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Found 28 results

  1. "ΜΟΛΩΠΛΑΒΕ" WHO ARE WE? We are Task Force Spartan, a realism, military simulation unit. We are a small Task Force group who cares and always willing to help and look out for each other. WHAT DO WE OFFER? Tactical Combat Realism US Military Ranks Modpacks Teamspeak 3 Server Training ENLISTMENT REQUIREMENTS Atleast 15 years of age Must have Teamspeak 3 Must own an original copy of Arma 3 Must be mature Must have a mic HOW TO ENLIST To enlist send an e-mail to alexandros.mirza@gmail.com with the following: Name Age Location Choose a unit and up to 3 Specialties UNITS TO CHOOSE FROM 1. Infantry - "Sword" Specialties: Rifleman Grenadier SAW Gunner Explosive SPC Missile SPC Combat Medic 2. Airforce - "Spear" Specialties: Rotary Pilot Fixed Wing Pilot 3. Armor - "Shield" Specialties: Tanks Artillery --General Alex Torvalds
  2. icebreakr

    Gasmasks?

    Is there any chance to add 1-2 types of gasmask for special "gas/virus/poison" missions? Do any 3rd party addons have them so we can check if player wears them and punish them if not? Thanks!
  3. Problem description: The below script is unable to spawn Lightning1_F.p3d and Lightning2_F.p3d files on an if (isServer) then {} condition yet called from debug console via Local execution or Global Execution it works. Is there anyway I could do this? The kind of error I see is the following. a3\data_f_curator\misc\lightning1.p3d: No geometry and no visual shape a3\data_f_curator\misc\lightning2.p3d: No geometry and no visual shape function names: RS_fnc_ThunderGenerator; RS_fnc_CreateLightningBolt; RS_fnc_createLightPoint; Call stack: [true] spawn RS_fnc_ThunderGenerator -> [randomised direction, X axis displacement, Y Axis Displacement,Z Axis Displacement] call RS_fnc_createLightningBolt; LightningBolt is used for reference from which the [X axis displacement, Y Axis Displacement,Z Axis Displacement] call RS_fnc_createLightpoint At which point the code then executes the playSound3D from the references to the vehicle Objects. Thunder generator loop: private ["_randomDisplacement","_randomX","_randomY","_ChanceOfSpawnRepeat" ,"_totalPlayerList","_randomlySelectedPlayer"]; _ActiveThunder = _this select 0; while {_ActiveThunder} do { if (isServer) then { if ((overcast > 0.7) && (rain > 0.6)) then { 0 setLightnings 0; _totalPlayerList = allPlayers; _randomPlayer = _totalPlayerList call BIS_fnc_selectRandom; diag_log format ["Random player was selected successfully %1",_randomPlayer]; _center = getPos _randomPlayer; diag_log format ["Random player Pos %1",_center]; _dir = floor(random 360); diag_log format ["Random player Obj Dir %1",_center]; _strikeCenter = _center; diag_log format ["Random player Obj StrikeCenter Is %1",_strikeCenter]; _RandomDisplacementValueX = floor(random 800); _RandomDisplacementValueY = floor(random 800); diag_log format ["Random Random Displacement X: %1",_RandomDisplacementValueX]; diag_log format ["Random Random Displacement Y: %1",_RandomDisplacementValueY]; _LimitValue = round(random 4); _RandomTimeFactor = [5,15] call BIS_fnc_randomInt; _AudibleDistance = [1500,2000] call BIS_fnc_randomInt; /* Thunder_01.wss (Medium Frequency) PitchLimit 3 - 2; VolumeLimit 3 - 12; Thunder_02.wss (Medium Frequency) PitchLimit 3; VolumeLimit 3 - 12; Thunder_03.wss (Highest Frequency) PitchLimit 0.80 - 1; VolumeLimit 3 - 12; Thunder_04.wss (Lowest