Your crew of 4 plus a US soldier are stuck in the middle of a Taliban's nest. Your Abrams is out of order and out of gas. Challenge is simple: Repair the Abrams, refuel it and escape!... Perhaps. The mission is SP or MP up to 5 players, with HEAL & REVIVE feature for AIs and player(s)! You can heal or be healed in both SP MP but it's preferable to play in "MP one player" for mission parameters. You will be leader what ever the slot you choose. In SP, you don't die. AIs fellows can heal you as you're unconscious. If not, you'll respawn after 2 minute bleed out. You can heal them as well. You can enable/disable Arsenal crates for players. So, required mods are CUP only (+CBA as dependency). I recommend also: - enhanced movement (even if this is not the best corner of map for using it); - MGI tactical pack, for beginners or smart players (not using the whole stuff, but you can stick charges on vehicles) Have fun!
  19. nenzeo

    Hoovering tank

    Hello, I`m making a Norwegian version of the Leopard 2A4. Only have a few bugs left to iron out, but I have hit a wall with this one. I have tried: - Adjusting every physX setting I can think relates to this. - Main PhysX are as follows (weight 62000kg) sprungMass=4428.5714; springStrength = 324000; springDamperRate = 36000; - All LODs should be centered - All related memory points have been rebuild many times. - I have tried settings from BI Example tank, Burns M1A2, BW mods Leopard. With no same results as seen above. I cannot for the life of me find the issue. Thanks in advance for any help!
  20. 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, Cavalry Scouts (Ground Recon) and our Medics. Charlie Company, the tip of the spear, is the main Infantry element, with Airborne Infantry & Heavy Weapons. The 7th Cavalry is best known for their in-depth training schools & courses (over 34 different classes!!!) and our high-attendance, detailed, immersive Operations. Want to learn more? Start your 7th Cav Career today! Click the link and choose your Career path ---> 7th Cavalry's Arma 3 Career Pathway For more info, visit Detailed 7th Cavalry Recruitment Post Language: English Signed, =7Cav=Lucius.M
  21. Explosive Drones Brought to you by John Kalo and zigTtzag(zTt) The enemy is even using suicide drones against us! Will even that be enough to stop us? 1.] Hypothesis: Malden. Every square inch we have fought for. Now CSAT is trying to get it all back! They have already conquered La Trinite and they are now attacking Le Pessagne. One of the reasons why we cannot stop them is due to a new tactic of theirs. That is the use of suicide drones… CSAT is equipping their Tayran AR-2 drones with explosives of all sorts and they crash them on our troops causing mayhem. Infantry, vehicles, friendly drones, civilians are all torn apart by their drones. Due to the size and flight height we cannot defeat the drones. Even when we shoot them at close range they blow up and cause distruction. So what do we do? We send you to destroy the drone construction facilities! What you have to do is head to La Trinite, find and destroy all of the drones stationed there. Doing so will sabotage their new tactic and let our troops reclaim all lost territory. 2.] Important details: a)When 2 players play the one should be the THE GROUP LEADER of the IGNORING TRAFFIC team while the other should be THE GROUP LEADER of the BOOM CANDLES team. b)This mission has low replayability. Once and if you manage to complete the mission successfully you might never play it again. c)To show the exact positions of the drone stashes on the map, the Group Leader of the Ignoring Traffic team has a FRIENDLY ASSISTANCE action in the laptop standing in front of him. d)You should NOT DISABLE AI units that are in your team. Those units should exist for your convenience. e)Respawn:Instant but no respawn for the tank 3.]Requirements: 3.1]Players' skills: Serious combat abilities and basic organizing skills. 3.2]Technical: Arma 3 Apex, CBA, ASR AI3 4.]Bugs: 4.1]Minor: Two markers might not change color when the drone stashes are clear. 4.2]Serious: None 5.]Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. 6.]Website SubLink: here 7.]Direct Download link: https://dl.orangedox.com/Arma-3-Missions-Pack-1/explosive_drones.malden.pbo?dl=1 Your feedback about things we can improve or things that we should keep is really important so you providing it would be great. If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits. Enjoy
  22. Hey people. I'm working on config for a tank, using other tanks as references to make sure my values hit at least close to workable. Trouble is...I can't seem to get the damned thing past about 28km/h. I can't seem to figure what's holding it back since everything I've checked seems to be at least similar to values for the two tanks above that both work fine. Here are my related entries in vehicles.cfg: accelAidForceCoef = 1.5; accelAidForceSpd = 1.4; brakeDistance = 12; brakeIdleSpeed = 0.1; changeGearMinEffectivity[] = { 0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95 }; changeGearOmegaRatios[] = {1,0.424242,0.454545,0.333333,0.984848,0.424242,0.984848,0.606061,0.984848,0.575758,1,0.545455}; changeGearType = "rpmratio"; //Have also tried "effective" with similar issue. clutchStrength = 45; dampersBumpCoef = 4.5; dampingRateFullThrottle = 1.0; //1.4: T100 0.8: Kamysh dampingRateZeroThrottleClutchDisengaged = 0.65; //0.8: T100 0.5: Kaymsh dampingRateZeroThrottleClutchEngaged = 0.45; //5.0: T100 4.0: Kaymsh driveOnComponent[] = {"Track_L","Track_R","Slide"}; engineMOI = 12; //12 - T100 7 - Kamysh enginePower = 1119; //kW engineStartSpeed = 5; //common value epeImpulseDamageCoef = 18; //Same for T100 and Kuma