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Found 268 results

  1. Hi All, The Goal of this Retexture Mod is to add more Winter Stuff as already did IndeedPete (Thanks for your job) with his Snow Tigers CSAT Mod. This is a beginning but I hope to add more particular Units and dedicated vehicles soon. Actually WInter Vipers can be found under "Winter Viper" faction in OPFOR Side. There are one Infantry Squad and three Infantry Teams (AA, AT, Demo) available. I also added a tactical vest to each unit as it's cold in Winter and I retextured weapons, bags, uniforms and helmets (but indeed I am not a specialist in Texturing) which are all available in Arsenal. To Bohemia, I hope not to break rule as I used your content and if yes let me know how to correct my mistakes. Changelog V0.0.1: - Added : Winter Weapons and Equipments (ARX, Uniform, Tactical Vest, Helmet, Titan AT, Titan AA). - Added : Winter Viper units (WH Viper Rifleman, WH Viper Team Leader, WH Viper Explosive, WH Viper Medic, WH Viper Marksman, WH Viper AT, WH Viper AA, WH Viper JTAC). - Added : Winter Viper Faction (OPFOR / WInter Viper). - Added : Winter Viper Groups (Winter Viper Team, Winter Viper AA Team, Winter Viper AT Team, Winter Viper Demo Team). Below some Screenshots: Thanks in advance for your feedbacks, questions, support and to Bohemia Interactive for the only game I have in my Computer. Update 1st of January 2019 (Happy New Year to All) Changelog V0.0.2: - Added : Winter Viper unit WH Viper Repair Specialist. - Added : Winter Viper Squad (7 units). - Tweaked : Winter Viper Team (WH Viper Team Leader, WH Viper JTAC, WH Viper Medic, WH Viper Marksman). - Added : Winter Motorized Infantry Squads (Winter Viper Motorized Squad, Winter Viper Motorized(Armed) Squad, Winter Viper Motorized(AT) Squad). - Added : WH Qilins (included WH Qilin unarmored, WH Qilin armored, WH Qilin AT). - Added : WH Viper Zamak MRL. - Added : WH Viper Y-32 Xi'an (Infantry Transport) and WH Viper Y-32 Xi'an (Vehicle Transport). - Added : WH Winter Viper Pilot. - Added : Winter Viper Diver Team Leader, Winter Viper Diver Explosive Specialist, Winter Viper Diver Medic and Winter Viper Diver (AT). - Added : Winter Viper Diver Team, Winter Viper Guards, Winter Viper Motorized Artillery. Donwload Links: Steam Link : https://steamcommunity.com/sharedfiles/filedetails/?id=2250835534 Armaholic Link : http://www.armaholic.com/page.php?id=34705 Yanou
  2. Hello all and welcome to another installment of my Adaptive music mod packs. This time the Theme is halo and it has more than you think. Over 350 different songs and variations of Halo OST from all the halos 1 thru 4 to make your game play even better. This mod is designed to be an adaptive experience giving the right music at the right time (as much as ARMA programming goes). You will be able to start out with some low key tracks and then some hyped-up songs when in combat and revert back. Since there is so many different songs in this, expect some randomness in the choices This mod has been originally created as a map script by Niklas Brettschneider and has been sitting on my hard drive for years. I have made this mod completely independent of any map scripting and will work on any singleplayer or multiplayer scenario. THIS IS COMPLETELY CLIENT SIDE AND NOT SERVER SIDE PROCESSED. For the people who are familiar with the music description HUD from the first installment, I have it turned off so the debug box error is gone. This mod will give you the following moods: - Day and night time playsets. - Fog playset when player enters fog levels over 30% (Set to be like swamp-music like on the one mission start on halo 1 or something erie). If fog is greater than rain, this will play. - Rain playset when player encounter rain levels over 50% -Scuba diving playset when player gets lower than 5 meters below water. - Enter any vehicle and get a non-combat playset for driving. - Boats, and submarines (I have a limited amount of songs to work with) - Helicopters (parachutes are following this playset as thats what their vehicle type is.) - Planes (There might be gun shot detection problems with these causing combat to not trigger.) - Skydiving playset. (Activates when you fall from 100 meters above any surface) - Combat playsets for on foot and in vehicles. (So get away songs are a thing if someone is firing at you :O) -Fog combat on foot is a new combat playset. (I basically set this as a flood attack music. when fog is at or over 30% Notes: - I had to downsample the audio for 1 to reduce the overall file size. 2, hopes to not have any issues from people on the kind of music used and where it came from. All audio is not created by me and is respectfully owned by their composers. I respectfully ask to not resell any of the audio included in this mod. - This mod does have a server key, I am new to keying my mods, so if it is causing issues report the bugs to me in the bugs section or report to my discord listed below. - This varient is using a new song selection system to make adding songs more easier. I will be incorporating this into the other mods I made. - Using this mod for your unit is fully accepted and approved. Subscribe or download the mod: Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2266948309 Armaholic: TBD Want to follow my progress? To follow my progress of the mod and what I plan to do, follow my main version of this mod. I do have a blank mod download for you to create your own adaptive music pack which can be found on the mod pages below! Adaptive Music (Standalone Mod): https://steamcommunity.com/sharedfiles/filedetails/?id=2105618121 Adaptive Music No HUD (Standalone Mod): https://steamcommunity.com/sharedfiles/filedetails/?id=2105629270 Come join in on the Adaptive music hub discord https://discord.gg/xaEaB7Q Thanks to the people for encouraging support with this project!