Frequency) PitchLimit 0.90 - 1; VolumeLimit 3 - 12; thunder_05.wss (Lower Frequency) PitchLimit 0.85 - 1; VolumeLimit 3 - 11; thunder_06.wss (Higher Frequency) PitchLimit 0.90 - 1; VolumeLimit 3 - 12 */ _Thunder_01LimitsVolume = [8,12] call BIS_fnc_randomNum; _Thunder_02LimitsVolume = [8,12] call BIS_fnc_randomNum; _Thunder_03LimitsVolume = [8,12] call BIS_fnc_randomNum; _Thunder_04LimitsVolume = [8,15] call BIS_fnc_randomNum; _Thunder_05LimitsVolume = [8,13] call BIS_fnc_randomNum; _Thunder_06LimitsVolume = [8,12] call BIS_fnc_randomNum; _Thunder_01LimitsPitch = [2,3] call BIS_fnc_RandomNum; _Thunder_02LimitsPitch = [1,3] call BIS_fnc_randomNum; _Thunder_03LimitsPitch = [0.55,0.95] call BIS_fnc_randomNum; _Thunder_04LimitsPitch = [0.55,0.95] call BIS_fnc_randomNum; _Thunder_05LimitsPitch = [0.55,0.95] call BIS_fnc_randomNum; _Thunder_06LimitsPitch = [0.55,0.95] call BIS_fnc_randomNum; _SoundDataPool = ["A3\Sounds_f\ambient\thunder\thunder_01.wss", "A3\Sounds_f\ambient\thunder\thunder_02.wss", "A3\Sounds_f\ambient\thunder\thunder_03.wss", "A3\Sounds_f\ambient\thunder\thunder_04.wss", "A3\Sounds_f\ambient\thunder\thunder_05.wss", "A3\Sounds_f\ambient\thunder\thunder_06.wss"]; _testPos = [(_center select 0),(_center select 1),(_center select 2)]; diag_log format ["%1",_testPos]; _ChanceOfSpawnRepeat = random 1; _RepeatCount = round(random 3); _randomX = (_center select 0) + (_RandomDisplacementValueX - (2*_RandomDisplacementValueX)); _randomY = (_center select 1) + (_RandomDisplacementValueY - (2*_RandomDisplacementValueY)); diag_log format ["randomised X position : %1 randomised Y position : %2",_randomX,_randomY]; GRandomXY = [_randomX,_randomY]; publicVariable "GRandomXY"; if (_ChanceOfSpawnRepeat > 0.8) then { for [{_i=0},{_i <= _RepeatCount},{_i = _i + 1}] do { [_dir,_randomX,_randomY,_testPos select 2] call RS_fnc_createLightningBolt; [_dir,_randomX,_randomY,_testPos select 2] call RS_fnc_createLightPoint; diag_log format ["RandomX: %1, \n RandomY %2, \n BaseZ %3",_randomX,_randomY,_ChanceOfSpawnRepeat]; DistA = getPosATL _randomlySelectedPlayer distance [_randomX,_randomY,0]; if (round(DistA) <= 100) then { _HighestFreqCreateThun03 = _SoundDataPool select 2; playSound3D [_HighestFreqCreateThun03,PV_LightningObject,false,getpos PV_LightningObject,_Thunder_03LimitsVolume,_Thunder_03LimitsPitch,_AudibleDistance]; }; if (round(DistA) <= 200) then { _HigherFreqCreateThun06 = _SoundDataPool select 5; playSound3D [_HigherFreqCreateThun06,PV_LightningObject,false,getpos PV_LightningObject,_Thunder_06LimitsVolume,_Thunder_06LimitsPitch,_AudibleDistance]; }; if (round(DistA) <= 400) then { _MediumFreqCreateThun02 = _SoundDataPool select 1; playSound3D [_MediumFreqCreateThun02,PV_LightningObject,false,getpos PV_LightningObject,_Thunder_02LimitsVolume,_Thunder_02LimitsPitch,_AudibleDistance]; }; if (round(DistA) <= 500) then { _MediumFreqCreateThun01 = _SoundDataPool select 0; playSound3D [_MediumFreqCreateThun01,PV_LightningObject,false,getpos PV_LightningObject,_Thunder_01LimitsVolume,_Thunder_01LimitsPitch,_AudibleDistance]; }; if (round(DistA) <= 530) then { _LowerFreqCreateThun05 = _SoundDataPool select 4; playSound3D [_LowerFreqCreateThun05,PV_LightningObject,false,getpos PV_LightningObject,_Thunder_05LimitsVolume,_Thunder_05LimitsPitch,_AudibleDistance]; }; if (round(DistA) <=700) then { _LowerFreqCreateThun04 = _SoundDataPool select 3; playSound3D [_LowerFreqCreateThun04,PV_LightningObject,false,getpos PV_LightningObject,_Thunder_05LimitsVolume,_Thunder_05LimitsPitch,_AudibleDistance]; }; }; } else { [_dir,_randomX,_randomY,(_testPos select 2)] call RS_fnc_createLightningBolt; [_dir,_randomX,_randomY,(_testPos select 2)] call RS_fnc_createLightPoint; PV_LightningPos = [_randomX,_randomY,_testPos]; publicVariable "PV_LightningPos"; hint format ["%1",PV_LightningPos]; sleep _RandomTimeFactor; DistB = getPosATL player distance [_randomX,_randomY,0]; if (round(DistB) <= 100) then { _HighestFreqCreateThun03 = _SoundDataPool select 2; playSound3D [_HighestFreqCreateThun03,PV_LightningObject,false,getpos PV_LightningObject,_Thunder_03LimitsVolume,_Thunder_03LimitsPitch,_AudibleDistance]; }; if (round(DistB) <= 200) then { _HigherFreqCreateThun06 = _SoundDataPool select 5; playSound3D [_HigherFreqCreateThun06,PV_LightningObject,false,getpos PV_LightningObject,_Thunder_06LimitsVolume,_Thunder_06LimitsPitch,_AudibleDistance]; }; if (round(DistB) <= 400) then { _MediumFreqCreateThun02 = _SoundDataPool select 1; playSound3D [_MediumFreqCreateThun02,PV_LightningObject,false,getpos PV_LightningObject,_Thunder_02LimitsVolume,_Thunder_02LimitsPitch,_AudibleDistance]; }; if (round(DistB) <= 500) then { _MediumFreqCreateThun01 = _SoundDataPool select 0; playSound3D [_MediumFreqCreateThun01,PV_LightningObject,false,getpos PV_LightningObject,_Thunder_01LimitsVolume,_Thunder_01LimitsPitch,_AudibleDistance]; }; if (round(DistB) <= 530) then { _LowerFreqCreateThun05 = _SoundDataPool select 4; playSound3D [_LowerFreqCreateThun05,PV_LightningObject,false,getpos PV_LightningObject,_Thunder_05LimitsVolume,_Thunder_05LimitsPitch,_AudibleDistance]; }; if (round(DistB) <= 700) then { _LoweestFreqCreateThun04 = _SoundDataPool select 3; playSound3D [_LoweestFreqCreateThun04,PV_LightningObject,false,getpos PV_LightningObject,_Thunder_04LimitsVolume,_Thunder_04LimitsPitch,_AudibleDistance]; }; PV_LightningPos = [_randomX,_randomY,_testPos]; publicVariable "PV_LightningPos"; hint format ["%1",PV_LightningPos]; sleep _RandomTimeFactor; }; }; }; }; Create Lightning Bolt: private ["_class","_LightningObj","_duration","_time"]; _class = ["Lightning1_F","Lightning2_F"] call bis_Fnc_selectrandom; _LightningObj = _class createVehicle [100,100,100]; _LightningObj setDir (_this select 0); _LightningObj setPosAtl [_this select 1,_this select 2,_this select 3]; _duration = random 3; for "_i" from 0 to _duration do { _time = time + 0.1; _LightningObj setLightBrightness (900 + random 100); waitUntil {time > _time}; }; PV_LightningObject = _LightningObj; Create Lightpoint: private ["_LightObj"]; diag_log format ["Passed location data: X: %1\n Y:%2 \n Z: %3",_this select 0,_this select 1,_this select 2,_this select 3]; _LightObj = "#lightpoint" createvehicleLocal [_this select 0,_this select 1,_this select 2]; _LightObj setposatl [_this select 0,_this select 1,_this select 2]; _LightObj setLightDayLight true; _LightObj setLightBrightness 300; _LightObj setLightAmbient [0.2, 0.2, 0.1]; _LightObj setlightcolor [1, 1, 3]; sleep 0.15; _LightObj setLightBrightness 0; sleep (random 0.15); PV_LightPointObject = _LightObj; publicVariable "PV_LightPointObject"; deleteVehicle _LightObj; Code Above Adapated from Shpook's Ambient Lightning Script. All code above is also subject to: https://www.bistudio.com/community/licenses/arma-public-license
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