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Found 321 results

  1. Hi. How can I add requiredAddons to a mod? I know it should be added to the config.bin (or .cpp) and I know the structure should be something like this: 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"}; }; }; But I don't know where you get the name of the required mod from. For example, in the above code I don't know where the name "CBA_Extended_EventHandlers" comes from. (I know what it is though!) Can someone please explain it to me?
  2. 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!
  3. 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
  4. 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.
  5. cookies2432

    Ergon County

    Ergon County Ergon County is a fictional terrain based off of the rocky mountains in Canada and the USA. Dense forests with tall trees covered in snow litter the landscape of Ergon County with its vastness. It has recently seen increased military presence with new bases being built and an airfield where trespassing is punished by death. However it still remains a place of civillian life, even with the increased presence of military personell. You can find several villages / towns scattered around the landscape whom with their presence, represent a peacefull and quiet region. What is Ergon County? Ergon county is a map that aims to bring more of the winter aspects into ArmA 3 and to provide a new fun and greatly detailed map for people to play on and enjoy. Note: Ergon County is still in heavy development and such, bugs are to be expected and if you do encounter them, please send information about them to me as it will help me get it out of pre-alpha sooner. If you have any feedback or suggestions to the map then feel free to leave a comment on the workshop page or contact me directly through steam. Terrain Features: Size: 4.10 x 4.10 km (16.81 square kilometers). Winter: Ergon County is a land filled with snow and dense winter forests which brings you a not as often seen aspect of ArmA 3 Variety: Scattered villages / towns whom are greatly detailed as well as several military installations scattered around the region with a personal military airfield. Dense forests: Instead of the usual style of forests which are a bit open, the forests in Ergon County are truly dense and give you the feeling of deep and vast forests. Open areas and accessable buildings: Ergon County offers a lot of open areas and locations which are perfectly suited for player-made areas such as camps or bases. Almost all of the buildings are enterable as well and the aim is to replace non-enterable buildings with enterble buildings. Planned features Atleast one more airfield (civillian most likely) as well as more military installations. Additional settlements such as villages and town but also possibly camps / smaller wilderness settlements. Added detail to the whole of the map, including the areas which are not "inhabiteted". Known issues: Airfield not completed in regards of ai being able to land there (planes). Changelog: Licensing and usage: You are free to use this map on any server you'd like. If you're however planning to edit it, please contact me first (via steam or the forums), I will most likely say yes as the primary purpose of asking is for me to have an idea of how many people are editing and their reason for it. Download: NOW OUT ON ARMA 3 LAUNCHER UNDER THE MODS TAB! http://steamcommunity.com/sharedfiles/filedetails/?id=1125425768 http://www.armaholic.com/page.php?id=33198 Screenshots (more available on the download page down under the update replies on this topic).
  6. Hello world. I'm glad to share my project for Arma 3, I have been working on it a few months and i think is time to make it official. The mod is aimed to cover some units and equipment currently in service -and some in current development- with the Argentine Army. Vehicles: TAM Family: TAM 2C ** TAM VCTP (Armored IFV) TAM VCPC (Mobile Command ) TAM VCRT (Recovery) VCA Palmaria (155mm Artillery ) TAM VC AMUN (Supply) LVC CP30 Agrale Marrua M10/M20 HMMWV Variants Polaris MRZR-4 Ford F-350 TSCR (Comms) --------- Static objects: Tents (inc.variants) Ammo Boxes MANPADS RBS-70 Skyguard M /FCS Oerlikon GDF-002 AA CALIV 105mm ** CITER 155mm CARDES (Disposable demining tool ) ** UAV: MALE VIGIA-2A ** -------------------------------------------------------------- There's so much to do, and this are my first steps on modeling and texturing, a good way to improve my skills 🙂 I'm not will made a 100% accurate version of vehicles and objects. The mod is set on year 2035. Some equipment gonna be upgraded on that timeline. [All content are subject to change without notice. ] More updates soon! Forgive my bad English .-
  7. 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?
  8. 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
  9. 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.
  10. 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:
  11. I have this config for adding new uniforms to my mod. class U_B_soldier_wdl: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "Combat Fatigues Woodland."; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_CA.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; class U_B_soldier_grey: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "Combat Fatigues Urban."; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_CA.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; The woodland camo is available even if I click the Sage uniform. Have I duplicated something somewhere? I have a unit in my config that I have added the uniforms to and it is available in the Virtual Arsenal, but I have a typo somewhere. Can someone peer review this and tell me where I went wrong? Thanks. I have already setup CfgPatches properly.
  12. THERE IS ONLY WAR A Warhammer 40,000 mod for Arma 3. Warhammer 40,000 is a thrilling fantasy universe, one filled with deep stories, enormous conflicts, supremely evil characters, and an eternity of unending, soul-crushing war. It deserves a proper, massive, frontline experience that only a certain game can provide, and that game is Arma 3. "There is Only War" is a mod whose goal is a true representation of 40k in Arma. There will be a no-nonsense approach to creating this ultimate experience - Boltguns will blow targets away, Necrons will be nigh indestructible, Space Marines will stand heads taller than mortals, and one day, Battle Titans may stride over warzones, crushing and annihilating whole companies of troops with one volley of fire. This project will be true to the universe, and lore will be followed as closely as possible, confined only by game limitations, and in extreme cases, common sense. Now, this mod is not affiliated with the Warhammer 40k mod already on the Steam Workshop. While most of the devs on this team came from that project, and quite a few assets were given to us by that mod, we are not working with them, we are a separate mod. It is also important to state that we are not and will not be using any stolen assets, or assets from 40k video games, content will be made the old-fashioned way. "There is Only War" is currently in early development, and we have under a dozen developers at this time. We don't have a first release date yet, but it is certainly within a few months, and afterwards, we plan on monthly updates and patches! This mod is a very ambitious one, scores of animations must be done, hundreds of models completed and textured, and uncountable hitboxes and configs made, and we are looking for more developers to aid us in our endeavor, if you love this universe you'll find yourself at home with us. It's a tough job, but this task is not impossible to complete. Here is a short gallery of assets currently being worked on : There are many more assets in production, but all will be posted in time. Lastly, we do not own Warhammer 40k, all credit goes to the respective owners!
  13. 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 ?
  14. 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 ?
  15. 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!
  16. 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 ??
  17. Miscellany