  3. The APEX Drakon Finally, after 6 long months of development it's here... Introducing a new Unmanned Aerial System for Arma III. The jet-powered APEX Drakon offers a new way to control the battlefield in a sleek, effective way. Derived from the General Atomics Predator C 'Avenger', the Drakon comes equipped with a slew of incredible weapons and takes no prisoners. Not only was this model built from the ground up by none other than Kiory, this incredible machine comes equipped with a custom loadout editor made from scratch by AWOL, a well known Arma mod creator. Efficiency, design and quality were all key factors in creating this masterpiece. Prologue After a year into Arma's release, I had become frustrated with the vanilla UAV systems. With a game based in 2035, why were we using propeller driven aircraft? Also, why such a weak armament and why are they still extremely buggy? With those frustrations in mind, I set out to fix it myself. Meeting up with Kiory and AWOL, we began work on a new UAV system that would completely change the way UAV's would be viewed in Arma. 6 months later, the Drakon was released. While we still have a long way to go to get it where we want to, this is a step in the right direction. Addon Contents Includes the APEX Drakon .pbo file which comes with a single Drakon and a custom loadout editor built into the mod. FEATURES Jet-powered UAV system Nearly double the speed of vanilla UAV systems 4 external hardpoints and 1 internal bay Custom loadout editor and service menu (To be included in future builds) HELLAD Solid State Laser system Multiple camouflage patterns Stealth and Laser selectable variants Re-built UAV terminal TUTORIAL CREDITS Arma 3 engine: Bohemia Interactive Project lead: Church 3D Artist: Kiory Code/Scripts: AWOL Video Production: Church END USER LICENCE AGREEMENT: DISCLAIMER You are permitted to install and use this software for personal entertainment purposes only. You may not use this add-on (nor any of its parts) in any other add-on or mod (not even partially) nor redistribute or mirror it without Church's prior consent. This add-on is released under Creative Commons License Attribution-NonCommercial-NoDerivs For use with Arma III DONATIONS Our incredible mod team could use your help investing more into this mod! If you'd like, please donate to our cause! DOWNLOAD LINKS HOW TO INSTALL AND USE: Simply extract the @Drakon file from the .zip folder and drop it directly into your Arma directory folder! Once in game you must spawn an ammo support vehicle next to the Drakon in order to access the APEX Support Menu. Enjoy! KNOWN ISSUES Keep in mind the Drakon is still very much in an alpha state. This is our first release and there WILL be bugs. Here are a few we are aware of: The Drakon still uses Arma III's unfavorable UAV system. We know, it's something we want to get away from. The Laser Designator doesn't spawn on the UAV unless you first apply a loadout. The UAV flight model needs to be cleaned up. It currently floats too easily and the stall speed needs to be adjusted. The UAV turret cam works when it is stowed away, allowing you to see inside the drone. This will be fixed in a future patch. For some reason the Drakon doesn't get along with ACE's missile system very well. We're looking into that. For now, avoid using with ACE. There may be many others. These are just the ones we're very aware of. Feel free to PM me with any bugs you find outside of these ones. FOR MAKING WORK WITH ACE Thanks to Bamse for pointing this out. Remove these 6 .pbo files in order to avoid conflict with ACE. ace_javelin.pbo ace_laser.pbo ace_laser.pbo ace_laser_selfdesignate.pbo ace_laserpointer.pbo ace_missileguidance.pbo ace_yardarge450.pbo THANK YOU! PLEASE ENJOY OUR MOD!
