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Found 197 results

  1. I'm having trouble with the visual suspension animations matching the actual suspension of a vehicle I created. To elaborate, it's a four-wheeled buggy with fairly big wheels for its body. When driving, the body overall reacts to the terrain as expected within the parameters of the wheel settings in the config. Also, the wheels turn properly in all ways they should (i.e.: steering, driving, and braking). The suspension, on the other hand, moves only very minimally, but it is indeed moving. I have set the maxDroop/maxCompression and offsets to a high value, but this only puts the wheels into the ground. I tried a low value, but then they are only hovering. With an offset value where the wheels actually touch the ground without sinking, it is only good while the vehicle is not in motion. When taking a corner, for example, the outer wheels sink into the ground and the inner wheels come up. There is a slight visual effect, but it is not enough to keep up with the physical effect. MODEL (p3d): I checked the named selections of all LODs in the model, comparing them to the vanilla BIS Offroad truck (listed via eliteness) as well as my own LM002 model, and everything in the new model looks in place. There are some minor discrepancies, though: In the buggy, the rear wheels are positioned a little lower than the front wheels. The body and all components are aligned to the horizon, with the intention of everything leaning forward once the wheels touch the ground. Another small detail is that the front two damper_land_axis are angled up and slightly rearward, while the rear two damper_land_axis are angled up and slightly forward. The front and rear wheels converge as they compress. I don't see how these minor differences would affect the visual suspension, but I mention them in case somehow they do. Also, when I tried the suspension paths strictly vertical, the problem remained. Leaning turn in the problem vehicle The script was borrowed and modified from another vehicle I made in which it was working: Leaning turn in the working vehicle The two vehicles together I'm including the scripts in the likely event that I overlooked something. Here's the config for the buggy: Here's the buggy's model file: Notes: Changing values of the wheel settings and damper settings in the scripts has an impact on the handling and stability of the vehicle (as expected), but very little impact on the visual performance (as not expected). The most noticeable change is from increasing/decreasing the range of the offsets and maxDroop/maxCompression. It will visibly raise/lower the wheels and steering parts initially, but when moving it's very hard to notice any animation.
  2. I am making a mission where I have 2 AI + the player himself in a boat driving towards the shore. When at the shore I need them all to board a hatchback. Whatever I try I can't get this stupid AI to do the right thing. I've tried the most common option: unit1 assignAsCargo [car1]; unit1 orderGetIn true; Unfortunatly this doesn't work. The AI just keeps sitting in the boat. If I add the orderGetOut command first they DO get out of the boat but then just walk a bit around. When I make one of the AI's group leader, they hop out of the boat, walk around and then order me to get in the boat instead of the car. I also tried it with waypoints but that gave the same results. Does anyone know how I can get this to work? At the moment I am so frustrated of the AI that I just want to teleport them in. But that would not look very nice.
  3. Hi. How can I change a vehicle's variable when it's empty? (dynamically through the mission)
  4. I have made Mission with a y-32 VTOL taking off from an airfield far away from combat. This plane has 2 groups set to safe in it: One with the pilot and the co-pilot and the other one only filled para troopers sitting in the cargo room. But now when I start the mission the para trooper leader orders 8 of them to leave the plane and then orders 3 of them to get back in again (the plane has taken off already) leaving 5 outside. Something similair occurd in my mission with filled up trucks driving in a convoy. Is this a known issue or is it because the vehicle is fully loaded and therefor trying to get rid of some passengers :). I appreciate any help. Nico
  5. 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.
  6. Hello, I am offering my time to reskin cars for arma 3 to whoever needs it. It can be a law enforcement vehicle or a standard vehicle. All I request is that you give a bit of time (About a week just in case I am busy). If I cannot complete such request then I will quote you in the comment section saying so. -KNOW THAT THIS IS FOR LIFE MODS, IN OTHER WORDS I DO BUSINESS CARS, EMERGENCY SERVICES, ETC. IF YOU ARE INTERESTED DO THE FOLLOWING Comment below the car and include a link to download the pbo for it Be mature and appropriate, respect all suggestions below If there are a lot of comments, I may not get to you, that doesn't mean spam, I will try my best Put any idea you want or just say skin me a car that looks good Again as said above give atleast a week minimum Thank you for all interested and I hope you take advantage of this. Oh also I go by Sigma :)
  7. G'day all currently in the process of finishing off an ADF Hawkei. (come across a few snags, see link for details: https://www.reddit.com/r/armadev/comments/6mrb6b/need_some_vehicle_mod_help/) ^^^ TAN VARIANT ^^^ ^^^ 'Auscam' ^^^ needs a bit of work* ^^^ INTERIOR ^^^ *needs a lot of work, mainly just going through and re-UV unwrapping and texturing* current process: interior modeled, needs texture re-done (that can be done after i get it released) exterior modeled, tan done, 'auscam' needs work done in game: just gotta fix that problem stated above in the reddit link, and do the PIP for the mirrors Cheers, Yoilon *EDIT: Now released: http://steamcommunity.com/sharedfiles/filedetails/?id=1100846946 (05/08/17)
  8. 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)?
