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Found 69 results

  1. INFO: Custom loadingscreen Spotlight. to join server in arma 3 main screen. Custom sounds. PVP is everywhere PVP area is just double respect. We do have a big selection of vehicle, tanks , aircraft, jets, helicopters, boats, ships. Discord bots: Players Online Top 10 Leaderboard K/D Last 5 kills on server. Base Rights Check Exile Server management bot. START: 250,000 Poptabs 50,000 Respect 5 Free Scratchies. MAP: GreenSea map [20.500x20.500] Radiation zone with highclass loot PVP Zone for Double Respect and unique missions. [only use handweapons you will lose half of your respect if you make a kill with any vehicle GREEN = SAFEZONE ORANGE = TRADER NO SAFEZONE WHITE CIRCLE = NON BUILDING ZONES RED CIRCLE = DO NO PLACE MINES ZONES PLAYER: Select one of our big Selections of loadouts on spawn weaponhud/groupPanel Raise Vanilla 3d Marker distance 5000 Meter. Drag body Burry body Gut body Take box and walk with boxes [load box in vehicle] Rappel require item “Rope” Revive [Changed respawntimer when died to 10 min] Halo-jump – above 35m Wages Killstreak till you die. EXP SYSTEM: Enemy AI Killed Enemy Player Killed died in action Enemy Killed Scavenged Item Salvaged Vehicle Vehicle Hotwired Vehicle Repaired Vehicle Purchased Flag Stolen Flag Hacked Safe Hacked Door Grinded Breaching Completed Construction Repaired Buildable Stolen Recovered Vehicle Harvest Complete Mining Complete Fishing Complete ZCP Complete PERK: Auto Scratchy Better Throwables survivor Beginner Survivalist Expert Survivalist Master Survivalist Recoil Compensation Recoil Compensation 2 Recoil Compensation 3 Grind Time Grind Time 2 Grind Time 3 Hack Time Hack Time 2 Hack Time 3 Lockpick Time Lockpick Time 2 Lockpick Time 3 Repair Time Repair Time 2 Repair Time 3 Flag Stealing Time Flag Stealing Time 2 Flag Stealing Time 3 Breach Time Breach Time 2 Breach Time 3 Novice Fisherman Expert Fisherman Master Fisherman Miner Expert Miner Master Miner Harvester Expert Harvester Master Harvester Harvest Time Nature Langauge Beginner Runner Expert Runner Master Runner Student Wages Speed Worker Wages Speed Banker Wages Speed Student Wages Amount Worker Wages Amount Banker Wages Amount Home sweet home Home sweet home 2 Home sweet home 3 Locker Limit Locker Limit 2 Locker Limit 3 BASE: 350 items on level 10 flags. Max 60 Meter high Maintain your base every 7 days. base decay is on 10 days If your flag is stolen restore it after 2 days codes go to 0000 4 days the base will despawn. Wardrope - buy your loadouts from inside your base ATM - Bank your money and acces playermarket inside base Laptop Camera System and PlayerMarket inside base Vector-build Instant-build Garbage Container with scroll option to remove bugged items inside territory Base paint+/- 1000 textures Base Spawn once every 20 min (Level 3 Territory Flag or higher) 150-meter range Generator to switch on/off base lamps. Lock/Unlock all safes/doors inside territory! [no codes required to open them] Remote gates / drawbridges from inside vehicle. and xm8 Enhanced movement is disabled in territory / traders Remove base script. will pack all items/safes and refund flag money on your bank. make sure you empty your virtual garage the vehicle will be lost.. BASE RAID: Offline raid is disabled. if anyone with buildrights been online in the restart, the raid will be activated till restart. Possible at any time: Thermal Scanner [from the moment the lock is used you can scan with Thermal Scanner for 15 min.] Hack Safes & Containers [Laptop] [always possible] Hack Doors, windows, floorhatch and drawbridges [Laptop] [always possible] Hack Flag (VG) [Laptop] [always possible] Only possible if anyone from territory with buildright been online: Steal Flag Explosives. Wood breaching charge, Metal breaching charge & Big momma charge. Grind doors. Grinder & Battery required. XM8: [To open XM8 press: 6] Boom Commander Private Chat Vehicle Marker Basekit Base Marker Territory Management Remote Recipes Generator Discord Info CCTV Disable Chat Disable HUD Disable Statusbar Notepad Vehicle stats Viewdistance Airdrop Disable Envirmentsound PvP Zone Playerscan Perk Menu Party Family Family Management Territory Virtual Garage Stats Buy Respect Settings Auto Scratchy Play