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Found 12 results

  1. Hi guys, I'm very new to Arma 3 (less than 200 hours) and am building a base in Eden editor. I tried making a tank fire at targets but it uses its machine gun rather than the main turret so it just goes pew pew rather than boom boom, pls help 😞 below is the code I used (found it on youtube) I tried changing the "currenetWeapon" to "primaryWeapon" and secondaryWeapon" but it still doesn't work null = this spawn { _this dotarget k2; sleep 0.5; _this addEventHandler ["Reloaded",{ _unit = _this select 0 ; _mag = _this select 4 select 0 ; _unit addMagazine _mag ; }] ; while {alive k2 and alive _this} do { sleep 3; [_this,currentWeapon _this] call BIS_fnc_fire; } ; } ; EDIT: where do you guys learn how to write all these codes? is there a website for this or do you guys study/ already have experience in computer science and coding stuff?
  2. I wanted to know if someone would have the model to facilitate it.
  3. While using some weapons, most recently but not limited to the Suomi KP/-31, during a skirmish of running in circles and on/off shooting at each other; at one point we ran close enough to each other to initiate a melee swing, after which the gun was unable to fire. Instead of displaying the remaining ammo in the clip, it was replaced with a hyphen. If I tried firing, it would sometimes make a click sound when ADS, melee swing as if an enemy was directly in front of me, and once or twice it momentarily fired while aiming from the hip. I tried switching to my other weapon and back as well as holstering both weapons however the problem persisted. My other weapon worked fine. Hope this helps!
  4. Hello Im making my mod and I have a problem the gun does not have any sound effects when I trigger or fire the gun.. It will have a sound when I actually hit something... And I also get this error message in the image below. Can anyone help me with the coding? did I miss something please help! https://www.facebook.com/photo.php?fbid=1713552572123830&set=a.100732796739157&type=3&theater
  5. Hi, I've just started to get in the modding scene for Arma 3. I'm starting off with the basics like config modifications. And I've made a lot of progress so far. However, I've been working on a new type of ammo that is roughly equivalent to artillery in power. Due to this I was hoping to have the same visual and sound effects of the 230 mm Rockets from the M5 Sandstorm MLRS play when the new round i'm working on impacts a surface/target. But I'm at a bit of loss of how to go about implementing that. Any advice or suggestions would greatly appreciated, thank you!
  6. I've set up a mission in Eden Editor where a plane or helicopter (using Blackfish currently) will circle around a target. I have everything set up correctly and the plane moves in a circle around the target. The problem is the gunner sight and where the gun shoots are very far apart. The plane is moving around counter-clockwise and when I shoot my bullets go far right of the main box/crosshair. I don;'t have this problem when moving straight, only when moving around. Help please! EDIT: Video link: https://imgur.com/a/U29Oa
  7. I've set up a mission in Eden Editor where a plane or helicopter (using Blackfish currently) will circle around a target. I have everything set up correctly and the plane moves in a circle around the target. The problem is the gunner sight and where the gun shoots are very far apart. The plane is moving around counter-clockwise and when I shoot my bullets go far right of the main box/crosshair. I don;'t have this problem when moving straight, only when moving around. Help please! EDIT: Video link: https://imgur.com/a/U29Oa
  8. Introduction Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So we, passionate pilots, decided to see what we can do, and this mod is the result. What does it do? The core focus of the mod is to increase the damage to achieve a more realistic result. We also completely overhauled all sounds and particle effects, just take a look at our announcement trailer. Dependencies There are no dependencies with other mods. Compatibility The mod is compatible with multiple other A-10 mods. Among them are: ACE RHS Peral STI EricJ Fullerpj CUP Firewill License Changelog Download GitHub Steam Workshop Armaholic withSIX
  9. So I've been wanting a gun in ARMA 3 but I've not been able to find it. I am offering a reasonable amount ($25 for somebody to make this rifle: BONUS: if you can add a custom and awesome reload animation Ill throw in an extra $7.50 Deadline: at most 2 weeks. 3 weeks if you have a bad life, lol. Its the hipoint 995, bla bla bla, 9mm. Here's all I want: I want the gun: Hipoint 995 I want it to take attachments (Rail, no bipod, and a 9mm silencer) I want a custom sound (Nothing to fancy, just like rip a real life hipoint firing sound) And that's it. If someone can let me know if they can make this I'd be happy. I can make a payment via. paypal. However, I want to be able to trust you so if you attempt to scam me, I'll just retract my paypal payment. I don't think there's a lot of people who do that here, everyone seems pretty generous and nice. Thanks for any replies, - Billwa
  10. So, as title'd I need to determine if a unit has a machine gun/automatic rifle. At the moment I'm running with: _machineGuns = [ "MMG_02_base_F", "arifle_MX_SW_F", "LMG_Mk200_F", "LMG_Zafir_F", "MMG_01_base_F" ]; _gunCheck = {(primaryWeapon _unit) isKindOf [_x, configFile >> "CfgWeapons"]} count _machineGuns; if (_gunCheck != 0) then { //Code }; It works, but it would potentially require an edit to _machineGuns for any mod MGs, which detracts from it's user-friendliness. This is as basic as I was able to work out, so is there a better way? Please take note that I'm checking the weapon, not the unit. As an example, this is what I'm trying to achieve (script taken from VBS3): if ([configFile>>"CfgWeapons",(primaryWeapon _unit),"vbs2_mgun"] call fn_vbs_isKindOf) then { //Code }; So, in the example it's very convenient that "vbs2_mgun" covered everything, and thus requires no editing on the user's part. Cheers.