  9. 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!
  10. ==================================== 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
  11. I'm trying to make a scenario for my unit. We are a PMC and we use expendable vehicles. I'm trying to give us some light armor that we can use but I'd like to make all of our vehicles black like they normally are and, I can't seem to find a way to make the BTR-80 black without using a mod that has ISIS symbols written all over it. I was wondering if anyone here knew how I can personally edit the vehicle in any way to maybe either remove these ISIS symbols or color my own. If possible I'd like to keep this within Bohemia's parameters and not have to use a personal mod, but if need be I can. Thank you in advance! ~Balthasaar
  12. 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
  13. 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:
  14. Hello guys, I try to use the function "Vehicle in Vehicle Transport" for one of my vehicle but i'm stuck when i want to set many areas. If I set only 1 area it's work but if i want to set more than one, thats not work :/ What I do : https://hastebin.com/esimuhunek.rb Wiki: https://community.bistudio.com/wiki/Arma_3_Vehicle_in_Vehicle_Transport What i have to change, or can i define many area in CargoBayDimensions ? Thanks for your help !
  15. Hello guys, I try to use the function "Vehicle in Vehicle Transport" for one of my vehicle but i'm stuck when i want to set many areas. If I set only 1 area it's work but if i want to set more than one, thats not work :/ What I do : https://hastebin.com/esimuhunek.rb Wiki: https://community.bistudio.com/wiki/Arma_3_Vehicle_in_Vehicle_Transport What i have to change, or can i define many area in CargoBayDimensions ? Thanks for your help !
  16. Hello guys, I try to use the function "Vehicle in Vehicle Transport" for one of my vehicle but i'm stuck when i want to set many areas. If I set only 1 area it's work but if i want to set more than one, thats not work :/ What I do : https://hastebin.com/esimuhunek.rb Wiki: https://community.bistudio.com/wiki/Arma_3_Vehicle_in_Vehicle_Transport What i have to change, or can i define many area in CargoBayDimensions ? Thanks for your help !
  17. Hey all. Perhaps you can help me with a problem. I've used the setObjectTexture command to great success on vehicles placed in EDEN, placing them and then putting something like setObjectTexture [0, "textures\police_heli.paa"]; in their init field. Bingo, the (in this case) helicopter is there, and it is wearing it's appropriate skin/texture. The problem is respawning. When the vehicle is destroyed, it respawns just fine (I am using the BIS respawn module in EDEN, linked to the vehicle in question). The problem is, that when the vehicle respawns, it respawns with a random skin/texture. Sometimes it's black, sometimes it's tiger-stripe, etc. I've searched the forums and google to no avail to try to fix this. All I want, is for when the vehicle is respawned, to have the same (custom) textures it started with.
  18. Hello. I have following problem: I put AI into vehicle with moveindriver command. After some event he should leave it by: unAssignVehicle sct1; [sct1] orderGetIn false; sct1 action ["GetOut", vehicle sct1]; And after some times he should enter another vehicle by: [sct1] orderGetIn true; sct1 assignAsCargo EscapeBoat; but that ass go back to the first vehicle and enters it. I tried 'allowGetIn false' command. But after I write allowGetIn true, he goes back to the first vehicle. I don't know whats wrong with that vehicle-crap... He just goes back to the first vehicle and enters it even after unAssign commands and other...
  19. I have been working on doing some retexturing of some Arma 3 vehicles for a MillSim unit I am a part of since we are thinking about using them in our operations. I’m getting close to being done with a few of the textures and will be starting on writing the configs for the texture pack soon. Being new at modding in Arma I have a question when it comes to writing the configs. From all the tutorials I can find it seems like the “standard” way to do this is make a new vehicle that uses the same configs and model that the vehicle I am retexturing uses, but just with my new textures. I kind of don’t like this Idea as I would much rather just add the texture to the list of available camouflage options for the existing vehicle instead of having a full new vehicle. Does anyone know how I can add my new textures to the list of available textures for that vehicle so it can be changed in 3den, or can point me to some resources that can help? Or is there a reason that I should make each one a new vehicle? Thanks for the help in advance.
