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  1. Saros Tweak For Higher FPS On Maps Singleplayer / Multiplayer / Eden-Editor compatible. CBA required. Server and clients need the mod. Addon deletes (by hideing) terrain objects to boost fps on maps. Its fully customizable through CBA-Settings. YOU HAVE TO ADJUST ADDON-SETTINGS IN OPTIONS MENU or the mod does nothing! See notes below for usage. It can be used by server admins to get better fps on clients. Server settings will force the client to the same settings. You are able to configure deletion percentages of rocks, trees, bushes, walls, fences and hides. Those objects are not transferred through network. Every machine executes the hiding local for itsself but the algorithm ensures that every machine deletes the same objects. This addon tries to solve fps problems in Singleplayer and Multiplayer environments caused by a heavy terrain-object count on maps. On some maps there are so many rocks, trees, bushes, walls, fences and hides that some CPUs/GPUs get to their limits and the player is forced to limit the viewdistance by far to get an acceptable framerate. Also on some maps these objects are not well optimized and fps drops occur therefore. For Serveradmins it is recommended to use a cba settings file in userconfig folder and to enable filePatching. cba settings file and user config folder is described here: CBA - Settings - Documentation This mod is on your side 🙂 Steam Workshop Singleplayer/Editor usage: 1. Open your Singleplayer/Editor mission. 2. After it is started press Escape key. 3. Then click on "Options"->"Addon Options". 4. Choose "Saro Tweak Map FPS" from the drop down menu named "ADDON". 5. Choose your prefered deletion rates. 6. Press "OK". 7. Pause Menu is disabled now until new settings are processed completely. If you have questions or suggestion just ask and/or tell! The idea for this mod was born in this thread. versions archive: version 0.4 (latest) version 0.3 version 0.21 version 0.2 (partially broken, see here) version 0.1 Full Changelog:
  2. These coop missions will be form an SP campaign in the near future. But until then, you can play with them separately in MP cooperative. All of them require S.O.G. Prairie Fire DLC, but nothing else. Hold Alamo Short (40 min) mission to defend an F.O.B. on the hill from the multiple waves of Vietnamese assault. Boots for walking It's a regular patrol routine in Vietnam: eliminate VC, destroy caches, collect intel... Secure transport SF team are working on a Hearts and minds mission, so they need supply serve to the villagers. Your task is to clear the road for the truck convoy. (Mission inspirited by Radio Commander game.) Search and Rescue Your team was sent for patrol the area and gather intel about shot down pilots. This mission is use Johnnyboy's passable rice paddle script. Ride of the Valkyries Mission based on Apocalypse Now movie: the Air Cavalry charge against a VC stronghold village full of civilians too. Wagner is included. Hammer and Anvil Classic Hammer and Anvil operation: your task is to push the NVA troops toward the mechanized infantry "anvil". In this mission you don't just command your squad, but a whole ARVN platoon (3 squads + yours) by High Command module (or if you play in MP any player can command the squad leaders of the ARVN squads). You have mortar support and intel from a pre-flight of Navy recon plane (he marks interesting sport in the AO). Frontline [W.I.P.] Well known Bravo 2 squad get an order to support other Bravos at a hill on the Frontline South of Hanoi.The main objective is to bleed out the enemy and capture their position to get visual sight on the weapon factory, so you can drive a massive artillery strike on it.
  3. SSAAPS - Sarogahtyps Simple Arena Active Protection System Full Singleplayer and Multiplayer compatible. Arma 3 script which simulates the russian Arena system which is an Active Protection System (APS) for tanks. Basically the russian Arena system lifts an explosive charge upto some meters above the tank. There it explodes and directs a few hundred shrapnels in a cone to the ground. If the countermeasure is successfull then the incoming threat is hit by some shrapnels of the cone. The script spawns some bullets above the tank which create the shrapnel cone. Then the incoming threat gets (hopefully) directed to ground. GitHub - Branch GitHub - wiki GitHub - Issue Tracker GitHub - Download GitHub - Direct File Download Dropbox - Download (temporary disabled) Installation (short story) - copy "functions" folder in your missions root folder - integrate cfgFunctions from description.ext into your own description.ext - if you secured your missions remote execution then integrate CfgRemoteExec from description.ext into your own description.ext - if you don't have a description.ext then you can just copy the given one into your missions root folder - apply the script with this line to any vehicle: [tank_1] spawn saro_fnc_arena_start; to stop the script on that vehicle just do this on any part of your mission: tank_1 setVariable ["saro_arena_active", false, true]; to adjust the behavior of the sysem you should take a look into fn_arena_start.sqf I do not recommend to adjust more parameters than skill and reload time. Full installation documentation will follow within the next days/weeks/months 😉 The Download contains an Example mission as .pbo and as unpacked Folder. brand-new shiny trailer video: version 1.0 video: Please tell me all thoughts you have in this thread. Issues and wishes can also reported on GitHub - Issue Tracker Changelog v1.10 - added simulation of the charge container which lifts up, explodes and sends shrapnels to threat - added ability to get threats exploding mid-air instead of smashing to ground only - added parameter to adjust protection skill of the system v1.01 - hot fix - new vanilla example mission created. the old one was mod depended. v 1.0 - initial release
