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Found 268 results

  1. Hi Community ! I'm happy (and a bit proud) to present my work : Macaco's mod… A mod everyday ""work in progress"... for now 9 modules... - AI Reaction (Requires CBA, TASKFORCERADIO) With this module you can activate the "hearing" of the AI, which will hear you when you speak with TASK FORCE RADIO - Timer (Requires CBA, ACE) With this module you can activate a timer, based on the DAYTIME variable (totally rewritten) - FollowMe (Requires CBA, ACE) With this module it is possible to enable an ACE interaction menu that allows the player to have some AI commands run: *follow me *stop *lying *stand up * go up to the nearest vehicle * wears protective clothing (helmet + harness) * handcuffing (use a band) *to free - "Logistic Vehicle" module. (Requires CBA, ACE) With this module (can be synchronized with just one faction vehicle) it is possible to create a logistic vehicle for refueling / resetting and vehicle repair ... Also you can use an AI that "simulates" the repair of the vehicle but that if killed will make subsequent repairs impossible ... - "Earthquake" (Requires CBA, ACE) The module allows to create earthquakes with destructive areas; the intensity of the earthquake is adjustable ... - Module "HQ" (Requires CBA, TASKFORCERADIO) The module allows you to create an HQ vehicle with different features: * Equip the vehicle with aeronautical radio with 40km range (Task Force Radio) * Equip the vehicle (in the inventory) with UAV backpack (Darter), batteries and terminal (depending on faction) * Equip the vehicle with an omnidirectional radio disturbance antenna (Task Force Radio) * Equip the vehicle with a directive antenna (movable) to increase the range / power of the radio (Task Force Radio) -"Sounds Of War" module (Requires CBA, ACE) The module allows you to create areas with war sound effects and possibly (real) explosions and light flares, useful for example to delimit areas game recreating a more realistic situation ... -"Supplies" module (Requires CBA, ACE) The module allows you to request a supply case, with a virtual arsenal set by the editor. The module is equipped with various options for operating dynamics. -"Watch" Module (Requires CBA, ACE) With this module it is possible to activate a clock (with graphic interface) that creates two alarms, publishes useful variables for triggers and executes sqf files at the end of alarms .... - "Advanced Stamina" Module (Requires CBA, ACE) (feat. Hollywood) This module manages advanced stamina, adding the possibility of drinking, eating, etc ... Note for those who used the previous mod "Advanced Stamina Mod": Edit the missions with the old mod and then re-insert the modules with Macaco's Mod ON STEAM WORKSHOP: Macaco's mod ON YOU TUBE: Macaco's Channel (Tutorials) SECONDO REGGIMENTO INCURSORI ( 2RGT ) : http://www.secondoreggimento.it/
  2. Hello, I'd like to announce a project that my team has been hard at work with: Fields of Glory: 1861 - 1865. This is a historical conversion mod for Arma 3 that transforms the game into an American Civil War game, with muskets and cannons, line infantry and long-range cannon artillery. It's just three of us now working on this big undertaking, but we're always looking for new talent to help us with 3d modelling, terrain building, uniform designing, programming and scripting, etc. If you are interested in joining the team, please message me. Keep in mind that this mod is in early stages of development. Thank you! -J. Woody WIP images of Springfield musket:
  3. In short, I made a faction mod by using Drongo's Config Generator to create new units based on units from other mods and official platform updates. I took the faction mod config file into Notepad++ and edited it to add editor subcategories for my units to help improve organization and scenario compatibility. One problem remained: many of my units did not appear under the category of my faction in 3DEN or Zeus (though some arbitrarily did). Instead, they appear under the subcategory I assigned them, but under the faction category that the unit I had built them upon belonged to. This includes infantry, vehicles, turrets, and other such hardware. Squads and groups appear to function fine. In order to solve this, we went into the configs and added a class editorCategory under the same display name as the faction, then assigned this category to all the units in cfgVehicles. they all appeared, neat and organized, as desired. This for some reason broke compatibility with the Reinforcements Module of Achilles, and now my faction no longer appears under the Vehicle Faction selection dialogue, although it still appears under the squad selection dialogue for the same module. Since Achilles reinforcements only handles infantry in the form of groups, I think the issue at hand is not limited to only vehicles, but all units under cfgVehicles including infantry and others. Just as well, in cfgVehicles, all the units are assigned to my faction, and should be appearing under the appropriate category, but don't. There is no issue with selecting the faction as a playable faction in scenarios like Dynamic Recon Ops, and if the classname for the faction were somehow wrong in the config files, I would be getting all kinds of errors. This leads me to believe that, somehow, there is an issue with my units inheriting the faction editor categories of the factions their base units originated from. This is strange, because unless a unit can somehow belong to more than one faction simultaneously, they should not be inheriting these classes and the original faction category should be completely overriden by the new one. I am ready to provide photographic examples as necessary for clarification, and my config as well.