    Arma 3 - Overthrow Mod

    Good day Arma 3 Fans and mod players! Myself and many members of my community have recently started playing a mod called Overthrow, Overthrow is a fantastic mod in which players work together to destabilise towns and take them over in order to takeover the map. With every Cop or Civilian killed influence is gained or lost, during the game NATO forces will attempt to retake and battle for positions which makes for dynamic and interesting game play. It's a thoroughly enjoyable mod and can be downloaded through this page below which also provides more information as the Mod has many features. If you would like to see some comedic game play then please do checkout the video linked below : If you have any further questions or queries regarding the mod then feel free to message me. Miscellany Community Manager, Luke.
  18. 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
  19. This mod adds flagless versions of the Carrier GL Rig and Carrier Special Rig, in both Green and Black variants. It's a bit weird how the normal carrier vests have flagless versions, but not the Marksmen DLC vests, so this mod fixes it. It should also be signed for multiplayer. It doesn't require any other mod. Please report any problems you may have! Enjoy! DOWNLOADS: Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=970985405 Armaholic: http://www.armaholic.com/page.php?id=32985
  20. Hi! Today I want to present you my newest mission: Undead Altis - The Mystery. I've been working on it for 4 months, and I hope you guys will enjoy it! :D, let me copy 'n' paste the description: ZOMBIES AND DEMONS REQURIED* Day of 4-th February, 2017. In last episode your group managed to reach safezone, rescue the pilot, collect helicopter parts and repair the chopper. All of the survivors were extracted with an extra help of friendly pilot. However, at 0:00 helicopter started to expierence weird turbulences... FEATURING: -Main quests, -Side quests, -Hidden tasks, -Headshot only feature, -ONLY WALKERS! -Huge, playable area (Open World Survival), -Hell a lot of places to loot! -Ammunition is rare, -3 hours playability! [Considering ALL quests] (Popcorn and cola required!), -Multiple jumpscares, -Night enviroment, -Custom vehicle lights script, -Great variety of objects, -FPS FRIENDLY! (Even low-end PC Arma users will be able to keep their FPS high and nice!), -Various mysteries all around the island, -Hidden locations! -Notes! -Infection system, -Respawn implemented! -Ambient music, with sweet wind effects! -Custom recoil, -Custom sway values, Nothing is always obvious, you have to use your thinking. The scenario was designed to be fun and terryfing at the same time. You will never have more than 3 magazines on you. God speech! Use your brains and ammo wisely! CREDITS: A r k - Voice Acting (GHC)RandomMusic - BETA testing LoneEagle - BETA Testing Juhani Junkala - Ambient music ("AMBIENCE") Enviro Ambient - Wind effects ("FALLOUT/post apocalyptic ambient") Jimmakos - Templates Deamons lil' Deamon - Templates Mr. Sanchez - Support CaptainX11 - Support Luke (Gandalf) - Support Dan Tronic - Support dotMorse - Logo, textures Walkthroughs are GREATLY appreciated! BY RATING THE SCENARIO YOU'RE LETTING ME KNOW YOU EXPECT MORE CONTENT! YOU'RE ALSO SHOWING YOUR GREAT SUPPORT, AND IT MEANS A LOT TO ME! :) Mission file: ~18 mbs INSTALLATION GUIDE: a)Singleplayer users 1)Click "Subscribe" at the workshop item 2)Launch the mod "Zombies and Demons", you can find it on workshop, here (CLICK) 3)Open your Arma 3 4)Head over to Singleplayer --> Scenarios 5)Look for the mission under "Workshop content". Enjoy! b)Multiplayer users (SIMPLE) 1)Make sure you have your ports forwarded, exact guide can be found here (CLICK) 2)Make sure both of you are subscribed to