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Found 321 results

  1. Hi Guys, I am trying to make a small mod based on sqf files. I understood that I need to use config.cpp with class CfgFunctions to call the first script. My problem is the first script which initializes everything need to be executed on each machine at mission start including server but later on also if someone joins with JIP it should be executed for him on his machine too. How can I achieve this ? Thanks in advance
  2. Hello all i have been following a tutorial on getting started with terrain builder, however i have got to the point where you load buldozer and i get this error. my layers cfg is this. My MapFrame settings are these. however the files its looking for do exist any help would be apreciated.
  3. Hi guys. Creating this poll because 1) it can be an interesting information for any mission maker 2) there are sometimes some missions on the WS that could be interesting but too many mods are requested (IMHO). So, just wanted to know what you think about that.
  4. Heyho, Im Marshmallow and work on a Stretch-Limo for Arma 3. I have 1 Car Into Arma (Gurkha RPV) and this is only In A3s (Arma 3 Survival). This here is my next car and i think...thats cool. You can see, i make Screenshots and modelling all self. Maybe i make a non armed version....hmm.. More as maybe. Im Sure :P But i have not many time at the moment. I work on a big Project and i work and so. Pls be patient. You can see my Status in the Screenshots. ________________________________________________________________________ Moin, auf deutsch fasel ich jetzt hier nicht so lange rum. Ich Arbeite an einer Strech Limo mit einer Minigun. Im Prinzip ist es nicht so schwer, noch eine ohne bewaffnung zu machen. Nur momentan fehl mir die Zeit. Ich Arbeite an einem weiteren Projekt und hab auch noch andere dinge zu erledigen, daher bitte ich um verständnis :) Ich werde nach und nach weiter machen und bin mir ziemlich sicher, das es bald auch ingame sein wird. Greez Marshmallow You have a question? http://steamcommunity.com/profiles/76561197977337107/ Update 1: Update 2: Update 3: Update 4: (first test of Texturing) Update 5
  5. CheyenneAH56

    SCmod v1.41

    SCmod v1.41 aerial firefighting simulator > Trailer > Gameplay Now on STEAM Workshop
  6. "PR MOD" , new modification, total replacement, based on WW4, created to play online. units used: RHS (MI24, all east and res tanks), OWP (Mi17), Sapper (PV3S now Zil), CSLA (UAZ, BMP, BMP2, GAZ) SFM Manfred (Urals), LSR (weapon), SJB (weapon), BAS (weapon, UH60, Kiowa), INQ (Chinook), CBT INQ (M1A2, M2A2, HMMV, Truck 5T), World -replacement of trees,bush and buildings of the OFP Resistance , and more... new effects (unified effect of the explosion and fire for all vehicles, flash firing tanks, smoke launcher, heli dust, incoming missle, flares, granade, blood) new sound (weapon, explosion, engine vehicle....) new musics, first aid. assistance in the creation of mod: krzychuzokecia, faguss DXDLL SMAA (recommended! unpack and put loose into the game directory) Requirements: OFP Aspect Ratio http://ofp-faguss.com/?item=ofp+aspect+ratio file Aspect Ratio.hpp is set for a 16: 9 monitor, if you have another monitor edit the file and change the parameters file Aspect Ratio.hpp copy in the game directory and change the values as in the picture =========================================================================== PR MOD (2017-10-10) hotfix10 (2017-10-10) 804mb If you download the full version you do not need a hotfix, the full version already has it Final version of PR MOD can be downloaded both as an .7z archive or installer. file size: 2.3 GB PRMOD.exe 2.7 GB important !!! sequence mods : run: (example) "C:\Program Files\Bohemia Interactive\ARMA Cold War Assault\ColdWarAssault.exe" -nomap -nosplash -mod=@PRMOD =========================================================================== readme: -full optimization, rewritten addon configuration files, consolidate all vehicles for individuals, removed malfunctioning or causing problems addons. ---------------------------------------------------------------------------------------------------------------------- MPMissions for WW4 PR MOD 1666 missions (crCTI, MF CTI, COOP, DM) 275mb (2017-09-10) ---------------------------------------------------------------------------------------------------------------------- SPMissions 360 missions (single player missions) 285mb (2016-11-27) (pre-tested, some may not work) Campaigns 30 campaigns (single player campaigns) 385mb (2016-10-16) (pre-tested, some may not work) ========================================================================== PR MOD ECP 1GB (20.11.2016) Another version, based on ECP, this version will no longer be developed only version WW4 This version does not work in multiplayer, multiple scripts, new models of vehicles are causing a server crash PR-ECP 2.0: ==========================================================================
  7. I'm playing on a modded server and now wanted to figure out which backpack is the best to use. Is there a configuration file where all this stuf is safed or how am I able to output numeric values from the Virtual Arsenal? I think the status Bars are not exact enough. Thank you so much for your help!