Scratchy Get Price Fix Me Dead Scan Vehicle HP Bars Deploy: Ultra Light Requires Ductape Porsche Requires Ductape Fennek Requires Ductape Lada Requires Ductape Motercycle Requires Ductape Mora Requires Ductape + Engine WaterScooter Requires Ductape Gun Boat Requires Ductape + Engine Plane Requires Ductape Armed Plane Requires Ductape + Main Rotor Mozzie Requires Ductape Hummingbird Requires Ductape AIRCRAFT: [Planes, Helicopters & UAV] BOAT: [Boats, Landingcraft, Ships & Submarine] VEHICLE: [cars, apcs, tanks and Statics] added on: Ducttape repair [on all also in combat] ReArm/Repair/Refuel at: Huron crates ReArm box for scroll option from outside Paint menu Vehicle Tuning Menu on vehicle and tanks. Complety Custom UI Custom pilot hud Custom paint menu on scrol [ get in driver get out lock unlock and scroll paint. ] Custom lisence Plates [only on vehicle with plates] [ get in driver get out lock unlock and scroll paint. ] Reclaim body/loot Save loadout Claim require code Lock Load crates Slingload/tow Boxes/Vehicle lock & unlock vehicle from inside lock pick with a knife Halo-jump – above 35m just eject. Sonar for boats Chop wood directly into the vehicle [base game vehicle only] Artilery Computer KEYS: Get range with binoculars - T R Select next target (targets are prioritized according to the currently selected weapon and the target threat) T Select target under the cursor / center of view to lock on. and get range LCTRL + R Toggle radar on/off [X] and [Z] to ascend and descend. in SDV Alt-U to lock the turret. Only works if player is in the "Gunner" view (using the sights). LCTRL-Alt-U to lock the turret facing forward along hull. Works in any view (1st person, 3rd person, etc.). Z to drive backwards with Jets & Planes. RSHIFT for fishing [you need to be in a boat and have fishing nets on you] LSHIFT + Alt + X this will cut your parashute. Action keybinds (default) [ next module on left panel ] next module on right panel RCTRL + [ toggle submodes on current left panel module RCTRL + ] toggle submodes on current right panel module CUSTOM USERKEYS: User key 1 = Unlock/lock User key 2 = Yellow Team Marker User key 3 = Remove all markers User key 4 = Self healing user key 5 = Enhanced Movement [Read bellow] User key 7 = perk is also in XM8 Enhanced movement: Load all the mods for the server and start-up ARMA 3 go to settings. than press expansions. enhanced movement. only asign a custom user key to Jump/climb remove the other keys, then go back and go to settings put everything off at settings. log back into the game and asign a key to the custom key you set. ESM BOT: Claim Rewards every 30 min Manage territory Territory payment anoucement with esm bot on discord. Territory Raid Notifications with esm bot on discord. Fix your self if you got stuck. MISSIONS & MONEY: DMS Dynamic Mission System: our missions are custom build and give nice reward vehicles. there will be loot in the crates and on the AI bodies too. [don’t forget to loot bodies!] DMS Bank mission: Bank mission will take 2% of all people there money.. logging out wont help ya.. it will still take your money! Capture points with AI waves: You will have to capture the zone for 5 min. rewards are lots of Respect and Poptabs [the more players the more money]. green circle = no one captures blue circle = you capturealone red circle = you capture not alone (enemy players) Assassination MISSIONS: Assassinate the Smuggler/Fisherman/Bankrobber to take his cash! ATM Hack [malfunction ATM] Hack the ATM and the money will be yours! Airdrops: Building Materials Grenade launchers Food&Drinks Drugs Farming ORE: in order to get the option to mine, you will need a pickaxe you can buy in hardware & scuba traders. Drug Missions: (in order to get the option to harvest, you will need a knife) static side missions Green and Yellow dots ( Weed warehouses and Magic forrest ) Shipwrecks: You will need diving clothing to take the box. you can load it in any boat / submarine Blue Circle: Crafting materials Fishing: Get some fishing nets at scuba trader, buy a Boat/Ship/Submarine it's "right shift" to fish! high-loot: Go loot, at our PVP area or Radiationzone. Best gear will be found there! SUGGESTIONS: Do you like to see something getting changed on our server, post it on our forum in discord.
