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Found 161 results

  1. This addon is to make driving in Arma more realistic to give players new driving experience. V3.00 Introduction: For players who are first time try this mod, pls turn on "test mode" switch in the addon option.Surface type and vehicle inclination angle will be shown on screen per 1 second. Then drive some vanilla cars in vanilla maps to build a preliminary understanding of BI's default surface types in maps. After that, Set up VRsurface bump param and VRsurface wheel/damage param in addon option. Then open SP scenario and play Realistic_Driving_Terrains VR mission to test other functions on the test mission. Reference video: 1. Steep Slope effect function: (can be turned on/off in addon option) A script checks vehicle's tilt angle vertical per second and will be triggered when the angle is over a certain degree to make vehicle hard to control. Trigger angle is 25 degree by default. ( Trigger inclination angle changeable in addon option) 25 degrees is based on many vehicle materials that I have read in reality. If tilt angle vertical > 25, the mass of vehicle will be 3.5 times by its original mass . (this value changeable in addon option) When < 25 degree, the effect will cancel automatically. Vehicles will be hard to control on steep slope, and fall off the extremely steep slope and cliff, with this function. 2. Off road bump function (can be turned on/off in addon option) This function adds a force in a controllable random range to the Z axis of car chassis repeatedly. It is triggered whenever you are driving off road above the trigger speed. (default trigger speed is 10km/h, changeable in addon option.) The bump frequency is positive correlation with speed. (implemented by script) Magnitude of the force is in a controllable randomly range. (coefficient changeable in addon options) Magnitude of the force is related to different surface type (surface relating coefficient changeable in addon options) Same as in reality, wheeled vehicles bumps more than Tracked vehicles. (implemented by script) Also the more wheels your car have and the longer you car wheelbase is, the less bumpy your car will be. (implemented by script) 3. Track and wheels damage while over speed off road driving (can be turned on/off in addon option) This function checks the off road speed of your vehicle and damage the tires/tracks when off road driving over the trigger speed. The damage level is positive correlation with speed. (implemented by script) The damage level is negative correlation with type of wheel (light, medium heavy wheel, easy to tell by visual in game) . (implemented by script) Default off road damage trigger speed is 55 km/h. (changeable in addon option) Damage level coefficient is changeable in addon option. Different surface type damage coefficient is changeable in addon option. 4. Enhanced fall off damage (can be turned on/off in addon option) A script checks the vehicle acceleration at z-axis of vehicle per 0.33 second and damage the engine if acceleration is over a certain value. Default trigger acceleration is 10 m/s^2 , equally freely fall from 5 meters height. The damage level is positive correlation with height vehicle fall from. Damage level coefficient changeable in addon option. 5. AI driver speed limit function (can be turned on/off in addon option) This function makes AI drivers drive below a certain speed (55km/h default, changeable in addon option) while off road driving. This is to make AI drivers drive do not trigger damage, bump or both, depending on the AI driver speed limit, the bump trigger speed and the damage trigger speed that you set up in addon option. 6. Friction parameter of surfaces , brake force parameter , vehicle offroad ability parameter tweaked. Friction parameter of surfaces and roads are tweaked to be closer to reality. Vehicles' brake force parameter are tweaked to be closer to reality. vehicle offroad mobility parameter are tweaked to be closer to reality. 7. Players can change center of mass of vehicles. May useful for drifting purpose. (default off, can be set up in addon option) Supported Maps: MUST READ BELOW PARAGRAPH !!! Steep slope, fall off damage, AI speed limt, center of mass function support all maps. Bump function and damage function will theoretically support most maps. There is some fuzzy recognition surface type code in this addon for keywords like "grass , forest, ..." in the surface type names of a map. If you use #1 in a certain map but didn't work, then try #2 instead. If still don't work, leave a message to tell me the map name, I will make compat . Friction tweak function will only support listed maps because friction parameters has to be tweak one by one in config.cpp. WARNING!!! DO NOT load both #1 and #2 at same time when running game. Main package #1 Fully support Vanilla maps and CUP maps, Chernarus 2020, Kunduz Afghanistan , Project Buckler , X-Cam_Taunus, Chernobylzone, Rosche, Lingor / Dingor , Beketov, Bornholm, Tilos, Ryderwood, Kerama, Abramia, Panthera, Nam2, Pulau, Kobbvatn, Pecher, Bozcaada, Diyala. Will alos support most maps with traditional surfacetype names. https://steamcommunity.com/sharedfiles/filedetails/?id=2363837768 Extend map compat #2 Fully support Vanilla maps and CUP maps, Chernarus 2020, Lythium , Anizay , Kujari ,Unsung, Face of war, Virolahti, Fallujah, CLA CLAFGHAN, Vinjesvingenc, Summa, VT5, Hellanmaa, Wake Island, Ruha, Northern Fronts Will alos support most maps with traditional surfacetype names. https://steamcommunity.com/sharedfiles/filedetails/?id=2423158675 Supported Vehicles: All Vehicles , both vanilla and non-vanilla. RHS vehicles optimized compat ( will work after #1 OR #2 loaded , but not both) https://steamcommunity.com/sharedfiles/filedetails/?id=2404140256 https://steamcommunity.com/sharedfiles/filedetails/?id=2404131877 https://steamcommunity.com/sharedfiles/filedetails/?id=2402988131 CUP vehicles optimized compat ( will work after #1 OR #2 loaded , but not both) https://steamcommunity.com/sharedfiles/filedetails/?id=2400962183 Known issues: not yet. Road map (v3.00++): 1. Compat with ALL completed maps with realistic background in ArmA 3 steam workshop. Will be a long-term project.
