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Found 227 results

  1. Royal Thai Armed Forces - Unit pack Unit and Uniform (ในนี้เป็นภาษาอังà¸à¸¤à¸©à¸¥à¹‰à¸§à¸™ หาà¸à¸•à¹‰à¸­à¸‡à¸à¸²à¸£à¸ าษาไทยโปรดเข้าใปดูในหน้า Workshop) Download from Steam Workshop (32.8 MB) Screenshots: http://imgur.com/a/HKkOs Status: Still working in progress more content coming soon Content Unit (More unit types in future) RTAF Rifleman (Army) - RTAF_Soldier_a_f RTA Rifleman (Air Force) - RTAF_Soldier_af_f Uniform RTAF Combat Fatigues (Army) - RTAF_CombatUniform_a RTAF Combat Fatigues (Air Force) - RTAF_CombatUniform_af Vest RTAF Carrier Lite (Army) - RTAF_PlateCarrier1_a RTAF Carrier Lite (Air Force) - RTAF_PlateCarrier1_af RTAF Carrier Rig (Army) - RTAF_PlateCarrier2_a RTAF Carrier Rig (Air Force) - RTAF_PlateCarrier2_af RTAF GA Carrier Lite (Army) - RTAF_PlateCarrierIA_a RTAF GA Carrier Lite (Air Force) - RTAF_PlateCarrierIA_af Headgear RTAF Modular Helmet (Army) - RTAF_Helmet_a RTAF Modular Helmet (Air Force) - RTAF_Helmet_af RTAF Military Cap (Army) - RTAF_MilCap_a RTAF Military Cap (Air Force) - RTAF_MilCap_af Backpack (More backpack in future) RTAF Assault Pack (Army) - RTAF_AssaultPack_a RTAF Assault Pack (Air Force) - RTAF_AssaultPack_af RTAF Kit Bag (Army) - RTAF_KitBag_a RTAF Kit Bag (Air Force) - RTAF_KitBag_af RTAF Carryall Backpack (Army) - RTAF_Carryall_a RTAF Carryall Backpack (Air Force) - RTAF_Carryall_af Content Working in Progress (Include in this mod) Royal Thai Navy Uniform Royal Thai Air Force Uniform Unit types Rifleman (RTAF_Soldier_a_f, RTAF_Soldier_af_f, RTAF_Soldier_n_f) TRG-21 5.56 (ARCO) P07 9mm RTAF Combat Fatigues RTAF Carrier Lite RTAF Modular Helmet Notes: Classnames in Italic means they are not currently available in current version Uniform / Vest / Headgear of unit will different depend on faction they are on (Army, Navy, Air Force) Changelog (See full changelog here) 11/05/16 00:02 GMT+7 + Add RTAF Rifleman (Army) (Tee) - RTAF_Soldier_a_tee_f + Add RTAF Combat Fatigues (Army) (Tee) - RTAF_CombatUniform_tshirt_a 10/05/16 18:01 GMT+7 - Fix mission hydration pack texture on RTAF Carrier Rig (Army) + Add RTAF GA Carrier Lite (Army / Air Force) - RTAF_PlateCarrierIA_a / RTAF_PlateCarrierIA_af + Add RTAF Kit Bag (Army/Air Force) - RTAF_KitBag_a / RTAF_KitBag_af + Add RTAF Carryall Backpack (Army/Air Force) - RTAF_Carryall_a / RTAF_Carryall_af 08/05/16 16:35 GMT+7 - Added Air Force uniform / unit - Classname Change RTAF Combat Fatigues (Army) RTAF_CombatUniform_a RTAF Carrier Lite (Army) - RTAF_PlateCarrier1_a RTAF Carrier Rig (Army) - RTAF_PlateCarrier2_a 08/05/16 00:49 GMT+7 - Release
  2. I reskinned Carrier Rig (Green) V_PlateCarrier2_rgr but I do need to define picture / model and armor value myself I want to use all the base value of the Carrier Rig I used just changing the texture I have tried changed Vest_Camo_Base on line 20 to V_PlateCarrier2_rgr and got an error "Undefined base class" how do I fix it? config.cpp #define true 1 #define false 0 class CfgPatches { class RTAF_Vest { units[] = {RTAF_Vest}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class RTAF_PlateCarrier_wdl: Vest_Camo_Base { author = "Splendid Modder"; scope = 2; displayName = "RTAF Carrier Rig (Digital Woodland)"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d"; hiddenSelectionsTextures[] = {"\RTAF\data\RTAF_PlateCarrier_digiwdl_f.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = Supply80; mass = 15; armor = 0; passThrough = 1; }; }; }; config.cpp I use as template https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Vest_configuration class cfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class V_vest_new: Vest_Camo_Base { author = "Splendid Modder"; scope = 2; displayName = "New Vest"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; hiddenSelectionsTextures[] = {"\A3\Characters_F\BLUFOR\Data\vests_khk_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; containerClass = Supply80; mass = 15; armor = 0; passThrough = 1; }; }; };