  2. Hello! First | The basic premise of what I am attempting to do is two-fold. A) respawn existing vehicles (of different types - i.e. some jets, some helicopters, some ground vehicles), with the same custom pylons - for the jets/helis - set by the pylon/dynamic loadout editor in 3den. This part works fine thus far (see below). And B) apply unlimited ammo on a delay (i.e. it takes 45 seconds for the ammo to restore) to both the original vehicle and its respawned clone. The main trouble I am having is getting unlimited ammo to work with the new, respawned vehicles. Second | A code dump and summary of what is where: The code below is my unlimited ammo expression in the existing F/A-181 (and other vehicles). Ideally, the missiles & bombs refresh on a delay, hence the {sleep 45} segment. This part works perfectly for my purposes. this addEventHandler ["Fired",{[_this select 0,getNumber (configFile/"CfgAmmo"/(_this select 4)/"explosive")] spawn {if (_this select 1==1) then {sleep 45};_this select 0 setVehicleAmmo 1}}]; This code is present in the expression of a Game Logic and synced to all relevant air vehicles. It works perfectly for my purposes; no errors and functions as intended. [this] call { if (!isServer) exitWith {}; params ["_thisObject"]; _vehs = synchronizedObjects _thisObject; _initScript = { params ["_vehicle", ["_pylons", "none"]]; if (typeName _pylons == typeName []) then { private _pylonPaths = (configProperties [configFile >> "CfgVehicles" >> typeOf _vehicle >> "Components" >> "TransportPylonsComponent" >> "Pylons", "isClass _x"]) apply { getArray (_x >> "turret") }; { _vehicle removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach getPylonMagazines _vehicle; { _vehicle setPylonLoadout [_forEachIndex + 1, _x, true, _pylonPaths select _forEachIndex] } forEach _pylons; }; }; { [_x] call _initScript; } forEach _vehs; [_vehs, _initScript] spawn { params ["_vehs", "_initScript"]; sleep 1; _respawnlist = []; { _respawnlist = _respawnlist + [[_x, position _x, [vectorDir _x, vectorUp _x], getPylonMagazines _x]] } forEach _vehs; while { true } do { sleep 1; { _veh = _x # 0; _respawnpos = _x # 1; _playerdistance = 200; { if (_veh distance _x < _playerdistance) then { _playerdistance = _veh distance _x }; } forEach allPlayers; if (!alive _veh || (_veh distance _respawnpos > 20 && _playerdistance > 20)) then { _vehType = typeOf _veh; [_veh, _respawnlist] spawn { params ["_veh", "_respawnlist"]; deleteVehicleCrew _veh; _veh lock true; _inSpawn = false; waitUntil { sleep 0.5; _inSpawn = false; { _respawnpos = _x # 1; if ((_veh distance _respawnpos) < 30) exitWith { _inSpawn = true; }; } forEach _respawnlist; _inSpawn || ((speed _veh == 0) && (isTouchingGround _veh)); }; if (!_inSpawn) then { sleep 30 }; deleteVehicle _veh; }; sleep 10; _newveh = _vehType createVehicle _respawnpos; _newveh setPos _respawnpos; _newveh setVectorDirAndUp (_x # 2);[_newveh, _x # 3] call _initScript; _respawnlist set [_forEachIndex, [_newveh, _respawnpos, _x # 2, _x # 3]]; }; } forEach _respawnlist; }; }; }; This is the current code present in the "System Specific - Vehicle Respawn" Module expression (not its Init). It does not work at all. params ["_newVeh", "_oldVeh"]; [_newVeh addEventHandler ["Fired", { [_newVeh select 0, getNumber (configFile/"CfgAmmo"/(_newVeh select 4)/"explosive")] spawn { if (_newVeh select 1 >= 0) then { sleep 5 }; _newVeh select 0 setVehicleAmmo 1 } }]] call BIS_fnc_initVehicle; The Vehicle Respawn Module: It throws the no errors upon mission launch and no errors upon vehicle respawn. My friends and I suspect it is not even executing properly. Here are a few screencaps of the 3den editor of the scene in question if it helps you: // Overview of the whole airfield. The Vehicle Respawn Module on the Right by the center of the airfiled is exlusively linked to ground vehicles. It respawns the vehicles fine but without the unlimited ammo. // The test F/A-181. // The Game Logic. // My two primary test subjects (Left is experimental; Right is the control). As you can see, the left F/A-181 is the primary test subject for the Vehicle Respawn Module, as it is synced to both the Vehicle Respawn and the Game Logic. The right F/A-181 (and all other air vehicles) is synced only to the Game Logic. Both jets initially spawn with the proper pylons/dynamic loadouts and unlimited ammo, as expected vis-a-vis the 3den editor settings. Both jets respawn with the proper pylons/dynamic loadouts. Neither jet respawns with unlimited ammo, currently. I feel close to solving this, but I am blind to what I am missing/adding unnecessarily. I have tried numerous other variations with even less luck. I am sure there is some redundancy between the Vehicle Respawn Module and the game logic, and I would appreciate any simplifications there. However, that is a secondary concern. Thanks for reading this far! Hopefully, you can help me and anyone else who wants to do this.
  3. i would like to know if it is possible to disable the missile target and locking icons while using missles (on jets) in arma 3.