  4. Leo TuPaS

    TuPaS Team

    TuPaS Team We use to play on line games. We are coop team. Visit out site tupas.clan.su
  5. Terrains of Bohemian Interactive for Take on Helicopters ported to Arma 3. This Mods is an adaptation of the old ToH map for Arma 3, but trying to preserve the old spirit of the map. Without major modifications, with new functional additions and without pretensions to create a new map and if a reliable adaptation. I know this is nothing new, but in this case the difference is that added roads in South Asia: After 6 months of work, research and testing tools, a first functional version of more than 7000 sections of real roads has been achieved. Now the AI circulates through them, looks for roads and they are visible from the GPS. Thank the QGIS Game terrain tools plugin by @adanteh for their wonderful work. and skyscrapers and other buildings in Seattle: Thanks to the teacher @.kju for his patience and advice. You can download from now in Workshop, enjoy: @ToH Core https://steamcommunity.com/sharedfiles/filedetails/?id=1865403034 (Available via WorkShop). http://www.armaholic.com/page.php?id=35509 (Available via Armaholic). @South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 (Available via WorkShop). http://www.armaholic.com/page.php?id=35465 (Available via Armaholic). @Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754 (Available via WorkShop). http://www.armaholic.com/page.php?id=35511 (Available via Armaholic). Optional: @ToH noRoads South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1900844835 (Available via WorkShop). @ToH noRoads Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1900845247 (Available via WorkShop). Todo.txt @ToH Core @Seattle @South Asia Olds Minimum recommended visibility setting: setViewDistance 12000; setObjectViewDistance [6000,400]; setTerrainGrid 8; More images: https://imgur.com/a/Rcl4nnS Known Bugs: -It is compatible with @CUP Terrain - Core, but it must be loaded before @ToH Core in the mod list. -There is a problem related to the size of the roads. If you overload a lot of Mods and you have a PC with little Ram memory*, it is possible to get a fatal error of "many virtual blocks requested" due to the saturation of information loaded into memory. *I have 16GB of DDR3 and I have not had problems with a number of normal mods (CBA + ACE + CUP's + CFP + US MILITARY + TFR + others). I hope to further optimize the road file for a better load in the future. Another questions: Any advice on the old map of ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Public License Share Alike (TOPL-SA) Take On Helicopters is made by Bohemia Interactive. based on Take On Helicopters Data Pack
  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. Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2233829805 Armaholic: TBD Hello all and welcome to the second installment of my Adaptive music mod packs. This time the Theme is Battlefield Hardline and it has more than you think. This mod is designed to be an adaptive experience giving the right music at the right time (as much as ARMA programming goes). You will be able to start out with some low key tracks and then some hyped-up songs when in combat and revert back. This mod has been originally created as a map script by Niklas Brettschneider and has been sitting on my hard drive for years. I have made this mod completely independent of any map scripting and will work on any singleplayer or multiplayer scenario. THIS IS COMPLETELY CLIENT SIDE AND NOT SERVER SIDE PROCESSED. For the people who are familiar with the music description HUD from the first installment, I have it turned off so the debug box error is gone. This mod will give you the following moods: - Day and night time playsets. - Fog playset when player enters fog levels over 30%. - Rain playset when player encounter rain levels over 50% - Enter any vehicle and get a non-combat playset for driving. - Ground boats, and submarines (I have a limited amount of songs to work with) - Helicopters (parachutes are following this playset as that's what their vehicle type is.) - Planes (There might be gun shot detection problems with these causing combat to not trigger.) - Skydiving playset. (Activates when you fall from 100 meters above any surface) - Combat playsets for on foot and in vehicles. (So get away songs are a thing if someone is firing at you :O) You want to try this on an appropriate mission or game mode?: My one friend has been working endlessly to bring the world of GTA into ARMA with his vast knowledge of ambient AI scripting. I had originally created this pack to go along his release but was not the case. His Mafia Team Work Series is one of the best Singleplayer / Multiplayer experiences on the Workshop that are not reliant on any form of mods. This mod is more of a client-side enhancement for yourself. Check out his work here on his two releases! Check out the Free roam variant as it is his latest masterpiece! Mafia Team Work : Katalaki Bay: https://steamcommunity.com/sharedfiles/filedetails/?id=905143979 Mafia Team Work Freemode: https://steamcommunity.com/sharedfiles/filedetails/?id=2135205701 Notes: - I had to downsample the audio for 1 to reduce the overall file size. 2, hopes to not have any issues from people on the kind of music used and where it came from. All audio is not created by me and is respectfully owned by EA and the composers. I respectfully ask to not resell any of the audio included in this mod. - This mod does not have a server key and will not receive one, for the time being, this mod is still undergoing changes on my end and it makes it easier to update if it isn't signed yet. This mod will work online as long as the servers you connect to are allowing random mods to be used. - Using this mod for your unit is fully accepted and approved. Want to follow my progress? To follow my progress of the mod and what I plan to do, follow my main version of this mod. I do have a blank mod download for you to create your own adaptive music pack which can be found on the mod pages below! Adaptive Music (Standalone Mod): https://steamcommunity.com/sharedfiles/filedetails/?id=2105618121 Adaptive Music No HUD (Standalone Mod): https://steamcommunity.com/sharedfiles/filedetails/?id=2105629270 Hello all, if you are interested in joining on the Adaptive Music mod hub discord. I have just created it If you want to get some insite on future plans, get mod pack help, or contribute to the mod's quality of life. You are welcome in! https://discord.gg/xaEaB7Q Thanks to the people for encouraging support with this project! Please report any bugs to the bugs discussion page on the workshop!