  3. Here's list of error I got Config : some input after EndOfFile The exception unknown software exception (0x000dead) occurred in the application at location 0x000000007441DAD8 Exit code: 0x0000DEAD- .rpt file config.cpp #define true 1 #define false 0 class CfgPatches { class RTAF_plane_cas_01_f { units[] = {RTAF_plane_cas_01_f}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgVehicles { class B_Plane_CAS_01_F {}; //External Class Reference class RTAF_Plane_CAS_01_F : B_Plane_CAS_01_F { _generalMacro = "Plane_CAS_01_base_F"; scope = 0; displayName = "RTAF A-164 Wipeout (CAS)"; faction = "BLU_F"; author = "Unknown"; vehicleClass = "Air"; Side = 4; crew = "B_pilot_f"; typicalCargo[] = {"Soldier"}; hiddenSelections = {"Camo_1","Camo_2"}; hiddenSelectionsTextures = {"\RTAF_10\data\RTAF_plane_cas_skin_00_f.paa","\RTAF_10\data\RTAF_plane_cas_skin_01_f.paa"}; class Library { libTextDesc = "RTAF_A164"; }; }; }; This code works well on wheeled vehicle but I cannot use it on Air vehicle I don't know how to fix this problem This is code I use as template (The one that I says it's works well) #define true 1 #define false 0 class CfgPatches { class B_MRAP_03_F { units[] = {B_MRAP_03_F}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgVehicles { class I_MRAP_03_F {}; //External Class Reference class B_MRAP_03_F : I_MRAP_03_F { scope = 2; displayName = "Strider"; faction = "OPF_F"; author = "Tactical Light"; vehicleClass = "Car"; Side = 0; crew = "O_soldier_F"; hiddenselectionstextures[] = {"\csat_strider\mrap_03_csat_ext_co.paa"}; class Library { libTextDesc = "Strider"; }; }; };
  4. Alex150201

    Steam Workshop Addons

    Hello everyone I hope you are having a nice day unlike me. I have subscribed to a couple of mods on steam workshop for arma 3 and after they download they don't seem to show up. In the past when this would happen I would keep the launcher open for a couple hours and the addons would show up but that doesn't seem to work anymore. I subscribed to a couple mods last week and decided to leave my pc on with the launcher open throughout the weekend and nothing showed up. Any help is highly appreciated. PS: Mods that have already showed up do get updated if that helps at all :P PS No2: I have also tried resubscribing to the mods but no luck...
  5. Hi guys, I have searched the internet for a couple hours and i cant find any up-to-date documentation on creating a 3D model for ArmA 3 to use in-game. Does anyone have a link to some up-to-date documentation and/or can write some basics himself? For 3D models i use 3D Studio Max. Thanks in advance! ~ JohnDoe
  6. Hello there, im new here and i wanted to ask what ways there are to add police light bars to vehicles. I know there is that hidepolice 1,0 stuff. I tried that but yea just works for the offroad and doesnt look that nice to be honest. Thats why i wanted to add police lights to old arma 2 vehicles which i have retextured. This is how they look atm http://images.akamai.steamusercontent.com/ugc/548682046894741237/78F1BEFC860618782D8D282B0C64DD4BD5013005/ (this is how i wanted them to look like https://upload.wikimedia.org/wikipedia/commons/9/94/Police_car_from_Afghanistan.JPG ) Btw: if you want give me some feedback on those and maybe what to do even better since these are my first skins ever. Anyways. I want to add some sort of lightbars to them but google doesnt give me anything usefull.. All i need is like a tutorial on adding lightbars to vehicles and maybe how to make them actually work (light flashing and sound) Youtube doesnt show me anythin usefull aswell. Everybody is just showing off but nobody explanes.. If you guys could help me that would be amazing :) sorri for brad english im from england im not :D anyways have a nice day! Edit: why are the links not working? They did for me before i put them in here..