  8. hello mates ! Is it possible to allow players to connect to our server without mods ? I know the method that consists of devinarize mission.sqm and remove mods but is there another way ? thank you
  9. Now I know for a fact that mods are not allowed on Official servers. Any weapon or skin mods are a no-no. But what about the clientside mods? Like Dynasound? Are they allowed?
  10. hey guys, so I altered the project opfor "functionary (black suit)" to look like the US army dress blues. I know how to update the texture in the project opfor file but It is only allowing me to use the one file ( i do have all 20 in the PO file but there is only 1 functionary one that the game reads)..... I was wondering how I would go about building a mod file for the ASU uniforms ( e1-e9, woc-cw5, o1-o5). any help would be appreciated.
  11. I have learned how to change weapon turrets and ammo on vehicles VIA inits, but can anyone tell me how to get the actual turret to be visible on the vehicle? As ridiculous as it sounds - I am trying to use twin 125mm cannons (and other weapons) from a Pawnee instead of the miniguns or DAR pods, and I would love to see them attached. Any help appreciated!
  12. BARIGA EDIT: 1.4 out: - repacked content for better filesize - fixed objects not showing on ingame map - minor changes to placement of some trees (wich were ranging too far into roads) (older version also included:) - Replaced bulletproof bushes with custom made (non bulletproof) bushes. - Added signature and bikey steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=886316372&searchtext=bariga Armaholic download: withSIX download: ArmA3.de Mirror also avialable (still 1.2): DESCRIPTION: This terrain is completely fictional and not based on any realworld location. I tried to acchieve a look that differs from other terrains, as it is always nice to have some variation. Background: The area of Bariga had to be evacuated because of an incident in a research facility nearby. Nobody ever returned and the evidence of the escape in a hurry still can be found all arround the settlements. ----------------------------------------------------------------------------------------------------------- some specs: size: 25 km² about 300000 objects (mostly plants though ;-) ) custom terrain-textures ----------------------------------------------------------------------------------------------------------- This is my first terrain ever, so please be dulgent ;-) SCREENSHOTS: And as requested... SATELLITE IMAGE
  13. Hi. How can I patch a mod? To be more specific, here's what I want to do: Let's say I have a mod identified by: 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"}; }; }; All scripts are in the main mod folder (for example, \My_mod\...) Now I want to patch this mod by altering some scripts and adding a few more scripts to the mod folder. Is it possible to use the same class for this patch as well (i.e My_mod)? Should I change the name of the patch folder? ( \My_mod\ ) Should the script I want to "patch" (i.e fix) have the same name as the script in the original mod? I'd appreciate any help with this.
  14. I'm working on a mod, having modeled a carbine in Blender, and textured using Substance Painter. I've finished everything and now am up to exporting the textures for use in Arma. But I cannot find the export maps for A3, ie. Diffuse, SMDI, etc. Currently, I've got Base Colour, Metallic, Mixed AO. Normals, Height, and roughness. Is there a way to export the correct maps straight from painter, or is there a way to create the required maps from using one or more of the ones I have. Thanks!