  4. Hi all, I'm having some problems when flying jets and vtols (haven't tried helicopters yet). Whenever I take a hard turn in jets my frame rate will drop massively and stutter until I eventually straighten out again. On top of this, any time I use flares the game will basically freeze. It will play only a few frames per minute and if left for 15 minutes or so by the time the flares have 'dispersed' it will go back to normal. I've also noticed my cpu usage will drop to 5% or so whenever this is happening. Another thing I've noticed is when I press esc it'll freeze for a second before bringing up the pause menu. Has anyone had something like this happen to them or can advise me? I don't think its my hardware as I'm getting >100 fps most of the time on high. I reinstalled 3 separate times and have it installed on my SSD now with no change.
  5. Hello Everyone! I am bothered the last weeks with an idea but missing the skills and capacities to form it into reality. I know you heard that a lot of times here and I am indeed searching for people who are willing to bring this project to reality because they would love it to be in the game! As you could read already in the title I would love to have DCS in Arma 3. What does that mean? Well, ArmA delivers a good balance between Sim and casual concerning flight mechanics and since the jet dlc there is quite some potential. Unfortunately most ArmA maps, although already large, lack the seize of an air to air combat map. My idea involves the following: 1. Build a map which is big enough with at least two airports at opposite ends. (This is possible also with way beyond reasonable fps looking at maps like "south east Asia"; the importance, I guess, is to keep the prop count low, textures minimal, amongst other stuff) 2. Build a simple MP ready mission where people can fight each other on this map in planes, nothing else than this map as a mod needed, but of course welcomed to build upon this with mods and stuff! 3. Integrate a mission system so there is always something to do and out of these missions dog fights and so evolve. 4. Bring scripts in as view distance, Driving planes backwards, and rearming pylons to your likings. I know that I might not be the first one having the idea and I also know that most people would just say "learn it and do it". Nevertheless I thought asking doesn't cost anything and perhaps there are some of you out there who already have the skills and like the idea and we could make it come to life together. I mean, we could build a solid alternative for DCS with lesser focus on the simulation but the action without getting to casual, because I think Arma delivers it! And it would be free for all those who already own Arma! No new flight game needed, we basically have it within the game, no one woke it really up, yet! Also it would close the gap to Arm4 coming out 2044 a bit, delivering a new way to enjoy and experience the game. I am open for any suggestions, help, information or critics. Perhaps something like this is already in development and I haven't found it (South East Asia doe lacks the two airports at the end of the map and I tried to build them in the editor afterwards, which was not really working...). At least I wanted his idea to be out there in this amazing community, even if no-one is at first answering or interested. Thank you all and have a nice day!
  6. BeardedExpensive

    My Bomb Pylons Wont cycle

    When Im playing on one of my favorite servers, i put in my custom pylons and they have quite a few bombs in them right? Anyways, when I cycle through my other pylons they're there, but qhen I cycle through my bombs and i know i have them, it only shows me the laser marker
  7. Been flying a lot in the jets in the editor, training both BVR and a gun fighting, and one thing that keeps bothering me is that the weapons, the gun in particular, seem to have poor visual feedback, especially on the Shikra and Wasp. These guns feel like they have some spray to it but I honestly can't tell because the tracer is white, and the explosion on impact is grey and white. So when taking shots at longer ranges I have no idea where the rounds are going and if they are hitting at all. The only time I managed to tell was when I sat about 50m from a Y-32 and see small white explosions on the door. I was wondering if it'd be possible to change the tracers to something more bright yellow and the explosions to yellow/orange and black, or at least consider this for a future instalment. As a side note: Audio for these weapons could also be better, it feels like I'm firing an airsoft gun. The Shikra could use the To-199, it make the 30mm seem a lot more powerful
  8. officialepicpatrickyolo

    Aircraft Banking Randomly

    I recently got into ArmA, and tried out my joystick (T.Flight HOTAS 4) to fly aircraft in this game. While flying the Yak-130, I noticed that my aircraft would randomly bank to the right without any input from me. I noticed the same with helicopters, but it stopped doing it after a couple hours. How do I prevent this from happening? It makes landing and bomb runs extremely difficult for me, and it frustrates me.