  4. EDIT: this description is waaayyy outdated, I ,alas, have been very lazy with documenting all it can do... Best way to know everything it has to offer is to read the changelog of releases which I DO keep up to date and documented. One day I promise I will document everything....😉 MRH Milsim Tools is a mod aimed at expanding the possibilities of scenarios for milsim units, as well as adding permanent features to missions. It is first and foremost meant to be used in milsim scenarios in multiplayer. Though some features will still work in SP, a lot of them will not behave properly in a single player environment. Please also note that a lot of the mod's features are built around the premise that most milsim units send dead players to a 'respawn bunker' from which they cannot escape until the end of the mission. So when killed a player will be considered 'dead' by the mod. An admin, or the use of the JIP menu can reset that status but if you use a different respawn scheme some things might not work properly. While some parts of the mod are plug and play, most features will require to be added to the mission by the mission maker, and as such require some basic scripting knowledge. A lot of tweaking options are available from CBA options menu. This mod is in constant WIP, the idea being that each time I develop something for a mission for my unit I will include it here. Current version: 1.17.6 Full guide, frameworks and features here: https://mrhmilsimtools-arma3-mod.wikia.com/wiki/MRHMilsimTools_ARMA3_Mod_Wiki Git hub issues here: https://github.com/MisterHLunaticwraith/MRHMilsimTools/issues Source code here: GitHub repository And download here: Download on steam workshop. localization: French and English Requirement: CBA_A3 ACE3 Features: **Core features:** Fully configurable team roster. You can change team roster color theme, decide if you want to display AIs and AI groups, even show all sides in the roster. Tracking of dead, alive, disconnected, reconnected players. Players will be flagged 'dead' by the mod if they are killed and respawn, allowing you to know they are dead even if the 'alive _x' scripting command returns TRUE. The mod keeps a registry of dead and disconnected players, you can decide to kill players that where flagged dead upon disconnecting when they reconnect (optional). Player intel data: Role, rank with NATO code, customizable rank insignia, radio frequency. Alongside CBA's option to change group name in the lobby, you can set a radio frequency for each group. In the team roster,and on the soldier's tablet the name you defined for the group will be shown instead of default Arma group naming (Alpha 1-1 etc.). Radio frequency is optional, can be set and will be shown in the lobby and on the player's PDA but does not affect either ACRE2 or TFAR radio frequencies. Admin warnings for current death toll. Whenever a player dies, admin is prompted a hint (this feature can be disabled). You can set a percentage of acceptable death ratio upon which the admin menu will automatically open allowing you to end the mission or allow players to respawn. Setting to remove map for players that are not formation leaders AFTER the briefing screen. Players with a map in their inventory will keep it during the briefing stage, useful if you do your briefings before launching the mission, but if you enable this option, only group leaders will keep the map once in game. Short automated cut scene when players join in. A small cutscene where the camera moves from above the player to first person view will play (locally of course) when the player joins the game (optional, can be disabled). Removal of disconnected players bodies. Bodies of disconnected players will automatically be deleted thus preventing looting by other players! (optional, can be disabled). Enhanced and configurable JIP menu. Whenever a player Joins In Progress the JIP menu will open allowing them to rejoin their group (optional, can be disabled). You can decide to show all sides in the menu (useful for PVP missions) and include AI groups with playable units. The player can join any other player they select, if the selected player is in a vehicle and the vehicle has free cargo place the player will be moved inside the vehicle. Players cannot join other players if their vehicle is full. Players inside a vehicle are marked with an icon, the icon is red if the vehicle is full. The mod includes a function to turn any object into a JIP menu access point. When the JIP menu is used, a small cut scene plays for the teleported player and if they where flagged as 'dead' the mod flags them as 'alive' so you can use it to allow dead players back in the game. Powerful admin menu. The admin menu can only be opened by a logged in admin and therefore doesn't work in SP, it includes a lot of features, mission statistics, dead players, etc. From the admin menu you can end the mission with a default ending or with any ending defined in the mission's cfgDebriefings. You can reset a player's status if they have been