  7. Hello everyone, I have been part of the ArmA 3 community for a little over 2 years now, and I'm so glad that I decided to get into ArmA in the first place. I've been an active player on mainly Takistan Life for ArmA 2, until the world of development and modding sucked me in; I haven't had time to play any of the recent mods. I am now interested in exploring the different opinions surrounding the ArmA 3 community about Life mods and servers in general. I am writing a thesis on this subject and I am hoping to receive some feedback from you guys to better understand the mindset and reasoning for some of your opinions. It would help me a lot in my search if you guys could take the time to fill out this survey or post below some of your thoughts on ArmA 3 Life servers/mods. Rant away! Thank you for your time! - Brandon :)
  8. Hi, i found the F18 Super Hornet mod and i have created a mission with the eden editor with both versions of the fighter, the E and F version, the F version as you probably know is "tandem-seat". So i have the empty fighter, a Munition HEMTT vehicle and two pilots, one of them the player, there is a village in which there are several OPFOR units and i have set some waypoints for the plane. It works like this -First i get in the fighter as the pilot so i can use the Service menu and select which equipment i am going to use -Then after the fighter is rearmed, then i get in the gunner seat and tell the AI pilot to get in. -I have used a trigger linked to the AI and the first waypoint, so when he gets in, it goes to the first one and then the fighter takes off perfectly. The problem is, although i have set limited speed in several waypoints the plane goes too fast so i can bomb the objetives, and also it flies at 300M height, so the fighter gets hit, and also, it is not stable at all. I have tried with the flyInHeight script, but the speed is still too high and not stable. Does anyone know how to make it fly slower, higher and more stable? And also i would like to know how to make it land when it returns to the airport. Thanks and sorry for my poor english.
  9. Hey eh, if someone could do me a favour and add some light bars to my vehicles? ive already asked how to do that here https://forums.bistudio.com/topic/188681-add-police-light-bars-to-mod-vehicle/ but even if i get a reply im probably horrible at it :D If someone could do what i discribed in my linked post that would be amazing :)
  10. Alex150201

    Spartan Studios

    Hello everyone, I'd like to create this new topic so we, Spartan Studios, can post our missions here for the community to see and play. By Goro: Undead Stratis: 14 January, 2035 You were on routine patrol. During the duty, you've been ambushed by CSAT, and you were shot in chest. NATO transported you onto Mike-26 base and done surgery on you here. You were unconcious 1 week. By the time, NATO decided to raid laboratory. When laboratory was seized, one of the workers dropped bottle with a virus, which was experimental. The virus revives dead people, and kills alive. NATO and civilians abandoned the island, NATO forgot about Mike-26 base. You, along with Adams, Thanos, Frost, Ghost, Larkin must fight in order to escape Stratis. Many, many scripts used, crashsites, custom military sets, many ways escape. Features: -Many crashsites -Unforgetable gameplay -Play the way you want; Escape or explore -Attacking horde of zombies every 5 minutes (Left 4 Dead style) -Custom AI loadout -Many, many more, play the mission and discover them all! Requirements: Zombies & Demons ==Downloads== (Workshop only) SP: http://steamcommunity.com/sharedfiles/filedetails/?id=505438081 COOP: http://steamcommunity.com/sharedfiles/filedetails/?id=506005090&searchtext= Unleashed Hell Intro: You wake up. Your house is ruined. The atmosphere is unpleasant... Looks like nuclear meltdown. You decide to investigate the town. What you find there is shocking... Requirements: Zombies & Demons ==Downloads== Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=595127429 Mediafire: http://www.mediafire.com/download/i1wfb3jjgt234uh/Unleashed_Hell_-_INTRO.Altis.pbo Episode 1: After you've been saved by unknown people, you move with them to abandoned house in the middle of nowhere... Features: You gotta find them out by yourself! Requirements: Zombies & Demons ==Downloads== Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=596741701&searchtext= Mediafire: http://www.mediafire.com/download/zoidat7gi00y62r/Unleashed_Hell_-_Episode_1_-_Kill_or_be_eaten.Altis.pbo Episode 2: We've barricaded the outpost. I'm sure they will never force these defences. During the meeting outside, we just got some weird radio call... Requirements: Zombies & Demons ==Downloads== Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=600971920 Mediafire: http://www.mediafire.com/download/1w6yk68bf2lt35t/S01E02.Altis.pbo Episode 3: Our new friends gave us very valuable information... Requirements: Zombies & Demons ==Downloads== Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=602590523 Mediafire: http://www.mediafire.com/download/48ggmmc0x5ur3fx/s01e03.altis.pbo *NEW* Episode 4: We decided to scavenge the airplanes' factory for parts and