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Found 36 results

  1. We are currently accepting all members. If you would like to apply visit http://www.wolfheartindustries.com/join-us/ If you would simply like to know more about our group, please visit the base site http://www.wolfheartindustries.com Wolf Heart Industries Wolf heart industries is a tactical PMC realism group Mission: Our mission features more than 30,000 lines of code including a full monetary system. It is set within Eastern Ukraine in winter conditions against Pro Russian separatists. Following the successful completion of operations against ISIS in the Korengal Valley of Afghanistan, Wolf Heart Industries now operates within Ukraine and receives contracts from Ukranian government. Mission Features: Each player is paid based on their rank within Wolf Heart Industries and offered a bonus dependent on their performance, or heroic actions within the mission. Each contractor is responsible for his/her own kit and will pay that out of pocket with the money they earn per mission, as well as their contracted salary rate for showing up to events. Each successful mission awards WHI with a large sum of money which can be used to purchase vehicles throughout the mult-session operations. We use a combination of procedurally generated missions which are randomized around the map, as well as ALiVE to keep game play fresh and constant. Even a simple patrol can turn into the most exciting moment you've ever experienced in Arma. We have an active group, and offer training for all individuals who wish to join. As we are a tactical mil-sim group, our emphasis is on treating every life seriously and punishing those who die often (by having their gear stripped upon death), this is done to increase realism and emphasize use of hard cover, and receiving medical attention. We are a heavily modded community and require at least 20 GB of space for our modpack, the modpack includes various immersion builders such as Task Force Radio, Ace Medical, EODS Suite (IEDs), Turning off Binocular Eyes, a Food and Drink system and much more. Installation is simple and can be accessed via our website. We are currently accepting all members. If you would like to apply visit http://www.wolfheartindustries.com/join-us/ Mission Features Ambient Civilian Occupation / Engagement Ambient Enemy Occupation / Maneuvering VBIED / Suicide Bomber Threat / EOD Suit ACE Advanced Medical System Eating / Drinking Mechanic Sling Loading / Rappelling from Rooftops / Rappelling from Helicopters HUMINT displays Active Randomized Enemy Base Locations Custom Randomized Missions Spawned on Command ALIVE Compatibility / Saving Currency System for Purchasing Equipment / Guns / Vehicles Allotted Salary for Contractors to Purchase Equipment 200+ Weapons Supported Loss of Equipment on Death (Reason for the Salary) Vehicle Checkpoints Highly Intelligent Insurgent Presence Headless Client Supported Over 30,000 Lines of Code! Server Specs: Dedicated Machine - i7 7600K 4.6 GHz / 16 GB Ram / 10 Gigabyte Connection / 2x 250 GB/s SSD
  2. An economic sector is in the reach of Bohemia Interactive. Indeed, firefighters of the whole world train on simulators, to fight against forest fires. the RV4 graphic engine, already used on ARMA3, and professionally on VBS3, would be a good tool to simulate operations against forest fires. I honestly think it would be a good opportunity for Bohemia Interactive to explore this economic market. The SCmod I developed is a very modest example of what might become of such a simulation. > https://forums.bistudio.com/topic/198215-scmod-v135/ Indeed, with more resources and more expertise than me, the Bohemia Interactive teams would be able to create a more complete project, for a specialized simulation. France, Spain, Portugal, Italy, USA, Canada and many other countries use these kind of simulators (eg Vulcain 3.0). The professional simulators developed by Bohemia Interactive are a good example of the quality of such a project.
  3. PO1 Anderson 13th MEU

