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Found 52 results

  1. Squad name: 7th Cavalry Regiment Timezone/location : All US/EU Gamemode preference (eg coop or pvp): Coop/PVP/PVE, Mil-Sim Contact email: My 7th Cavalry Profile Website address: 7th Cavalry Website Short description: The 7th Cavalry Regiment is a military simulation clan primarily focused on Arma 3. The Regiment was founded October 15th, 2002 and remains committed to military simulation today. This means that when you enlist, you will earn your place as a trooper in one of the oldest gaming regiments online. For the majority of people in the CAV, this unit isn't just somewhere to play, it truly is a brotherhood in which all are respected and supported by their brethren. We have over 220+ Active Arma 3 members spread across 1st Batallion. We have three Company's: Alpha, Bravo and Charlie. Alpha contains Fixed & Rotary Wing for Transport and Attack. Bravo consists of Mechanized Infantry, Armor, Cavalry Scouts (Ground Recon) and our Medics. Charlie Company, the tip of the spear, is the main Infantry element, with Airborne Infantry & Heavy Weapons. The 7th Cavalry is best known for their in-depth training schools & courses (over 34 different classes!!!) and our high-attendance, detailed, immersive Operations. Want to learn more? Start your 7th Cav Career today! Click the link and choose your Career path ---> 7th Cavalry's Arma 3 Career Pathway For more info, visit Detailed 7th Cavalry Recruitment Post Language: English Signed, =7Cav=Lucius.M
  2. Date: August 8, 2036, 09:40 Place: Stratis island Situation: NATO forces displace the remaining enemy forces to the north and west coast of the island. It is necessary to carry out the last decisive attack until AAF and CSAT forces are entrenched in their positions. Features: Game Modes - Singleplayer, 3 Player CO-OP; Walkthrough duration - medium; Difficulty - medium; No required addons; Voice acting - no; Titers and descriptions - eng | rus; Arcade Mode - each player controls his own tank; Fast and fun gameplay scenario. Links: Steam Workshop MediaFire Armaholic
  3. Hey I'm trying to add some additional damage simulation to tanks and was trying to figure out how to disrupt sensors and displays. DISPLAYS: I've found the render targets for the example vehicle; "commander_display" and "driver_display", but I can't quite figure out how to modify them. I don't know how to refer to that render target for that vehicle when using a command like setPipEffect. SENSORS: So some vehicles have incoming missile warnings and such. Is there a way to disable these? I'm thinking I might also be able to disable data link send/receive. Are there any other sensors or electronics I may be able to disrupt? Cheers
  4. Hi, Does anyone know how to force animations for tracks on a tank? I want tanks to follow the road in a mission, and I belive this can be done by attaching it to a car with attachto (it appears to work anyway). However, the tracks does not move, so it looks silly. I know that a way to force a tank to move along roads is to make the leader invisible, and use setpos along the road (30-40 meters at a time) and make the tank follow, but this makes for a very sluggish ride. Anyone who has any ideas (preferably a seasoned scripter or developer)?