  8. GF Building Replacement Script - Mod by GEORGE FLOROS [GR] Description: GF Building Replacement Script - Mod , replace the buildings with your desired. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Building Replacement Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Building Replacement Script - Mod , replace the map's buildings with your desired. It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.0 Added a distance check and blacklist zones Added more options v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40364 Armaholic GF Building Replacement Script - Mod
  9. I created this MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=2207947068&searchtext=%40Disable_Zoom+1.0+Vanilla Compiled and signed in V2 and then sent to the Workshop. The MOD works great in single player. But if I try to host it on my server it doesn't work. It gives me that the client / server version are not the same. I downloaded the file from the Workshop for both the client and the server. I use TADST as server launcher, and V2 signature verification is selected. What am I doing wrong?
  10. Compilation List of my GF Scripts - Mods by GEORGE FLOROS [GR] Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Below are the links and the download button , for every of my available GF Scripts . This list , will always be up to date. For anything that you might want , feel free to ask , if it's possible to do something for this , after all the arma series generally , has a good and helpfull community! Thank you Guys , for the whole support ! and off course . . . have FUN !
  11. Hi Everyone, I'm looking for some help regarding a zeus module that I am creating. To give some background, the module (when placed) should prompt the user to use sliders to configure a radius and number of AI with which to garrison buildings within said defined radius. I think I'm running into an issue with execution locality, as this works perfectly in the editor. Expected behavior: User selects the module in zeus and places it somewhere on the map Dialog box appears to ask them to configure radius and number of AI User hits OK and it calls another function to start placing AI relative to the module location In singleplayer this works as above (I imagine this is due to the server and client both being local) In multiplayer, the function to create the dialog is executed on the server (evidenced by debug output to the console), but a dialog does not appear for Zeus My module is defined as follows: class xeen_module_base: Module_F { icon = "\xeen_modules\insignia.paa"; category = "xeen_modules"; isGlobal = 0; isTriggerActivated = 1; isDisposable = 1; is3DEN = 0; curatorCanAttach = 1; scope = 1; scopeCurator = 1; }; class xeen_moduleGarrison: xeen_module_base { displayName = "Garrison Area"; function = "xeen_fnc_garrisonModuleDialog"; functionPriority = 10; scope = 2; scopeCurator = 2; class Attributes: AttributesBase { class GarrisonSpread: Edit { property = "xeen_moduleGarrison_GarrisonSpread"; displayName = "Unit Spread (m)"; tooltip = "The distance of buildings to be garrisoned"; typeName = "NUMBER"; defaultValue = "50"; }; class MaxPerBuilding: Edit { property = "xeen_moduleGarrison_MaxPerBuilding"; displayName = "Max units per building"; tooltip = "Max units per building"; typeName = "NUMBER"; defaultValue = "5"; }; //class ModuleDescription: ModuleDescription{}; // Module description should be shown last }; #include "description.hpp" }; and it calls the following function: /* * Author: Xeenenta * Opens the dialog menu for the garrison module * * Arguments: * 0: Logic <LOGIC> * * Return Value: * None * * Example: * [_logic] call xeen_garrison_fnc_garrisonModuleDialog * * Public: No */ // Parameters params ["_logic"]; _logicLocation = getPos _logic; diag_log format ["Spawning display with logic %1", _logicLocation]; // Create display createDialog "garrisonModuleDialog"; _display = findDisplay 99; // Set Variable _display setVariable ["_logicLocation", _logicLocation]; diag_log "Finished spawning display"; and my dialog is defined here: class garrisonModuleDialog { idd = 99; access = 0; movingEnable = false; enableSimulation = false; class ControlsBackground { class IGUIBack_2200: IGUIBack { idc = 2200; x = 0; y = 0.4; w = 1; h = 0.6; }; class RscStructuredText_1100: RscStructuredText { idc = 1100; text = "AI per building:"; //--- ToDo: Localize; x = 0.025; y = 0.68; w = 0.17; h = 0.05; }; class RscStructuredText_1101: RscStructuredText { idc = 1101; text = "Garrison Radius:"; //--- ToDo: Localize; x = 0.025; y = 0.44; w = 0.17; h = 0.05; }; class RscStructuredText_1102: RscStructuredText { idc = 1102; text = "0"; //--- ToDo: Localize; x = 0.1625; y = 0.68; w = 0.06; h = 0.05; }; class RscStructuredText_1103: RscStructuredText { idc = 1103; text = "0m"; //--- ToDo: Localize; x = 0.2; y = 0.44; w = 0.06; h = 0.05; }; }; class Controls { class RscButtonMenuOK_2600: RscButtonMenuOK { idc = 1234; x = 0.875; y = 0.88; w = 0.1; h = 0.1; onButtonClick = "[(findDisplay 99) getVariable ['_logicLocation', objNull], sliderPosition 1901, sliderPosition 1900] call xeen_fnc_garrisonModuleInit; (findDisplay 99) closeDisplay 1;" }; class RscButtonMenuCancel_2700: RscButtonMenuCancel { x = 0.75; y = 0.88; w = 0.1; h = 0.1; }; class RscSlider_1900: RscSlider { idc = 1900; x = 0.025; y = 0.74; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 0; sliderRange[] = {0,10}; sliderStep = 1; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1102) ctrlSetStructuredText parseText str(sliderPosition 1900)" }; class RscSlider_1901: RscSlider { idc = 1901; x = 0.025; y = 0.5; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 5; sliderRange[] = {0,100}; sliderStep = 10; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1103) ctrlSetStructuredText parseText str(sliderPosition 1901)" }; }; class Objects { }; }; Any thoughts? Full source code can be found at: https://github.com/Xeenenta/xeenenta-enhanced-battlefield if anyone wanted to go digging around.