  9. [SP/MP][COOP] LMS 1-8/2 CAAS CAAS is a Singleplayer or Coop mission for 1 to 8 players now (was 4 before) and 2 optional enemy pilots, featuring pilots on the Altis main airport. Mission file: https://steamcommunity.com/sharedfiles/filedetails/?id=2206040060 Mission setting: Island: Altis Daytime: 2020-08-17, 05:00 - time multiplier ×30 by day, ×60 by night - can be changed Weather: cloudy - can be changed Mission goal: Wander in Altis skies waiting for the new task to pop. This mission has no ending. Tasks: Destroy convoys, tank battalions, helicopters, jets… and AA! Gear: A-164, Black Wasp, helicopters (AH-9, AH-99, UH-80) Functionalities: - camera intro - briefing & tasks - fully voiced (using Fixed Wings BI showcase) - translated (EN/FR) - randomised: random tasks happen on a random spot on the island - vehicle respawn - loadout selector - HUD colour changer - NO MODS REQUIRED at all - Jets DLC required to pilot the Black Wasp. Feedback: You can contact me on ARMA Discord, or Steam or BI forums for praises, improvement ideas or threats on my (virtual) life. No Paypal here, just tell me if you enjoyed it and I will be more than happy 😉 LAST UPDATE: 2020-11-10 19:33 - bug reports and suggestions are always welcome, otherwise this mission might be in its final state 🙂 Changelog:
  10. Hi guys, I have seen some videos of Arma 3 jet dog fights in which the gun was used to destroy the enemy plane. The pilot always had a kind of "green lead circle" in the Over Head Display to see where to aim to hit the enemy plane. When I fly, I don't see this point and I always have to estimate myself where to aim. Here is a screenshot of what I mean: https://imgur.com/a/e2EFsfo The enemy is only marked with a square, but there is no circle. What is the reason for this and what can I do to change it? Or is it normal and I am just stupid haha? Thanks
  11. A little bit about us... We are 160 Special Operations Aviation Regiment (SOAR) and 75th Fighter Squadron "Tiger Sharks". We are a tight, close-knit unit who are currently looking for rotary, fixed wing pilots, pararescue (PJ), and people to operate logistics.We are a new unit and currently have 11 members, but we are looking for anyone who's interested in joining. We work with The Princess of Wales Royal Regiment (PWRR) closely as we are their air assets group. We perform CASEVACs, MEDEVACs, CAS, CAP, and transportation. We are a separate unit. However, we do share the same TeamSpeak server and Arma server. We work closely with them during OPs. 160 SOAR and 75th FS is a milsim unit. We have regular company and battalion training. Our OPs has a Zeus and on top of that, are a one-life event every mission... meaning that if you die in the one mission, you're done until the next mission. However, that doesn't mean you're eliminated from the campaign. We have campaigns that last a few months and we are heading into our 3rd campaign with PWRR! What do we do? As I said above, we train and operate with anything that's aviation related. 160 SOAR and 75th FS operates helicopters and fixed wing aircrafts. We have Apaches, Blackhawks, Chinooks, Little Birds, A-10s, and F-15s. We transport PWRR to their deployment zone, perform MEDEVAC, CASEVAC, CAS, CAP and transportation for them to get in and out of the area of operations. Are you interested? Here are some references if you would like to know more about us... Discord: https://discord.gg/cJMdvh TeamSpeak 3: 76.10.222.231 Feel free to add me on Steam and message me. https://steamcommunity.com/profiles/76561198119774197/ You can also add the CO of 160th SOAR: Col. C Prater https://steamcommunity.com/profiles/76561198305133357/ We'll see you on the battlefield, over and out.
  12. Here we go..again. I've been playing around with the editor, and this is what I've put together, just for fun. This is dedicated to all the "PILOTS" out there...and besides, not many scenarios based on AIR assets. It's an SP AIR CAMPAIGN, where you play as a NAVY or MARINE pilot, flying combat missions over enemy AO. Here more details: Summer of 2027... Winds of war are sweeping across the Middle East... ...Iran surprisingly announces his newly developed nuclear arsenal. Scared by the powerful neighbor, Syria, Jordan, and Iraq quickly form an alliance with Iran. Their armies, a.k.a. the CSAT, cuts through Egypt and Libya, ending his course on the Greek island of Altis. A foothold at the doorstep of Europe. U.N. resolution authorizes NATO intervention. The Sixth Fleet is mobilized and a carrier group is scrambled offshore Altis. U.S. Navy pilots and aviators from the 3rd Marine Aircraft Wing are tasked to conduct Air Superiority and Ground Attack mission to disrupt enemy operations, in preparation for a major invasion. Your task is to fly combat missions over enemy AO. FEATURING: -AUTO-CREWING OF VEHICLES (AI crew will join/dismiss as needed). -GUNNER to PILOT CUSTOM COMMANDS: (Control Altitude, Directions, Loiter Area, Land here and RTB while in the gunner seats. -"TAXING" THE DECK CUSTOM SCRIPT. (Move to catapult ready for takeoff action). -DECK-CREW WEAPONS OFFICER (Change pylons loads on the deck with GUI) -VIEW DISTANCE GUI (Set view distance based on foot/ground vehicles/air/drone use) -LANDING PATH HELPER (Action will set you up for landing, moving you to correct descend path.) -ENHANCED UAV