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Found 161 results

  1. Okay, so i'm wondering how I could allow vehicles to take damage, but not allowing them to blow up from the damage. If anyone can help me out that be amazing and I could learn a lot from this if someone has any solution, thanks in advance.
  2. So I want to make things easier when randomizing things. Right now I have an array of vehicles, air vehicles, and units class names that I manually pulled from the in game editor. Im alright with manually selecting individual units but now I want to randomize the units vest, weapons, and headgear but I do not want to go through the in games edit loadout screen and export each vest and items then have to search the text to find the class name of the vest to add it to an array. Is there a way for the game to provide a list of ALL vests and ALL weapons ect. in the game including addons? If this is possible is there a way to do that to ALL vehicles and units on a given side like EAST or WEST? Is there a possible way to do this without creating an array like calling a BIS_FN?
  3. I'm looking for a way to stop a specific vehicle from being able to be blown up. I want the hull and engine to be invincible, so that the vehicle won't explode when hit, but the wheels should still be vulnerable so that it can still be disabled, just not destroyed/blown up. I'm looking for this to be achieved within the vehicles init field, or via an external script. The reason I want this to be possible is because I don't want a simple vehicle respawn in my mission like I have now. I want to punish players for getting a vehicle blown up, making them have to airlift the damaged vehicle back to base where it can be repaired (I don't need help with the airlift or repairs I've got that covered, just need help on making the vehicles hull and engine invulnerable.) Are there any scripts out there which can help me a achieve this? I was looking into the "SetHit" functionality etc but I am a total noob when it comes to scripting. To be completely honest with you I'd love for someone to figure this out for me as I really don't have a lot of time to dedicate to testing and playing about with things myself
  4. Hello everyone, I have been looking around carefully and all over, but not managed to come across the specific script or code that I want for my mission. I was wondering if anyone knew a script or code with a specific use. - when you interact with an object in-game with a variable name to it, you get an option in scroll menu to activate it - when you activate it, you are sent into the cargo/passenger seat of a specific vehicle with a specific variable name Thanks in advance
  5. GF Vehicle Radio chatter script by GEORGE FLOROS [GR] Description: GF Vehicle Radio chatter script , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Vehicle Radio chatter script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/Notes: Notes: Configurable Script. You can display Custom or game's default sounds, select distance from vehicle and repeat time. The radio is disabled for the civilian vehicles and there is available an exclude list. It is working on any type of vehile (Landvehicle,Tank,Air,Ship). It is working also for the spawned vehicles. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Special Thanks to : @tpw https://forums.bohemia.net/profile/762937-tpw/?do=content&type=forums_topic&change_section=1 For helping , with sharing part of his mod / script . @TPW MODS / tpw_radio https://forums.bohemia.net/forums/topic/154944-tpw-mods-v20180630-enhanced-realism-and-immersion-for-arma-3-sp/ Changelog: v2.0 Reedited code. Added a Mod version ,possible to unpack and edit. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40143 Armaholic download GF Vehicle Radio chatter script
  6. Alright, so here's my issue. Im using Eden Editor to try and make a Player controlled, zeus based mission. 1st portion of my time was spent making the Home Base that I will run my ops out of. Got everything set up for the most part and then tried to do a multiplayer play test Everything worked great for the most part, respawning was fine etc But then we tried to get into a vehicle together to leave the home base, for some reason We can't get into the vehicle at the same time It was an empty vehicle and we were on the same team. I googled this issue and didn't find much of substance till I came across about Player Ratings It stated that If a user team kills, or kills civilians that they wont be counted as being in the "Same team" anymore. Thus not letting them get into vehicles with their other BLUFOR members It makes sense, But is there anyway to bypass this or get rid of player rating entirely I dont want to have missions that are unable to be completed because of "Accidental" team killing Thank you for your time!
  7. Need a project to cut your teeth on? This unique mod may challenge you to become the scripter you always dreamed you could be - the guy that makes girls' pants wet! Make your mamma proud! Seriously, though, I'm looking for a scripter to fine-tune my in-game models, mostly so that I can continue to focus on the artwork. I need someone who can push themselves to add polish and shine to the mod. The mod is called Fight for Freedom. It's based on our favorite (US) army men from the '80s, the successor to the toy line that invented the term "action figure," but with extra doses of realism mixed in for that tasty immersive flavor. Here's a quick list of work that needs fulfilled: Tanks Set up for a variety of tracked vehicles with full modeled interiors and articulation. - Crew hatches will need to have at least three stages - open, turned out, and shut. Depending on vehicle, turned out may be split into two phases - turned out sitting and turned out standing - for a possible total of four. - Change displays and/or display focus of individual crewmen. E.g.: commander's screen changes from his top cam to the gunner's cam - stuff like that. - Performance. Climbing, speed, turning, etc. - Weapons. Specify what weapons are used and which crewmen will control them. Define firing rates, weapon change order, range, etc. Custom [some fictional] weapons will be needed; see "Ammo" below. Ammo Some vehicles in this mod will have unique weapons with unique ammo. We will need to define them and create them. Other Vehicles and Stuff There's plenty to do, including helis, cars, boats, and anything else that needs work. I have a good chunk of the models already, and quite a bit more in line waiting for me to create them. At the time of this post, I have these items semi-working ingame: 3 tanks 1 helicopter 4 cars 4 airplanes, including 3 VTOLs 1 boat 3 helmets Much more on the way! This is a paid opportunity! The more you're involved with the project, the more you get paid, so let's talk about getting some $$$$ into your dusty wallet! Fight for Freedom Rooster3D's Arma 3 Assets Promotional Images
  8. Hey Folks, for the project I'm currently working on, I'm looking for someone who is able to create a high quality 3d model (and textures) for ArmA3, and is able to get it into a working condition into the game (just basic config work, nothing super fancy). What I need is a small vehicle design loosely based on existing (real life) concepts, fit for ArmA3's setting. I don't want to get into more details here, but this is not about tanks, air assets or highly complicated cars, etc. Of course this job is *paid*! If interested, please drop me a private message on the forum and I'll get back to you. Thanks.
