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Found 197 results

  1. 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.
  2. 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)"; }; };
  3. 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!
  4. 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
  5. Hey, I am in need of help with trigger conditions checking whether there are enemy units (OPFOR) present inside vehicles such as jets, helicopters or boats. The idea is to have the trigger check whether enemy aircraft (or boats, but that's really low priority and optional) is approaching a large location covered by a trigger (about 10+km in size) and when that happens, launch an alarm sound effect in a certain place on the map (possibly not the trigger itself, because they are supposed to be placed in different locations). The important thing is that it's not only OPFOR - present, as the activation type, but OPFOR units in aircraft-type vehicles. An extra nice-to-have feature (if even doable) would be to display a hint or any kind of message on the screen informing about the type of aircraft incoming (not necessarily the name of the specific type of aircraft, but rather its type, so in that case "helicopter" or "jet"). I would be grateful for help in defining this condition! Thanks! Adam
  6. I tryed to add the agm 65L to the Fir aws version of the EF2000 but i could select it ingame. i added "FIR_AGM65L_P_1rnd_M_eaws" to the weapons.hpp and magazines.hpp files.
  7. Pylon Preset Allocator for Plane by UNIT_normal This allows you to change between default presets and custom presets via GUI. Known Issues - If armament name is long, armament name will be displayed in 2 line. - Pylon name could be displayed wrong. Installation 1. Put PPAP folder on your mission folder. 2. Put stringtable.xml or copy & paste contents to your stringtable.xml. 3. Add this to init.sqf. [] execVM "PPAP\PPAP_init.sqf"; 4. Add this to description.ext. #include "PPAP\defines.hpp" #include "PPAP\PPAP_GUI_controls.hpp" #include "PPAP\PPAP_GUI_classes.hpp" Option - In PPAP_init.sqf, you can enable multiple check systems. Download https://drive.google.com/open?id=10K7WqDj0fTmi_mERGhBtMs7E_1mNiq3w Changelog It's my second GUI creation. I hope it works well! If you have any problem, please reply on here.
  8. G'day guys, I'm working on a small mod to retexture and improve the vanilla arma 3 vehicles. However am currently stuck at attaching items to the exterior of said vehicles. Currently I'm running everything inside my config.cpp file, and have the prowler retextured using: class B_T_LSV_01_unarmed_F; class Custom_Prowler: B_T_LSV_01_unarmed_F { side = 1; scope = 2; crew = "Custom_Unit"; faction = "Custom_Faction"; displayName = "Custom Prowler" hiddenSelections[] = {"Camo_1"}; hiddenSelectionsTextures[] = {"filepath.paa"}; class textureSources { class Prowler_Texture { displayName = "Prowler Texture"; author = "Grovesy"; textures[] = {"filepath.paa"}; materials[] = {}; factions[] = {"BLU_F","BLU_G_F"}; }; }; }; Now I'm pretty confident I could use the eventHandlers class and add some attachTo's in the init, but is there a cleaner/quicker way to attach the objects in the conifg.cpp? I have a composition.sqe file of how I want everything set up, but I'm unsure how I can manipulate that into my config.cpp My end goal is having a few jerry cans and other vanilla extras attached to the outside of the vehicles. Wanting them to look more like special ops, long range vehicles. Any help is appreciated, Cheers -Grovesy
  9. WombatInCombat