  2. Looking to get skins for the Blackhawk, Chinook, Little Bird, and MI-8 done. Will gladly arrange payment for work provided as our community has pooled a good amount of funds for our unit to have their own vehicle skins. Would also like to get ground vics done but air assets are the priority here.
  3. Tire-deflation vehicle immobilization devices based on vanilla mines for vehicle detection. Talon Spike Net A large net covering the roadway with spikes to hold the tires, wrapping around the axle to immobilize the vehicle without other damage or injuring the occupants. Single-use. Work-In-Progress Features Remote deploy dispenser Stinger Spike Strip: Light rigid spike strip that punctures tires to impede vehicles. Multi-use. Links Steam Workshop GitHub
  4. I've confirmed that "mainTurret" is the correct name of the animation that rotates the turret with getText (_turretConfig >> "animationSourceBody"); So this shoud insantly rotate the turret 90 degrees to the right, right? _tank = vehicle player; _tank animateSource ["mainTurret", rad 90, true]; The player is in the commanding position, other crew positions are filled. The turret stays stubbornly immobile. As usual Arma 3 gives absolutely no error messages. I can workaround using doWatch and triggernometry, but I feel it would be better to use the animateSource, right? // untested pseudo code _deg = 50; _radius = 100; gunner _vehicle doWatch ([getPos _vehicle,[_radius * cos(_deg),_radius * sin(_deg),0]] call addToArray ); // makes the gunner watch 50 degrees when placed in an infinite while loop so as the vehicle moves the watch point moves.
  5. If you look under controls>movement, 1 selects weapons group 1, 2 selects weapons group 2...4 selects weapons group 4. There is no mention of selecting a weapons group 5. Which leads me to the conclusion that there can only be 4 weapons per turret?
  6. I can get an array of units onboard a vehicle: fullCrew _vehicle; How do I get the weapon each unit is controlling? I tried currentWeapon but that returns the unit's rifle that he's carrying. I tried currentMuzzle and that has more success. It does return the current muzzle of the vehicle weapon the unit is controlling! How do I turn that into the class name of the weapon, rather than the muzzle? Not sure if possible. You can get the muzzles a weapon can have from the config but I don't think you can get the weapon a muzzle belongs to. Grateful for any ideas, maybe I can get all the weapons of a vehicle, and then find out which unit is using what weapon? Can we do it that way round? Just want an array of all weapons aboard a vehicle and what unit is using what. Remember there can be more than one weapon per turret path! If anyone's interested I'm making a HUD mod that gives a better overview of what a vehicle's crewmates are doing. And what weapon is selected by who is very useful in the case of AI crewmates or beginner human crewmates. Thank you
  7. _veh = vehicle player; _turretPaths = [[-1]] + allTurrets _veh; _turretConfigs = [_veh, configNull] call BIS_fnc_getTurrets; _array = []; { _array append [getText (_x >> "gunnerName")] } forEach _turretConfigs; I can get all the names of a vehicle's positions through using the getText function as demonstrated above. That's great, but how can I get the turret path / cargo index AND its name name? I was hoping I could do something like this: _paths = []; _names = []; { _names append [getText (_x >> "gunnerName")]; _paths append [getText (_x >> "gunnerPath")]; } forEach _turretConfigs; gunnerPath is pseudo code and obviously doesn't work. But can I write something else to get the position's turret path / cargo index? I'm trying to create an array of all of a vehicle's position's names AND each position's turret path / cargo index. For example, passenger left seat 2 would look like this: (it's name and then its cargo index) ["Passenger Left Seat 2",[6]]; The commander turret would look like this: (it's name and then its cargo index) ["Commando",[0,0]]; I want to do this to help with an AI overhaul I'm making. It would be very useful to have every named position and it's path linked logically in a datastructure like this.