  4. Multiplayer-compatible reincarnation of spectrum analyser from DLC Contact for use in normal Arma3 This is RU/ENG singleplayer showcase mission: https://steamcommunity.com/sharedfiles/filedetails/?id=2214415193 Features: -automatic generation of UAV&terminals signals -custom signal source by missionmaker on any object (ACE cargo compatible) -realistic signal fade from terrain&distance -UAV&terminals jamming -UAV&terminals friendly-foe identification -multiplayer tested with 120+ players on server and 20+ devices working and nearly 20 signal sources. Thanks red-bear.ru players for it -no addons required Script developed and tested for MP, so some functions dont work proper with AI and in this showcase scenario are simulated with simple scripts (they still work fine in mp with non-ai clients) You can get the latest version of script on my google drive: https://drive.google.com/drive/folders/11j-1GZAlLP5uWU0jrzp1A7_7tqdQjDr8?usp=sharing Quick "How to use in your mission": -place spectrum_device.sqf, sa_ewar.sqf, stringtable.xml (last for russian&other languages support) in your mission folder -call scripts in init.sqf of your mission like this: [] execVM "spectrum_device.sqf"; [] execVM "sa_ewar.sqf"; -give players device&antennas (in unit's init field or sqf file) like this (device&antennas are hidden in VR by default): this addWeapon "hgun_esd_01_F"; this addHandgunItem "muzzle_antenna_02_f"; this addItemToVest "muzzle_antenna_03_f"; -if you need to add a custom signal for any object in your mission by edinting spectrum_device.sqf //Mission settings sa_beacons=[[t1,-1],[t2,563.2]]; (t1, t2-variable name if object, second parametr-frequency of signal, -1 for random. 3rd parametr-base strength of signal. not used=defaul, -1 random, or some value in dBa)
  5. This script allows mission maker to create Trees with sniper nests in them. Features: Create tree with camouflaged platform in it. Optionally create sniper on platform. Platform accessible to AI and players. AI and player can climb up tree, climb down tree, or fast rope down tree. AI can climb/fastrope via calls in Waypoints Player's AI team members can be commanded to climb up/down and use fast rope. Download: Demo Mission Usage Notes: The init.sqf contains example calls for how to create trees, and what calls to put in waypoints so AI can climb or fastrope.
  6. A simple script that allow you to load any vehicle in a near airplane/helicopter and then drop it from the sky via add actions. Drop option will be appear after you reach to altitude more then 20 meters, which you can change it. For any vehicle you load in dropper, you will get a separate add-actions to drop that vehicle and you must be the pilot. Tested on sp and mp. How to use: Just copy files from demo mission into your mission folder. Add this code to init any vehicle you want to load this addaction ["<t color=""#ff0000"">Load in airDroper</t>","tfi_load.sqf",[0],1,false,true,"","(_target distance _this) < 10"]; Download from Google Drive Steam Workshop Download from Armaholic Thanks to KK for parachute function
  7. vAiDriving Multiplayer Script by Valmont RELEASED! Improved Ai Driving and Civilian Pedestrian Simulation will now also increase your FPS rather than decrease it! (Three for the price of one, order NOW!) (promotion ends when Arma 4 releases or we run out of stock!) EDIT: -SOLD OUT- Inspired by (And adapted from) the work of the Ai Driving master @RCA3 ! REQUIRES CBA_A3 ! vAiDrive Main Features: 1) Greatly reduces the chances of Ai Driven Vehicles colliding with objects, vehicles and other units. 2) Greatly improved the chances of Ai Driven Vehicles evading other vehicles and units. 3) Since version 13 the script is able to handle the waypoints and movement of both vehicles and pedestrians and therefore it no longer needs manual waypoints setup by the mission maker. All that is required now is the placement of civilian vehicles and units on the scenario and the script does the rest. 4) By giving vehicles the optimal amount of waypoints, waypoint distance, timeout and position while also giving pedestrians custom routines that mimic real urban movement patterns the immersion of any mission using civilians is greatly increased. 5) Has the option to cache far away units and vehicles being handled by the script. 6) Due to its many optimizations, instead of having a toll on server performance this script actually INCREASES the performance (FPS) on the server! Extra Features: 1) Ai units in the way of vehicles will move away from the streets and into buildings. 2) Option for Handled vehicles to open closed bargates automatically. 3) Option to add random uniforms and gear to civilian pedestrians automatically. 4) Ai vehicle Drivers will occasionally use their horns when a obstacle is in front. 5) Ai Drivers are optimized for driving! And if their vehicle run out of fuel then they exit the vehicle and the script stops (liberating resources). 6) The script uses a combination of scheduled and unscheduled Environments to achieve that virtual CERO impact on performance. OBS: Since version 13 it is nearly impossible to have fatalities of any kind due to bad Ai Driving with vAiDriving enabled (for the CIVILIAN SIDE). CHANGELOG: How it works: Limitations: Usage: Script Optional Configs: The script (Updated to version 12): PS: This script aims towards making the Ai Driven vehicles brake better. If you actually want to make the Ai drive better then you should use @RCA3's amazing AI Driving Control. (Link in spoiler Below) Enjoy and I am looking forward for suggestions and testing input! Special thanks to @RCA3 again for his work and sharing his amazing scripts and mods with us! vAiDriving version 13 Demo Mission (Malden) DOWNLOAD LINK: https://drive.google.com/open?id=133RUlQmcrzXFxV9RLC27sdIQYOLkFyR5 PS2: I haven't tested this script as a CONVOY but I believe it should also help with convoy missions probably. (Please report your results)
