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Found 3 results

  1. What does this mod do exactly? This mod enables you to simulate a biological attack (or anything in your imagination) within a user defined/placed area and the only way you can make it through it is if you have a certain set of gear (all user defined). This mod is modular and allows you to define any headgear/goggles/uniform/vest (check features list for more details) to be considered necessary gear for traversing the area and there is a detector with sounds when you are in the area (similar to a Geiger counter) so you know if you need to have your gear on or not. Create safe zones or vehicles as you please. Zeus integration through Achilles or Zeus Enhanced. The mod will have no outside dependencies, but will be compatible with ACE3 in the sense of how damage is applied over time to the player if ACE3 medical is enabled on the client. See also: JSHK Contamination Gear Missions: Operation Tombstone: Prelude Current version: PUBLIC v0.5.6 Notes/Updates on current version: -Zeus functionality is only present when you are running Achilles OR Zeus Enhanced along with CBA, while they are not dependencies on the overall mod they are required since I'm using their functions. -If you have an issue with the mod, please post or PM me so I can fix it in a timely manner! -I do not know how much time I can dedicate to this mod and its evolution, but I do hope to push updates with cool new features as time goes along. I appreciate your future patience. -I have done minimal MP testing on all fronts as I don't have access to a server like I once did. Please let me know if MP doesn't work... Other Notes: -Make sure that the classnames for the gear DO NOT have quotations in the module input and separate each class with a comma. -To bring up your detector, make sure it is in your active inventory (the watch slot) and press your WATCH key (default is 'O') Changelog: Features List(s): Media: Some of the community members I really can't thank enough for their help and their patience with my unpredictable schedule: Ltf: -Module icon picture -Mask overlay images -Gear textures Evil Organ: -Environmental Effects post process effects code (currently WIP) zagor64bz: -Main Modification Logo and Detector GUI Interface aspects Soolie: -Detector GUI interface and code Mr. Skellington: -For his work on CBRN Defense Units that he has graciously released for public consumption The Achilles Team & Zeus Enhanced Team -For their functionality allowing for custom modules to be made through Zeus on-the-fly DOWNLOAD and SUBSCRIBE: Note: I plan to only release on the Steam Workshop for Arma 3 and a mirror on Google Drive
  2. Summary: With the new mine detector beeping more than your favorite astromech droid I'd thought I'd give it a more alien twist. This script "converts" the mine detector into a basic motion detector. Warning, do not use in conjunction with actual mines... or do, your choice. Features: -Beeps and boops (Credit: BIS) -Lightweight -Group members are detected but not so beepy. -Only locomotion is detected, not waving away flies or checking your gun. A standard crawl will avoid detection though. -Detects motion of vehicles too, not that you'd miss them at that range... Known Issues: -"Motion" can be a bit twitchy on the detector HUD. -Friendly AI may spot and reveal their "motion trackers" so they won't beep. You can get around this by executing: {_x disableAI "MINEDETECTION";} forEach allUnits; Singleplayer/Multiplayer: Should in theory work for both. I haven't had the time or manpower to test properly in MP. Let me know if you find any issues. Install/Usage: 1. Create "motionDetector.sqf" in your mission folder, for contents see below. 2. In init.sqf execute that sucker like so: 0 = [] execVM "motionDetector.sqf"; 3. Put a mine detector in the player's hands. 4. Profit? Future plans: None, I threw this together real quick just for fun. If you want something added post the suggestion and we'll see. Files: motionDetector.sqf
  3. hi guys, was trying to use mine detector in MP, because players spam soo many mines that every step can be the last! ...guess what? tried everything....but it doesnt work ! here's the details : first of all i use veteran difficulty in MP, so no ridicolous red triangles on screen. i have mineDetector in my inventory (dress or jacket, tried also on backpack), i go near a mine...nothing. i supposed (or maybe i remember wrong from ACE3 times) it should also hint and yell about spotting a mine. but it does absolutely nothing. tried also in editor...even with red triangles dont seems to make any difference. and never hintor audio. any idea how make it yells and hint ? thanks !
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