flagged 'dead'. You can heal all players (ACE damages) or just the selected player. You can remotely open the JIP menu for a selected player or for all dead players. You can see the selected's player location on the map and apply some preset punishment for a given player (chicken on head, push ups etc.). Punishments can be customized from the mission's description.ext. Last but not least you can remotely edit any player's equipment (opens ACE arsenal). PLEASE NOTE: As of now, limitations to ace arsenal only allow you to change uniform, vest and helmet and their contents. Backpacks and equipped weapons cannot be changed. I will work on a workaround solution in the next update. **Soldier PDA and framework** The mod includes a PDA item that can be accessed through ace self interactions >> equipment if the player has the pda in their inventory. Access to personal data, map and team roster Default tabs in the PDA include player self intel,a map (can be disabled) and a team roster. Stopwatch, alarm and timer functionalities The PDA has an alarm app that allows players to set an alarm or a countdown timer and includes a stopwatch feature. Possibility to send, receive and collect data and pictures. From your mission description.ext you can predefine data and pictures that can be added to the tab's gallery app or to the tab's data app. Each data or picture can be given separately and therefore discovered mid game. (2 functions are included that do just that). Data can be shared and transferred between players if they are within a ten meters radius of each other. **Fiberscope** Fiberscope Item The mod includes a fiberscope item that allows equipped player to look under doors (ACE self interaction >> equipment). It only works if you are next to a door or a window. **Vehicle spawner module** Vehicle spawner The mod includes a function to turn any object into a vehicle spawner, you can select what type of vehicles (see, land, air, all of them) the spawner will allow you to spawn. Mission makers and admins can decide which mods/ dlcs and factions are available from the spawner. The spawner works fine with vanilla assets, RHS, CUP and PROJECT OPFOR vehicles, some vehicles from other mod might not be listed properly depending on the mod's config files. **Radio chatter module** Play ambient radio chatter from a radio prop The mod includes a function to turn any object (but preferably a radio prop) into a random radio chatter player. The radio can be turned on and off (ACE interaction) effects are global and the same chatter is played on every machine. By default I have included a US military radio chatter channel (with samples taken from the excellent TV show Generation Kill) but you can create your own channel with custom sounds either from the mission's description or by packing them into a custom addon (if you do so, please share!). **Map markers** Customized map markers I have also included a shit ton of customized map markers all of them are available to mission makers, and some of them (not all, so has not to overcrowd the icons tab) to the players. **Hacking and downloading tool** A hacking tool object is included, you can still disable a CBA option if you want to allow players to perform hacks and data download without the item in their inventory. Hacking and downloading tool item Two functions are included to make objects hackable, while hacking or downloading content players can still move but they have to stay within range of the objects. **Miscellaneous functions for mission makers** In addition the mod includes several functions designed to make mission maker's life easier: Elevator simulation Timer Check when all alive players are on board a vehicle Automatically fill given ammo crate with ammo fitting the player's weapons Automatically refill ammo crate with infinite ammo/ items Remove unit's nvg (regardless of the mod they come from) Remove ACRE2 radios Search object/ person function ACE3 simple conversation interaction MP compatible sit unit on chair with release condition Splashscreen with customizable image Static line parachute jump Travel time ETA HVT capture and surrendering function **New features: v1.13** -Enhanced map object, replaces the vanilla one, can be put on the ground and shared, folded in the corner of the screen etc. - Heli taxi system -Support requester via grid coordinates input for: artillery strikes, CAS, supply drops. -Zeus invisibility toggle **New features v.1.15.0** *Added new functionality : Parachuting addon (Halo Gear) -Features: * 2 Masks and 2 Parachutes with auto opening possibilities (CYPRES II Auto Activation Device). *Special HUD for Halo Mask *Chances of mask breaking (Halo Mask With ESS only) *Emulation of Hypoxia effects *Configurable key to open parachute (default SPACE) instead of scrollwheel action menu. *Objects that are attached to the player with ace interaction (IR Strobes chemLights etc) will also appeared attached when the chute is deployed. *Fully configurable