  8. Here is a super simple script for animating lip movement for an AI unit for specified # of seconds. Script: Here is some sample usage code, where two different units talk with each other. In this example the valdez character says a sound file that is about 5 seconds long, and the paramedic1 character says a sound file that is 2.6 seconds long. // ************************************************************** [valdez, 5] call JBOY_Lip; valdez customRadio [JBOY_Channel,"hvTempHospital"]; //valdez globalchat "Hey Zeke. When are they going to build the new hospital? This temporary one is a dump."; sleep 5; // ************************************************************** [paramedic1, 2.6] call JBOY_Lip; paramedic1 customRadio [JBOY_Channel,"hParaCutOffFunding"]; //paramedic1 globalchat "Maybe never. Madagascar has cut off the funding."; sleep 3;
  9. I have with the help of others created a script that spawns and despawns furniture in houses. Download: https://github.com/Tinter/Tinter-Furniture/releases At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Github: https://github.com/Tinter/Tinter-Furniture Steam workshop (Does only have a test mission): https://steamcommunity.com/sharedfiles/filedetails/?id=1895377640 Showcase of the script: Quick showcase of how to add make and add compositions: It spawns furniture locally as simple objects in nearby houses, despawning it when you're far away. The furniture is defined by compositions that you make in eden and using the scripts provided, organize them into files. The compositions are defined on classnames, but a lot of work has gone into trying to make similar buildings compatible, for example the buildings on Altis and Malden are different, but the script will recognize them as the same. Info on how exactly to do this is in the readme file. Furniture is also spawned on the server so that AI will also (hopefully) consider it. I have no indepth test of performance with this script active, but I have played missions with it active and it didn't slow the mission to a crawl at least. At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Thanks to Diwako, G4rrus, Tennessee, jonoPorter, Meanwhile
  10. Hey everyone, I made a CBRN script that uses the new Contact assets for a mission for the group I play in. Thought I could isolate it and share it for others to use as well. This is open source and licensed under APL-SA. I will be accepting pull requests, feature requests and bug reports. Preferably on the GitHub page :) https://github.com/diwako/diwako_cbrn Script info Mission script to add an arcadey CBRN mechanic into an Arma mission. This script is not meant to be realistic, as breathing in 2 seconds of some bad smell air causing death is not fun on a gameplay level. However, you can tune down the max CBRN damage to get this effect if you really wish! CBRN threats are abstracted into 4 threat levels which are color coded by green, yellow, orange and red. Threat level diagram, all threats level requirements stack: Green: No CBRN gear need Yellow: Gas mask needed Orange: Supply of fresh air needed Red: Full CBRN suit needed This script comes with a custom gasmask overlay, breathing sounds and custom low oxygen warning sounds. Features Custom gas mask overlay Breathing sounds Working oxygen tanks Threat meter UI CBRN threats are abstracted into 4 threat levels CBRN threat zones JIP compatible Custom CBRN damage, works with ACE and vanilla medical Configurable values via missionNameSpace variables More information and example mission on the GitHub page! https://github.com/diwako/diwako_cbrn Disclaimer the threat zones are invisible, you can only detect them with a threat meter device Requirements CBA_A3 and ACE ACE for the interactions, info screens and medical pain integration. Installation Download the latest release Copy paste the whole script folder into your mission Adapt the description.ext classes CfgFunctions, CfgSounds, RscTitles, Extended_PreInit_EventHandlers, and Extended_InitPost_EventHandlers Change variables in postInit or init.sqf if required Screenshots Download: https://github.com/diwako/diwako_cbrn/releases