  8. I want vehicles to have more smoke screens. I can add more smoke screen magazines with addMagazineTurret: _vehicle = vehicle player; _vehicle addMagazineTurret ["SmokeLauncherMag",[0,0],1]; // adds one smoke screen magazine containing two smoke screens However, it takes a minute to reload the smoke launcher. A full minute! That's way too long. setWeaponReloadingTime does NOTHING. (The wiki straight up telling lies at this point) _vehicle setWeaponReloadingTime [commander (_vehicle), currentMuzzle (commander (_vehicle)), 0.1]; I've tried using loadMagazine to manually reload. Guess what is does NOTHING. If you use up all your smoke rounds and then add more with addMagazineTurret There is no way to reload smokes. How am I meant to create a script that reloads all smokes if loadMagazines just doesn't work. _vehicle loadMagazine [[0,0], "SmokeLauncher", "SmokeLauncherMag"]; I'm in a really bad mood. I had a great idea for a mod, checked out the API, looked like I could achieve what I wanted but for some reason the smoke launcher is janky and half the commands just don't work for it. So yeah if someone has a way to get the smoke launcher to actually respond to commands I'd be grateful but I'm not holding my breath. Looks like the smoke launcher is hardcoded to be jank.
  9. With a script, how can I run the "To Commander's Seat" command? I want to move the player to the commanders seat when a key is pressed, rather than use the mouse wheel player moveInCommander vehicle player; I thought this command would do it but this moves the player into the vehicle as the commander. Any ideas on how I could get the player to move to the commander's seat FROM another seat? Is was hoping there would be a moveToCommander command but unfortunately not. Any ideas? Is there a way to active the action wheel with a script and trigger the To Commander's Seat action with a script?
  10. Hello everyone, I'd like to ask for some help with an addon that I've been working on. I have to mention that it's a bit heartbreaking to me personally - I've spent my last month preparing it and learning a lot of new things only so that I can submit it for the "Art of War" contest, and so that people could enjoy this asset in their scenarios in the base game. Sadly, I've run into too many issues and didn't manage to finish it on time, but figured I'll at least learn from it, maybe I'll just release it to the workshop as a mod at some point. Basically, I've made a casket model. Just to showcase quickly what I'm talking about: As you can see, I've put an awful amount of work to make all the details I wanted (also, poly count is like 3k on 0.00 resolution LOD so don't worry about all them creases). The casket spawns properly (apart from minor issues with tweaking the rvmat's specularity/smoothness) and looks rather nice. My actions which were supposed to open the door also work. However, I didn't want to make it just a static map asset - I wanted to give this casket a "cargo", so that you can place units inside - either for funeral scenes, or for scenarios involving sneaking people in coffins. This, I didn't manage to get to work. So first of all, to achieve this I made a custom player animation: Which worked well in the animation viewer, but when I loaded the mod and tried doing literally anything in the game, the whole animation cycle was broken. I was even following a tutorial on how to place custom cargo animations in the game, but somehow, for me, it wouldn't work of course. The result was - characters being stuck in T-pose halfway through the ground, civillians running sideways when asked to go forward, also T-Pose when interacting with Inventory. Here's the config. class CfgMovesBasic { class Actions; class DefaultDie; class ManActions { CasketCargo = "CasketCargo"; }; }; class CfgMovesMaleSdr : CfgMovesBasic { class States { class Crew; class CasketCargo_dead : DefaultDie { file = "\casket\anim\CasketCargo.rtm"; }; class CasketCargo : Crew { file = "\casket\anim\CasketCargo.rtm"; interpolateTo[] = {"CasketCargo_dead",1}; }; }; }; Any idea what went wrong here? I've tried to edit this configuration in a thousand different ways