  20. Hi we play in a group using ACE3 and ALiVE, Sometimes someone is badly hit, he is in stable conditions but still do not recover the conscience and the medic has run out of Personal Aid Kits or Saline bags to fully recover the player. We want to call a medevac (generated by ALiVE, so the chopper does not have a "name" we could use), evacuate the casualty to base, and as soon as the medevac chopper helicopter lands in the medic helipad, cure the injured running a function. in the code that is ran on the Alive Helicopter is : this setVariable ["ACE_isMedicalVehicle", 1, true]; so the injured stops bleeding. the trigger at the helipad has the following condition _x isKindOf "air" && isTouchingGround _x && player in thislist and on activation : {[_caller, _target] remoteExecCall ["ACE_medical_fnc_treatmentAdvanced_fullHealLocal", _x, false];} forEach thisList; Well, we have been unable to make it work and heal people inside the chopper. For example, changing condition to "this" allows anyone who gets out of the chopper and step on the helipad (where the trigger is) to get instantly healed. The problem is that most of the guys in the helo are usually unconscious, therefore, are unable to make any action to get out. or use an "addaction" which would solve the problem. We thought: wait a minute, if we kick them out of the chopper and fall on the helipad they will be instantly cured! so we have tried adding another trigger on top of the healing one to eject players out fo the chopper, but it does not work. We have tried with Getout: unit action ["getOut", targetVehicle] we have tried with eject: unit action ["eject", vehicle] none worked, we assume that the problem was that the players in the back of the chooper count as cargo, Please, Note that we are playing with an helicopter generated by ALiVE, so it has no name to refer to, and ACE3, so solutions such as "set damage 0" will not work. Any idea how to solve this? Either healing them when the chopper lands on the helipad or alternatively, with another trigger to kick players out of the chopper after landing so they fall on the helipad. The trigger must work in multiplayer, either on dedicated servers or on hosted server. Our programming skills are very limited, so if you post a solution that we can just copy and paste it would be greatly appreciated. Thanks in advance for your help.
  21. Hello, I've been succesfully using this "safezone.sqf" script to restrict small arms fire, throwing grenades and placing explosives inside a "spawn protected area" which essentially is a trigger area. I assume the script itself is an evolution of grenadeStop.sqf by Bake or it could be from completely different origins who knows. In short what the script does is that it will delete the fired projectile, thrown grenade or placed explosive and display a message that can be customized freely with #define MESSAGE "Type your message here" To add the restriction to certain projectile, grenade or explosive the classname needs to be typed in the SPAWN_Restriction = -field I was trying to use the aforementioned script to also restrict vehicles from firing their guns inside the spawn protected area but it is so that declaring the ammo classnames (that are used in different vehicles) in the SPAWN_Restriction = ["insert ammo classname here"]; is not enough to get the job done. The question here would be that: whether the safezone.sqf can be adapted in a way so that using vehicle guns (or "turrets") to shoot inside the spawn protected area would also be restricted? (if so, any suggestion on how-to?) OR if I should start looking for a completely different approach with the issue at hand (if so, any suggestions what should that approach then be)? There weren't too many discussions available that did share somekind of similarity with what I'm asking here. I actually only found this and this but well, for me those didn't give the comforting "I got this and I know I can do this" feeling. Thus here I am, asking questions. Greetings Asmodeuz
  22. Hello again! Tis' I, here again with another ridiculous addon. I want to get my thanks out of the way first and foremost. First to @Nirrti for his extensive field testing and constant pushing to make everything correct, he is also responsible for this piece existing, so you also have him to thank for that! Also a shout out to @laxemann for helping me iron out the sound issues I've been having, huge help and wealth of knowledge, thanks bud! With that out of the way, let's get down to it. "The 25 KKiv 2035 rifle is a 25mm payload rifle designed for sabotage and long range operations where you need the accuracy of a 12.7mm or comparable caliber, with the capabilities beyond the characteristics of such calibers, falling in between the niche of 12.7mm rifles and light anti-tank weapons. Being lighter than it's contemporaries (M320 LRR .408 and GM6 Lynx), and being able to reach comparable ranges with its 25mm payloads, the