  11. Hello All, I made this surrender script so players can surrender I'm sure people can find a use for it in their mission. NOTE: There is no point in installing this script if you use ACE3. Installation: Step 1: Put the following into your description.ext, should be ok at the top of the file. If you don't have that file in your mission create it. #include "Configs\Config_Master.hpp" Step 2: Make the following folder in your mission root Configs\Config_Master. NOTE: If you changed the path put it into that path /* Author - BradApex Description: Master config so my scripts know which scripts of mine you are running, I will be relasing my bleedout script when it's done stay tuned :) */ class cfgMaster { UsingBleedoutScript = false; }; Step 3: Put the following Files into your init.sqf, If you don't have that file in your mission create it. _fnc_surrender = { /* Author - BradApex Description: Lets the player surrender */ if (player getVariable ["surrender", false]) exitWith { hint "You are already surrendering"; }; //-- Config Checks _usingBleedout = getText(missionConfigFile >> "cfgMaster" >> "UsingBleedoutScript"); player setVariable ["surrender", true, true]; player setCaptive true; player playMove "amovpercmstpsnonwnondnon_amovpercmstpssurwnondnon"; ["SURRENDER_HANDLER", "onEachFrame", { params [ ["_player",objNull,[objNull]], ["_usingBleedout", false, [false]] ]; if (_usingBleedout isEqualTo true) then { if (_player getVariable ["incapacitated", false]) then { _player setVariable ["surrender", nil, true]; _player setCaptive false; ["SURRENDER_HANDLER", "onEachFrame"] call BIS_fnc_removeStackedEventHandler; SURRENDER_HANDLER = nil; }; } else { if (!(alive _player)) then { _player setVariable ["surrender", nil, true]; _player setCaptive false; ["SURRENDER_HANDLER", "onEachFrame"] call BIS_fnc_removeStackedEventHandler; SURRENDER_HANDLER = nil; }; }; if (_player getVariable ["surrender", false]) then { _player setVariable ["surrender", false, true]; _player setCaptive false; _player playMoveNow "AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon"; ["SURRENDER_HANDLER", "onEachFrame"] call BIS_fnc_removeStackedEventHandler; SURRENDER_HANDLER = nil; }; }, [player, _usingBleedout]] call BIS_fnc_addStackedEventHandler; }; _fnc_keyDown = { params["_ctrl","_dikCode","_shift","_ctrlKey", "_alt", ["_handled",false], ["_display", displayNull, [displayNull]]]; _code = _this select 1; _speed = speed cursorObject; _curObject = cursorObject; switch(_dikCode) do { //-- Shift + 6 case 7: { if (_shift) then { _handle = true; }; if (_shift) then { if (isNull objectParent player) then { if (player getVariable ["surrender", false]) then { player setVariable ["surrender", false, false]; } else { [] spawn _fnc_surrender; }; }; }; }; }; }; Last Step: Now the last step put this code below into your initPlayerLocal.sqf waitUntil {!isNull (findDisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown",{_this spawn _fnc_keyDown}]; Leave a comment on this post if you install this i'm interested to see and if there is any issues or bugs let me know.
  12. Hi! I literally just joined BI forums, so I apologize in advance for any mistakes or the failure to comply with any etiquette's. I recently made this chart that's basically a intuitive, visual, and at least somewhat imperial infographic on the penetrating power of the vanilla weapons. This was done entirely manually, aside from the one bullet tracing script by Naught. (Mostly due to the fact that I have absolutely zero experience with scripting.) I placed little flags as markers as to where to stand to get consistent screenshots, but that was incredibly tedious, time consuming, and still totally variable. I'm currently working on the next version of this chart, as some would call me a perfectionist. Some of the improvements I'd like to make include making the entire chart much more rigorous. Basically, I'm looking for a way to automate much of the process of collecting the data. What I'd like the automation to do include: Switch to the next weapon based on a configuration file/GUI, teleport to the right place and right direction, fire a shot, return to the exact position and fire again, repeat until the magazine is empty, then teleport to a position and pausing for 5 seconds or so, allowing me to manually take the screenshot, then repeating from the start. This not only would make my work much easier, but it would also make the bullet spread in the chart directly indicative of the accuracy of the weapon. I'm fully aware that this is very much a complicated request but it would seriously aid in the production and quality of V3 of this infographic. I'd absolutely love any thoughts or feedback about the chart itself as well. Thank you for your time. PS - I'm going to try the option of inserting the chart via image URL, even though I have no clue as to what it'll do. PS2 - Oh that's what it does
  13. This bot has been discontinued and replaced with this one: https://forums.bohemia.net/forums/topic/231021-stans-server-monitor-bot/ Arma server monitor discord bot I recently made a discord bot that is able to monitor arma server to check if they go down. Additionally it also allows user to check the amount of players on server etc. There are other noteworthy features that are mentioned bellow. In this post I'm providing the source code for this bot so you can host your own bot doing this. Features Support for an unlimited amount of arma and teamspeak servers Pings given roles or users if one of those servers goes down The ability to turn those pings of for servers dynamically Logging for the number of players on those servers (can be turned on or off for every individual server) The ability to change how often the status of those servers should be checked The ability for users with certain roles to launch certain queries to those servers A 2 tier system for all bot commands (admin tier and normal users. Normal users can only run a limited amount of commands, admins can run every commend (see available commands) The ability to reread the config without having to restart the bot The ability to mute all down pings between 2 given hours (for scheduled restarts) The ability to upload missions to a server and change the default mission for a server The ability to launch and stop servers with this bot The bot is