LASER-INTEL (Provide additional INTEL on lased objects) . MISSION: The mission is based on Drongo's Area of Operation, which will give you random tasks and objectives To win the campaign, players must 300+ victory points (from killing enemies and completing missions). Killing an enemy troop gives .5 points, completing a mission gives 10 points. There is also a ''Political Will'' rating which is reduced by civilian casualties and failed missions. If it reaches zero, the campaign will be failed. Campaign progress is automatically saved at the end of a mission. MISSION TYPES: -Demo: Locate and destroy the objective. -SEAD: Locate and destroy the SAM/AAA vehicle. -Assault: Destroy the enemy forces occupying the town. -Downed Helo: Locate the downed helo and recover any sensitive items from the wreck (move next to the wreck for a few seconds). -Search and Rescue: Locate the downed pilot. Move close to him and he will join your squad. Bring him back to base. -Destroy Convoy: Destroy the enemy convoy before it reaches its destination. -Destroy Squad: Kill all members of the designated squad. -Destroy Vehicle: Destroy the designated vehicle. -Assassinate: Kill the enemy HVT -RTB: Approach the aoBase object. REQUIRED ADD-ON: DRONGO AREA OF OPERATION's COMMUNITY FACTIONS PROJECT. Note: Each add-on has his on dependencies. CREDITS AND SPECIAL THANKS: - @Grumpy Old Man for his invaluable PYLON LOADOUT SCRIPT. - @tonic-_- for his TAW script. -Drongo for his AREA OF OPERATIONS mod. - @beno_83au for his great Enhanced UAV intel script. - @Larrow, @wogz187, and EVERYONE ELSE THAT HELPED ME directly or indirectly, which due to my aging brain, I 'm forgetting. STEAM WORKSHOP LINK Please , subscribe, rate, but most of all REPORT bugs/problems/like/dislike. A little peek ..hahahahaha
  13. May I have some help to compile this script, if (Plight == 0) then { playSound ["click", true]; cockpit = playerJET; CPlight = "#lightpoint" createVehicle [0,0,0]; CPlight setLightBrightness 0.1; CPLight setLightAmbient [0.0, 1.0, 0.0]; CPlight setLightColor [0.0, 1.0, 0.0]; CPlight attachTo [cockpit, [0,5,-0.5], "vez"]; addMissionEventHandler ["Draw3D", { CPlight setVectorDirAndUp [ (cockpit selectionPosition "pohon") vectorFromTo (cockpit selectionPosition "otochlaven"), [0,0,1]; Plight=1; ]; }]; } else { deletevehicle CPlight; Plight=0; }; It reports "Missing ]" but I don't know where it is. Before the "else", likely. Thanks!
  14. Hi community! My name is Paul and I am an illustrator, designer and author. I am also an amateur mod maker with ~20 years of experience beginning with Operation Flash-point all those years ago. Over this period of time the mods, maps, utilities, textures, concepts etc., that I have made were downloaded hundreds of thousands of times. This is not me trying to brag but to demonstrate that when I commit to a project I see it through to success. It's been a while since I wanted to commit to such a project and now the time has come. The Eden editor is a fun tool, and so I've come to join all of you. There are two projects I currently have in progress. These projects are very different but serve as a learning environment to develop future goals. Both of these projects use a GUI "toy" which is a major element that I want to incorporate in the final project. Ultimately I'd like to release these projects as "modular plug-ins" (a combination of in-engine assets and the scripts to run them), which fit easily into any existing or future scenarios. Here, my first goal is to post sample missions of the two current projects for others to try out and to show my participation with the community. A long time ago on a NEXUS far-far away I released a mod titled "187gurlz" for Fallout 3. The primary character, named Sasha Ashe, was an ass-kicking wasteland warrior devoted to assisting the player restore hope to the capital waste. The first modular plug-in will be a companion mod very much like the ones we're familiar with for Bethesda games. The first part will be the GUI toy connected to a generic character (which you can assign female assets to if you have them). The second part will be the same with custom assets for the female model. That's where you come in. I need the model assets to make this module stand-alone. Necessary is the Female model/outfits. Potentially custom weapons, too. Download link: SWO Mission Control The balance of flight mechanics in ARMA III, somewhere in the middle between Battlefield and DCS, are very appealing to me. With the same GUI toy philosophy in mind I am creating a mission control interface which can be slotted into any existing and future "flight oriented" scenario. Although I've had success getting all the elements to work, surely my scripting is poorly executed and, if nothing else, not optimized. That's where you come in. If you're interested in examining and potentially editing these scripts I'd be excited to see your feedback. Download link: JET TOYS My intention is to submit these projects to the community as a demonstration of participation and aptitude. And to potentially find like-minded modders of all different skill sets to work on a more ambitious future project. I'm honored to be here among service members, grumpy old men, and some alarmingly proficient computer science majors. Thanks for having me in your community, Paul