rifle is capable of firing two different rounds; the HEDP rounds are useful for soft targets and infantry, while the APFSDS rounds are designed to punch through hard targets such as armored cars (for example Hunter, Ifrit, or Strider), or even IFVs (like the Gorgon, Marid, or Marshall), though care and foresight must be applied when targeting such vehicles, as shots must be carefully placed into weak spots, such as engine or fuel tanks. Some rumours circulating among the men is that it might even be capable of damaging Main Battle Tanks, though through testing these rumours have been found unsubstantiated." If you would like to try this beast out for yourself, click the rifle below! Alternatively, grab it from the Steam Workshop: NOW WITH CBA - JOINT RAIL SUPPORT NOW WITH ACE3 SUPPORT If you prefer not to use steam, you can grab the CBA patch on dropbox here: https://www.dropbox.com/s/lpemwmss7b7dlpt/%40Kio_KKiv_CBA.rar?dl=0 And you can grab Ace3 patch here: https://www.dropbox.com/s/8vh38hbmdbotgu3/%40Kio_KKiv_Ace.rar?dl=0 Please report any issues you encounter with the rifle here and I will try my best to fix them ASAP! Here's a couple of promo shots showing it off in game: Sorry if the images are too big. I am also available for modelling commissions as well, serious offers only, no charge for Arma III implementation if required. Thanks for taking the time to check out this mod, if you find value here, consider throwing me a few bucks, it won't kill you and it certainly will help me.
  23. Ok so i'm creating a mission on Tanoa where i need to have players load 2 prowlers into a blackfish, once the vehicles are loaded i need that to signal the pilot to take off and air drop at designated location. Now taking off and air dropping i've got working but how do i make it signal the AI pilot to waitUntil the 2 prowlers are loaded. For the waypoint i have this doMove (getMarkerPos "DropPoint");
  24. Hello, I'd like to have a protection zone (spawn protection) for both human players and vehicles (empty or not) inside a trigger area. This should work in dedicated server environment. I've tried two slightly different approaches and neither of them work well enough. The most current I'm trying to get to work is one where I placed a trigger for Independent side with the following attributes: Type: None Activation: Independent Activation Type: Present Repetable [Yes] Server Only [No] Condition this On Activation {(player) allowDamage false} forEach playableUnits; hint "Spawn protection enabled"; On Deactiavation {(player) allowDamage true} forEach playableUnits; hint "Spawn protection disabled"; While testing this works quite nicely. Leaving the trigger area on foot makes the player vulnerable to everything that can actually kill the player. But as long as the player stays inside the trigger area he/she will be invulnerable. Pretty basic stuff I guess. But there's a catch: if the player spawns a vehicle inside the trigger area, jumps in the vehicle for a short moment, then jumps out and leaves the trigger area on foot and as long as the vehicle stays inside the trigger area the player will be invulnerable. Why is this happening and how would I go on to fix it? Earlier I was trying to use another approach to this: Type: None Activation: Independent Activation Type: Present Repetable [Yes] Server Only [No] Condition ((vehicle player) in thisList) On Activation {(vehicle player) allowDamage false} Foreach thislist; hint "Spawn protection enabled"; On Deactiavation {(vehicle player) allowDamage true} forEach [allUnits, vehicles]; hint "Spawn protection disabled"; This worked as well as the first one: when the player moves out of the trigger area on foot he/she will become vulnerable. But as with the another approach spawning a vehicle and getting in produces awkward result: now even if the player drives out of the trigger area he will be invulnerable indefinitely. So all in all neither of the two approaches work well enough. Also both of the alternatives don't make vehicles invulnerable at all when situated inside the trigger area. Any pointers how to achieve player and vehicle invulnerability at the same time using a trigger?
  25. Hello, I would like special vehicles store in garage system and cleaner. Altis Life v5. Garage system: When vehicle storing to garage and if vehicle is not empty (any loot or resource in trunk or vehicle inventory) it must be stored in this garage and not allowed to retrieve it from another garage. Cleaner of left things: Every 15 min. server makes list of loot and vehicles on the ground (left players objects). If after 15 min. the inventory item or vehicle was not picked up or there was nothing players around 150 meters: -loot delete -vehicles goes to nearest owner garage This cleaner could save fps of servers. I would be very grateful if you could write a script or link to similar project. Thank you.
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