  12. I'm trying to use Ace with Dynamic Recon Ops, but DRO isn't detecting ACE. Dynamic Combat Ops does detect it. Me and my friends prefer the format of DRO over DCO and we'd love to use ACE with it. Currently, if I launch DRO with ACE enabled, after the first revive it defaults back to the DRO revive system.
  13. The RwG Addon "Basebuilding Exile" is now available. Steam Community Link This contains new objects and structures for the Exilemod. So far only wood elements are available and their upgraded versions. These can be crafted as frames, placed as usual in Exile and can then be upgraded with the Wood Planks Upgrade Kit (needs a hammer) and with the Exile Fortification Upgrade Kit reinforced with metal. Item-List Features/Contains - A big gate for transporters. - Different door variants. - An elevator that can lift vehicles and people. - More snappoints - Compatible with Exile objects - 3 Custom/Shadow Lods, different texture resolutions, View Geometry and Phys Geometry - Items Electric Engine, Box Of Nails, Wood Planks Upgrade-Kit, Furnace Kit, Anvil Kit, Workbench Kit - and much more Exile Vanilla If you want to use the objects without frames, you don't need to change anything in the config. Use recipes which create a full wall. CustomCodes Old (Only WoodPlanks-Upgrade) New El'Rabito-WIP (WoodPlank-Upgrade + MetalGrid-Upgrade) If you want to use this variant, then use the attached recipes and customcodes. To upgrade a frame, you will need the Wood Planks Upgrade Kit and a Hammer. Update 1.01 Update 1.01a Update 1.0.2 CraftingRecipes vers.2 CfgInteractionModels WARNING This mod is still under development. There may be errors, which are not intended by the creator. Please report bugs in the Discord "Bugs" Channel If you use Enhanced Movement, write the objects of the RwG Addon in the blacklist, otherwise locked doors can be opened by everyone. The elevator does not write coordinates of players and vehicles in the database. So move/drive before log-out. This mod is an extension for the Exilemod and therefore not functional without it. This mod may not be modified and reuploaded without the permission of the creator. This violate the Steam EULA 6D. Reuploads will be removed without warning via DMCA Notice.
  14. Hello there 😄 I'm DrDuckhill, and I'm new in this forum. I'd like to know how to make some working windshield wipers for helicopters, or if there already are scripts (?) for that. You need to know, I have NO CLUE about modding, writing scripts whatsoever. It's just that I want to bring some more realism into flying a helicopter. Working windshield wipers, working instruments (in the EuroCopter 135 / 635 mods the instruments don't work). I hope you guys can help me 🙂 See ya'll
  15. I need help with a script, Will there still be any way to download this script here? https://forums.bohemia.net/forums/topic/77374-improved-bullet-cam-script/ The Original Download Link Does Not Open.
  16. Hi, Originally I made this custom memory allocator as a fun project because I dreaded of slow A3 performance. Features 64-bit only custom memory allocator for Arma 3 Based on Intel Threading Building Blocks (TBB) 2018 Update 4 Large Page support Optimized for both AMD and Intel CPU with AVX/AVX2 Drop-in replacement for BI-provided TBB4 malloc How to install You can read the installation guide in the ZIP package. Notes Not BattlEye compatible. I only tested INTEL64 AVX2 binary on my own PC (i7-8750h with RTX 2070). I cant afford to test all binaries. As an unwanted side effect, some trainers/cheats will not working or crash if you use this custom memory allocator 😁 Performance could be better or worst. I am not responsible if something happens to your games or PC. I am not taking any profits or benefits from this. Virus-free: VirusTotal result (scanned with 60+ engines) . Only one false positive with one of the binaries, I already contacted the AV gave me false positive result. (fixed) Source code will be uploaded once I clean up the code (I built this long time ago and just recently dusting it up). If you have any question or report about this please contact me via this thread/forum or "spektykles" on official Arma 3 Discord server. I am all ears 😀 Download ZippyShare
  17. So for awhile on a private server with friends we have been using Rubber edition CTI, but we want to update/change some things, for example uniforms, even just camo textures, I have found a few on the workshop but some are not signed/have no server key/or-just-broken. I was wondering if the community could point me towards a replacement pack, I currently have the amazing The CSAT Modification Project on the workshop. But I tried using a replacement mod for cup with the default factions Link to replacement project but it has no server keys or signed keys for the mods for a dedicated server. I just want to replace Nato and AAF/Fia/CTGR with cup or anything but can't find a solution?