too, none of them worked. I also gave the casket some "transport cargo" so that you can transport items inside, which could be also quite useful for some scenarios, and thankfully that worked well, at least. Here is the config for the casket itself: class CfgVehicles { class Thing; class Casket_Base : Thing { displayName = "Casket"; author = "Vestarr"; scope = 0; cost = 0; weight = 60; simulation = "thing"; mapSize = 0.9; accuracy = 1; destrType = "DestructNo"; waterLeakiness = 0.1; maximumLoad = 500; transportSoldier = 1; transportMaxWeapons = 5; transportMaxMagazines = 10; cargoAction[] = {"CasketCargo"}; cargoIsCoDriver[] = {0}; castCargoShadow = 1; hideWeaponsCargo = 1; cargoCanEject = 0; memoryPointsGetInCargo = "cargo_action"; memoryPointSupply = "cargo_action"; supplyRadius = 2; side = 4; vehicleClass = "Objects"; maxSpeed = 0; class UserActions { class OpenTorsoDoor { displayName = "Open Torso Door"; position = "cargo_action"; radius = 3; onlyForPlayer = 0; condition = "true"; statement = "this animateSource [""open_torso_door"", 1]"; }; class OpenLegsDoor { displayName = "Open Legs Door"; position = "cargo_action"; radius = 3; onlyForPlayer = 0; condition = "true"; statement = "this animateSource [""open_legs_door"", 1]"; }; }; }; class Wooden_Casket : Casket_Base { displayName = "Wooden Casket (Openable)"; scope = 2; model = "\casket\model\casket_wood_openable.p3d"; }; }; I tried experimenting with other Base Classes as well - Car, LandVehicle, etc. but none of them worked. In fact, LandVehicle and Car complained about "submerged" properties missing which I initially added but then abandoned the idea since it just kept giving me more errors about other missing properties. I tried the Car/LandVehicle base class because I thought that maybe it has to inherit from a proper vehicle class to even enable the "Get In Cargo" functionality. From the model perspective, I do have a "cargo_action" point in my Memory LOD, and the 0.00 resolution LOD also contains a cargo proxy. So, my question here I guess is - what went wrong? How can I do it properly in the future? How to avoid doing mistakes like this? As I mentioned - I'm still learning so all this is very new to me, but so far I couldn't find answers to a lot of problems that I found on the way, documentation didn't clarify a lot of things either. I know that there is a ton of community tutorials but how do I know which one provide the knowledge I need? Which ones are legit? They are usually very long and cover very particular examples and it's also very hard to pick the information that I need to learn from them... So if there's anything useful I could do for homework, please let me know. Also, if someone would be so kind to explain one thing to me: How does Geometry LOD know which Components should move during animations? Is there any particular way of assigning them to the components in the resolution LODs? It's been bugging me yesterday a bit but didn't get around to test it. Thanks in advance.
  11. Ride Where You Look Pick your desired vehicle seat by looking, when: getting into a vehicle switching seats inside a vehicle hopping from one vehicle to another in Zeus telling an AI which seat to take ACE dragging/carrying/escorting (ACE not required) Steam Workshop GitHub Usage In CBA Keybinds > Ride Where You Look, set up the keys [Show Seats] (L Ctrl) and [Select Seat] (Ctrl + X). Press and hold [Show Seats] (L Ctrl) to see which seat you are selecting. Press [Select Seat] (X) to move to that seat. Client & Server This mod can be used client-side for player usage and Zeus controlling local AI. Zeus controlling remote AI will require all machines to load this mod. Requirements CBA_A3 Plans Add compartment check Known Issues Several issues can arise due to vehicle model inconsistencies: Some proxies appear 2 meters above the character position Some proxies appear where there is no available seat Some seats do not have proxies visible Some vehicles do not switch you to the seat you're looking at These issues need to be individually resolved with tweaks. Report issues here. License This work is licensed under a Arma Public License Share Alike.