  5. Hey folks, I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects. A rescue basket and a life raft. I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help. Here is a model of the rescue basket I made https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052 I was able to implement it into Arma but I need to add some features and solve some problems with your help. Features I have to add: -basket floats on water (implemented) -basket can be slingloaded to a helicopter (implemented) -basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket (implemented) -basket has strobelights for night operation (not really implemented) -lights can be toggled Problems: -basket is static, it won't fall down if placed in the air (fixed) -i dont know how to get textures on the basket (worked around) -basket doesnt move if a vehicle crashed into it (fixed) -crew view position is not where its supposed to be -sling loading behaves odd -light sources don't relly emit light to the environment Basically I want the basket to be a Boat which can't be driven because it has no motor. This is the current config of the basket class cfgPatches { class Rescue_Basket { units[] = {"Rescue_Basket"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; class Life_Raft_8 { units[] = {"Life_Raft_8"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; }; class CfgVehicles { class Boat_F; class Rescue_Basket : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; }; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; }; };
  6. Hi folks, Thanks for taking the time to checkout this thread and provide support. I'm banging my head against the desk with regards to custom leaflets - https://community.bistudio.com/wiki/Arma_3_Leaflets#Custom_Leaflets I think my config is correct and it definitely works for customizing the existing West, East, Guer, and Civ leaflets, no problems there. My problem is with the Custom_01, Custom_02, Custom_03, etc. objects. I load up my mod, create a test scenario, put down a drone, configure the pylon settings to Custom_01, and then try to startup the drone and release the leaflets. I do see that the magazine is loaded but when I fire I get the following error message: If I go into config view I see that CfgLeaflets > Custom_01 is indeed defined with my PAA file. Any idea on what's going wrong here? Happy to provide additional info if needed. Your help is immensely appreciated 🙂
  7. when I rename the DUWS mission in order to be able to play on different maps like Tanoa, I still have aproblem: all the units are wearing arid camo and the vehicles have the wrong color as well. how to I fix this? Is there a way to replace the units or add additional ones?
  8. Repo's Custom Textures V0.3RC A retexture mod of MLO. Currently still being developed and worked on. Everything is WIP unless otherwise stated. Current patterns: Uniforms: Helmets: Please join the development discord for better support and requests: https://discord.gg/SVUAk8E Any Requests, please put them in the discord above, or in the comments below. You are more likely to be acknowledged if you post in the discord however. Plenty more is planned for this project, and things will change quite often currently. Credits: VanSchmoozin - Creating in my opinion the best looking gear textures in ArmA. Task Force Raven - Putting up with my gear addiction. DOWNLOADS: https://steamcommunity.com/sharedfiles/filedetails/?id=1849718114
  9. GF Auto Loot Crashsites Script - Mod by GEORGE FLOROS [GR] Description: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. 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 Auto Loot Crashsites Script 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/ and also use the extra pluggins (this way will be better , it will give also some certain colors 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/ Notes: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. There are Blacklist Zones available , 5 from default and a safe distanse from players . This is the new reedited version of the previous GF Crashsites script , so there are a lot of changes and options. More information inside the GF_Auto_Loot_Crashsites.sqf There 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: v1.2 It is possible to spawn normal alive vehicles , with crew or not or just wrecks. NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. Fixes about spawning. Minor Fixes. Added more options. v1.1 Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40312 Armaholic GF Auto Loot Crashsites Script - Mod