  18. This Mod JackFrench adds a French faction; with a very wide range of land and air vehicles (Nato, Indp, CSAT retexture). author : JackFrench website :https://jackfrench-arma3.fr First release : 11/11/2014 Signed: yes Server key: server key included Listed: Blufor Faction : JackFrench Download : https://steamcommunity.com/sharedfiles/filedetails/?id=714689601 or website Jackfrench https://www.jackfrench-arma3.fr/modjackfrench.html - Fusiliers Multicam, Woodland, Tropic, Desert, Mountain (Alpine), Special Forces. - Assault rifles HK 416F and HK 417 F. Long range rifle M320 Woodland, Desert, Multicam, Alpine - Recognition vehicles, transport / logistics. Tank truck, workshop, equipment, ammunition - Helicopter transports / support, marine version, camo - Airplanes, Armored - Boats (zodiac, outboard, submarine, speedboats) ************************************************** ************* version 20190112_012JF Arma3 Apex required ************************************************** ************* Upgrade to the latest modifications Arma 3 + - Added HK 416F and HK 417 F (French faction now equipped with the famous HK 416 for 2019 - Modification of the contents and update of the armed cases [JF] - Added French faction uniform crates - French Faction Equipment Addition - Stealth aircraft addition - Addition griffon plane - Add UH 80 woodland - Added national marine crew - Addition national naval officer - Modification on armed lynx and hummingbird, marine, multicam, woodland were not visible in the editor - Same for armed panther multicam - All helicopters and armed aircraft use the new dynamic loading system in the editor / - Resume some textures -------------------------------------------------- -------------------------------------------------- ----------------------------------------- WARNING * 20180509_129JF (For players who do not have Apex remove the file jackfrench_apex.pbo / for players who do not own Apex remove the file jackfrench_apex.pbo) Change Log / changelog - compatibility with DLC Tanks / compatibility with DLC Tanks - Added module jackfrench_apex / Added: module jackfrench_apex - Added VRL minigun, AT, multicam, tropic / Added: VRL minigun, AT, multicam, tropic - Added jeep minigun multicam, tropic / Added: jeep minigun multicam, tropic - Kamaz missile launcher, multicam, tropic - Miscellaneous detail / - Detail various -------------------------------------------------- -------------------------------------------------- -------------------- * 20160630_0182JF Change Log / changelog - Some changes in Arma-apex forecasting - Some changes to the Arma-apex output - Two soldiers in the back of the truck were not armed / - Two soldiers in the back of the truck covered were not armed - Corrigendum for some aircraft missiles / - correction to certain aircraft missiles - Corrigendum on certain jackets / - correction some jackets - Miscellaneous detail / - Detail various -------------------------------------------------- * 20160613_0165JF -------------------------------------------------- * 20160522_0143JF -------------------------------------------------- * 20160209_0040JF -------------------------------------------------- * 20160127_027JF -------------------------------------------------- 20150514_134JF -------------------------------------------------- 20150110_010JF -------------------------------------------------- 20141108_315JF first release of JackFrench mod November 11, 2014 Description: This mod adds a French faction with a very wide range of land and air vehicles (Nato retext, Indp, CSAT.)
  19. The Black Order is a fictional Terrorist Organization inspired by fictional megacorps and terror cells and other bad evil large organizations out there. The mod adds a new faction named Black Order containing allot retextured weapons, gear, and vehicles. Welcome to the light operator, remember our cause. The mod is using CBA and RHS:USAF as base Content Black Order Faction (OPFOR and INDFOR) Military Science Division Military Police Retextured objects equipment and item Vehicles Weapons Clutter items A new sect feeling to the game Download Github Steam Workshop Required Addons CBA RHS: United States Armed Forces Optinal Addons ACE3 (ACE Compat) Links GitHub GitHub Issue Tracker
  20. XIM - X's Immersive Music https://steamcommunity.com/sharedfiles/filedetails/?id=2127841273 https://github.com/x-00010/XsImmersiveMusic Please note - this mod is in the early stages of development. There are likely very many bugs. The mod is likely not compatible with certain scenarios, such as NMD sandbox. We are not sure why. However, it is tested to work on Vindicta and Antistasi. Use at your own risk. Features Uses almost every single track in Arma 3 Plays calm music when daytime, and all is quiet Plays stealthy music at night time, when raining or foggy Plays combat music when the AI is shooting Syncs the currently playing track with your squad Allows you to skip the current song via the ACE self interaction menu (must be squad lead) Displays the currently playing song with a nice looking message Works in singleplayer, non-dedicated and dedicated. Examples You're in a nightime OP with your team, making your way to assault a major enemy stronghold? How about some Canton Protocol? You're in the middle of an intense firefight, with a friendly IFV wreaking havoc in Zaros? How about the This is War Marksmen DLC remix? You're just chilling at base with the lads, without much going on? Try Fighter Jets. Note This mod simply runs whenever you connect to a server, no setup or anything needed. However, all the clients and the server need to be running the mod. Thanks! Thank you to everyone in the Arma 3 discord, namely Lou and Dedmen, you guys were a huge help! Thanks to Wietse as well, we actually have the server side code :) And finally, thanks to chief22, who allowed me to look through his addon mood jukebox to help me create the foundation for this mod. Any questions? Ask 'em down in the workshop comments and I'll do my best :) Cheers lads.