  5. MGI ENHANCED TURRET Last update 09/05/2018 Hi all, Here is a little script allowing AI gunners to fire HE shells on infantry. I hoped Tank DLC will improve some AI features about targeting and ammo firing possibilities, but it seems not. So, running this script makes gunners load some accurate shells to fire with cannon. It's complementary to MGs. On the other hand, I tried to overwrite the targeting engine as far as the present BI one consider a team leader more dangerous than an AT soldier... The result is disastrous, of course. I gave up with this idea. If it's easy to choose the best threat to be shot, it's impossible to override the engine to order the gunner to watch, aim, fire at the chosen target. Engine has its own life... as usual, commands do nothing persistent (working) on that. parameters: none (at this time) Script can be added in init.sqf or initServer.sqf 0=[] spawn { while {true} do { uiSleep 4; _allCannonVehicles = vehicles select {local _x && isNil {_x getVariable "admitVeh"} && !(_x isKindOf "WeaponHolderSimulated") && (getText (configfile >> "CfgVehicles" >> typeOf _x >> "editorSubcategory") in ["EdSubcat_APCs","EdSubcat_Tanks","EdSubcat_Artillery"])}; { _x setVariable ["admitVeh",true,true]; _x spawn { params [["_tk",objNull],["_tgt",objNull]]; private _wpnTrt = _tk weaponsTurret [0]; private _cannon = (_wpnTrt select {getText (configfile >> "CfgWeapons" >> _x >> "nameSound") == "cannon"}) select 0; if (isnil "_cannon") then {_cannon = ""}; if (_cannon != "") then { _cannonMags = getArray (configFile >> "cfgweapons" >> _cannon >> "magazines"); _cannonReloadTime = getNumber (configfile >> "CfgWeapons" >> _cannon >> "magazineReloadTime"); _magsDetail = magazinesAmmo _tk; _magsDetail apply { _class = (configfile >> "CfgAmmo" >>getText (configfile >> "CfgMagazines" >> _x select 0 >> "ammo") >> "aiAmmoUsageFlags"); _usage = if (istext _class) then [{(getText _class) splitString " + "},{[str(getNumber _class)]}]; _x pushback _usage;_x }; while {alive (_tk turretUnit [0])} do { _gunner = _tk turretUnit [0]; if (!((_tk targets [true,700]) isEqualTo []) && !isPlayer _gunner) then { _tgts = (_tk targets [true,700]) apply {[_tk aimedAtTarget [_x],_x]}; _tgts sort false; _tgt = _tgts select 0 select 1; _magsDetail = _magsDetail select {(_x select 1) > 0}; if (((_tgt isKindOf "landVehicle") or (_tgt isKindOf "CAManBase" && diag_tickTime mod 30 <= 6)) && _tk currentWeaponTurret [0] != str _cannon) then { _tk selectWeaponTurret [_cannon,[0]] }; call { if (_tgt isKindOf "landVehicle" && !(_tgt isKindOf "car")) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("512" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (secondaryWeapon _tgt != "" && diag_tickTime mod 30 <= 6) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("64" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags && !(_tk getVariable ["loaded64",false])) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (_tgt isKindOf "landVehicle") exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("128" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (_tgt isKindOf "CAManBase" && diag_tickTime mod 30 <= 6) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("64" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; }; uiSleep _cannonReloadTime; } else { uiSleep 2; }; }; }; }; } forEach _allCannonVehicles; }; }; Feedback welcome.
  6. The Stridsvagn 103 (STRV 103), also known as the S-Tank, was a Swedish post-war main battle tank. It was known for its unconventional design: it was turretless with a fixed gun traversed by engaging the tracks and elevated by adjusting the hull suspension. While turretless armoured fighting vehicles are usually classified as assault guns or tank destroyers, despite its unique gun laying process the Strv 103 is considered a tank because its designated combat role matched those of other tanks within contemporary Swedish doctrine. It is the only tank of any kind since World War II to dispense with a turret. The Strv 103 was designed and manufactured in Sweden. It was developed in the 1950s and was the first main battle tank to use a turbine engine. The result was a very low-profile design with an emphasis on survivability and heightened crew protection level. Strv 103s formed a major portion