  12. I've got this line of script on several waypoints- [_soldier1, _soldier7] allowGetIn false; _veh setUnloadInCombat [false, false]; and it works until they activate a hold waypoint, even thought that waypoint has the script line on it, the squad leader still orders everyone to get in and the heli lands to pick them up. I cant figure it out, the pilot isnt even in the squad, but the gunner is and the pilot responds to the getin orders by landing. The hold waypoint is linked to radio trigger, and the one after is a load, when I do want them to get in, synced to the pilots own load waypoint. But all further waypoints get screwed because the squad has already loaded. I read that "unassign vehicle" can prevent them boarding prematurely, but I have not figured out how to write this command properly, or where to put it. could someone write an unassignvehicle script for me? helicopters' variable name is "wendy". any help greatly appreciated
  13. Hello, I am currently working on a mod. For this mod I wanted to add some already existing vehicles into a new faction. Therefore I used the ALiVE ORBAT tool, but I don't know if it's that important. After adding them and packing my mod into a .pbo file, I loaded the mod and its dependencies and placed down everything in 3den Editor. But something strange happened: (I screenshottet the bug and the error message) The cannons and the plane were "shooting", the muzzle flash was shown like it was a part of the object, and I wasn't able to shoot anymore! I deleted both vehicles from the files and added a stug III. There was no muzzle flash bug, but the errors above and only the drivers seat was avaiable, the gunner seat was not accessable. Can someone help me?
  14. I am making a PvP mission, bluefor vs. opfor. Each side has an APC which is used as teleport starting point. Players get teleported into an ATV with this kind of script: APC init: and the .sqf is: Problem is, both sides can use both teleporters, instead of each its own. So i am looking for a way to limit ''teleport into a vehicle'' for only one faction
  15. Hello! I'd like to change the colour of one of my vehicles in Eden by my code doesn't work when I put it in the vehicle's init box. It says "cannot load texture" Here's the code I used (I wanna change it to black) oh and can anyone explain the color part? What does it mean? this setObjectTexture [0,"#(rgb,0,0,0)color(0,0,0,1)"];
  16. Hello everyone To begin, I want to apologize in advance for my English, I am French with a small level of vocabulary, helped by Google Translate. I request your help for the French server that I am finalizing. I got the Invade & Annex mission from Ahoy World and I am facing a small texture problem. Indeed, I created my own textures in a mod but as the server will be public and therefore accessible without mod I apply the standard textures of the game and the rgb colors. So I entered the textures to apply with and without mods in the Functions \ Vehicle \ fn_vsetup02.sqf file and when I connect with the mods, the standard textures are applied. When I launch the server side mod, the moded texture appears as it should but when I reconnect without the mod, the standard textures are not loaded and therefore the vehicles no longer have bodywork. Extract of the code: private _vehicle = _this select 0; if (!alive _vehicle) exitWith {}; private _vehicleType = typeOf _vehicle; [_vehicle] spawn AW_fnc_vehicleInventory; _vehicle lock 0; //=============vehicle specific FBCTexture = isClass (configFile >> "CfgPatches" >> "RETEXTURE_CE"); if (FBCTexture) then { switch (_vehicleType) do { case "B_Truck_01_flatbed_F": { //HMTT Plateau _vehicle setObjectTextureGlobal [0, "\RETEXTURE_CE\Data\HEMTT\truck_01_ext_01_co.paa"]; _vehicle setObjectTextureGlobal [1, "\RETEXTURE_CE\Data\HEMTT\truck_01_ext_02_co.paa"]; }; }; } else { switch (_vehicleType) do { case "I_APC_Wheeled_03_cannon_F": { //Gorgon _vehicle setObjectTextureGlobal [0, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_co.paa"]; _vehicle setObjectTextureGlobal [1, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext2_co.paa"]; _vehicle setObjectTextureGlobal [2, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\rcws30_co.paa"]; _vehicle setObjectTextureGlobal [3, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_alpha_co.paa"]; }; }; }; What I would therefore like is that when I connect with my mod, the moded textures appear but when someone connects without the mods, it is the standard textures that apply. In addition, when the vehicle is destroyed and must reappear, the texture must be correctly reapplied to the vehicle depending on whether the player has the mods or not. I know it works locally but I can't seem to find the solution. I have attached the Invade & Annex file to you as an attachment Thank you in advance for your help !