  9. This is my Zamak Collection. Implement it wherever u want but its forbidden to edit the textures, when u implement it in a Mod/Addon, mention me, thanks. Textures: CDF Syndikat (olive, brown) UNO Fuel Island Port Authority Rainbow (Pixel) Red White Black Blue Green Orange Coming soon: Takistan NVA Soviet Armed Forces Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1383093546&searchtext=zamak
  10. I have tried using GETIN NEAREST in a waypoint, but I had problems with it. This is my code atm nObj = nearestObject[casPos, ['sarheli0','sarheli1','sarheli2']]; casSpawn assignAsCargo nObj; [casSpawn] orderGetIn true; I know this code is wrong, also in the type for nearestobject can I put global variables into it
  11. Hey all, I'm, trying to find out the Ammo count of CfgMagazine objects in a vehicle/container. I know, I can retrieve the magazine from a container by using getMagazineCargo. However, this only returns the type of magazine and the total count of magazines... Nothing about the actual ammo in the magazines. I found that there now is a setMagazineAmmoCargo command which allows adding magazine with custom ammo count, which is great. Yet, I couldn't find a similar command, like the same as get, to solve my problem of knowing how much ammo is in the magazine in a container. I also tried a workaround with _unit action ["TakeMagazine", _container, _magazineString] to get the magazine and do a count outside the container... However, this only plays the "Take" animation but does nothing else. According to (old) posts, this action is broken. Sadly, the there exist posts reaching back to the Arma 2 days with the given questions and no answers could solve the problem. Maybe you've got some updates for me. Thanks!
  12. Hey guys, I am making a new model (one of my first ever) and I am trying to simulate a translucent red glass for the back lights on the car like in this picture. https://gyazo.com/c2b99acb7abae508fd05fdc3f085c798 But this is what I end up with. https://gyazo.com/03975503ee0f4826570086bbf157a1d0 This is the face properties. https://gyazo.com/1049b7a39af6a82d6ce3558685608f9e Any help would be appreciated as I am currently pulling my hair out. Thanks for reading!
  13. On the A3 Vehicle Textures (without DLCs) of diffrent Armys (NATO, AAF ,CSAT) arent Country/Army Insignias/Flags/Cockades, why ? There some Pics of Jets (A3 and DLC): https://steamcommunity.com/sharedfiles/filedetails/?id=1361596358 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596302 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596464 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596414
  14. According to the author, @Redphoenix, the information is outdated and should not be used, and the files are no longer necessary. Does anyone know what the updated information is then or what is the author referring to? Thanks!
  15. Hi guys ! I'm currently searching for a solution, I'd like to check if there is a specific item in the vehicle inventory... I use the addon "Hero survive" and I'm currently creating a script that allow to repair brokens car if you have the specifics items. But some of them like wheels and battery are to heavy for backpacks so... I'd like to check if the tyres etc are in the car inventory. something like : _vehicle = _this select 0; _Wheels = {"herl_o_tyer" == _x} count ("InventoryOfCar" _vehicle); // Like (BackpackItems _player) if (_wheels == 4) then { blablabla car is repaired...} else { blablabla wheels missing.... }; I have all the "blablabla" thing, I just need to know how to check the car inventory, I already know how to check if player has specific item in his vest/backpack/uniform... but for vehicle.... :/ Thanks.
  16. Is there a way to do this without getting extremely hacky? I have a tank attached to an aerial vehicle and when upside down they get out. I think I've tried just about every default function there is and don't really want to go down the road of event handlers that just delete and replace them every-time they get out. Thanks!
  17. Why have Amra 3 no trailer for the Hemtt tractor and why is it in the game ? And why is there only the Hemtt as a trailer variation ?