of the Swedish armoured forces from the 1960s to part of the 1990s, when, along with the Centurions, it was replaced with the Stridsvagn 121 and the Stridsvagn 122. Introduction The mod in question is a 1960s Swedish Main Battle Tank with a unique design. No turret and a fixed gun. Madness you say? Indeed. This tank was designed with defensive operations in mind, following Swedish army doctrine. Its unique design allowed a lower profile tank that was capable of digging itself into a hull down position (note the Fold-able bulldozer) to hold off against its enemy. Keep in mind that in the 1960's most tanks had no form of stabilizer as they do today, so the conventional tank had to stop to fire, so this left the 103 with no disadvantage to other tanks of its time and that is also the reason it was scrapped in 1997 replaced with a Swedish variant of the Leopard 2A5. Tank in Arma 3 Crew spot WIP. The 103 was crewed by 3, A driver/gunner, a commander, and a systems operator. All 3 members could drive the tank (Systems operator only in reverse). No loader as the 103 had an AutoLoader with a 4 second reload time. The tank was powered by two engines, a diesel for slow cruising and maneuvering the tank in aiming, and by a Caterpillar turbine, it was the first use of a turbine engine in a production tank. It armament Consisted of Bofors 105 mm L74 rifled gun with 50 rounds, its Secondary armament's were 2 fixed 7.62 mm KSP 58 (swedish FN MAG) machine guns 1 anti-aircraft 7.62 mm KSP 58 machine gun. An interesting point to note is that the tank is fired and aimed by the driver, but the commander also had the option to do this. An interesting point to note is that the tank is fired and aimed by the driver, but the commander also had the option to do this too, it was possible to operate the 103 by one person. Now on to the suspension, since the gun was fixed the whole tank had to move to aim at something, it did this by engaging the tracks and elevating by adjusting the hull suspension. Here is a video of it in action: http://youtu.be/HUPfnAbFlfU?t=116 Since my discovery of this tank, its has led to me actually wanting to see it in Arma 3 and I thought Id share the progress, I will have a working version in a few day's and I will want to test it, so tell me if your interested. Misc: More ingame photos: http://imgur.com/a/ilt5o Some extra reading: https://en.wikipedia.org/wiki/Stridsvagn_103 Credits: Burnes Armories: For all the heavy lifting and helping me add my dream tank into Arma 3. Without him none of this would be possible. you can check his other works here or his youtube Arsenalen - The Swedish tank museum and there wonderful staff for allowing me access to the tank and not commenting on my girlish giggles. you can check them out here: http://arsenalen.se/en/ Bohemia for making Arma 3 - The best and most painful game I have ever played ;) and the positive Arma Community as a whole Download: (note: this is a WIP mod) https://drive.google.com/open?id=0B0o9Eoipy1GjMHJZNDNoNFJ0S0U . Do not upload this mod outside of Biforums without express written permission from me, the only exception to this is www.Armaholic.com I will not ever give permission for this modification to be hosted on ANY life modification servers.
  7. Hello there, I've been making some player+AI vs AI tank-on-tank scenarios for quite some time and lately I'm getting somewhat tilted by the fact that in a head-on engagement NATO vs CSAT tank-on-tank scenarios, the results are often heavily skewed in favour of the CSAT t-100. I was sure the problem wasn't due to the tank per se. I've seen some partial unbinarized MLOG p3d of both the Slammer and t-100 and found that the slammer does have overall more armor thickness in the fire geometry. So I did some testing and I found out that when going up against the Slammer, an AI, especially a 100% skill one will converge its aim around the turret ring of the slammer, which is its weakest spot from the front, while when an AI goes up against the T-100, its aim converges around the upper plate, the strongest part of its frontal armor. My question is, how does the AI determine the point of aim against tank targets? Is this set in a cfg file somewhere? Is there any way to tweak AI's point of aim at all? Cheers.