supplies. Requirements: Zombies & Demons ==Downloads== Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=609023786&searchtext=Unleashed+Hell Mediafire: http://www.mediafire.com/download/q6qawnv3otxxedd/S01E04.Altis.pbo By Alex150201: Battleground Series: Altis Battleground: Altis Battleground is a mission about regaining ground for Altis. A special operations group has been tasked with that job, that group is you. Anything needed you have it. Arsenal for gear, ground vehicles, air vehicles and much more. Heavily scripted missions with a lot of scripts written by me and people in the credits. This is in Alpha stage. If you like it I will update it as often as I can. Features: Voice Acting (Most of it done) Virtual Arsenal Realistic Crew (i.e. you can't be the ultimate soldier like a sniper with AT that flies a helicopter and is a diver :D) Shop System Reputation System Side Missions Time Multiplier (for day and night combat) Easter Eggs And more! Planned: Implementing perks in the game More Side Missions Finishing all lines of the voice acting part Requirements: RHS Escalation (USF and AFRF) ==Downloads== (Workshop Only for now) http://steamcommunity.com/sharedfiles/filedetails/?id=525011431 By Zagor64: Nowhere to Hide: Chapter 1 - Incognito: The brutality of ISIS is, sadly,invading our homes everyday.Videos of public beheading, news of childs been forced to enlist and little girls been raped and sold as sex slaves or baby brides are common these days. In name of the jihad holy war against the infidels, many foreign fighters are enlisting under the black flag of the ISIS army, allowing quick advancing and conquering of vast Syrian and Iraqi territory. This is an explosive situation in a already plagued middle easter region. US/NATO has to send a clear message to the high rank officers, financers and puppeteers of the terrorist organization: YOU CAN RUN, BUT YOU CAN'T HIDE!!! You will be working along with the most elites counter-terrorism units of the world; CIA/SOG, SAS, DEVGRU, Spetsnaz GRU ,1st SFOD-DeltaForce for a manhunt across the globe. Enjoy the first chapter of a 5 story-driven dynamic mission. Play with the style that most fit you: use incognito and low profile tactics, or go full Rambo..it's up to you.Mission objectives are randomly placed for replayability. This is my first mission, so please report bugs/problem. Features: -incognito:put your weapons in the backpack and blend in with civis for a stealth gameplay -Custom loadout -EOS spawning sistem -Virtual arsenal paradrop -no base respawn -extraction with smoke/strobe signal -reinforcement troops on stand-by at disposal Requirements: CBA RHS: ESCALATION Leight OPFOR Pack TRYK uniform + CPC TRYK patch CUP terrains pack ==Downloads== Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=602923129 Mediafire: http://www.mediafire.com/download/04p3jpwmymhkbjd/CHAPTER_1_INCOGNITO.Takistan.pbo
  11. how to play arma 3 imperial assault mod? I clicked subscribed on imperial assault mod page, but don't know what to do after that.
  12. Hey guys, i think i m doin a little mistake in my addon creation. The addon i try to create is called inidb. I know that there is a downloadable release but its library (inidb.dll) is for windows only. I downloaded the library linux sources from git hub (https://github.com/newtondev/inidb-linux) and compiled them to the needed inidb.so file for my virtual linux server. The unpacked addon is part of that download and consists of a config.cpp file and a init.sqf. config.cpp: class CfgPatches { class iniDBI { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; init = "call compile preprocessFileLineNumbers '\inidb\init.sqf'"; }; }; Those 2 files are the content of the folder inidb which i packed with cpbo to inidb.pbo My folder structure at server is as described at git hub: @inidb (folder) db (folder) inidb.so (file) addons (folder) inidb.pbo (file) Im starting my server with the option: -mod=@inidb Generaly my dedicated linux server is able to handle mods. I have other mods (not self created) which are running fine. In my mission which should use the addon i ve the following init.sqf file: init.sqf if(isServer) then { call compile preProcessFile "\inidb\init.sqf"; }; The log file at server produces the following line: Warning Message: Script inidb\init.sqf not found I think there are 2 things which could cause this message and i need your help to get a clue whats goin wrong. It could be that i did a mistake with the path to the addons init.sqf file. The other thing could be that the addon is not loaded by the server for some reason, but i dont know. I googled that problem fo a week and i tried other pathes as described above and i tried to autostart the script by setting up a module in config.cpp and in my mission. But nothing helped, i cant get it working. Edit: Ok, 24 hours r gone since i posted this, 50 views and no little answer. I think i m doin something wrong with that thread. For that reason i try to simplify it to some questions: How defines an addon the path to its scripts? Is it defined by the folder which was packed with cpbo? What does that $PREFIX$ file do i read about? Do i need those file in my case and which content would be