  11. Hi, I'm trying to replace the warrior's(mora) weapon systems and I'm encountering an error with rjm_l21a1 but rjm_l94_coax works just fine. I have tried commenting out different things to find the error but I still can't figure it out. Here's the config: //Addon makes a new warrior with realistic weapon systems and names //Addon config by Rory Murphy class cfgPatches { class rjm_warrior { author[] = {"Rory Murphy"}; requiredVersion = 0.01; factions[] = {}; units[] = {"rjm_fv510_warrior_d","rjm_fv510_warrior_w"}; weapons[] = {"rjm_l21a1_rarden", "rjm_l94_coax"}; requiredAddons[] = {"A3_Modules_F", "A3_Armor_F_EPB_APC_tracked_03"}; }; }; class cfgVehicles { //define all classes for the rarden to function properly class APC_Tracked_03_base_F; class Turrets; class Turrets : Turrets { class MainTurret; }; //Desert Variant class rjm_fv510_warrior_d : APC_Tracked_03_base_F { displayName = "FV 510 Warrior Desert"; side = 1; faction = "BLU_F"; scope = 2; crew = "B_crew_F"; hiddenSelections[] = { "Camo1", "Camo2" }; hiddenSelectionsTextures[] = { "rjm_warrior\data\fv_510_turret_d", "rjm_warrior\data\fv_510_body_d" }; class Turrets : Turrets { class MainTurret : MainTurret { weapons[] = { "rjm_l21a1_rarden", "rjm_l94_coax" }; magazines[] = { "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei" }; }; }; }; //Woodland Variant class rjm_fv510_warrior_w : APC_Tracked_03_base_F { displayName = "FV 510 Warrior Woodland"; side = 1; scope = 2; faction = "BLU_F"; crew = "B_crew_F"; hiddenSelections[] = {"Camo1", "Camo2"}; hiddenSelectionsTextures[] = {"rjm_warrior\data\fv_510_turret_w", "rjm_warrior\data\fv_510_body_w"}; class Turrets : Turrets { class MainTurret : MainTurret { weapons[] = { "rjm_l21a1_rarden", "rjm_l94_coax" }; magazines[] = { "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei" }; }; }; }; };//end cfgVehicles class class cfgWeapons { class autocannon_30mm; class LMG_coax; class rjm_l21a1_rarden : autocannon_30mm { displayName = "L21A1 Rarden"; magazines[] = {"rjm_6rd_apfsdp", "rjm_6rd_hei"}; }; class rjm_l94_coax : LMG_coax { displayName = "L94 EX-34 Chain Gun"; magazines[] = {"rjm_coax_ammobox"}; }; };//end cfgWeapons class class cfgMagazines { class 60Rnd_30mm_APFSDS_shells; class 140Rnd_30mm_MP_shells; class 200Rnd_762x51_Belt; class rjm_6rd_apfsdp : 60Rnd_30mm_APFSDS_shells { displayName = "6 RD APFSDP"; ammo = "B_30mm_MP"; count = 6; }; class rjm_6rd_hei : 140Rnd_30mm_MP_shells { displayName = "6 RD HEI"; ammo = "B_30mm_APFSDS"; count = 6; }; class rjm_coax_ammobox : 200Rnd_762x51_Belt { displayName = "250 RD 762x51"; ammo = "B_762x51_Ball"; count = 250; }; }; Thanks for any help
  12. Hi all, i have a medical container and i whant to to attach the respawn_west to this container. How can i do this. Thanks for your help EidEchse
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