  15. This thread should link here: Simple Radar Warning System Have fun!
  16. There have been sometime now since the Jets DLC, and still no addition or altering to the flightmodels. Jets in this game are just kinda "existing" in the air and not so much being pushed foreward by the force of the engine(s). this obviusly is due to the lack of overall physics to the game, And it is true that most of those physics dont matter if you are in the infantry on the ground. But the jets in this game, is something else. My question is as follows, will there be, or is there plans to alter the flightmodel or intruduce a "advanced flightmodel" for fixed wing aswell, in the near future?
  17. I am new to working with Cfg's and I have been working on adding some more camo textures to a jet however, the option of them appear in-game but when I click on it, the texture stays the same, can someone perhaps point me into the right direct? Also, how can I make a vehicle show up on a certain side, so like if I was to try and get a jet to appear in the editor what would I put in the .Cfg to make it show up. Thanks in advance!
  18. Is there a way I can spawn enemy jets when flying over a trigger and also have them marked automatically with waypoint that keeps track of them and have them chase the player instead of fleeing. Thanks in advance.
  19. I have a some issues I wan't to address that regards jets and helicopters. - Scalpels and DAGR locking range differs between jets and helicopters. Jets, like the Gryphon, locks on target at 3km while the Blackfoot locks at 5,3km. ATGMs 3km locking for a jet is so close, can't this be tweaked? Given size of maps and top speed of jets wouldn't at least 6-10km be more preferable? - DAGRs and Scalpels from a Hellcat or a Pawnee is a complete mystery to me, sometimes I get a lock at 1-1,3km most often no lock at all. Seems completely random. - Bombs like the GBU-12 from the jets has no locking reticule, used to be a square that goes "diamond" on lock, now it's nothing. - Gryphon black/white camo skin variant has been blurry since release. - Gryphon and Buzzard targeting pod doesn't rotate 360 degrees, so you brake lock before impact with bombs and you are not able to see target hit, also since release. - What happened to the missile camera HUD display and the zoomed out map HUD in aircrafts? And lastly, why is the loadout for the Gryphon so limited? There's 3x and 4x Scalpels ingame for the the Buzzard for example, x2 bombs, DAGR etc, any chance of fixing this? Thank's in advance for any replies Kind Regards
  20. On the A3 Vehicle Textures (without DLCs) of diffrent Armys (NATO, AAF ,CSAT) arent Country/Army Insignias/Flags/Cockades, why ? There some Pics of Jets (A3 and DLC): https://steamcommunity.com/sharedfiles/filedetails/?id=1361596358 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596302 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596464 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596414
  21. How do I use the thrust reversers with the jets on the jets dlc? Every time I set the plane to auto land I see the thrust reversers come out but I am not sure how to do it manually. If you have any information on how to work the thrust reversers that would be nice. Thankyou!
  22. Hello, before I start I would like to say a bit about me as a player/pilot. I know how to fly, take of, land, etc as well as how to use guided bombs and missiles. But there are still some thing about flying and fighting planes/jets which I just dont get. 1) How do you control jets as well as choppers with your mouse? In the options it says "MOUSE UP/DOWN" to move the nose up/down but it doesnt work. Do I need to activate these controles somehow? 2) Whenever I fly the movements of the aircraft as well as the free look camera (when you press "Alt") feels smoothed by the game even though i turned mouse smoothing completely off. 3) When flying jets without a radar (as an example the To-199 Neophron) I'm just sometimes able to lock on to other aircrafts even under seemable same conditions (less then 2km away, clearly aiming at the other aircraft, etc). What am I doing wrong? Or is there some kind of bug? 4) Can you recommend any workshop maps to train dog fights, etc.? I'm thankfull for every tipp and advice you guys can give me! :)