gearBox[] = {-7,0,11,8,5.7,4.2}; //Same in T100 and Kuma idleRpm = 1200; latency = 0.5; maxOmega = 335; maxSpeed = 80; minOmega = 140; normalSpeedForwardCoef = 0.75; numberPhysicalWheels = 16; peakTorque = 5300; redRpm = 3200; sensitivity = 2.5; simulation = "tankX"; slowSpeedForwardCoef = 0.25; switchTime = 0.3; tankTurnForce = 950000; tankTurnForceAngMinSpd = 0.7; tankTurnForceAngSpd = 0.76; thrustDelay = 0.5; torqueCurve[] = {{0.424242,0.8},{0.545455,0.95},{0.606061,0.99},{0.636364,1},{0.666667,0.98},{0.727273,0.93},{0.878788,0.76},{1,0.6}}; tracksSpeed = 1.35; class complexGearbox { driveString = "D"; //String displayed in HUD for Forward Gear neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. gearBoxMode = "auto"; GearboxRatios[] = {"R1",-3.4,"N",0,"D1",4.4,"D2",3,"D3",1.75,"D4",1}; //KUMA //GearboxRatios[] = {"R1",-4.5,"N",0,"D1",7.8,"D2",5.6,"D3",4,"D4",2.9,"D5",2.1,"D6",1.5,"D7",1.1}; //ANGARA moveOffGear = 1; transmissionRatios[] = {"High",11.5}; }; Can't seem to figure this on my own, so help would be appreciated! I've checked vehicle mass and it seems to be as expected (about 52 tonnes) Cheers, Law
  23. Hey I'm trying to add some additional damage simulation to tanks and was trying to figure out how to disrupt sensors and displays. DISPLAYS: I've found the render targets for the example vehicle; "commander_display" and "driver_display", but I can't quite figure out how to modify them. I don't know how to refer to that render target for that vehicle when using a command like setPipEffect. SENSORS: So some vehicles have incoming missile warnings and such. Is there a way to disable these? I'm thinking I might also be able to disable data link send/receive. Are there any other sensors or electronics I may be able to disrupt? Cheers
  24. MGI ENHANCED TURRET Last update 09/05/2018 Hi all, Here is a little script allowing AI gunners to fire HE shells on infantry. I hoped Tank DLC will improve some AI features about targeting and ammo firing possibilities, but it seems not. So, running this script makes gunners load some accurate shells to fire with cannon. It's complementary to MGs. On the other hand, I tried to overwrite the targeting engine as far as the present BI one consider a team leader more dangerous than an AT soldier... The result is disastrous, of course. I gave up with this idea. If it's easy to choose the best threat to be shot, it's impossible to override the engine to order the gunner to watch, aim, fire at the chosen target. Engine has its own life... as usual, commands do nothing persistent (working) on that. parameters: none (at this time) Script can be added in init.sqf or initServer.sqf 0=[] spawn { while {true} do { uiSleep 4; _allCannonVehicles = vehicles select {local _x && isNil {_x getVariable "admitVeh"} && !(_x isKindOf "WeaponHolderSimulated") && (getText (configfile >> "CfgVehicles" >> typeOf _x >> "editorSubcategory") in ["EdSubcat_APCs","EdSubcat_Tanks","EdSubcat_Artillery"])}; { _x setVariable ["admitVeh",true,true]; _x spawn { params [["_tk",objNull],["_tgt",objNull]]; private _wpnTrt = _tk weaponsTurret [0]; private _cannon = (_wpnTrt select {getText (configfile >> "CfgWeapons" >> _x >> "nameSound") == "cannon"}) select 0; if (isnil "_cannon") then {_cannon = ""}; if (_cannon != "") then { _cannonMags = getArray (configFile >> "cfgweapons" >> _cannon >> "magazines"); _cannonReloadTime = getNumber (configfile >> "CfgWeapons" >> _cannon >> "magazineReloadTime"); _magsDetail = magazinesAmmo _tk; _magsDetail apply { _class = (configfile >> "CfgAmmo" >>getText (configfile >> "CfgMagazines" >> _x select 0 >> "ammo") >> "aiAmmoUsageFlags"); _usage = if (istext _class) then [{(getText _class) splitString " + "},{[str(getNumber _class)]}]; _x pushback _usage;_x }; while {alive (_tk turretUnit [0])} do { _gunner = _tk turretUnit [0]; if (!((_tk targets [true,700]) isEqualTo []) && !isPlayer _gunner) then { _tgts = (_tk targets [true,700]) apply {[_tk aimedAtTarget [_x],_x]}; _tgts sort false; _tgt = _tgts select 0 select 1; _magsDetail = _magsDetail select {(_x select 1) > 0}; if (((_tgt isKindOf "landVehicle") or (_tgt isKindOf "CAManBase" && diag_tickTime mod 30 <= 6)) && _tk currentWeaponTurret [0] != str _cannon) then { _tk selectWeaponTurret [_cannon,[0]] }; call { if (_tgt isKindOf "landVehicle" && !(_tgt isKindOf "car")) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("512" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (secondaryWeapon _tgt != "" && diag_tickTime mod 30 <= 6) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("64" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags && !(_tk getVariable ["loaded64",false])) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (_tgt isKindOf "landVehicle") exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("128" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (_tgt isKindOf "CAManBase" && diag_tickTime mod 30 <= 6) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("64" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; }; uiSleep _cannonReloadTime; } else { uiSleep 2; }; }; }; }; } forEach _allCannonVehicles; }; }; Feedback welcome.
  25. Hi, Does anyone know how to force animations for tracks on a tank? I want tanks to follow the road in a mission, and I belive this can be done by attaching it to a car with attachto (it appears to work anyway). However, the tracks does not move, so it looks silly. I know that a way to force a tank to move along roads is to make the leader invisible, and use setpos along the road (30-40 meters at a time) and make the tank follow, but this makes for a very sluggish ride. Anyone who has any ideas (preferably a seasoned scripter or developer)?
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