restricted to 1 channel A timeout between pings for the same server being down RSS reader support Uses discord embeds Available commands Usage This is simply source code, this is not a bot you can add to your server. You need to create your own bot and host this code. To create a bot I suggest googling 'how to create a discord bot', at the time of writing there are several very good tutorials available. To host the code; download the source from the link provided bellow, open the readme and read through it carefully, edit the config.json in the \config directory (there is a configExplenation.txt available in the same directory with some extra explanation on what each value is/does) and finally start the bot up using the commands provided in the readme. Requirements This bot requires node.js and a discord bot License This work is licensed under Apache License 2.0, full license included on the gitlab. Download - Bugs Please report bugs here or on the issue section of the above linked gitlab Planned features uploading missions via a link in addition to the traditional way Feel free to make suggestions though (but I make no promises about putting them in, all I promise is that I'll try) Updates
  14. Sarogahtyps Simple Loot Spawner - SSLS V-1.2 Spawns weapons, items and bags in buildings near to alive players maybe inside a trigger area or marker area. Deletes stuff if players are not close enough anymore. The script doesnt care about any trigger preferences except the trigger area. Soft delayed item spawning to prevent performance impact. Script reads your missions config files and should spawn loot of your mods (e.g. CUP weapons, Etc.) as well DOWNLOAD V-1.2 DOWNLOAD V-1.1 Usage: initServer.sqf fnc_spawn_loot = compileFinal preprocessFileLineNumbers "SSLSv1-1.sqf"; _d = [] call fnc_spawn_loot; you are able to stop the loot spawning script at any time by SSLS_script_switch_off = true; If you set up high spawn chances (see top of script) and have a high player count on your server then I recommend to make trigger or marker areas for spawning to get the needed performance. But if you do not encounter performance issues then spawning loot everywhere near players should be okay. Tweakable features (can be found on top of the script): //***** EDIT BELOW TO ADJUST MAIN BEHAVIOR // (L) means lower values are better for performance - (H) means the opposite SSLS_script_switch_off = false; //if you want to stop spawning loot then set this to true at any time in your mission _trigger_array = []; // contains the names of triggers/markers in which area loot should spawn. _spawn_chance = 100; // (L) The chance to spawn loot inside of a specific house. _launcher_chance = 30; // chance to spawn a launcher as weapon instead of rifle, pistol or machine gun _item_chance = 70; // chance to spawn an item instead of a weapon _bag_chance = 50; // chance to spawn a backpack instead of an item _max_magazines = 7; // the maximum number of magazines spawned for a gun _max_magazines_launcher = 3; // maximum number of ammo to spawn for rocket launchers _max_magazines_gl = 5; // maximum number of ammo to spawn for grenade launchers _house_distance = 25; // (L) houses with that distance to players will spawn loot _player_exclude_distance = 15; //if 2 players or more are closer together than this then only 1 player is considered _exclude_loot = []; //classnames of items which should never spawn (blacklist) _exclusive_loot = []; //add classnames here and nothing else will be spawned (whitelist) _use_bohemia_classes = true; // for spawning bohemia created stuff set this to true _use_mod_classes = true; //// for spawning stuff from loaded mods set this to true _debug = false; //information about number of places where items were spawned or deleted // if you have performance issues then consider introducing spawning areas (_trigger_array) before changing following values! _spawn_interval = 1.5; // (H) desired runtime for the main loop. time which is not needed will be used for soft spawning or a break. //***** EDIT ABOVE TO ADJUST MAIN BEHAVIOR details: Changelog 1.1 (download) -fixed a major bug which showed an error message during spawning -added feature to enable/disable Mod/Bohemia classes spawning -huge performance optimizations (shorter arrays, better smooth spawning and other stuff) Changelog 1.0 (download) -added script
  15. JBOY Bean Bag Shotgun - Here's a fun script for y'all! Combine this with @beno_83au's breaching script and @phronk's flash bang script, and we've got Swat 4-like "less lethal" action covered in ARMA 3! Yeehaw! Links: Download demo mission to try in Editor and get the scripts Playable Steam demo mission Bros: Please Subscribe and Rate on Steam Features: This is a script (not a mod). Converts shotgun into less lethal Bean Bag firing shotgun. Bean bag projectile is visible in flight and bounces off objects when it hits. Victims are stunned, drop their weapons and ragdoll. After recovering from a bean bag hit, has a large chance of being subdued (and a small chance of either picking up their weapon again or running). Player can also be bean-bagged and stunned. Victims grunt in pain when hit. Any shotgun mod can be supported (edit the init.sqf to set what class of shotgun and shotgun ammo is to be converted to bean bag usage) Player can toggle between Lethal (normal shotgun ammo) and Non-Lethal (bean bag ammo) Credits: Thanks to RHS team for RHS shotgun weapon used in demo. How to implement in your mission: Download the demo mission Copy the Scripts folder to your mission Copy the contents of init.sqf into your init.sqf.