  10. DOWNLOAD: Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=740727824 Armaholic: http://www.armaholic.com/page.php?id=27523 MediaFire: https://www.mediafire.com/file/9t6hcwidvxxkwft/@TMT_-_Turkish_Forces_v0.7.rar/file --------------------------------------------------------- TMT - Turkish Forces - ArmA 3 Mod - v0.7 --------------------------------------------------------- © 2019 Turkish Mod Team ------------------------ License ----------------- Users are permitted to install and use the TMT Addons for personal using purposes only. Any military, commercial or educational use is prohibited without permission from the author. Free redistribution is permitted for the original file package as long as it is kept unmodified and distributed free of charge. Distribution of parts of the TMT Addons are not allowed without explicit TMT authorization. This TMT Project that is for Arma 3 is under the “Arma Public License” and “Arma Public License - Share Alike”. https://www.bohemia.net/community/licenses/arma-public-license-share-alike -------------------------- Changelog -------------------------- -v0.7 New vehicles, updated textures and configuration. New and updated attachments and gears. Updated core files. New classes. ---------- -v0.6 (Beta) New vehicles and updated textures, configuration. New and updated weapons, attachments and gears. Updated core files and configuration. ---------- -v0.5 (Beta) New models and classes. Updated core files and configuration. Optional F-16 addon. ---------- -v0.1 to v0.5 (Alpha) Closed test. ---------- -v0.1 (Alpha) First release. Just some test classes. -------------------------------- Known Issues -------------------------------- Some weapons are not compatible with some accessories in terms of design. There are some texture-uv map issues / especially for AH1W. Some geometry problems. ACV-300 glass passing. There are some animation deficiencies. --------------------------------- Contributors --------------------------------- Rygugu - W0lle - Vilas - SuperRat - shortez -RedRogueXIII - TenoYL - Trnx17 Firewill for F-16 Fighting Falcon Series and AirWeaponSystem Addons CUP Team for Documentation ---------------------------------------------------------------------------------------------------------------------- Thanks; Bohemia Interactive for the great military simulation game and ArmA Community for guidance and supports. ----------------------------------------------------------------------------------------------------------------------
  11. So quick presentation this mod add Saudi armed forces for Arma 3. 2 other faction National Guards (IND_F) & Shia insurgent (OPF_F) will come later to complete the mods, but the Saudi Royal Land Forces is complete, fully fonctional with Zeus, Alive or any script... You can find it under Blufor/Saudi Arabian Army Faction class name : "B_SaudiArabian_Army" Steamworkshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1849699977
  12. Work in Progress (v0.8) What is CoopR? The abbreviation CoopR resolves into Coop Roleplay. These two keywords are leading the whole idea of this modification. CoopR Mod is a gameplay overhaul. Combining coop gameplay with interesting yet not immersion-killing roleplay game elements. CoopR will come in two different release systems. The first to be published is the CoopR Light coop gameplay enhancement. It can be described as a subset of features that passed quality assurance by bringing proper gameplay enhancements that do not have any dependency to other addons of the CoopR Mod ecosystem. The other release is the CMF (CoopR Mission Framework). This framework will provide a library of editor modules and scenario attributes to create multiplayer missions that redefine ArmA3 gameplay by a large package of new immersive features. Additionally the integration of popular modifications like ALiVE and ACE3 will push the feature list even further. The CMF will be officially implemented by CoopR and is planned to run on multiple game servers. The collection of those servers is defined under the CoopR Combat Theatre term. A “theatre” defines the lore multiple servers are running under. Technically players can transfer their characters and squads only between servers where the threatre is the same. There is no way of transfering a World War 2 threatre character into a NATO war theatre. CoopR Light CoopR Light’s primary goal is to extend the gameplay of coop multiplayer squads. It is a small subset of the whole CoopR mod idea. When the development of CoopR Mod started it was clear that this modification will take at least two years to implement all planned features. As time went by the amount of feature ideas grew and therefore the release date was pushed back further into the unknown future. To this date the CoopR team managed to develop a working base with a good amount of core features. We realized that there is a basic feature set ready to be released. We call this set the “CoopR Light” release. The reason to release this light version to the community is to start testing the early state of the modification. We expect to receive hands-on feedback and suggestions that help adjusting the development process. Reported bugs will be brought into the development of CoopR and fixed in future releases. The following conditions need to be met so an CoopR addon is a candidate to be released in the CoopR Light release: No dependencies to other Non-Light addons Adds striking enhancement of coop gameplay Will not require a wipe of any persistence data CoopR Mission Framework The CMF (CoopR Mission Framework) will