correct? The script file in the addons pbo-file should be called from a script in my mission with call compile preProcessFile "\inidb\init.sqf"; what is to do that this works? Are there any reasons which could cause a server to not load an addon? Guys ur help would be very appreciated cause i m stuck with the creation of my mission and cant do a little step forward until the problem with that addon is solved. ********************************************************** code container for WIP: if (!isServer) exitWith {true}; /* Author: Sarogahtyp Title: SSSS - Sarogahtyps Simple Server Statistics Description: Arguments: number - refresh time in seconds Return value: boolean - true if script has been finished */ _admin_check = []; _admin_obj = objNull; while {true} do { // wait for a logged in admin waitUntil { sleep (20 + random 20); _admin_check = (allPlayers - entities "HeadlessClient_F") select {(admin owner _x) != 0}; (count _admin_check > 0) }; _admin_obj = admin_check select 0; //throw infos as long as admin is logged in while {(admin owner _admin_obj) != 0} do { // collect server infos _s_fps = str diag_fps; // frames per second _s_just_players = allPlayers - entities "HeadlessClient_F"; // all player objects _s_plyr_num = count _just_players; // number of players _s_just_HCs = entities "HeadlessClient_F"; // all HC objects _s_HC_num = count _just_HCs; // number of headless clients _s_a_grp_num = {local (leader _x) and alive (leader _x)} count allGroups; // all groups where alive units in _s_e_grp_num = { (count units _x) == 0 } count allGroups; // empty groups _s_d_grp_num = { ({!alive _x}count units _x) > 0 }count allGroups; //groups where only deads in _s_unit_num = {local _x} count allUnits; // living units _s_vec_num = {local _x} count (vehicles - entities "WeaponHolderSimulated"); // living vecs _s_wh_num = {local _x} count (entities "WeaponHolderSimulated") //weapons on ground _s_al_ent_num = {local _x} count entities [[], [], true, true]; // alive entities _s_de_ent_num = {local _x} count entities [[], ["Logic"], true]; //dead entities except logic //collect HC infos //request not available info from HCs remotely if (_s_HC_num >0) then { for "_i" from 0 to (_s_HC_num - 1) do { _str = format ["Saro_HC_report_%1", _i]; missionNamespace setVariable [_str, []]; [_str] remoteExecCall ["Saro_fnc_report_stats_to_server", (_s_just_HCs select _i)]; }; //wait until all HCs responded with desired info waitUntil { sleep (0.1 + random 0.1); _sum = 0; for "_i" from 0 to (_s_HC_num - 1) do { _str = format ["Saro_HC_report_%1", _i]; if (count (missionNamespace getVariable _str) > 0) then { _sum = _sum + 1; }; (_sum == _s_HC_num) }; }; }; sleep (15 + random 15); }; // info while end }; // endless while (end) /* Author: Sarogahtyp Title: SSSS - Sarogahtyps Simple Server Statistics Function Name: Saro_fnc_report_stats_to_server; Description: function used via remote execution by server to recieve some statistical infos Arguments: String - name of global variable which should returned to server by publicVariableServer Return value: true */ params ["_ret_string"]; _tmp_info_array = []; _tmp_info_array pushBack diag_fps; missionNamespace setVariable [_ret_string, _tmp_info_array]; publicVariableServer _ret_string;
  13. Hi, everyone, We need a good skilled arma 3 scripter developer ! To finish a multiplayer mission for arma 3 ! The work is almost finished, but not everything is working like it should be ! As there is no mod like this to get inspiration or to simply use others mission framework We need to finish this by ourselves ! but that its not possible since we are not good dev's ! The dev should know how to use arma 3 scripting methods, manage msql databases (extdb2), create own functions, and know how to use arma 3 tools and 3rd party software ! We will pay for the job ! Dev should be free for the job immediately today or tonight ! thanks for contacting me in private for more info ad me as friend on the forum, or on steam look for "DoomneT"
  14. Hey There, I've just started making my first weapon mod for arma 3 and while I feel I've got most of it figured out, I'm nearing the completion of the high poly model and I just wanted to know what are the polycounts for vanilla arma 3 weapon LODs just to make sure my stuff runs smoothly. I tried to find some examples, but all I dug up was arma 2 stuff, and I'm not interested in those. Any help would be appreciated. Cheers