  8. Hi Devs! Just some impressions of gameplay in the Heavy Armor Interiors. For me, unfortunately, playing inside the tank interiors, I got a big disappointment. On the one hand, the player sees beautifully modeled interiors. Yes, from the visual point of view, it looks great, but on the other hand, when you play inside, there is not even the slightest simulation which is necessary, according to the current interior. The my first problem - the player teleports through the bulkheads of the vehicle. I hope that there are people for whom this is also a problem. Soldier can change his position (driver/gunner/commander) in half a one second and go through any walls not taking into account the current interior. This point already leaves a not good impression for player. Next, I continued to play and noticed that the internal simulation inside the any tank or APC is just zero! After all this, I do not understand what the interior was for? It only looks nice but does not carry any functionality. Devs and users, please look at these screenshots. This is a interior of criticaly damaged tank: You can see that this tank is damaged by 90-98%. "HULL", "ENGINE", "GUN", "LEFT TRACK", "RIGHT TRACK", "TURRET" - they all have critical damages , but inside tank, there is not even the slightest visual sign of any damage! a) where is the smoke inside the cabin? b) where are the sparks? c) why do all the devices work as if the tank is not damaged? d) when you play in the cockpit there are no alarms! (alert sound, flashing light bulbs etc) e) when players tank get heavy hits, player not observe any slightest shaking/sway f) when players tank get heavy hits, player not observe any slightest sound of this heavy hit g) at any damages the glass of observe windows do not have cracks Devs, I hope after release TnaksDLC, you'll add at least a some simulation to beautiful interiors of all armored vehicles. If a tank of player get hit 120 mm or Missile Hit, then the player must feel it - there must be a sway and sound of hitting! If the tank is critically damaged, then the player cabin should have smoke, sparks, the screens must have picture interference or even lost vision, there must also be alarms
  9. Due to 3den enhanced editor allows to set fuel amount in liters (fuel cargo volume)in vehicle attributes and due to there is, for example, static wagon tanker (Land_wagon_tanker is classname) who operates as refueling point, I am searching for a way to refuel that somehow. -Situation on the field looks like: There is transport base sector with those wagons installed and every of them have working refueling ACE system. There are trucks who need to enter this base and transports fuel on the field to helicopters, boats and other vehicles involved in separate operations accros the map. Once the truck cistern or wagon volume of fuel is depleted, is there a way to refuel that? -Setups and tried solutions: 1. Trigger activated by radio Alpha onAct: MyFuelTruck setFuelCargo 1; (don't work-it stays the number of liters what I put in editor 1000 and if I refuel some vehicle with, for example 100 litres there is 900 left in truck/wagon due to I set it to 1000) then I fire the mentioned trigger or in debug console put this setFuelCargo 1; or MyFuelTruck setFuelCargo 1 ; while sitting it that vehicle - nothing happens. (not added fuel in cistern tank). 2. All trucks have correct variable names same as ones in the onAct field of trigger 3. I know that I can place 10000 liters in Fuel Cargo Volume field and be good with fuel for upcoming 10 years but I search for some realistic environment of that base and also set up some addAction things which moves wagons by line of rails from big fuel reservoars to station logistical points in the middle of the base to simulate logistical operations inside base so I need refueling system to set up somehow. Thanks guys I hope I am writte this understandably.
  10. maxl30

    Tanks DLC 152 mm ShKH DANA

    Hello, i had see in the Dev-version of A3 the Zamak MLR and im really disapointed. I mean special for the AAF is a wheeled Howitzer better and much real than a MRL ... Dana Howitzer https://en.m.wikipedia.org/wiki/152mm_SpGH_DANA Zamak Titan MRL Im really interested what you think about !
  11. Komesar_Ristanovic

    Problem with tanks

    Hello i found long ago one great addon for arma 2 so i decide to import it to arma 3 and it work. But problem is when i drive a tank and when try to use break or just stop holding move key vehicle raises the rear and can overturn on other side. How to fix this problem ? By the way other staff like trucks and light mechanized armor dont have this problem. If somebody know how to fix this pleas help
  12. Hi to all! How can I assume, the Tanks DLC will have to add not only new tanks, but also new anti-tank weapons and I would like to talk about it. Today (v1.76) in Arma3, very few anti-tank weapons for the infantryman. Before, I was inspired by the topic by @SuicideKing in which he suggests expand the AT - infantry weapon. I fully support him on this issue, but he did not mention the new AT-weapons for FIA/Syndicate factions. The FIA and Syndicate has very little military potential before enemy armor. Yes they can use AT's infantry weapon from other factions, but I would very much like them to have a unique anti-tank weapon based on Offroad! They have for this purpose all the prerequisites. I would like to see Anti-Tank Offroads, for example which we can see in the trailer of the game Squad Before, I saw such weapons in the middle east and this is suitable for the FIA or Syndicare factions. As seems to me, It will be unique vehicles, which can diversify the gameplay of Arma3, because it will be very mobile and powerful to use, while remaining weak in the area of armor. Since this will not require much work (We already have Offroads for which it only remains to add AT weapons) with the least cost to the developers, these AT-vehicles could be an excellent addition to the Tanks DLC. Who likes this idea, please support me.
