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Found 167 results

  1. 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
  2. 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
  3. So I've been experimenting in the editor, trying to make "standoff" armor for APCs, make big ridiculous armored gun trucks, things like that. Basically the kind of makeshift DIY stuff we see in Iraq and Syria. Naturally, I'm using the attachTo and setVectorDirAndUp commands in each objects init field for this. This is an EXTREMELY time consuming and tedious process, as I have to fiddle around with the X,Y,Z coordinates of every piece and then hit "play scenario" just to test the placement of each piece and then end it, make guestimates, rinse, wash, repeat. Is there an easier way to do this? Like maybe some mod or addon or something that lets me just sync the object to the vehicle and then move it around with the mouse? Or maybe see my X/Y/Z coordinate adjustments in real-time in the editor, as opposed to having to start the scenario each time to see the placement? I've got some really cool ideas, but my god is this a pain in the ass lol. Here's some stuff I'm messing around with/WIP:
  4. 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!
  5. 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!
  6. ==================================== MPX BAF: MASTIFF PPV ==================================== Back with another mod, British Army Mastiff. The British version of the Cougar 6x6 which arrived in Afghanistan during December 2006, with FPII providing the base vehicle and NP Aerospace in the UK integrating electronics and the British armour package. The Mastiff 2 is an improved version with a capacity of 2 + 8 which arrived in Afghanistan during June 2009. The Mastiff is armed with a 7.62 mm GPMG, 12.7 mm Heavy Machine Gun or 40 mm Grenade Machine Gun. Spent about 8 hours on this so far, stay tuned for updates, follow me at https://www.twitch.tv/mikephoenix85 as im streaming the whole process
  7. Description:Unhappy with the ingame Mora IFV, we have decided to edit it with the aim of making it more true to its real-life counterpart. We basically nerfed the hell out of it to make it more realistic. As I'm doing all this on my HP Probook, I'm not able to provide a demonstration video (of decent quality) at this time. I'll do my best to sort something out in the near future. Features: - Woodland and Desert retextures (reworked Grace's textures) - Added Woodland and Desert SLAT armour and camouflage nets- Autocannon (L21A1 RARDEN) has 6 round magazines and a lot slower rate of fire- RARDEN uses correct ammunition and a realistic amount (27 HE-T and 15 APDS-T magazines)- RARDEN doesn't reload automatically (the gunner has to press R or select the ammunition type)- Tweaked reload times - Coaxial machine gun (L94A1 Chaingun) has 11 magazines of 200 rounds and also a lot slower rate of fire- Turret traverse and gun elevation has also been slowed down to a realistic level- Turret stabilisation removed- The gunner can traverse (and fire) when turned out - Weapon safety- ACE inventory for a full section replen- And other small tweaks... On the RARDEN... The weapon has a pretty unique reload system that we, due to engine limitations, were not able to simulate fully. In reality it uses 3 round clips, two of which can be loaded in the magazine at the same time. Now the trick is, you can fire all six rounds in automatic, however the reload will be slower because the next round has to be manually cranked into place by the commander (we also couldn't get the commander to reload and select ammunition type, seems to be hardcoded to the gunner). But, if you fired just the first three rounds, the commander would be able to put another clip in the magazine and cranking wouldn't be necessary. In short: we had a choice between reloading every three rounds or having a slower reload every six. In the end, we've decided that it was more important to have 6 rounds ready to go if the situation requires it. On ACE 3 dependency... I honestly have no clue why it depends on it... The vehicle breaks completely when launching without it. It seems to be an inheritance issue, which is strange because it inherits from the vanilla APC_Tracked_03_base_F, autocannon_30mm and LMG_coax. I would love to make it vanilla friendly, but for the time being we've put in ACE items in the inventory since it already depends on it. If anyone could provide assistance with the reload system or the ACE dependency it would be greatly appreciated! Installation:Unpack and copy the @20th AIB Realistic Warrior folder into your game folder.Included files:20AIB_Warrior_Public.pbo20AIB_Warrior_Public.pbo.20AIB_Gundich.bisign 20AIB_Gundich.bikey Media: http://i.imgur.com/TMPzTIV.jpg https://i.imgur.com/TeRs99M.jpg https://i.imgur.com/4zDxHvF.jpg https://i.imgur.com/uRDPNML.jpg https://i.imgur.com/FamkuYt.jpgNotes:ACE is required (the mod completely breaks without it, unsure why)We fully recommend that Grace's Real FV510 Handling and power mod is used in conjunction with this one, as it provides realistic handling.Credits & Thanks:20th Armoured Infantry Brigade Mod Creation Team:Gundich (Choffix) - Configs and texturesKeown - Provided most of the information on the WarriorDexter - Configs With - Media Rory Murphy for starting this project two years ago Grace for his textures. and Bohemia Interactive for the Mora 3D model, configs and the game to rule them allChangelog:v1.00- Initial release v1.02 - Added compatibility with Tanks DLC - Tank DLC features such as SLAT and camo nets fully functional in both woodland and desert colour scheme - Merged woodland and desert variants into one vehicle, textures can be changed through the garage feature - Added safety - Tweaked inventory - Various other minor tweaks v1.03 - Fixed weapon inheritance Known issues: - Turret magically stabilises itself when in cockpit freelook (seems like an engine limitation) - Gunner MFD not displaying fully correct information regarding ammunition - "unknown animation source muzzle_hide_cannon" (unsure what causes it, shouldn't affect gameplay) Requirements:Advanced Combat Environment 3 (ACE 3) Community Base addons A3 Download links: Armaholic Steam Workshop Google Drive
  8. 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
  9. 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!