    13th MEU Realism Unit | Recruiting

    13th Marine Expeditionary Milsim/Realism Unit Who are we? The 13th Marine Expeditionary Unit is a United States Marine Corps Milsim/Realism unit for ArmA 3, which is based on 13th Marine Expeditionary Unit. The 13th Marine Expeditionary Realism Unit strives for a realistic/milsim environment. The 13th Marine Expeditionary Realism Unit has a Phase 1 and Phase 2 training, our training is based directly on the real life USMC training, only to be vastly scaled down and our training instructors have filtered it to be necessary to ArmA. We have ownership of a forums, and a Teamspeak server and an ArmA 3 server, as well as being firmly organised. We are currently looking for members to expand the 13th Marine Expeditionary Unit, and strive to fill up our first Company. What do we do? All our recruits who join our unit, are welcomed to our Phase 1 and Phase 2 training taught by our Drill Instructors, and this training spans from FTX drills, to train our recruits to be ready for our operations as well as exercises in home rotations. In term of dates, our trainings and operations occur on a weekly basis, operation time occur from 2000EST to 2200EST on a Sunday and other training times vary. In terms of operations, once recruits have finished Phase 1 and Phase 2 trainings, they can attend our deployment operations which are set on different maps, and have a solid backstory for roleplay, and when deployments are not occurring, we have our FTXs or Field Training Exercises. We currently have Zeus mission operators that ensure the highest quality and realism of our missions in our deployments. Why join us? The 13th Marine Expeditionary Unit strives for the most realistic and fun experience a player can have, we have very experienced members that have extensive knowledge on both ArmA realism units and the real life military and a friendly and diverse community. We believe if you enjoy a realistic milsim environment, an organised rank structure and command, as well as a thorough training and a U.S. Marine Corps themed realism unit, this is the place for you. If you are interested in applying, make sure you meet the following requirements for joining. Minimum Age Required: 17 years old(No Exceptions) Must have a valid copy of ArmA 3 and a valid Player ID. An invalid or missing Player ID will result in your application not being processed. Must have Teamspeak 3 and a working microphone. Ability to attend Unit wide events, taking place on Saturday/Sundays at 2000 Eastern Time. Our Teamspeak: 104.153.108.121 | Password: 13home Our Website: http://13thmeurealismunit.net/index.php Public Server Information Server name: [OFFICIAL] 13th MEU (SOC) Realism Unit Public Server Server IP: 104.153.108.121:2302 Password: 13ahoy Rules: -No Teamkilling -No wasting of assets -No Cheating or hacking -Work as a team -All players must be on Teamspeak -Common Sense Required -Have fun, meet our members, get a taster of what we do here For information regarding mods for the server and other general information please use this link. - http://13thmeurealismunit.net/index.php?topic=1340.msg6950#msg6950 **Please feel free to come onto our teamspeak server or post something on our fourms if you have any questions or message me directly.
  4. Is there any way i could blacklist an area from getting affected of the simulation manager module?
  5. Hello, Please, in Eden, add a check box on each objects compatible with createSimpleObject command. That way, editors could place decorative objects with the benefit of Eden 3D. Thanks
  6. 3rd Special Forces Operations Marine Air-Ground Task Force (MAGTF) Recruitment is currently: OPEN Who are we? The 3SFO is an Arma 3 US Marine Air-Ground Task Force (MAGTF) Military Simulation Unit (MILSIM). What are the requirements to join the 3SFO? We are seeking inquiries from serious and mature players only (17+). You must have a clear working microphone. You also must sign up and fill out the application on the forums. What positions do we have available? Ground Element 0311 Rifleman 0313 Grenadier 0314 Marksman 0315 Corpsman 0316 Scout Spotter 0317 Scout Sniper 0321 Reconnaissance Man 0331 Machine Gunner 0341 Mortarman 0351 Infantry Assaultman 0352 Antitank Missileman 0365 Infantry Section Leader 0369 Infantry Platoon Leader 7502 FAC Aviation Element 7513 Pilot AH-1Z/UH-1Y 7560 Pilot CH-53E 7562 Pilot CH-46 7567 Pilot UH-1N 6199 Enlisted Aircrew/Aerial Observer/Gunner 7523 Pilot F/A-18 7525 Weapons Systems Officer (WSO) 7253 Air Traffic Controller - Departure Controller 7254 Air Traffic Controller - Approach Controller 7314 Unmanned Aerial Vehicle (UAV) Teamspeak: 64.185.53.78 Website: 3rdSFO.enjin.com Server Name: 3SFO | [ACE3/CBA/TFAR] Invade & Annex | TS3 : 64.185.53.78 Server IP: 64.185.53.78 Port: 2302
  7. KalpaGunarathna

    Is ARMA 3 a serious game ?

    Here is the thing Im doing a research on serious games. Serious games are games which focus on other than player entertainment. Like learning something from the games. (Simulation games can be in this type). For the research I have an experiment to do using a good serious game. Here are the problems I have encounterd with following games. COD, Battlefield : Entertainment games. Not serious games. America's army : Yes it can be a serious game. Because US military has used this for training and soldier recruitment. It is ok. VBS : Virtual Battle Space is the ideal game. Because it primarily used as a military simulation not just entertainment. But the problem is they dont issue a civilian copy of the game. ARMA 3 : This is more like VBS. But im not quite sure ARMA is an entertainment game or a serious game where you can learn out of it.. Is it a serious game ??? And is there other suggestions for me to use as a serious game in my experiment ??? PS: i havent played any of the above except for COD and Battlefield.
  8. "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
  9. 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!
  10. 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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