  15. Hello everyone, I introduce myself, Antonio - Italy. I have a question to ask if possible. In the workshop there are different vehicles, repainted by users, but with Bhoemia models (SUV Pik-up etc. etc.). Now, if I wanted to create my own vehicle, only with my skin and my logo, to be posted later in the workshop, for its subscription to use on my server, where I find the basis for work ?? In practice, a virgin vehicle from retexture? Thanks to those who would like to help or address me on the appropriate topic. Antonio
  16. Hello, I need some help with the config for a small mod I've been working on recently. I'm trying to create a few items based off of some static Arma objects/props that are already in the base game. I hope that this object can be put in a units inventory, as well as be placed by Zeus or in EDEN, with the object able to be picked up by a player. This is my first mod from "scratch" and it may be not possible to accomplish, or I forgot to add something simple. Here is what I have so far: class CfgPatches { class ODA_intel { units[]={}; weapons[]= { "Intel_Item_Base", "Intel_VideoCamera", "Intel_FileDoc", "Intel_FilePic", "Intel_Map", "Intel_Laptop", "Intel_MobileO", "Intel_MobileN", "Intel_Walkie" }; requiredVersion=0.1; version=1; requiredAddons[]= { "A3_Characters_F", "A3_Weapons_F", }; author[]= { "J. Shaw [2/5SFG(A)]" }; fileName="ODA_intel.pbo"; }; }; class cfgWeapons { class ItemCore; class InventoryItem_Base_F; class Intel_Item_Base: ItemCore { scope=1; access=3; displayName="-"; detectRange=-1; simulation="ItemMineDetector"; useAsBinocular=0; type=4096; picture=""; descriptionShort=""; class ItemInfo: InventoryItem_Base_F { mass=1; }; }; class Intel_VideoCamera: Intel_Item_Base { scope=2; scopeCurator=2; displayName="Video Camera"; model = "\A3\structures_f\Items\Electronics\HandyCam_F.p3d"; picture="\ODA_intel\cpccoy_ca.paa"; descriptionShort="Video Camera"; editorSubcategory="EdSubcat_Office"; class ItemInfo: ItemInfo { mass=1; }; }; class Intel_FileDoc: Intel_Item_Base { scope=2; scopeCurator=2; displayName="File of Documents"; model = "\A3\structures_f\Items\Documents\File1_F.p3d"; picture="\ODA_intel\cpccoy_ca.paa"; descriptionShort="File full of documents"; editorSubcategory="EdSubcat_Office"; class ItemInfo: ItemInfo { mass=1; }; }; class Intel_FilePic: Intel_Item_Base { scope=2; scopeCurator=2; displayName="File of Pictures"; model = "\A3\structures_f\Items\Documents\FilePhotos_F.p3d"; picture="\ODA_intel\cpccoy_ca.paa"; descriptionShort="File full of pictures"; editorSubcategory="EdSubcat_Office"; class ItemInfo: ItemInfo { mass=1; }; }; class Intel_Map: Intel_Item_Base { scope=2; scopeCurator=2; displayName="Sleeved Map"; model = "\A3\structures_f\Items\Documents\Map_F.p3d"; picture="\ODA_intel\cpccoy_ca.paa"; descriptionShort="Sleeved map with marked locations"; editorSubcategory="EdSubcat_Office"; class ItemInfo: ItemInfo { mass=1; }; }; class Intel_Laptop: Intel_Item_Base { scope=2; scopeCurator=2; displayName="Laptop"; model = "\A3\structures_f\Items\Electronics\Laptop_F.p3d"; picture="\ODA_intel\cpccoy_ca.paa"; descriptionShort="Laptop"; editorSubcategory="EdSubcat_Office"; class ItemInfo: ItemInfo { mass=1; }; }; class Intel_MobileO: Intel_Item_Base { scope=2; scopeCurator=2; displayName="Old Cellphone"; model = "\A3\structures_f\Items\Electronics\MobilePhone_old_F.p3d"; picture="\ODA_intel\cpccoy_ca.paa"; descriptionShort="Old cellphone, like the one Sierra had"; editorSubcategory="EdSubcat_Office"; class ItemInfo: ItemInfo { mass=1; }; }; class Intel_MobileN: Intel_Item_Base { scope=2; scopeCurator=2; displayName="New Cellphone"; model = "\A3\structures_f\Items\Electronics\MobilePhone_smart_F.p3d"; picture="\ODA_intel\cpccoy_ca.paa"; descriptionShort="New cellphone, like the one Sierra has trouble using"; editorSubcategory="EdSubcat_Office"; class ItemInfo: ItemInfo { mass=1; }; }; class Intel_Walkie: Intel_Item_Base { scope=2; scopeCurator=2; displayName="Walkie Talkie"; model = "\A3\structures_f\Items\Electronics\PortableLongRangeRadio_F.p3d"; picture="\ODA_intel\cpccoy_ca.paa"; descriptionShort="Radio Shack style walkie talkie"; editorSubcategory="EdSubcat_Office"; class ItemInfo: ItemInfo { mass=1; }; }; }; As it currently stands, the mod throws no errors when I run it, and the game loads without issue, however it is not visible in the EDEN, or Zeus. Any help is greatly appreciated.
  17. Hi all. I have problem with spawning weapons without attachments, magazine etc. for vanilla weapons/items i can go with: createvehicle {[ "weaponholdersimulated",[getPos _loc select 0, getpos _loc select 1,0],[], 0, "can_Collide"]; addweaponcargo ["arifle_SDAR_F",1]; }; and its working. but for RHS, CUP etc moded weapons, as example "rhs_weapon_ak103" i don't know what to place instead of "weaponholdersimulated" or where i can find it. if i only change weapon name, it give me error. Any ideas?