  10. 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.
  11. 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!
  12. 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 ?
  13. Hello everyone! I've been working with UK military vehicles in Milsim communities for about a year now and having recently changed to using the Warrior we had to resort to the default Arma variant and it's partial re-textures so a week ago I decided that I will try and learn how to model a new vehicle into ArmA from scratch and I have been spending a lot of time since then watching tutorials, reading forums and asking questions just about everything. I downloaded Blender and started to learn how to use it and this is where I stand after a week: My intent is to create a better and more immersive version of the one currently available with a fully modelled interior not just for the passengers like they do now but also for the crew and with opening hatches like the rear door as seen above and the top hatch. I'm learning as I go, discovering fast ways to do something that took 30min of manually moving each vert with one shortcut but I enjoy it! :) This thread is for me to keep you guys updated on the progress and ideally, if people are willing to ask some of the more technical questions and possibilities as besides the base model I have no idea haha! As you can probably see I'm currently working on the driver's hatch and with me wanting to give it an interior there has to be an inside view where he can manually look out the viewing ports which afaik I will have to accomplish by making them simply openings with glass to look through instead of the periscope it has IRL. The only other possibility I see is using PIP to simulate the periscope but I don't think that is a good idea as the quality is very subject to the client's settings. The problem I currently have is that if they are just viewports the driver his head will be a lot higher than it is IRL (he will have to be able to see outside with his own eyes directly) which I think will make the helmet clip through the top of the hatch and making the hatch taller isn't really an option as it will just look unrealistic from the outside. Any ideas? Thanks in advance for the feedback!
  14. 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...
  15. 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.
  16. 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
  17. 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
  18. 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.
  19. Hello. If we consider the upcoming update - DLC Tanks, then for me, creating the interiors (driver, commander, gunner) for armored vehicles - it would be the most welcome innovation for Arma3, which can be related to upcoming game update. Please Note. Today (v1.76) in Arma3, !only armored vehicles do not have interiors and this looks at least strange. Why such dislike for armored vehicles!? Why the player does have such a contrast in the simulation of controls of all vehicles and armor? I remember that OFP had interiors for armored vehicles and it was in 2001! I think in 2018, @BIS need to revive the old traditions, because any vehicle in Arma should have a interrior, then the player will have the same feeling from controlling all vehicles. In any case, equality it is a fair! I can imagine, that this is not a small amount of work, but such work, realy could raise the Arma3 gameplay to a new level! I want the users of Arma3 to express their thoughts about the interiors of armored vehicles, which are lacking in game. Subsequently, developers can consider this topic and draw useful conclusions. Welcome...