  13. Greetings all, i have a small problem some of you may be able to help me with. Im currently making a tank in Arma 3, and everything is complete bar texturing. however after doing some testing i discovered that the main gun isn't zeroing properly. It acts as if it doesnt get any range value from the rangefinder when T is pressed. And when manually zeroed its sometimes on point, sometimes off by 100's of meters. No matter what i try, moving the memory Lod points, tweaking the discretedistances and discretedistanceindex; my tanks main and coaxial guns are always of target. Here is a photo of my FCS in the vehicles config. https://gyazo.com/6eb4844c8832d2427d3a5a3208a82762 And here are the memory points that are used (the point at the end of the barrel is excluded from the image) https://gyazo.com/7a8ebf07a5cf434ca30b9e02d85194eb https://gyazo.com/a227d8e8552c7ee23237a5352db5465f all the memory points are in the correct place, and the gun elevates and depresses, just not in perfect sync with the gunnersview; i assumed this was the problem initially but after moving the gunnersview around i couldn't get them to sync up. Not that it should matter if its just draws a line from the barrel to intersect the line the gunnersview draws. :-/ I have run out of ideas for what it might be, hopefully someone here can give me a hand. Cheers in advance.
  14. ABOUT Disclaimer: There are some minor issues with handling in the current version such as speed going over water and AI having trouble driving. These have been fixed in the dev branch with the new tank Physx, will update after the patch comes out. The Mephisto is a state of the art fighting vehicle developed by the United States in tandem with some members of the EU. It prioritizes speed, flexibility, and firepower over traditional protection. With a cruising speed of 60kph and a top speed of 110kph it can easily pass over terrain inaccessible to traditional armored vehicles. It is armed with a high velocity 75mm auto-loading cannon situated in an unmanned turret. It can fire both AP and deadly neutron shells effective against most targets. Instead of a traditional co-axial machine gun, Mephisto comes equipped with a lethal microwave emitter. Its armor protection is not nearly as good as a traditional MBT, more akin to an IFV. However it makes up for this with a powerful active protection system that can be manually activated to intercept ATGMs and AT rockets for a short time. It can be found under Nato / Tanks Camo can be changed in the virtual garage (Arid, Forest, Snow, Experimental) DOWNLOAD
  15. Finally, a weeks ago Israel released IFV version of Namer and armed with a turret of 30mm bushmaster II if in the upcoming tank DLC we can have some new IFV, this is the best option Slammer (Merkava) chassis has already been used on multiple vehicle in the game,such as panther APC(Namer APC) If we have Namer IFV, the blufor can finally have a tracked IFV upcoming tank DLC have very high possibility include a tank design based on T-14 armata which we see BI's art designer checking the picture of T-14 in 7:08 so we just leave it, it's already like half-confirmed but i don't have any idea what blufor and independent could get to use it could be some abandoned project of 140mm gun Abrams, ATAC. the two prototype become CATTB and THUMPER but they all abandoned long ago also they are no match to the unmaned turret design T-14 the one could be used for blufor is the M1 block III,but not even prototype been made people are sick of seeing Merkava as NATO MBT a long time, so i guess the new blufor MBT can based on this two U.S project for independent, honestly Puma (Leopard2 Revolution) is already one of the top rank of tank that you can get for independent if there gonna be new tank for independent, it could be similar performance but more eastern design T-84M Oplot-M is a decemt choice, or a Chinese VT-4, Russian T-90MS, French LecLerc but tank itself are not really that important, what i would like to see in tank dlc is some counter tanks and more fun ground vehicles for example, the Russian BMPT BI can mix the design of this thing with current T-100 vursk (Object640) chassis in the game and it will become a game changing vehicle Tiger-M armed with 8 rounds of Kornet-EM ATGM,this design can simply put it on top of Ifrit (ZiL Punisher) we need some real ATGM in the game,not that stupid Titan (Israel Spike) launcher. The missile which are not being jammed by smoke. some of the new active protection way (IR jammer\ laser counter Aerosol) can be develop for counter it LOSAT and Spike NLOS can add based on Hunter chassis and give to Blufor Independent can have Strider(LGS Fennek) armed with titan launcher this is one good way to stop the non-stoping tank hill camping in KOTH and any situation. OLD TANKS i really would like to request some old tanks in the game, some good old fashion T-72M1 with kontakt-1 the AKM and RPG-7 in apex DLC is a suprise, and absolutely gorgeous to see them. i was thinking what if we have some old tanks as well. No thermal imaging,no fancy new FCS, no remote weapon station , but with still decent protection and fire power. i knew i can just load RHS but i want to play this in KOTH as well. It's a shame if we only receive 3 MBT for each side, such a waste.