provide a vast variety of editor placed modules, scenario attribute configurations mission configurations. The CMF will also offer a library of script functions to publish an API for other addons or mods. This is what the framework will bring to the customization point of view. With CMF you can build a completly new type of coop missions. One core feature is the RPG addon. It allows players to create characters with perks and role specifications. These characters are persisted and accessible between different mission created by the CMF. This bring another gameplay addition to coop missions - progress. Characters can increase their skills and “farm” their equipment. Incapacitation is not a trivial thing anymore. You can lose access to your character for a long time or even lose him completely due to permadeath situations. But the RPG system is not at all the only thing coming with the CMF. To shorten it up here is a short list of features that are either nearly completed or work in progress: Character RPG System "Deployment Life" Simulation System Local Persistence & Web Persistence (CoopR HQ) Perk System Role Skill System Temporary Camp / Shelter System Supply Request System Personal Storage / Barrack System Recon Mission System CoopR Webapp / Mobile-App Character Management Extended Squad System many more in concept... Recruitment! The CoopR Mod team is looking for some fresh meat/veggie. Here are some positions we are in need for: SQF Developer (All Skill Levels) ArmA3 Extension Developer Game Concept Designer Vue.js Developer (All Skill Levels) 2D Artist Feature Roadmap Wiki WIP Find us CoopR Youtube Channel @cooprmod Instagram Support us on Patreon! Contribute on Github! Have a chat with us on Discord
  13. Hey guys and gals Recently I was trying to add ships to my custom (mod) faction. Implementing the ships I had no problem, but as soon as I tried to add my own skins to the ships, I encountered a problem. I doesn't seem to be possible to add my skins to the ships, at least the way I was trying. Here's my code. Please help me 🙂 class CfgVehicles { class ship; class B_G_Boat_Transport_02_F; class RHIB: B_G_Boat_Transport_02_F { side = 1; scope = 2; scopeCurator = 2; crew = "Custom_Uniform1"; faction = "Coast Guard"; displayName = "Festrumpfschlauchboot"; model = "\A3\Boat_F_Exp\Boat_Transport_02\Boat_Transport_02_F.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Rhibboat_co.paa"}; }; class B_Lifeboat; class SRHIB: B_Lifeboat { side = 1; scope = 2; scopeCurator = 2; crew = "Custom_Uniform1"; faction = "Coast Guard"; displayName = "Festrumpfschlauchboot(klein)"; model = "\A3\Boat_F\Boat_Transport_01\Boat_Transport_01_F.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Boat_Transport_01_rescue_CO_1.paa"}; }; }; I tried to add the Skins in the editor via setObjectTextureGlobal and it worked with the ingame ships, however with the boats in my faction it didn't work. https://imgur.com/zfC63YW The inner ships textures have been replaced with setObjectTextureGlobal and the outer ones are the boats from my faction.
  14. GF Temperature Script - Mod by GEORGE FLOROS [GR] Description: GF Temperature Script - Mod , the values are based on real measures. 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 Temperature Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.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 colors 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/ Notes: The Values are based on real measures and there are 4 different options according to the selected climate. 1 = Hot Desert Climate , 2 = Mediterranean Climate , 3 = Subarctic Climate , 4 = custom The changes are affected from : month time Sun Elevation overcastForecast fogForecast rain gusts Altidude Sea Deep Sea Depth The Temperature Variables are : GF_Temperature_Sum_Air GF_Temperature_Sum_Sea It is possible after the script initialisation , to use them in other scipts etc. This scipt will be used in the future , for other projects as well. It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Big thanks to CarlGustaffa for his Sun elevation code. https://forums.bohemia.net/profile/742616-carlgustaffa/ 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: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40349 Armaholic GF Temperature Script - Mod
  15. ello, community. I have created my second mod using Drongo's Config Generator. There was no problem creating the first one and I have learned to create such mods and files very quickly. I did everything the right way - I created my units and added Drongo's generator module in the editor, which created the .cpp file. I converted it into a .PBO file successfully using the Addon Builder. After that I uploaded the .PBO file and created a mod, launched it with the requirements, but an error occurs: File Addons\ config.cpp, line 2: /cfgPatches/: '-' encountered instead of '{' What could be wrong? I have opened the file and the '{' was there instead of '-', so it was OK. Here's the whole file's content: Thank you in advance!