    Tatra 810 LDF

    Do you think its weird how the LDF uses Kamaz trucks despite their bad blood with Russia? Me too! Thats why I made this this addon https://steamcommunity.com/sharedfiles/filedetails/?id=1820464843
  10. GF Auto Loot Vehicles Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. 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 Auto Loot Vehicles Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.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 colors 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: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. This is the new reedited version of the previous GF_Vehicles_Configurable_Loot script. More information inside the GF_Auto_Loot_Vehicles.sqf There is also included a mod version , posible to unpack and edit. 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 . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40318 Armaholic GF Auto Loot Vehicles Script - Mod
  11. Yes I know this post has been made before and there’s countless different ways to resolve this but I’m attempting using a largely different formula with no variable names. Without using a script or external file I’ve created signs with a init to spawn aircraft on to a trigger using the code [this, “Deploy A-10A”, ”\A3\Air_F_Jets\Plane_Fighter_01\Data\UI\Fighter01_icon_ca.paa”, “\A3\Air_F_Jets\Plane_Fighter_01\Data\UI\Fighter01_icon_ca.paa”, ”player distance _target < 6”, ”player distance _target < 6”, { }, { }, {createVehicle [“rhs_a10”, getPos aircraftpad, [ ], 0, “NONE”] setDir 270}, { }, [[0,0,0]], 3, 0, false, false ] remoteExec [“BIS_fnc_holdActionAdd”, 0, this]; the code here works works beautifully and creates the vehicle desired and is copied and pasted on to different signs with different vehicles inserted instead and scrolling on the sign prompts a option to spawn the vehicle on the trigger after holding space for 3 seconds now I’m trying to make a sign that uses the same code above but in the command to run clears the objects inside of it being anything currently blocking the pad preventing a new vehicle to be spawned on the trigger. I’ve tried almost everything but when it does let me save it in Arma with no errors it doesn’t work or the code provided no longer works for example I’ve done. [this, “Clear Pad”, ” “, ” “, ”player distance _target < 6”, ”player distance _target < 6”, { }, { }, {{deleteVehicle _x} forEach nearestObjects [[aircraftpad], ["all"], 5]}, { }, [[0,0,0]], 3, 0, false, false ] remoteExec [“BIS_fnc_holdActionAdd”, 0, this]; This ended up not removing the vehicle from the pad, I’ve been working on this with google for the past two days so figured I’d ask you brilliant people.
  12. Can't add second transmission ratio for vehicle: class complexGearbox { GearboxRatios[] = {"R1", -4.97, "N", 0, "D1", 4.15, "D2", 2.86, "D3", 1.92, "D4", 1.35, "D5", 0.83, "D6", 0.63}; TransmissionRatios[] = {"High", 8.53, "Low", 5}; gearBoxMode = "auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; transmissionDelay = 1; }; Nothing changes and can't find any hotkey's records. Syntax?
  13. It is outdated. Use GUI version instead. This allows you to change camouflage and component via communication menu. VAM currently supports NATO, CSAT, AAF land and air vehicles. (except Quad Bike.) And you can make your own setting for addon vehicles. Known issue - Some components are linked each other. It's not VAM's limitation. - Some components aren't compatible each other. It's not VAM's limitation. Installation 1. Put VAM folder on your mission folder. 2. Put stringtable.xml or copy & paste contents to your stringtable.xml. 3. Add this to init.sqf. [] execVM "VAM\vam_init.sqf"; 4. Add this to description.ext. #include "VAM\VAM_comm_menu.hpp" Option - In vam_init.sqf, you can enable Liberation FOB distance check system. Download https://drive.google.com/open?id=19qXrFdMkGoNcp0vTVtIgvvZ5ttT_niHd Changelog
  14. Hey guys, as i bought the Creator DLC, i first edited the new Wefelingen map in the EDEN Editor for a little nice base for my ZEUS missions. When i had it finished, i uploaded it to my Nitrado Server via FileZilla. As i joined in the lobby, the lobby started "flashing" with errors in the bottom left corner. I already put the "-mod:gm" in the modification field. And i tried it again with no assets or other buildings. I simply have the spawn and the roles on the map. I tried it with the winter map and the normal map. As i cant edit the files i dont know how to fix it. The only mods i have loaded are: - Achilles - CBA_A3 I hope you can help me 🙂
  15. Hello everyone. I am the mission creator of a medium sized Arma 3 group. Our group is organized into 3 divisions, doing "their" kind of gameplay - being Spec.Ops, regular grunts and combined arms, and the air division. I am looking for a way to let the combined arms group be able to utilize vehicles to a much larger exctent than what they currently can do, as any vehicle requires minimum 2, preferably 3 people to operate. If we want it to be an IFV, we're quickly looking at needing 9 people to fully man 1 IFV. This is currently leaving us with basicly just using 1 vehicle - where we would like to operate at least 2 or 3 in a group. Now, BI has apparently made it so that in singleplayer or in locally hosted games - that you can operate any vehicle from a gunner/commander position in the vehicle, as long as there is an AI in the driver seat (i.e. controlling the driver). As long as you do this in singleplayer/locally hosted games - the control of the vehicle is smoth and precise. Almost like driving a tank in the Battlefield series. However, when doing the same on a dedicated server the controls gets really wonky and the AI driver just simply cannot compute the same detail of control it seems. Where in singleplayer its basicly like driving any other vehicle yourself - while on the dedicated they can only make 40+ degree turns - which makes it impossible to even stay on a simple road. Now, i fully understand that many people play this game for its realism - so do i - but the reason why i love this game is that it is first and foremost a sandbox, where you can form the game to fit your own needs and desires. My group is a MilSim group, but a casual one at that, and far from anything resembling "realsim". But that is our choice, and how we like to play Arma. We also only play vs AI's, having a Zeus controlling them for us during missions, which is set in an ongoing narrative and story which unfolds over several campaigns. Any reservations or opinions about the "overpoweredness" of being able to fill two roles of a tank as a single player is sort of void, because we're not looking at balance or pure realism in this sense - we're looking for a solution which enables more people of our group to have fun in our games (lets face it, if your stuck as the driver the entire game...you need to be a special kind of interested in driving, else it will be one long and boring mission, and we end up in a situation where "who needs to fall on the sword this mission to let everyone else have fun with a vehicle backing them up" kind of thing). For regular unarmored vehicles this is not going to be used, as those are for the most part just filling the role of transports - taking our players into the missions, being ditched at a safe place, upon where the mission begins. Often they need to go back to said vehicle to get out of the mission - but as said, im looking for this primarily to free up player slots from the most unpopular role to have in any mission where armored vehicles are going to be used - the driver seat. Im not looking for opinions, im looking for solutions, tips or tricks. Im glad BI has sorted this for singleplayer as such, but it seemingly does not work the same way on a dedicated server, which is what i need it to do. Thanks for any advice, help or solutions you may provide me with! //Ulfgaar
  16. Hello there! I'm working on a remake of the "East Wind" campaign where I replace every NATO unit with a Bundeswehr unit (BWMod). I'm currently working on the first mission of the campaign, now here's my problem: There's a game logic entity where MacKinnon's vehicle is supposed to lie on the side. I replaced the Hunter with an Eagle. Now when I'm starting the mission, the Eagle is stuck in the ground. Mods: BWMod Bundeswehr ReTex Pack CBA_A3 I'm not a programming god and I have no idea how to fix this issue! Any ideas? Thanks in advance! Images: Game Logic in editor: https://ibb.co/2YqB3Rm How it looks like in the mission: https://ibb.co/9y1k8wy Game logic code: https://ibb.co/YWs2tLc Vehicle code: https://ibb.co/PgFG74h PS: Sorry for my english skills...
  17. macross zero