  15. Hi, everyone. This is my first time making addon for arma3. And right now I have made a HK416 assault rifle. Not perfect work as you guys can see....but I do need help with the reload problem. :( Here is the short vedio: https://youtu.be/zQIUBNguqGE As you can see when the mag was took out and there was no problem with that. But when it was starting to insert the mags, there was nothing there until the animation finished then the mag just pop out from nowhere. And here is my code for model.cfg. Is there any step I missed? class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class HK416 : Default { SkeletonBones[]= { "trigger", "", /// not in this model, but good to use "bolt", "", "bolt_catch", "", "magazine", "", "safety", "", "muzzleFlash", "", "OP", "", "ForeSight", "", "BackSight", "" }; }; }; class CfgModels { class Default { sections[]= { "zasleh" }; htMin = 1; // Minimum half-cooling time (in seconds) htMax = 600; // Maximum half-cooling time (in seconds) afMax = 0; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 100; // Metabolism temperature of the model (in celsius) sectionsInherit=""; skeletonName = "HK416"; }; class HK416 : Default { skeletonName="HK416"; sectionsInherit = ""; sections[] = {"zasleh","muzzleFlash","Camo"}; class Animations { class trigger /// not in this model, but good to use { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = "1"; angle0 = "0"; angle1 = "rad -30"; }; class bolt { type = "translation"; source = "reload"; sourceAddress = clamp; selection = "bolt"; axis = "bolt_axis"; minValue = 0.5; maxValue = 1; offset0 = 0; offset1 = 0.3; }; class bolt_2: bolt { minValue = 0; maxValue = 0.5; offset0 = 0; offset1 = 0.7; }; class bolt_empty: bolt{ source = "isEmptyNoReload"; minValue = 0; maxValue = 1; offset0 = 0; offset1 = 1; }; class bolt_reload_move_1: bolt_empty { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0; maxValue=0.00001; }; class bolt_reload_move_2: bolt_reload_move_1 { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0.78; maxValue=0.80; offset1 = -1; }; class bolt_catch: bolt { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_2: bolt_2 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_empty: bolt_empty { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_reload_move_1: bolt_reload_move_1 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_reload_move_2: bolt_reload_move_2 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.188; unhideValue = 0.550; }; class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.5; unhideValue = -1.0; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; class magazine_reload_move_2: magazine_reload_move_1 { minValue = 0.573; maxValue = 0.602; offset0 = 0.0; offset1 = -0.5; }; class muzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="muzzleFlash"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; class OP_ROT { type="rotation"; source="zeroing2"; // use second muzzle zeroing for rotation sourceAddress="loop"; // loop when phase out of bounds selection="OP"; // selection we want to rotate axis="OP_axis"; // has its own axis minValue=0; maxValue=3; angle0="rad 0"; angle1="rad 65"; }; class BackSight_optic { type="rotation"; source="hasOptics"; selection="BackSight"; axis="BackSight_axis"; memory=1; minValue=0.0000000; maxValue=1.0000000; angle0=0.000000; angle1=(rad 70); }; class ForeSight_optic: BackSight_optic { selection="ForeSight"; axis="ForeSight_axis"; angle1=(rad 70); }; }; }; };
  16. While trying to use addon builder to pack a small test mod to try and set up some factions for a larger mod, I keep getting the following error Build failed. Result code=1 CfgConvert task failed. Config : some input after EndOfFile. Error reading config file 'C:\Users\Jack\Desktop\wc\config.cpp' This is the config I'm trying to pack class CfgPatches { class WC_WWII { units[] = {"B_WC_AB_Soldier", "B_WC_wdl_Soldier"}; weapons[] = {"U_WC_US_wdl_uniform1"}; requiredVersion = 1.4; requiredAddons = {"A3_Data_F", "A3_Weapons_F", "A3_Characters_F", "A3_Characters_F_BLUFOR"}; }; }; class CfgFactionClasses { class WC_USA_ARMY_EU { displayName = "US Army (European Front)"; priority = 2; side = "TWest"; }; class WC_GER_WER_EU { displayName = "Deutsche Wehrmacht (European Front)"; priority = 2; side = "TEast" }; }; class CfgVehicleClasses { class WC_inf_AB { displayName = "Men (Airborne)"; }; class WC_inf_wdl { displayName = "Men"; }; }; class CfgVehicles { class B_Soldier_F; class B_WC_AB_Soldier : B_Soldier_F { _generalMacro = "B_WC_AB_Soldier"; scope = public; displayName = "Rifleman (M1)"; author = "War Chronicles Team"; faction = WC_USA_ARMY_EU; vehicleClass = WC_inf_AB; nakedUniform = "U_BasicBody"; uniformClass = "U_WC_US_wdl_uniform1"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Rabbit\data\camo_woodland.paa"}; }; class B_WC_wdl_Soldier : B_Soldier_F { _generalMacro = "B_WC_wdl_Soldier"; scope = public; displayName = "Rifleman (M1)"; author = "War Chronicles Team"; faction = WC_USA_ARMY_EU; vehicleClass = WC_inf_wdl; nakedUniform = "U_BasicBody"; uniformClass = "U_WC_US_wdl_uniform1"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Rabbit\data\camo_woodland.paa"}; }; }; class CfgWeapons { class U_I_CombatUniform; class U_WC_US_wdl_uniform1: U_I_CombatUniform { scope = 2; author = "War Chronicles Team"; displayname = "TFS woodland"; hiddenSelectionsTextures[] = {"Rabbit\data\camo_woodland.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "woodland"; containerClass = "Supply50"; mass = 50; hiddenSelections[] = {"Camo"}; }; }; }; any ideas what might be causing this? any help whatsoever would be appreciated