  20. 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
  21. Heyho, Im Marshmallow and work on a Stretch-Limo for Arma 3. I have 1 Car Into Arma (Gurkha RPV) and this is only In A3s (Arma 3 Survival). This here is my next car and i think...thats cool. You can see, i make Screenshots and modelling all self. Maybe i make a non armed version....hmm.. More as maybe. Im Sure :P But i have not many time at the moment. I work on a big Project and i work and so. Pls be patient. You can see my Status in the Screenshots. ________________________________________________________________________ Moin, auf deutsch fasel ich jetzt hier nicht so lange rum. Ich Arbeite an einer Strech Limo mit einer Minigun. Im Prinzip ist es nicht so schwer, noch eine ohne bewaffnung zu machen. Nur momentan fehl mir die Zeit. Ich Arbeite an einem weiteren Projekt und hab auch noch andere dinge zu erledigen, daher bitte ich um verständnis :) Ich werde nach und nach weiter machen und bin mir ziemlich sicher, das es bald auch ingame sein wird. Greez Marshmallow You have a question? http://steamcommunity.com/profiles/76561197977337107/ Update 1: Update 2: Update 3: Update 4: (first test of Texturing) Update 5
  22. 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
  23. so i need help again with a retexture code because i thought i had the code right but apparently not so if you could help that would be great. enum { OrdinalEnum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class Iron_Skulls_PMC_Blackfoot { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class B_Heli_Attack_01_F; class Iron_Skulls_PMC_Blackfoot_Urban : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Urban"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_urban_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Desert : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Desert"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_desert_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Snow : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Snow"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_snow_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Woodland : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Woodland"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_woodland_co.paa"}; }; }; so if somthing needs to be change please tell me
  24. Hey everyone! It is time for me to show you my truck, M35A2 Kaiser-Jeep, 1964 issue. Since we don't have any commuity made G742 (M34/M35/M36), I've decided to create a common framework for these vehicles and gradually develop their options. This truck was the workhorse of the US Army in the mid to late 90s and had several different modifications for the M35 truck only. I'm not talking about other options M35 series family (tanker, remotly truck, water carrier and others) that also had a lot of modifications. At the moment, it is suitable for many scenarios, the Vietnam War, the escalation of the conflict in Panama, Operation "Desert Storm", the invasion of Iraq in 2003, and almost everywhere the American soldier's foot came. The truck had several incarnations and configurations and was produced by several different manufacturers. More screens: I am currently planning 3 different eras/versions of the M35: War in Vietnam: M35A2 with metal roofed driver compartment with/without tarp, tarp roof driver compartment with/without tarp, without a roof with the possibility of lowering the front glass, option with a M2 .50cal machine gun on the M36 Ring Mount. Well, the famous guntrucks, with the reservation and with different weapons, from the dual machine guns M2, dual M60 to minigun. Also, a low-armored dumbbell with a quarter-machine gun M2 - M55 is planned. Anything I can find documented of Vietnam War gun trucks from the various branches. The consequence of the Vietnam war 70s-80s: more of the same but with different camo, U.S. army, for different divisions and other operators from other countries. 90s and present: M35A2 with metal roof with/without tarp, with a rag roof with awning / without an awning and various gantraks on its base, for armies still expropriating M35A2 (Israil, Georgia, Venezuela, Philippines, Kongo, Iraq and others), as well as trucks of any insurgents (African, South American, Thai rebels and others, to countries that were supplied by the M35), terrorists (Taliban, the Islamic state (I saw a couple of M35 taken from the Iraqi army in Syria and Iraq, several more captured in the Philippines by local terrorists from ISIS and etc), Somali terrorists of the 90s and the present and others) You may suggest any liveries or nations + other ideas and variations and I may implement them if I like them. Also, would like to make different variants of the M35, many were made, such as M36 (with stretch), M49 (gasoline tank), the M50 (the water carrier), M109 (Shop Van), M60 (light wrecker), М59 (Dump), as well as other options (M34, M44, M45, M46, M48, М108, М257 and many others). It is also possible to create on the basis of it a future modification of the M35A3 and South Korean modified trucks K-511, K-511A1 Also, I would be glad if you will subscribe to my ArtStation: https://www.artstation.com/artist/ramamarines If you have anything that may help me, be it research and technical information, reference material or other assistance, I'd appreciate the help. I'll be back with more updates soon!
  25. Hello, I am using the following setup (see the image below) to create a mobile spawn point for human players in a multiplayer mission. Vehicle respawn module is synced to the MSE-3 Marid so that the vehicle will respawn if players will desert it or it gets destroyed. Respawn position is synced to the MSE-3 Marid thus creating a spawn position in the vehicle. This spawn position will also move with the vehicle. The trigger there is set to OPFOR (Present). With this there has to be OPFOR players inside the trigger area for the Respawn position to be available to players. Now, I would like this to be so that the trigger is attached to the MSE-3 Marid so that it would go everywhere where the vehicle is going. I know that I can achieve this easily by typing the following eg. in the Marid's INIT-field: toActivateOPFORPlayerRespawnInOPFORapc attachTo [OPFORapc,[0,0,0]]; Now the problem is that when the Marid gets respawned the trigger won't be attached to the vehicle anymore. How to make it so that the trigger would be attached to the MSE-3 Marid at all times (= would get reattached on respawn)?
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