  17. DESCRIPTION The Livonian People's Army (Ludowe Wojsko Inflanty, LWI) constituted the Livonian Armed Forces from 1946–1989. The armed forces of the Livonian communist state ruled by the Livonian Workers' Party. The communist-led Livonian armed forces, allowed and facilitated by Joseph Stalin, were the result of efforts made in the mid 1940s in the Soviet Union by Tomasz Sroczycka. From 1955 Livonia was part of the Warsaw pact. Strange activities were noticed in the Livonian territories however all reports thereof remained a state secret untill the collapse in 1990. FEATURES Branches: Army infantry, Paratroopers, Airforce, Borderguards and Worker's Militia Vehicles: T-55, T-72, PT-76A, OT-64A, BMP-1, ZSU-23, BTR-60, UAZ, Ural, BRDM, 2s3 and others Aircraft: Mig-29, L-39, Mi-8 and Mi-24 And more DOWNLOAD Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1973667851 RELEASE DATE: 01-Feb-20 ----------------------------------------------------------------------------------------------------------- KNOWN BUGS/ISSUES None known at the moment. REQUIREMENTS Arma 3 Global Mobilization DLC RHSAFRF RHSGREF CREDITS: BIS - Arma 3 game Vertexmacht - Global Mobilization DLC RHS Lennard Basher Xacino - Pilotka Lakarak - SSH-40 Per Jeppsson - SKS Artem Goyko - PPSH-41 Alex Kirby - Sa Vz. 26 Alexander Burov - Mosin M91/30 Elinor Quittner - Leather backpack Eprdox - Soviet 6x30 Binoculars Tounoushi - Camo patterns Fingolfin - Amoben tarn M62 helmet covers (bonus content) EULA By downloading this content you agree with the following: - The addon shall in no way be modified or repackaged, unless permission is given by the original author. - No responsibility can be claimed on the original author for (im)possible damage to your system/game that may be caused by installation of this addon. - You may not use this addon for any commercial or military training purposes. ----------------------------------------------------------------------------------------------------------- Have fun!
  18. I am trying to figure out how to create a basic pickup/transport/drop off situation for either vehicles or aircraft. Here are the steps I'm looking for: 1. AI-controlled infantry waits at pickup location for transport (vehicle/helicopter) to arrive 2. Transport arrives at location and waits for troops to load 3. Troops load the transport 4. When loading is complete, transport moves to second location 5. When the transport has arrived, troops unload 6. Transport waits for unloading to complete, then leaves the location I've tried this using waypoints and triggers, but the problem is always in the timing and sequence, for instance, the transport leaving before the troops have boarded. I tried looking for other threads that address this, but they are usually asking about a particular situation that is not what I'm looking for. I tried to make this as broad and simple as possible so as to be applicable to more people, and to be as adaptable as possible. Any advice on how to achieve this would be greatly appreciated. Thanks!
  19. Hello, through trial and testing I've arrived to the following format for a vehicle respawn functionality. addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; [_killed] spawn { switch (true) do { case (!alive vehCivSUV_1): {deleteVehicle vehCivSUV_1; _newVehicle2 = "C_SUV_01_F" createVehicle [1263,1298,0]; _newVehicle2 setVehicleVarName "vehCivSUV_1"; vehCivSUV_1 = _newVehicle2; publicVariable "vehCivSUV_1";}; sleep 2; case (!alive vehCivSUV_2): {deleteVehicle vehCivSUV_2; _newVehicle = "C_SUV_01_F" createVehicle [1232,1298,0]; _newVehicle setVehicleVarName "vehCivSUV_2"; vehCivSUV_2 = _newVehicle; publicVariable "vehCivSUV_2";}; }; }; }]; While testing has proven that it works decently enough in a dedicated server there's still at least one edge-case scenario that I'd like to iron out. The edge-case is that should the two vehicles mentioned in the event handlers code be destroyed exactly at the same time the functionality does not work as expected. Should the demise of both vehicles happen at the same time the other vehicle won't be created at all (and the other that gets created will have a duplicate vehicle spawned next to it). So while what I have now works to some degree there should be some changes made to make the functionality more robust. Maybe the switch-do is not the best solution but I have only just arrived to that and don't have off the top of my head any other solution to try. So question for this is that: what would be a more robust way to achieve what I have now and do away with the edge-case scenario at the same time? Another thing would be that the functionality should, if possible, incorporate at least two more vehicles in it. edit: while I know that there's a respawn module available in the editor that can't be used for "reasons"