the mission 3)Load the mod "Zombies and Deamons", which can be found here (CLICK) 4)Open your Arma 3, then head over to Multiplayer --> Host own server 5)Setup your own server, and you're good to go with your buddy! c)Multiplayer users: (NO CLIENT DOWNLOAD!) (COMPLEX) 1)Make sure you have your ports forwarded, exact guide can be found here (CLICK) 2)Make sure both of you are subscribed to the mission 3)Head over to Arma 3 --> Other Profiles --> "Your profile name" --> Saved --> Steam (or SteamMPMission) 4)Find the mission by it's name (Undead Altis), it will have weird %%$@!# signs by them, ignore them. 5)Open the folder and copy the .pbo mission 6)Head over to your Arma 3 directory and open MPMissions folder 7)Place the mission inside the folder 8)Open your Arma 3, launch the "Zombies and Deamons" mod, which can be found here (CLICK) 9)Have one of you go to Multiplayer --> Host Server 10)Set it up and you're free to go! d)Multiplayer users: (NO PORT-FORWARDING) (3-RD PARTY PROGRAMS REQUIRED) 1)Download Hamachi (Or Evolve) client, which can be found here (CLICK) and install it 2)Create an account and setup your own network, it is fairly simple, and it doesn't need any explaining 3)Make your buddy join your network or vice versa; join his network (Or "Party" if it comes to Evolve clients) 4)After you're done launch the mod "Zombies and Deamons", which can be found here (CLICK) 5)Open your Arma 3, then head over to Multiplayer --> Host your own server 6)Setup your own server and you're good to go with your buddy! RECOMMENDED, BUT NOT REQUIRED ADDONS -Task Force Radio (CLICK) -Advanced Combat Enviroment Radios 2 (CLICK) -Arma Enhanced Inventory (CLICK) -Arma Enhanced Movement (CLICK) -JSRS Soundmod (CLICK) -Deadfast 3-rd person mod (Ghost Recon style) (CLICK) If you want to stay tunned for more missions please follow my profile! I surely won't let you down! COMMENTS MAY CONTAIN SPOILERS! YOU'RE READING AT YOUR OWN RISK! DOWNLOAD LINKS: Steam
  21. Hi there I'm currently considering making the barrel cargo net (CargoNet_01_barrels_F) a functionnal refuel tank with ACE 3 framework. Problem, the documentation concerning the way to make a refueling device is non-existant. There is only guidelines concerning the way to make an object refuelable. Refuel Framework I've tried to browse through the code on the Github repo, in this file : cfgVehicle.hpp It seems to contain what I need, especially concerning refuel actions. But in this there is plenty of things that I don't know, despite manipulating configs for more than a year now. Such as all theses QPATHOF, GVAR, QVAR, CSTRING things. I think that if I only copy-past theses things into my box' code, it will not be able to work. Do anyone know about it ? Or has ever manipulated it ? Thanks EDIT : Actually it seems to be not possible by simple config entries, it has to be done via lots of copy-pasting and changing tons of things here and there. But rewrite of all this and proper documentation of the framework seems to be on rails in the Ace team : Github link. The dev in charge of this seems to be @jonpas. Thanks to him if he can do things cleaner than what we have know !
  22. CLOSE QUATERS PVP - ALPHA Server IP: 149.202.194.40:2302 Server skill: Veteran / no 3rd person Round time: 10 min Rounds per match: 10 Spectator mode for dead players *no mods required to join game I have just started working on new PvP game mode where your main task is to defuse bomb as Anti-Terrorists or kill everyone or defend bomb as Terrorist. You can destroy any wall as AT to get inside the main building. It is going to be mix of Counter-Strike and Rainbow Six, but more realistic since this is Arma so we can do more. It is Alpha - there aren't many features yet, but I'm waiting for any suggestions.
  23. M107man