  16. JBOY Fish School is set of scripts to add schools of fish to an underwater mission. This demo mission also contains the JBOY SpearGun scripts. Links: Demo mission on Steam. Download zip file of demo mission to load into Editor. Directions on how to use scripts are in the init.sqf of the demo mission.
  17. Sarogahtyps Simple Crew Spawner - SSCS - 1.2 Fills your vehicles with AI on all seats you want to. This script was initially thought for creating a place where you can drive any vehicle to to fill the empty seats where can be shot from with AI. Now it has a much wider usability range. You can spawn AI at any seat maybe by a chance or absolutely random. You have various options for spawning AI for an empty vehicle or for use of a player which is inside of vehicle already. You are able to set side and faction of the AI, randomly determine it or using players side and faction. Also Pilot seats will spawn pilots and crew seats will spawn crew units. It can be used in any trigger or in an addAction or just by another script. Its intended to be executed server side. It needs the vehicle object as parameter. All other parameters are optional. Why server side? Because AI which is controlled by server uses it's AI-Mod. That means if the server has VCOM AI installed then the spawned AI will behave using VCOM AI as long as it is located on server. This way you could fly a helicopter and the AI on its guns uses servers AI mod even if your client has not installed any AI mod. Integration in addAction is described in this post: https://forums.bohemia.net/forums/topic/222484-release-sarogahtyps-simple-ai-gunners-ssaig-v-11/?do=findComment&amp;comment=3348933 DOWNLOAD SSCS 1.2 SSCS code: Usage Examples 1. vehicles init line, driver/gunner/commander spawn, all FFV seats spawn, no cargo spawn, AI has own group (not players), side west, random faction, delete AI after 1 hour _d = [this] execVM "SSCS.sqf" - if a player is inside vehicle during script execution then side will be the players side and random faction of players side. 2. vehicles init line, no FFV seats spawn, driver/commander spawn - no gunner spawn, spawn 80% of cargo seats, AI joins players group, side east, faction FIA, delete AI after 10 min _d = [this, false, 6, 80, true, east, "eastfia", 600] execVM "SSCS.sqf" - if no player in vehicle then AI get it's own group (not players) - if player of side east is in vehicle then side will be east and faction FIA - if player of other side than east in vehicle then AI spawns on players side with random faction 3. vehicles init line, spawn 50% of FFV seats, spawn no driver but commander and gunner, spawn no cargo, AI has own group, side west, random faction, no AI deletion _d = [this, 50, 3, false, false, west, true, 0] execVM "SSCS.sqf" or using nil for default values _d = [this, 50, 3, nil, nil, nil, nil, 0] execVM "SSCS.sqf" - if no player in vehicle then AI spawns as side west and random faction (NATO or FIA) - if player in vehicle then AI spawns as players side and random faction Changelog V-1.2 - added possibility to spawn AI by chance for cargo FFV seats (Fire From Vehicle) - added possibility to spawn AI by chance for common cargo seats. - added all usefull unit classes of vanilla without any DLC classes - added side and faction handling (see argument/parameter description on top of script) - added workaround for bug with CUPs BMP-3 (https://dev.cup-arma3.org/T3216) - added possibility to spawn AI (or not) on driver, commander and gunner seat (look at 3rd parameter description) - deleted spawn restrictions, AI can now be spawned in any case as long as a vehicle object is given. - renameing the script into Sarogahtyps Simple Crew Spawner - SSCS because of wider usage possibilities. Changelog V-1.1 hotfix 1: - fixed bug where AI joined players group but player was not leader Changelog V-1.1: features -added option for timout after which AI gets deleted -added option for spawning (or not) cargo AI which can fire its weapon from vehicle (FFV) -added option for spawning cargo AI which can not fire from vehicle -added AI joins players group option (may cause Multiplayer conflicts but this is not tested) -added option for suppressing hint messages bug fixes - worked around a CUP mod bug where more seats are returned by CUP as really exists in vehicle. CUP is not able to fix this bug on teir own. Changelog V-1.0: -added script If you have any questions then just ask, please!