  20. Engima's Parked Vehicles v1.0 Overview Engima's Parked Vehicles is a script that adds empty vehicles in garages and next to buildings across the map in an Arma 3 mission. Description To "complete" my Engima's Traffic script I have also created a general script to place empty vehicles near or in Buildings across a map. Vehicles are created when a player gets within spawn distance, and they are removed again (and remembered), when all players get beyond spawn radius. You can customize types of buildings and types of vehicles, spawn radius, and use callbacks for when vehicles spawn and despawn. For a vehicle to spawn in or outside a building there has to be a garage definition entry for that building in the file Engima\ParkedVehicles\GarageDefinitions.sqf. Garages and other buildings for islands Stratis, Altis, Malden and Tanoa are supported out of the box. Anyone can add more garage definitions when needed. Download Using the TypeSqf Editor (recommended for Windows users) From Github Installation TypeSqf: Open the CPack Console and type "install Engima.ParkedVehicles". Manual: Copy the folder Engima and the file initserver.sqf to the root of your mission. (If you already have the initserver.sqf file in your mission, copy the content from my file into yours). Usage Configure/Customize the script by altering the parameter list for the main function call. File "Engima\ParkedVehicles\ConfigAndStart": // Set custom parameters here private _parameters = [ ["BUILDING_TYPES", ["Land_FuelStation_02_workshop_F","Land_GarageShelter_01_F", "Land_FuelStation_01_shop_F", ...]], ["VEHICLE_CLASSES", ["C_Offroad_01_F", "C_Offroad_01_repair_F", "C_Quadbike_01_F]], ["SPAWN_RADIUS", 750], ["PROBABILITY_OF_PRESENCE", 1], ["ON_VEHICLE_CREATED", {}], ["ON_VEHICLE_REMOVING", {}], ["DEBUG", false] ]; // Run script _parameters call PARKEDVEHICLES_PlaceVehiclesOnMap; Script can also be extended to contain support for more garages/buildings. This may be important if you want to use the script on maps for which the default package was not intended. In that case you want to add building definitions to the file "Engima\ParkedVehicles\GarageDefinitions". Vehicles for building classes that do not exist as a building definition will not be spawned. Licence MIT. Version History Version 1.0 -First version. Other releases Engima's Traffic (script) Engima's Civilians (script) Escape Tanoa (mission)
  21. I need either a script or in trigger action that will kill AI units that leave the area. I want to also separate the types, example: I have an inner radius lets say 250 by 250 that AI infantry units must stay in. If they leave this area then they will die. Then I have an outer radius, 500 by 500, that allows AI Land vehicles to operate through, they are also allowed in the inner radius but if they leave the outer radius then they will be destroyed. The land vehicles include all land vehicles, not just tracked and tanks. I have thought of using multiple triggers to compare what is in the larger circle which is not in the smaller circle at which the trigger will kill the AI that is not within both triggers but I am not sure how to do that or if there is an easier way.
  22. Hey folks, I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects. A rescue basket and a life raft. I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help. Here is a model of the rescue basket I made https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052 I was able to implement it into Arma but I need to add some features and solve some problems with your help. Features I have to add: -basket floats on water (implemented) -basket can be slingloaded to a helicopter (implemented) -basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket (implemented) -basket has strobelights for night operation (not really implemented) -lights can be toggled Problems: -basket is static, it won't fall down if placed in the air (fixed) -i dont know how to get textures on the basket (worked around) -basket doesnt move if a vehicle crashed into it (fixed) -crew view position is not where its supposed to be -sling loading behaves odd -light sources don't relly emit light to the environment Basically I want the basket to be a Boat which can't be driven because it has no motor. This is the current config of the basket class cfgPatches { class Rescue_Basket { units[] = {"Rescue_Basket"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; class Life_Raft_8 { units[] = {"Life_Raft_8"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; }; class CfgVehicles { class Boat_F; class Rescue_Basket : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; }; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; }; };
  23. Hi, i got following script : _veh = "B_T_LSV_01_unarmed_olive_F" createVehicle position player; _veh setVariable ["BIS_enableRandomization", false]; _veh setDir _direction; _veh setPos _position; clearWeaponCargoGlobal _veh; clearMagazineCargoGlobal _veh; clearItemCargoGlobal _veh; player moveInDriver _veh; it spawns a vehicle and moves the player inside, what i want now is a script that delets the vehicle if i exec this script again, so if i exec this script again it delets my first vehicle form the script and spawns a new, so that every player got only 1 vehicle on map!. Thx for your help!
  24. The Dismount mod allows the player to exit the vehicle at the point closest to where they are looking. Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1841553455 https://github.com/ampersand38/dismount-where-you-look/releases/latest
  25. Hi i am running Altis Life v5.0.0.0 I am setting up my admin menu with buttons so the admins have access to functions fast. I am looking for a way for the admins to impound a Vehicle via the button. Impound rather than destroy as the players will lose their vehicles. I have a button setup in my admin menu. Thank you
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