    Help with mod

    I was looking to make my own "mod" using existing units and gear i have ingame from other mods. My goal is to make my own faction on blufor or opfor, like RHS or any other unit mod that has for example "US Army Woodland" and then goes into vehicals infantry etc, but i want them to be permanent, for example every time i load the game up there they are in blufor or opfor or whatever i dont want to just do some scripting to get the gear on them i can already do that some what. If some one could help me getting started that would be great!
  24. Hey. I am just wondering if it is possible to make a tool that let's you change only pants. (Dividing pants and sweaters from each other in the virtual arsenal.
  25. Hey guys, I m trying to automate some things on my linux server. In this case I try to autoupdate bikeys and mods but my method is not as good as I wish to. I know howto download a mod (vcomai) via steamcmd like this: /steamcmd.sh +login steamname mysecretpasswd +workshop_download_item 107410 721359761 +quit but this command downloads the whole mod every time and this is annoying if I want to update 2 times a day. So my first question is if there is a way to just check if the mod is updated and then download it? Like as I do while updating the server with those "validate" option. I tried /steamcmd.sh +login steamname mysecretpasswd +workshop_download_item 107410 721359761 validate +quit but that seems just to download the whole mod. The second thing is that I m looking for a way to download the bikey only for some mods. This is thought for updating bikeys of mods which are used client side only and which I want to allow on my server like some sound mods and particle mods. Is there a way to do this? Any help is very appreciated. Cheers EDIT: okay, first question was nonsense as steam seems to remember which version is already downloaded. But the second thing remains. I dont want to download all allowed (on my server) client side mods to my server just to get the new bikeys. Is there a way to get that key files only? I guess its not :-(
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