  18. Shooting vanilla ARMA fish is boring and looks stupid because dead fish just freeze in place. But now we can MAFGA--Make Arma Fishing Great Again--with JBOY_SpearGun!!! Features: Converts SDAR into a SDart gun! SDAR shoots fish with a small spear/harpoon (big thanks to @BadBensonfor the harpoon .p3d object!) Fish bleeds, squirms for awhile, and sinks Fish can be be taken by player, and a fish count variable is maintained for the shooter. This fish count variable can then be used later by other scripts for player to eat fish (for a survival scenario), or sell or trade fish as an item (if someone else wants to modify their trade scripts to include these fish). No Mods required! Works on ambient fish and fish created via script (createAgent) Does NOT work on turtles. I don't know why. But only jerks shoot sea turtles anyway! :) Does NOT impale AI units. When AI goes ragdoll, mempoint positions no longer mean anything, so its impossible to make harpoon stay impaled in a unit. Which is sad, because we would all love to turn an AI diver into a pin cushion! Access the Fish Count variable for a unit: If you are scripting a survival scenario, or a trade scenario, you can access the number of fish the player has as shown in following code snippet. _fishTaken = player getVariable ["JBOY_FishTaken",0]; hint format ["You have %1 fish.",_fishTaken]; Credits: @BadBenson for cool barbed harpoon object. Thanks bro! (Sorry I took so long to publish it...) @HallyGfor awesome blood effects script. Thanks HallyG! I use your scripts in a lot of my stuff, and really appreciate the help. Sample mission to put in Editor: ZipFile of mission directory Steam Link to play demo mission: Demo Mission Enjoy!
  19. This script enables shotguns to destroy small vegetation like ferns, bushes, thin palm trees and sugar cane. This adds an exciting dimension to CQB in dense jungle or cane fields. You can see this script in action in my new mission Last Tango in Tanoa: Razing Cane. You can support my scripting efforts by subscribing on steam and giving this mission a thumbs up! Give it a try, its fun! "Bush Cutter"...waiting for a smart-ass remark from someone on that. You know who you are. Last Tango in Tanoa: Razing Cane promo video shows this script in action also; Dropbox link to demo mission. Unzip this folder into your missions directory and open the mission in the Editor. Then shoot some bushes, and run into cane field and RAZE some CANE! Required Mods: RHSUSAF, CBA3 Shotguns from these mods should also work: CUP, Massi, KA Other mod shotguns can be supported by adding in their magazine name into the script. Limitation: Only works on Tanoa currently, as I have only collected bush names to destroy for Tanoa. If you want to destroy bushes on some other map, you need to collect the names of those bushes and put them into the _bushArray in the script. A simple way to collect bush names is put cursorObject in one of your console watch variables. Then look directly at a bush, and go back to console and you will see the bush .p3d name and can copy it. The Scripts (bush cutter and flying leaf effects):
  20. BEHOLD!!! I give you JBOY Freakin' PumpkinHead!!!!! No mods required. And the best part: Their heads freakin' explode in pumpkin chunks when shot!!!! How to use: In the Editor, place a player and friendly and unfriendly AI all about. Then run. In the console, paste the following code: Head shots explode the pumpkins and kill the units. Note: Each type of headgear requires its own attachTo offsets for the hat to look good on the pumpkin. So I currently only support the Hardhats and Straw hats. If you want to put a beret or some other helmet on the pumpkins, you can modify the switch/case code to support a new headgear type and play with the x,y,z offsets until the hat looks good. I'm planning on creating better faces in the future when I work this into a horror mission in the Last Tango campaign. Happy Halloween everybody.
  21. Last Tango in Tanoa - Episode 2: Razing Cane is RELEASED !!! It was a long hard road, but episode 2 is out now. Episode 1 - Missing Person just made 5 stars on Steam. Woohoo! Episode 2 - Razing Cane Steam Link Episode 2 Steam Link here. Features: Continues story from Episode 1 Bird shooting contest with El Cojon Vehicle Chase sequence (very difficult to create in Arma!) AI Melee attackers (will rush you and attack ) Shotguns destroy ferns, small bushes, sugar cane, and small palm trees Jungle and cane field CQB Fully voiced Fully command-able JBOY dog who follows, swims, attacks, detects enemies, boards vehicles, etc. Required Mods: CBA_A3, RHSUSAF Please rate and comment on Steam. Enjoy! Recommended: Play "Last Tango in Tanoa: Episode 1 - Missing Person" first so you know the story. And Rate it! Credits: I want to thank the following people: @XerXesCZ for thorough/professional beta testing @AZCoder for excellent beta testing and designer moral support @POLPOX for his revive script @phronk for excellent Melee script @M1ke_SK for super cool Leak script @soolie for excellent dog menu dialog @Greenfist for PPEffects utility (a real time saver!) RHS team for their awesome shotguns And I have to thank the usual rock stars for tons of help on the BI Forum: @Larrow @Grumpy Old Man @pierremgi And all those who helped with JBOY Dog that are credited on Jboy Dog Thread And anybody I forgot! And last, but not least, Mrs. JohnnyBoy for voice acting in the Arma 1 Last Tango in Bagango flashback! She delivered that important dramatic line so exquisitely!