    Respawn in vehicle?

    Hi, I'm new to Arma and I wanted to know how I can make a soldier revive in a vehicle, so when he dies he always relives in the vehicle (tank) I do not understand any of the scripts if they explain that I have to modify and where I place it examples _unit ay the unit that I want Reviva to that I mean. By the way I'm from another country and I do not understand English so I use the translator for everything Thank you.
  18. 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
  19. hi, Is there a way to determine the position of a vehicle by vehiclevarname? I work on a survival server and want to save the positions even if the vehicle is moved without a driver. Many Thanks.
  20. Hi Completely new to scripting, what i'm trying to do is set a trigger to perform a module its synced to when the player enters a vehicle. What I have done in the condition field of the trigger is... man1 in car1. Despite this however nothing still happens and I couldn't find much information in order to execute this properly. Is there anything missing I need to add or create an sqf file to perform this action? Thanks for reading.
  21. Hi guys, Ive been trying to get a few bar gates to open automatically when a vehicle enters a trigger area. I am trying to get the trigger to fire when ANY vehicle (land vehicle) is inside the area. I know I can do this by naming each vehicle but I would rather have a general solution that works for any vehicle that is occupied by a side AI and or Players alike. I have tried typeof and Iskindof but I think my syntax is wrong in each case. Thanks!
  22. Hi, I'm currently trying to get the "Role Description" attribute of a vehicle. Would like to get this value for a script, but as one of the comments on https://community.bistudio.com/wiki/roleDescription says: "roleDescription works for playableUnits only. [...]" Using it on a vehicle return an empty string. Is there any way to optain this value? Thx!
  23. Hi, since the update, the tracked vehicles are slipping and sliding all over the place far too excessively. This is true of all original Bohemia Arma 3 tracked vehicles on any map, including the original Arma 3 maps. Something to correct pretty quickly.
  24. Just like the title. I basically want to have two (or more) of the same vehicles to be one blue and one red. I know some basics on scripting but I could not find anything on how to go about this. I can only assume I make a solid red and solid blue .paa and fine some script to say "make color car1 "red.paa" or whatever. I appreciate any feedback or comments.
  25. Attention Arma modelling community! A strong proposed Arma 3 Creator DLC project with a mil-sim focus is seeking capable artists from within the Arma modding community: 1 character artist 1 building artist 1 vehicle artist 1 fx artist 1 terrain artist to join a large, friendly, professional team who have already delivered paid game content for the Arma series. Time commitment is 10-20hrs per week, for 10-15 months. Typical income $30k+++ and a fair risk/royalty share. Blender or Max / Substance Painter workflow demo required. Some coaching can be provided, if you're 90% there with skills. We're hoping to hire from within the Arma community, so if you're a capable artist and wondering if you can go professional, now is the time to make contact. 10 hours per week would be the minimum commitment. It may mean giving up your modding hobby, to spend time on this work (paid at the end of the project). If you already have a job, but feel your life isn't too busy, and you have spare time in the evenings /weekends to make the transition to professional developer, this would be the ideal project. Please pass this on to any talented people you know, who might be interested in this opportunity. Please send pm for details. cheers Rob Graham Savage Game Design Ltd. Discord: Rob (Eggbeast)#3291 Linked-in https://www.linkedin.com/in/rob-graham-3a807a10/
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