  17. [MP]SURVIVAL ZOMBIES & DEMONS 20 Players v.02 fix Needs Ryan zombies & demons. http://www.armaholic.com/page.php?id=28958 Its on workshops too as Zombies & Demons http://steamcommunity.com/workshop/filedetails/?id=501966277 SURVIVAL ZOMBIES & DEMONS 20 Players A survival mission without any objetive, only survive until there is no more undead. TEAMS: -OPFOR 10 players -BLUEFOR 10 players -ZOMBIES (AI) can reach 160 at same time with a limit of 4000 zombies. -Features -Awsome zombie & demons mod by Ryan -Jumping zombies. -Scary noises. -Spider zombies. -Super strong demons. (only 100 can spawn they are like bosses) -Respawn on base 10 secs -LOOT systems that spawns weapons/ammo and items inside the buildings. -No nightvision googles -Full Virtual Arsenal (Nightvision restricted) -Visible night (Full moon) -Autocleaning of bodies -ONE OBJETIVE, SURVIVE the 4100 zombies spawned in hordes. -BASES for gear up and planning from where you are teleported to action. -System that prevents player from exit playzone once inside. Only dead can scape. Fight on Agia Marina, Stratis to the dead, ally with the opposite team to survive or kill anyone on sight the zombies don't mind, they want you and will get you. Try to survive until all zombies die (they are like 4100 spawning in hordes). Future plans: -At this moment the playzone its small (just the city), i plan to change it to whole stratis and eventually to altis. Known issues: -Little lag when the zombies are spawned. (only at first) -Zombies may hit you from down the bridges and maybe from 1st floor to second (mod bug, waiting ryan to fix it) -Zombies, specially the fast ones usually act like ♥♥♥♥♥♥♥♥ when ssee someone on stairs or seconds floors in some houses. -Sometimes zombies get stuck on roofs when jumping. -nothing more. need feedback. DOWNLOAD steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=504554016 or Survival Zombies & Demons TvT-20 (@) v0.4f IF YOU WANT WHOLE ISLAND AND WASTELAND LIKE EXPERIENCE: - Wasteland Survival TvT-24 (@) It's my first mission of this type, so feedback its welcome :) Changelog: 0.1: Release 0.2 Fix: -Added little more zombies -Added markers 0.3: -Added Picture -Modified Zombie Health. 0.4F: -Reduced zeds health and damage. -Vehicles will spawn randomly on the city, be carefull with zombies near vehicles.. :). -Fixed zombies that don't throw any vehicle at players.
  18. Hi there im new around here but i think this is a great opportunity for a map creator. Were a new team creating a mod , we hope to be the next big mod in arma 3 we have no desire for this mod to be any sort of RP mod as we believe there are enough of those out there already (no disrespect to those who have made RP mods its just not our style) Were a good situated team we all get along and have a real passion for this idea, so far our in our team we have : designers, scripters and people who are great with server hosting. We are looking for a map creator /builder , the person needed should be experienced with terrain and building a map from scratch. Contact us if you're interested Steam ID: WaveyTots DonDamage
  19. Hey everyone! Before anything else, I'm going to say that I wasn't sure where I should post this, here or the Zeus-Editing Sub-forum, but both seem to match what we were looking for. Me and 2 other guys have started working on an Age Of Empires-Styled RTS gamemode, it will/should include features such as constructing almost any building in the game, both civilian and military buildings. Civilians that you can spawn to gather resources that you can spend on buildings and units, and so on. We need a few guys to come help us out. We are pretty experienced with the editor, we have made large scenarios such as: http://forums.bistudio.com/showthread.php?185375-COOP-The-Dark-Ones-Open-World-RolePlay-Quests-Monsters-And-Creatures-And-More/ AND THIS: https://forums.bistudio.com/topic/181576-spcampaignrhs-the-east-wind-rhs-remake/ AND THIS: http://steamcommunity.com/sharedfiles/filedetails/?id=180420482&searchtext= So if you guys are interested on helping us out with this, add me on Steam. My Steam: http://steamcommunity.com/id/crusher4536 Regards, MrCrazyDude115
  20. Hi there, with the upcoming Steam Workshop for mods, we will change how files are stored on Workshop, allowing more files to be uploaded for both new and old items. This means that a single addon (file) item now published on the Workshop will be able to become a mod (more files), and go back to a single file addon again, depending solely on its author, as it should be. This also means the addon tag will effectively become irrelevant, because there will be no difference between addons and mods. Therefore we want to get rid of addon tag and use only tag mod as a general notification for non-mission user content. We believe this is more clear and more useful to the players. What should you do? In short: nothing. Ideally, we don't want you to notice. :) The expected functionality should remain unchanged for all users. I am posting this mostly for the sake of transparency. What will we do? Update all existing Workshop files tagged with addon to also include tag mod . Update Publisher to auto-include tag mod . Update Launcher to display mods in Mod list (addon list will be renamed to mod list). Implement the new SteamWorks SDK that allow multiple files per published item. Publish versions with the new SDK to Stable branch. When everything is working, remove addon tag from all mod files and delete it from Steam back-end. Note (5.): Don't expect this change before version 1.38.