  23. Miraculous Delivery Brought to you by John Kalo and zigTtzag(zTt) A team desperate for supplies. A Supply Plane loaded up. You escorting it! 1.] Hypothesis: A few days ago Special Ops Team Challenge Busters was tasked to stealthy infiltrate and sabotage a power plant North of Aggelochori. Sabotaging the power plant would disable key Altis defenses and would therefore allow Fire Ring, a trapped squad of friendly soldiers, to escape the island. It was a dangerous mission but it was the only way to save Fire Ring. So Challenge Busters did manage to bust the mission’s challenge but was detected while doing so. As a result hostile troops started pursuing them and they had to retreat to Kastro of Kavala. There they were surrounded and trapped. Up until today they have managed to survive but they are running low on ammo and supplies. Will we not resupply them soon, they are sure to be eliminated! So a supply plane has been tasked to evade hostile AA controlled areas and to resupply our troops. The supply plane will be escorted by Jet Squadron Zeus which is tasked to eliminate all hostile troops hunting the supply plane. You guys are the pilots of Jet Squadron Zeus and are from now on responsible to safely escort the supply plane to its destination. The lives of the supply planes pilots along with the Challenge Busters soldiers lives are in your hands! 2.] Important details: a)You should ALWAYS follow HQ's orders. You should not take off or even move your jet if not DIRECTLY told so for your own good. b)This mission has low replayability. Once and if you manage to complete the mission you might never play it again. c)Landing on the carrier will result in you being repaired, rearmed and refueled. e)Playing in SP will be really hard so you can use the SP Friendly action located on a laptop at the start of the mission. f)In SP there will be no rescue teams available to retrieve pilots who have ejected from their jets. g)Respawn: Base whereas the Jets will respawn up to 4 times 3.]Requirements: 3.1]Players' skills: Advanced jet piloting and organizing abilities. 3.2]Technical: a)Arma 3 Apex b)Jets DLC c)Greek Navy - http://www.armaholic.com/page.php?id=32207 d)CBA - http://www.armaholic.com/page.php?id=18767 e)ASR AI3 - http://www.armaholic.com/page.php?id=24080 4.]Bugs: 4.1]Minor: None 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-2/miraculous_delivery.altis.pbo?dl=1 8.]Changelog Version 1.1 Changed an image since the ships have been changed. Updated mission so as to be playable with the latest version of the HAFM addon. Version 1.2 Optimized mission and increased overall FPS. Added distance and daytime parameters. 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
  24. NoSirIamNotaLobster

    Problem with taking off

    So i got this problem taking off where the plane would 'bump' (like hitting an invisible rock or something) on the runway when reaching certain speed making it impossible to takeoff. It occurs on RHS's Tu-95, TeTeTe3's Su-35 and PAK FA (forgot the author's name) , some Sabs' aircraft, HAFM but vanilla aircrafts doesn't seem to be affected including Jets DLC planes. I dont think its because of the runway terrain because i tried it on altis, stratis,and virtual garage all with the same result. Does anybody have the same issue or.. is it just me? Original https://forums.bistudio.com/forums/topic/212258-problem-taking-off/ Decided to move it here from troubleshooting thanks to suggestions and how it affects only modded planes and i'm a noob in forums Thanks guys, appreciate every help.
  25. 421st Fighter Squadron F-16C By: J. 'Dogs' Summerville BACKGROUND The 421st Fighter Squadron is part of the 388th Fighter Wing at Hill Air Force Base, Utah. It operates the Block 40 General Dynamics F-16 Fighting Falcon aircraft conducting air superiority missions. The squadron is one of the most decorated fighter squadrons in the United States Air Force, being awarded three Presidential Unit Citations and seven Air Force Outstanding Unit Awards for Valor in Combat. The unit was originally formed as the 421st Night Fighter Squadron in 1943. After training, it was deployed to Fifth Air Force and ordered to New Guinea to provide air defense interceptor protection against Japanese night air raids on USAAF airfields. It later served in the Philippines Campaign where in addition to night interceptor missions it also flew day and night interdiction missions against enemy troop movements, bridges and other targets of opportunity. It later served on Okinawa and in Occupied Japan where it was inactivated in 1947. It was reactivated by Tactical Air Command in 1962 as the 421st Tactical Fighter Squadron. Equipped with F-105 Thunderchiefs, it deployed to Southeast Asia and engaged in combat operations over North Vietnam. It returned to the United States and was re-equipped with the F-4D Phantom II and returned to Southeast Asia for a second and later third tour of duty in the Vietnam War. It was one of the first USAF Squadrons equipped with the F-16A Fighting Falcon in 1980 and went on to serve in the 1991 Gulf War. In recent years, the squadron has deployed to the United States Air Forces Central Command, engaging in combat during Operation Enduring Freedom and Operation Iraqi Freedom. INFORMATION This mod was created for Firewill's F-16C, based off of the 421st Fighter Squadron. I am currently working on making custom skins for all active Fighter Squadrons in the United States Air Force. This mod includes 6 different textures for the 421st Fighter Squadron with custom tail numbers for each aircraft, labeled via classname. Because this mod uses firewill's F-16, naturally his mod is required, it can be found on the steam workshop. DOWNLOAD Steam Workshop ArmaHolic
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