  18. Good day and Great news! Together with the Improved Damage System, ArmA becomes significantly better. Yes! It seems to me that it will look fine, but when I recall the current repair in Arma3, then I feel bad... I can not imagine such detaieded damage system and old repair (self-treatment animation within 5-6 second at a distance of 5-10 meters from the repair target), which is still present in the game. Unfortunately such repair looks absurd. BIS, with the Tanks DLC, please also create at least a some repair system in Arma! It was necessary for Arma always, but now it becomes even more necessary. As seems to me, - against the background of the Improved damage system, in the game there should also be at least some adequate repair system. I was always worried about the lack of a repair system in Arma and before, I already suggested something here some details from me: a) different repair-possibilities for repair-vehicles and for engineers/repair-specialists. b) support-crew for repair-vehicles (inside all repair-vehicles) c) repair of each broken vehicle part separately (engine, every wheel, left/right track, weapon, petrol tank etc) d) special repair animations, near the damaged parts of the vehicle. e) repair of vehicles from inside (some specific parts such as turrets, engine) f) supported ai-repair ability g) ability to configure repair by means modules in the editor If at least something from this list will be implemented this will be very good! Who likes my offer, please support me, especially now, before the release of Tanks DLC. Maybe there are personal offers? Let's discuss here Thanks...
  19. i have been working with the Spawn AI modules and such, and i have had moderete succsess with changing their loadouts in the expression field for custom factions using this line of code: spawnedGroup = _this select 0; { loadout = [_x, configfile >> "CfgVehicles" >> selectRandom ["SUD_NATO_Soldier_TL","SUD_NATO_Soldier_AR","SUD_NATO_Soldier_AT","SUD_NATO_Soldier_GL","SUD_NATO_Soldier","SUD_NATO_Soldier_Medic"]] call BIS_fnc_loadinventory; } forEach units spawnedGroup; My question is this: Is there a way to do the same with vehicles? I mean spawning a custom vehicle for it to be used as a standart part of the group.
  20. I know that there are other threads about this, But i still wanted to open my own for simplicity. So this is what i have done. I took a normal hummingbird for testing and i added/edited this in the config: crew="B_UAV_AI"; isUav=1; And that actually worked. I can now control it with the UAV terminal. BUT since "crew="B_UAV_AI";" Makes it so that the pilot seats are busy with the invisible UAV personel. Which means that i can't sit there but only "ride in back" So my question is, is it possible to make it controllable + make the pilot seats empty so that i can sit there also? I don't know much about scripting in arma, but i know how to convert the config.bin to config.cpp, and then make it an addon but that's pretty much it. Thanks!!
  21. Hey. Some thoughts that have poked me... With the reception interiors of armored vehicles , it seems to me, that time comes for a useful update, which can greatly improve the gameplay of Arma3. Today, (v1.80) inside the vehicles AI or the player does not have the ability to treat themselves, despite the fact that majority vehicles abound with medications. This fact looks, at least strange, if not more. It seems to me that adding the ability to heal itself inside vehicles would be a perfect addition for Tanks DLC, since interiors can now allow the addition of self-healing animation inside vehicles. I think this feature is simply necessary for all passengers. On the positions of Driver / Gunner / Commander this may be a matter for discussion. Here's how I see the details. if vehicle has medicaments, then: 1. On the passanger places the player or AI must be able to handle a wound. The AI always should do it independently (if he is injured and is inside) 2. With the reception of armor interiors, self-medication inside the vehicle must have the treat-animation in the sitting position. (one anim for all sitting) 3. If the AI leaves the vehicle and this AI not have a first aid package, then it should always take a nominal first aid package (one) with them. 4. The quality of the self- treatment inside the vehicle can have a different coefficient of recovery and can differ from self-treatment outside the vehicle (more or less effectively depending on the position and situation) @BIS, please think about these details. This can significantly improve the upcoming Tank DLC and the entire Arma platform as a whole
  22. I need to force bout not to move because i am generating many boats and some of them just swim away. I have tried : doStop _veh; _veh forceSpeed 0; but both unsucesfull I found only one thing witch is preventing boat from moving: _veh enableSimulation false; but this makes player screen black and player is not able to leave the vehicle my fix with eventHandler was not working as well _veh addEventHandler ["GetIn",{ _veh enableSimulation true;}]; Looks like because Event GetIn is not working while : _enableSimulation false; Thx for any help
  23. Hey guys, Im having a strange problem with a mod im working on, see for yourself.... Thats the car without any damage Right here with some of the declared damage But instead of the windows disappearing they turn into this black mess.... dunno what to do, alredy searched through the whole model.cfg with 2 friends of mine, hope you guys may can help me
  24. I'm porting a mission from Arma 2 and have encountered an unusual problem. Player starts as cargo in an AI Humvee, but the vehicle does not move to its waypoint at the start, unless you get out and get back in again. I can't for the life of me figure it out. Vehicle is placed on the map in Eden with waypoints; it's a simple setup but something is obviously not right. I tried adding some waitUntil checks, but no dice. The game seems satisfied the player is in the vehicle but won't start moving unless the player gets out and in again. I tried setVelocity, engineon, the usual tricks to try and give him a shove, but same result. Vehicle spawns in with the player in there with his two squad mates but won't budge until I select get out and get back in, at which point it's fine. Works okay in ArmA 2.
  25. Hello, Im currently in Beta phase and i release my Stretchlimo know. Test it and gimme feedback. Thx What i change in the future? -physx - Custom Gatling Gun Sounds and more Planning: Stretchlimo without Gatling Gun : -New Texture -New Wheels -Maybe Community wishes :P DOWNLOAD
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