  18. I'm after a modder that can make a standalone door object that I can place at the entrances of buildings that don't have doors. I'm currently working on a mission and a lot of the buildings in the map don't have doors, so I'd like just a door object that opens and closes like normal and possibly lockable? Should be a relatively easy mod, but I've got no idea when it comes to object addons and stuff like that. I only script. Cheers
  19. CreativeProduct

    Delete please.

    EDIT: Just found out that there's a config and mod section, that was my bad and I'm sorry for posting it in the wrong section.
  20. ARMA Community, This is my first Addon for ARMA 3 so any feedback you have would be really appreciated. Steam Subscription Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1096111437 Included in this addon is 25 Faction Insignia's included are for: Imperium of Man Chaos Eldar Tau This is my first Addon for ARMA 3 so any feedback you have would be really appreciated.Would you like to have other warhammer 40k insignia's included? If yes then please feel free to contact me. Please try include an image if you have one and I will see want I can do to include it in a next version. Lastly I do hope to create further Warhammer 40k addons such as posters, billboards, fonts etc. So add this to your favorites, give me a 5 star rating and subscribe. Cheers Dave :) My contact details: Discord: https://discord.gg/pe48rhdSteam Group: http://steamcommunity.com/groups/ShootinnScuttin Example Screen Shots:
  21. Hello help me plz, I have made 5 missions on Arma 2 OA Editor. Can I make Setup or DLC or from that my missions ?
  22. Hello help me plz, I have made 5 missions on Arma 2 OA Editor. Can I make Setup or DLC or from that my missions ?
  23. Update: I managed to get most off the stuff working. Only the 1. ist still missing! Hey guys, okay I know this topic has been talked about for quite some time and there are several threads about it. However I still open a new one because I have some further questions. Lets start with my idea: I'm building a PMC Faction (for my unit) atm. There is no dress code meaning they can basically wear what they want (okay, to an extent ...). What I want to do now is, that the units you can place in the editor will have random gear (taken from a pool of classnames) when placed. Okay, I have managed to do that. Thats how it looks right now: CfgVehicles.hpp class CfgVehicles { .... .... .... class MYUNIT { .... .... .... .... class Eventhandlers: Eventhandlers { init = "[(_this select 0)] execVM '\PATH\scripts\random_uniform_unit.sqf';"; }; }; .... .... .... }; random_uniform_unit.sqf _unit = _this select 0; removeUniform _unit; removeHeadgear _unit; removevest _unit; _uniform = ["classname","classname"...] call BIS_fnc_selectRandom; _headGear = ["classname","classname"...] call BIS_fnc_selectRandom; _vest = ["classname","classname"...] call BIS_fnc_selectRandom; _unit addHeadgear _headGear; _unit addUniform _uniform; _unit addvest _vest; So far that works. Whenever I place a unit in the editor he gets randomly assigned a Helmet, Vest and Uniform. Now I have several other problems. 1. When I start the mission the unit yet again gets a new random gear. I know why but how could I prevent that from happening? 2. When the unit respawns he is naked. Again, I know why but how could I make it so the unit gets respawned with the very same gear he had when the mission started? 3. The way I do it right now also removes all the ammunition in the Uniform and Vest (setup with "magazines[] = {};" and "respawnmagazines[] = {};"). Yet again, its obvious why, but what would be the best way to get around that problem? One idea would be to assign the equipment (Mags and Grenades) directly in the random_uniform_unit.sqf which works but also creates problems with question number 2. I hope someone could help me with that task. I'm not the very best when it comes to scripting (but I try to learn wherever I can :3) and also config editing / Mod making is quite new to me. So bear with me, I'll try my best to not be a pain in the butt! BTW, if CBAs Extended EventHandlers would help here, I'd also use them but I'm quite unsure how to set them up. Many Greetings and many thanks in advance Moony
  24. hi guys , so my question is when i want to takedown enemy using melee ( mocap mod ) they always sense me and turn around start shooting , how i can fix that ??
  25. Hello, I have been making missions for Zeus for a while, but obviously, importing sounds into mission files makes them really big. It's gotten to where players are sometimes stuck on Receiving Data because there's just so much to load (even though they have downloaded the actual PBO from my Dropbox). I want to be able to go back and have a 500 KB mission file, and have the sounds isolated. Do you know if there's a way I can make a mod exclusively for sounds? I want to use them selectively, such as a radio playing music and such. I want to isolate them from the mission file, but still be able to play them. Thank you!
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