  22. 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
  23. Hello everyone, I've been writing scripts for a while now but never separately released them. I had some time today so I tweaked one of the scripts I've written in the past for separate public release. It's a script simple script that will make a jet or a heli target enemy units. You can decide for yourself which types of units (cars, tanks, air, ...) the jet/heli will attack and to which factions are considered hostile. In total there are 9 parameters provided you can tweak when calling the function. Only 1 is mandatory. The script was only tested in a singleplayer environment but I see no reason why it wouldn't work in a multiplayer environment. Included files: Readme, with boring legal information like copyright and license targetingScript.sqf, the actual script targetingScript.Stratis, a little example mission. To play the example mission just drag the mission into one of the following 2 locations: C:\Users\<yourUser>\Documents\Arma 3 - Other Profiles\<yourProfile>\missions C:\Users\<yourUser>\Documents\Arma 3\missions and go into the editor and play it in singleplayer. It's nothing fancy, just a quick example how it works. Usage: Download the script and include it in your mission. I personally suggest turning it into a function when using it. If you keep using it as a script you can look at the init.sqf in the example mission to see how to use it. If you know how to turn it into a function I don't think I need to explain anything to you :) Requirements: none Bugs: If you find any bugs please let me know either in this topic or make an issue here: https://gitlab.com/stanhope/targetingScript/issues Future plans: Turn the time to attack and time to loiter into params Fix any and all bugs General optimization Download: https://gitlab.com/stanhope/targetingScript Lastly I'd like to kindly ask everyone to not host my work in other places if no major changes have been made to it. Instead please simply link to my gitlab, this is merely a request. If you made a significant change to my script I have no problem with anyone hosting it anywhere as long as it's in accordance with the license.
  24. johnnyboy


    Here's a super simple script to use when you have speaking AI and want to synchronize them moving their lips. The parameters are the unit who is talking, and # of seconds to do do the lip animation. // *********************************************************************************** // JBOY_Lip.sqf // Do random lip for X seconds // Compile in init.sqf: JBOY_Lip = compile preprocessFileLineNumbers "Scripts\JBOY_Lip.sqf"; // Call: _n = [dude, 3] call JBOY_Lip; // *********************************************************************************** params["_speaker","_seconds"]; _n = [_speaker,_seconds] spawn { params["_speaker","_seconds"]; _speaker setRandomLip true; sleep _seconds; _speaker setRandomLip false; }; Sample usage might go like this: dude1 sideRadio "YouTotallySuckDude"; _n = [dude1, 3] call JBOY_Lip; sleep 3; dude2 sideRadio "ThanksDude"; _n = [dude2, 1.5] call JBOY_Lip; sleep 1.5;
  25. Sebastian Heisenberg

    Fighter 1985 **CAMPAIGN RELEASE**

    Today (03-12-17ESP) (12-03-17ENG) i am releasing my second campaign, developed with Marcin S. The entire creation of the campaign took 23 days (testing, finding sounds, adding extras, fixing glitches, testing, fixing the story and etc). Information about the campaign: About: _ The campaign is based in the conflict of 1985 (Campaign Cold War Crisis), BUT! played from the side of the Resistance. We will have meeting with the main characters of well known campaign "CWC", as David, James, Robert, Sam, Blake, Drill Sergeant, David's Squadron, and etc. The campaign will show the most important parts of the conflict, since day zero until the end of the war (on everon). Playable Characters: -Lukas Bocek (Corporal) [10 Missions] -Ian Stoyan (Commander in Chief) [1 Mission] Missions and Cutscenes: -11 Missions -12 Cutscenes (Couting pre-missions cutscene) Easter Eggs: -4 Easter Eggs Idioms: Español English Tips: -Stay near your team leader always. -Keep your temmates alive -Don't disobey orders (really important) (you will end dead or the mission will end ASAP) -Play by the rules, and stay sharp all the time. -Your actions will define the ending (not always) -Be patient in some missions, or you will be forced to be patient! -Go to Options > Audio Options and set your Effects and Radio in 9.6 and Music at 8.3 (optional) -You will do time-jumps! One mission can be in May 2 and other in Jun 9, same with some cutscenes. Black screens between radios or chats means that a time lapse has passed (minutes or hours) -In the 1985/CWC the dates and time are wrong or mixed, the real ones are in the notes. -If you are interested in read the notes with music, you must check your notepad in this way: > Plan >Team >Gear >Notes. -PARA LOS QUE HABLAN ESPAÑOL / SPANISH SPEAKERS: Algunas misiones tuvieron problemas con " Ñ ' ¡ ¿ " así que tuve que remover algunas tildes y demás, pero es entendible de todas maneras, después pasé algunos stringtables a UFT-8 así que las últimas andan sin problemas de ortografía. DOWNLOAD LINK: https://www.mediafire.com/file/55wk11bx1bic491/Fighter 1985 RELEASE Day 3 Month 12 Year 2017.rar ADDONS NEEDED: EditorUpdate102; ↓ ABOUT OTHER ADDONS: Is not recommended play the campaign with addons or mods, if you want to do it, at your own risk of end glitched. ABOUT VERSION: IS COMPATIBLE WITH 1.99, lower or higher can give you glitches.