  16. GEORGE FLOROS GR

    Ravage Mod Wiki

    Information : Feel free to share and discuss , about Ravage Mod Wiki
  17. Hello, everyone! I have spent a whole day to create my first self-made mod, using Drongo's Config Generator. I suppose you know you can create your own faction with it. I tried to create groups under F2 in the editor, but I suppose I have done something wrong. I even tried to convert both .cpp files into .PBO files, using 2 different subfolders into the Addons folder. It somehow didn't work for me, I wasn't able to find the Addons folder - it was missing, the file was corrupted, when there was an extra .PBO file outside the main Addons folder etc. So, I decided to create a mod only using units under F1 with 2 categories - Men and Cars. 1st issue - all drivers in the vehicles are snipers. I guess I can fix that by making him a lower rank, instead of lieutenant, which rank, according to Drongo's description, makes the current class a crew member of mechanized/motorized units and vehicles. If I make him higher rank, he'd be an APC crew or a tank crew member. 2nd issue - if I manage to fix the first one, how exactly should I update the mod itself, instead of reuploading it again? I guess this should be a faster solution. There's a program, called Game Updater, is it the correct one? 3rd issue - this is the main reason to post this topic! The mod contains 6 different AI classes. They are all loaded with their full gear and ammo. The Breacher class has no ammo for the main and secondary weapon, and also has no grenades, although all the classes are loaded with 14 grenades (7 types of grenades x 2). What could be the problem and how would I fix it? I will definitely open the scenario again and check the Breacher class loadout, but I know it's completely loaded with ammo. I have copied another AI to rework this one. I use custom mods for their main weapons, which you can see in the link below. The problem could be caused by this: the UTS-15 shotgun always starts to load up its ammo when you start the mission first, they are not pre-loaded on the start. But I am sure it's not that because my secondary weapon has no ammo inside of it and in the inventory as well. And, as I said before, no grenades are included, which is also weird. This is the LINK to my mod in the workshop. Thank you in advance!
  18. I tryed to add the agm 65L to the Fir aws version of the EF2000 but i could select it ingame. i added "FIR_AGM65L_P_1rnd_M_eaws" to the weapons.hpp and magazines.hpp files.
  19. FRITHS ROBOTS [WIP] BACKGROUND: Made from repurposed dissident, FrithCorp's Synthetic Soldier Solution is a fighting force to be reckoned with; endless stamina, maxed skills and unquestioning loyalty, be the envy of other derranged Warlords as you crush opposition with the relentless onslaught of your robot army! *ability to drive in convoy not included as standard EXISTING FEATURES [WIP]: base robots textures and config YET ANOTHER DEAD MOD FROM LORD FRITH: 😄 had a lot of problems getting this mod going and since various DLC i can barely run arma anymore. heres the test version of the mod if anyone wants to try and do anything with it: https://www.dropbox.com/s/3b5ht0upctvpmui/%40Friths_Robots.zip?dl=0 released under the Crowly Creative Commons Lisense "do as thou wilt shall be the whole of the law" IMAGES:
  20. GF Auto Loot Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Script , will detect the enable Mods , without editing lists. 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 Auto Loot Script 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/ 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/ Notes: GF Auto Loot Script , will detect the enabled Mods , without editing lists. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only There is a Possibility option available. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the loot from spawn. The loot will spawn also , at the spawned or placed in editor Buildings. There 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: v3.1 Fixed , working now also on Dedicated , with auto init. v3.0 A lot of the previous code is reedited. Added option for the spawned items number. Code optimization. v2.0 It is possible to add your custom item list. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only Changed the codes for the search of the configs. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40299 Armaholic GF Auto Loot Script - Mod Thank you very much Realthinged , i hope you like it ! You can add a case 4 : case 4 : { /* ________________ How to disable a certain mod : ________________ example 1 : (!(getText( _x >> 'author' ) == 'The CUP Team')) example 2 : (!(getText( _x >> 'DLC' ) == 'CUP_Weapons')) */ //________________ Load every Mod / No CUP Loot ________________ _CfgWeapons = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x>> 'scope') > 1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; "getNumber (_x >> 'scope') >= 2 && {getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256] && {_CfgWeapons pushBack (configName _x);false}}"configClasses (configFile >> "CfgMagazines"); _CfgGlasses = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; _cfgArray_backpack = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; _Loot_case = "Load every Mod - No CUP Loot"; _Select_Loot_Loaded = true; }; or if you want to exclude completely the weapons for example : go to this line : //________________ To disable the weapons completely , you can delete for example the: _CfgWeapons ________________ GF_Auto_Loot_with_userconfig_cfgArray = _CfgWeapons + _CfgGlasses + _cfgArray_backpack;
  21. G'day guys, I'm working on a small mod to retexture and improve the vanilla arma 3 vehicles. However am currently stuck at attaching items to the exterior of said vehicles. Currently I'm running everything inside my config.cpp file, and have the prowler retextured using: class B_T_LSV_01_unarmed_F; class Custom_Prowler: B_T_LSV_01_unarmed_F { side = 1; scope = 2; crew = "Custom_Unit"; faction = "Custom_Faction"; displayName = "Custom Prowler" hiddenSelections[] = {"Camo_1"}; hiddenSelectionsTextures[] = {"filepath.paa"}; class textureSources { class Prowler_Texture { displayName = "Prowler Texture"; author = "Grovesy"; textures[] = {"filepath.paa"}; materials[] = {}; factions[] = {"BLU_F","BLU_G_F"}; }; }; }; Now I'm pretty confident I could use the eventHandlers class and add some attachTo's in the init, but is there a cleaner/quicker way to attach the objects in the conifg.cpp? I have a composition.sqe file of how I want everything set up, but I'm unsure how I can manipulate that into my config.cpp My end goal is having a few jerry cans and other vanilla extras attached to the outside of the vehicles. Wanting them to look more like special ops, long range vehicles. Any help is appreciated, Cheers -Grovesy
  22. So as of right now, I'm trying to do a faces mod similarly to what ASCZ Heads did with their custom mods, only, that the faces I'm trying to make wouldn't be able to be selected by the AI, exclusively player-decided. What I'm struggling with right now is the config.bin file and whether or not the base .paa file for the textures is suitable for use in the mod. All assistance is appreciated, but the last thing I want to hear is to just copy the config from another face mod and fill out the spaces as that does not help me in learning how to make a config.bin file from base.