  16. scavenjer

    Tank elevation angles

    This is my first forum post here so if this is not in the right place feel free to move it, I, and probably others, have noticed that the gun depression values on some tanks are incorrect as compared to their real-life counterparts. This includes the MBT-52 Kuma (Leopard 2 revolution) and the Slammers (Merkava MK4). I have looked into the files and for the Kuma it appears to have -9°, this however isn't what we have in game because they changed it in patch 1.58. The cannon was clipping the back end of the vehicle (and still is) so they gave it -5° to stop it from clipping. But because elevation angles are uniform this overrides the -9°.... I suggest making two "gun depression variables", one for the "maximum" minimum elevation (-9°)and one for the "minimum" minimum elevation (0°).There should also be a transition between the two. Below I have a link to the feedback ticket, of you want Bohemia to fix this or take a look at it, please comment on that feedback ticket so it can get some traction :) https://feedback.bistudio.com/T123481 Thank you for your time!
  17. Hi guys: I just realized that in both T-100 and M2A4, the HEAT is more powerful than APFDS?? For example, for T-100, HEAT had DirectHit 800, IndirectHit 40, IndirectHitRange 2, but APFDS had only DirectHit 550, IndirectHit 20, IndirectHitRange 0.5. I tested it, and HEAT round really hit armor more damage. Previously I thought APFDS is better at heavy armor. APFDS=armor piercing fin stabilized discarding sabot, it should be OK. And it is said that APFDS is targeting heavy armor. So what does HEAT mean? High explosive anti tank?? Does it mean that it uses chemical energy to destroy armor? Or it is dual purpose? It might be reasonable if it is the former, and it is amazing if it is dual purpose shell, even powerful than AP round. Also, the M2A4 used HEAT_MP_T rounds, so it indicates Multi-Purpose??? Any one could explain what is the purpose of HEAT, and why Arma 3 set such values? Finally, by the way, my custom mission AFCS SP version has been updated, which showed the data of vehicle ammo. You can check this issue easily with that mission, and I also realized this when I play it, :D. Dragon
  18. I want to randomize the damage on a car on the start of a mission, same thing with a tank and helicopter and so on. What are the codes for each part and how do I make it random? Is there some place to reference each part of a car/tank/helicopter like a website I could use?
  19. Hi there everyone so here is what i'm trying to create i want three Tanks to spawn with crew and then move to waypoints after a certain amount of time has elapsed. This is what i have so far.. major disclaimer here I've been experimenting with a lot of this just seeing how certain things work and trying to get the basic understanding of the language so Arma 3 coding veterans prepare the defibrillators because you might need to restart your hearts after seeing this. On a side note if anyone has any tips on learning how to code SQF, SQS etc in arma please let me know as im hungry to learn this language but can't find any good material anywhere. //if (isServer) then { _type = _this select 0; _mark = _this select 1; _time = _this select 2; _slaGrp = createGroup INDEPENDENT; //Sherman #1 _vehicleObject = createVehicle ["LIB_M4A3_75_Tubes", getMarkerPos "spawn1", [], 1, ""];_vehicleObject setDir 217.344; _S1vehicleName = "sherman1"; missionNamespace setVariable [_S1vehicleName,_vehicleObject]; publicVariable _S1vehicleName; //Sherman #1 Crew _s1Inf = "LIB_US_tank_crew" createUnit [ getMarkerPos "spawn1crew", _slaGrp]; missionNamespace setVariable _s1Inf; publicVariable _s1Inf; _s1Inf moveInDriver "sherman1"; //Sherman #2 Crew _s2Inf = "LIB_US_tank_crew" createUnit [ getMarkerPos "spawn1crew", _slaGrp]; missionNamespace setVariable [_s2Inf]; publicVariable _s2Inf; _s2Inf moveInGunner "sherman1"; //Sherman #3 Crew _s3Inf = "LIB_US_tank_crew" createUnit [ getMarkerPos "spawn1crew", _slaGrp]; missionNamespace setVariable [_s3Inf]; publicVariable _s3Inf; _s3Inf moveInCommander "sherman1"; //createVehicleCrew (sherman1 select 0); //Sherman #2 //_vehicleObject = createVehicle ["LIB_M4A3_75_Tubes", getMarkerPos "spawn2", [], 1, ""];_vehicleObject setDir 217.344; //_S2vehicleName = "sherman2"; //missionNamespace setVariable [_S2vehicleName,_vehicleObject]; //publicVariable _S2vehicleName; //createVehicleCrew (sherman2 select 0); //Sherman #3 // = createVehicle ["LIB_M4A3_75_Tubes", getMarkerPos "spawn3", [], 1, ""];_vehicleObject setDir 217.344; //_S3vehicleName = "sherman3"; //missionNamespace setVariable [_S3vehicleName,_vehicleObject]; // _S3vehicleName; //createVehicleCrew (sherman3 select 0); //};
  20. I thought I might as well ask someone for their expertise before I push out a play-doe colored tank because after all the time I spent making the damn thing it'd be a shame if it looked like a 2 year old colored it in with a crayon :P The tank must be UV unwrapped and textured... PM me if interested in helping.
  21. m1 abrams V0.5 Spam free mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/STGNM1ABRAMSv0.5.rar Want some action? try the mission "Breach and Clear" by -Snafu-
  22. Hello, im currently trying to make a tank with four tracks. I can't find any tutorial how to get this working and when looking at the "Arma 3 Tanks Config Guidelines" it says that the all left wheels have to be in one line, and right wheels have to be in one line as well (for physx wheels), which i currently don't have. Is it possible to get a tank with 4 tracks working (and with them not being in line) or can't I make a tank with more than two tracks? View from the front and side. View from the top where one can clearly see that the tracks are not in line.
  23. SOLVED: Got it working with this config: http://pastebin.com/B4i1TfjA Hi, I'm trying to create an upgunned version of the Slammer BLUFOR tank, while I was able to get it working through editing ACE, I cannot do so with a standalone version. When I try this config the changes to the weapons simply do not take effect. I'm running only this mod for testing.
  24. Ok, so I have this tank that works fine in Arma 2, and I'm working to get it working as it should in Arma 3. I understand that for a vehicle to have engine sounds, it must have a physX simulation. So in the config, I (to my knowledge) changed the simulation and added the physx properties as they should be. In-game, my troubles are that the vehicle is stuck in the ground, and while the tracks spin, I cannot move anywhere with it. I believe it has to do with it being physx simulation. Originally there was no physx simulation until I realized I need physx simulation for engine sounds to work. Here are two screenshots of what it looks like, if anyone has ideas, please give them to me. I will provide more info upon request. Geometry Phys LOD - It is the same as the Geometry LOD, save that this one has no properties. What it looks like in game - as you can see, it sinks into the ground a few inches, you should be able to see the tracks touch the ground.
  25. Hello guuuys, I have a question. Especially with the most recent AI overhauls, AI tends to like to move around a lot. This is problematic, especially when making defensive missions where the AI are placed in prepared, covered positions. Instead of remaining in them and using the meticulously planned ambush position to best effect, they instead leave the position and start racing around (and are shot up much more quickly as a result). Waypoint type does not seem to matter, they leave the position once they spot an enemy no matter what. The type of vehicle also does not matter. Independent cover selection by the AI is extremely bad for vehicles in defense, so I am looking for a workaround for this. Any Ideas? I have thought about using disableAI, but that is something I'd rather not use because once taking hits, I want the AI to move. As waypoints don't seem to work, and I do not know how to script, I am out of Ideas myself. Any help is appreciated. Cheers Instagoat