  21. Greetings ArmA Fellows ! Today I release the fisrt version of the Altis Parachute Regiment - for Global Mobilization (development thread here) Please read the info below and I hope you will enjoy it ! Cheers, GFT STEAM Item: https://steamcommunity.com/sharedfiles/filedetails/?id=2066249929 7-Zip Archive (V1.01): https://we.tl/t-HW43FygtfP How to install: https://www.instructables.com/id/How-to-Install-Non-workshop-Mods-With-the-ARMA-3-L/ NEW - Source files: Changelog: The Altis Parachute Regiment is a new faction for Global Mobilization adding troops from the airborne units (Paratroopers and SAS squadron) of the Altian armed forces during the colonial time and the cold war era (1980’s). Background: Pictures: Features: One new faction (NATO side), including Altian airborne forces and SAS squadron men Retextured Global Mobilization & A3 base game uniforms & equipment, in Fictional DPM and Brushstroke pattern, adapted from AAF camo palette New assets ported from A2: Headgear (helmets), Weapons (FAL, GPMG-like machine gun, MP5sd) Retextured Vehicles (two pattern, Altis camouflage & plain green), and new markings Static line parachute (see Credits and Acknowledgements) and scripted drop system waypoints Credits & Acknowledgments: BI Studio for the A2 source files GM team for the templates of their assets toadie2k for the FAL animation (https://forums.bohemia.net/forums/topic/163106-toadies-smallarms-and-animations-for-arma3/) Deltagamer for the Static line Parachute model and animation (see https://forums.bohemia.net/forums/topic/181542-static-line-parachute-mod/) Killzonekid for his Paradrop functions (adapted from http://killzonekid.com/arma-scripting-tutorials-epic-armour-drop/) IndeedPete for his templates (which I adapted ) CUP for allowing to unpack their PBOs, which allowed me to learn how to code (but I did NOT use their assets) Drongo, for his config creator Skiddy, yevgeni89 from the BI forums for their suggestions The ARMA community for collecting and sharing the documentation on modding Disclaimer: To be used at your own risks! I don' take responsibility in case of unexpected damage to your system I don't play MP, so if you encounter bug, please report and I'll try to fix it Compatibility with other mods (Alive, ACE): Not tested yet Compatibility with ZEUS: Normally yes, but not tested No other dependencies than Marksman and GM DLCs; otherwise this is standalone Known bugs/Future Plans: This is not supposed to be ultra-realistic and honestly there could be some anachronisms, but it gives my vision of a fictional unit using available assets. It is limited by my skills and the time I can spend on it, so you could probably find higher quality mods or models - still, I don't think this is redundant with existing materials. I tried however to make as neat and smooth as possible, this is the least of courtesy to the potential users. If there are any bugs to report - please let me know, and I'll try to fix it (it will be an opportunity for me to learn something new). The code of the config could probably be optimized - I have not seen any bugs, missing relationship popping up on my system, but it is always, so please let me now No Groups yet - to come in subsequent update No plans for future assets, but that could come ! I will release the source files (texture templates, ported 3d model etc...) License: Arma Public License Share Alike (APL-SA) https://i.imgur.com/wEXj2g0.png https://www.bohemia.net/community/licenses/arma-public-license-share-alike Please consider extra requirements if you want to reuse the Static Line Parachute (see https://forums.bohemia.net/forums/topic/181542-static-line-parachute-mod)
  22. WW2 Hungarian Armed Forces Mod [WIP] Hello, this mod aims to recreate the Hungarian Armed Forces of WW2. Content: Early (1940-1943) and Late (1944-1945) infantry units and groups CSA_38 tanks and Anti-tank cannon Hungarian Airforce skins for the Ju-87 and FW-180 by Lennard Planned Content: Retextured Northern Fronts and Forgotten Fronts assets (as soon as their new content updates are released) Custom Tanks Custom Weapons Custom Grenades Custom Names You can download the mod via Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2110508406 Have a fine weak and stay healthy! - Schraxt
  23. Farquharson

    The ACU Project

    We from TFT8 are proud to announce the public release of a joint work commission between ourselves and DustyPeek. The Army Combat Uniform Project. The Public Release Contains the following: Frequently Asked Questions(FAQ): Development Team: DustyPeek - Model Rigging, Initial Textures, Initial Configuration Farquharson - Final Configuration, Final Textures, Consulting SheamusV - Consulting, Tester Special Thanks: Current and Prior American service members in TFT8 for realism consulting. DustyPeek for taking on this ‘immense’ and important commission for our unit. If you’re interested in his other work, or commissioning him for yourself check out Raven Industries on discord. Shaleshock for the awesome promotional in-game photography. Check him out over on Twitter. Download on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1872341060 Download via Google Drive: https://drive.google.com/file/d/17s0Ltv5jLysbnJzuV_lGnz9V-GPyVtIb/view?usp=sharing ©2019 by S4@Task Force Tempor 8 Milsim This work is licensed under the ArmA Public License (APL): https://www.bohemia.net/community/licenses/arma-public-license Internal re-textures for private individual and unit use not made for public distribution on platforms such as but not limited to Armaholic, Steam Workshop, etc are permitted. Derivative textures, naming, etc - must give proper, present and clear credit to TFT8. This work is not to be publicly re-uploaded by any entity other than the official Task Force Tempor 8 development team.