  23. GF Auto Loot Vehicles Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. 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 Auto Loot Vehicles Script 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/ and also use the extra pluggins (this way will be better , it will give also some certain colors 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/ Notes: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. This is the new reedited version of the previous GF_Vehicles_Configurable_Loot script. More information inside the GF_Auto_Loot_Vehicles.sqf There 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: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40318 Armaholic GF Auto Loot Vehicles Script - Mod
  24. ADV - ACE Splint - Fixing you up if your arms and legs go kaputt - The times are over in which you had to use a Personal Aid Kit to fix damaged arms and legs with ACE³. ADV - ACE Splint offers you an item you can use to fix damaged arms and legs. Of course the option to splint a damaged limbed will only be available with ace_medical_healHitPointAfterAdvBandage disabled. Depending on your settings an applied splint might come off again. In that case you might be able to apply it again, or have to use a new one. I recommend using ADV - ACE CPR additionally to ADV - ACE Splint - not just because I'm the modest author, but because these two mods offer the things I felt missing in the current version of ACE³. Download: The most current version (1.1.6) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.1.6/@adv_aceSplint.zip You can get it at armaholic (thanks to foxhound!): ADV - ACE Splint v1.1.5 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 The Addon is signed and has a bikey. And of course ACE³ is needed - adv_aceSplint works with at least version 3.12.0 Or get it at the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1291442929 For mission builders: Settings for ADV - ACE Splint can be changed with cba settings, or the following variables: adv_aceSplint_reopenChance_regular = 0; //default 30, maximum value 100 adv_aceSplint_reopenChance_medic = 0; //default 0, maximum value 100 adv_aceSplint_reopenTime = 300; //default 600 adv_aceSplint_reuseChance = 80; //default 90, maximum value 100 adv_aceSplint_patientCondition = 0; //default 0, 1 = patient has to be bandaged before applying splint The classname for the splint item is "adv_aceSplint_splint" If you want to enable logging to rpt set this variable: adv_aceSplint_diag = true; Current issues: - Unknown. We don't usually play with ace_medical_healHitPointAfterAdvBandage so if something breaks I'm most likely the last person to know about it, so bug reports are always welcome. Special thanks: - NorX Aengell - DeliciousJaffa - GodofMonkeys - veteran29 - corp-0 Changelog: 1.1.6: FIXED: check limb feature wouldn't be applied correctly ADDED: spanish and polish translation ADDED: setting for the patient's condition in order to be splinted And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for using this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole.
  25. GF Exported Loadouts Script - Mod by GEORGE FLOROS [GR] Description: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. 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 Exported Loadouts 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/ and also use the extra pluggins (this way will be better , it will give also some certain colors 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/ Notes: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. It will also work for spawned units. There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_Exported_Loadouts", true]; 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: 3.0 The code is completely reworked , in order to be more user friendly , clear and readable . Everything now is easier and sorted also to different sides , including also more available settings. 2.1 Added some extra options. v2.0 Added an option to change certain loadouts , or random to certain type of unit. Added three examples , rifleman , sniper and every other unit. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40336 Armaholic GF Exported Loadouts Script - Mod
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