  21. Hello everyone! In support of last week’s Workbench update, today we launched a series of mod-making video tutorials for Take On™ Mars. Titled ‘Mars Mod-Maker's Manual (M4)’, the video series aims to help people get started with creating additional or new content for Take On Mars, using the game’s Workbench editing suite. The first chapter - Data Structure & Modifications – kicks off with an explanation of where Take On Mars looks for its data, and how it can be modified. The fact that Take On Mars itself started as a mod for Carrier Command: Gaea Mission explains a lot about the dedication of this team to modding and user content creation. While we’re still adding new content to the game ourselves, with a really cool announcement coming up next week, we’re looking forward to see how other people experiment with the tools used to develop Take On Mars. The Mars Mod-Maker's Manual (M4) should form an excellent starting point. More chapters in the ‘Mars Mod-Making Manual’ series will be released over the course of the next few months – starting with the second chapter about addons, mods and total conversions. Kind and sincere regards from the Dev team, Martin Melicharek (Project Lead)
  22. This i gonna sound weird....but i was wondering if its even possible to do this...i've been trying...believe me. I'll simplify my code, cause its huge...but basically the algorithm is like this: my fetchFnc.sqf has (gets included) : fetch_data = { _name= _this select 0; _fncName= _this select 1; .....blah blah blah based on _name, and then.... _number= 10; [_name, _number] spawn _fncName; }; I got this in my init.sqf: #include "fetchFnc.sqf"; private ["_name","_number"]; my_function = { _name= _this select 0; _number= _this select 1; }; 0 = [ "George", my_function ] spawn fetch_data; [b]diag_log format [ "After calculations: %1 has %2", _name, _number];[/b] How can i update on my main init.sqf the values for _name and _number to be show in the diag_log ? Cause right now as you can guess it doesnt get the values. I need to get the values outside of the function...I tried making them global variables....still no luck. ps: Cant do "call fetch_data" cause inside there are waituntil functions. I dont mind the script to fail...for example something went wrong and there is no data for _name George...so i send out an error. I can handle that after in my main code. So if _name == "error" then do..... -Thanks
  23. Hi guys, We’re happy to see modding and user content up to a massively rapid start. We were blown away by the amount of user missions up within hours of release, and enjoyed playing with some of you on public servers! :cool: We do want to add some clarity to the concept of forward-porting Arma 1 / 2 content into Arma 3, so here are some guidelines to keep in mind: In general, you cannot simply redistribute data we shipped with previous games. The only data that is governed by special licenses are the sample packages. There are other, and accepted, ways of merging Arma 1 / 2 content into Arma 3. This is handled by releasing new add-ons that merge the content people already own via configuration files. We are working on an officially supported approach for later (similar to TKOH's Rearmed). We urge you to treat each other's work with respect. Please ask for permission before you take someone's mod and port it. Thank you for understanding. We look forward to all the awesome creations you are producing, and have several supporting packages being published as we speak!
  24. Hi guys, We’re happy to see modding and user content up to a massively rapid start. We were blown away by the amount of user missions up within hours of release, and enjoyed playing with some of you on public servers! :cool: We do want to add some clarity to the concept of forward-porting Arma 1 / 2 content into Arma 3, so here are some guidelines to keep in mind: In general, you cannot simply redistribute data we shipped with previous games. The only data that is governed by special licenses are the sample packages. There are other, and accepted, ways of merging Arma 1 / 2 content into Arma 3. This is handled by releasing new add-ons that merge the content people already own via configuration files. We are working on an officially supported approach for later (similar to TKOH's Rearmed). We urge you to treat each other's work with respect. Please ask for permission before you take someone's mod and port it. Thank you for understanding. We look forward to all the awesome creations you are producing, and have several supporting packages being published as we speak!
  25. Hi all I've just bought TOH, also a Saitek X52 controller (non-Pro) I seem to be having probs getting the setup correct, using rudder at zero speed makes the heli accelerate? that shouldn't happen. I wondered if any of the pilots here are using an X52, and managed to get it to perform with some sort of accuracy? Or, is there a setup file I can download that would work with TOH? Any help would be appreciated. Many thanks Steve
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