  24. hello every one i bought a new arma 3 game server and i want to put my mods on the server parameter so can you help me please which on is -mod and -serverMod I put me question and mods too here : https://steamcommunity.com/app/107410/discussions/13/2273701484006148839/ this is my mods i want to know which one is server side and Client side ace Steam http://steamcommunity.com/sharedfiles/filedetails/?id=463939057 ACE Compat - RHS Armed Forces of the Russian FederationSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=773131200 ACE Compat - RHS United States Armed ForcesSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=773125288 ACE Compat - RHS: GREFSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=884966711 ACEXSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=708250744 Advanced Sling LoadingSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=615007497 Advanced TowingSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=639837898 ArmaZeusCacheSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1908099028 BloodLustSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=667953829 CBA_A3Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=450814997 CUP Terrains - CoreSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=583496184 CUP Terrains - MapsSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=583544987 Enhanced MovementSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=333310405 F-16 Fighting FalconSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=366423278 FIR AWS(AirWeaponSystem)Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=366425329 GRAD TrenchesSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1224892496 iFatigue: No sway and staminaSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1242734278 MBG Buildings Killhouses (Arma3 Remaster)Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=962938144 MCC Sandbox 4 - Mission Making The Easy WaySteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=338988835 Project OPFORSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=735566597 RHSAFRFSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=843425103 RHSGREFSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=843593391 RHSUSAFSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=843577117 ShackTac User InterfaceSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=498740884 Sunday Revive[UAF]Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=2099311141 SuppressSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=825174634 task_force_radioSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=620019431
  25. Hello all, Welcome to an adaptive music mod for ARMA 3 that I have revived and can no longer find on ARMAHolic or BI Forums. Some of you might have seen the Mood Jukebox mod that I have posted a while back. That mod might be getting another update if corrections can be made. This mod is designed to be an adaptive experience giving the right music at the right time (as much as ARMA programming goes). You will be able to start out with some low key tracks and then some hyped-up songs when in combat and revert back. Maybe some spooky feelings when the fog sets in. This mod has been originally created as a map script by Niklas Brettschneider and has been sitting on my hard drive for years. I have made this mod completely independent of any map scripting and will work on any singleplayer or multiplayer scenario. This mod will give you the following moods: - Day and night time playsets. - Fog playset when player enters fog levels over 30% - Skydiving playset when above 100 meters over a surface. - Enter any vehicle and get a non-combat playset for driving. - Combat playsets for on foot and in vehicles. (So getaway songs are a thing if someone is firing at you :O) If you have the debug mode on in the mod, you will get the following error on the mission load. The only error is a no debug box error on mission start when the debug parameter is set on. There is still a debug box though which will tell you what mode and song is playing. Subscribe to this mod on Steam For the version with a hud: https://steamcommunity.com/sharedfiles/filedetails/?id=2105618121 For the version with no hud: https://steamcommunity.com/sharedfiles/filedetails/?id=2105629270 You can tear apart this mod and create custom music packs. If you want a blank slate, here is a copy that you can download: https://drive.google.com/file/d/1tGb2CJDStTKgAbyEUrrXY_2gMFqJ47GM/view?usp=sharing Blank slate mod upload date: 5-31-2020 Please keep in mind, if you do repost this. Make sure you follow Workshop guidelines and credit my workshop page and original creator of the script. The current music in the mod is the OST tracks from Modern Combat 3 a mobile game developed by Gameloft back in the day. The music has not been picked up on youtube as copyrighted material and is clean to use. Possible upgrades I might do for this mod: - Add a rain playset array. - Add possible naval and flight music set array. - Remove dependency on CBA if I find a viable method. - Possibly add a playset when you enter a town or an area with more than 4 buildings. Required Addons: CBA 3: http://www.armaholic.com/page.php?id=18767 https://steamcommunity.com/sharedfiles/filedetails/?id=450814997 Preview Video Video on how to replace music. The guide document shown is included in the mod. Update - 5-23-2020 - Fixed the song change when exiting Vehicle. Songs will immediately change to the correct category.
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