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Found 197 results

  1. hi, I want the player to be teleported to a MHQ. I'm hereby doing this: if (!isEngineOn westmhq1) then { player moveInCargo westmhq1; }else{ player setPos (westmhq1 getPos [10,10]); }; if (!isEngineOn westmhq1) then { player moveInCargo westmhq1; }else{ player setPos (westmhq1 getPos [10,10]); }; that works too. If the MHQ named westmhq1 is destroyed, spawns it again: _vehicle = _this select 0; _respawntime = _this select 1; _facingofvehicle = getDir _vehicle; _positionofvehicle = getPosATL _vehicle; _vehicletype = typeOf _vehicle; _name = vehicleVarName _vehicle; .... _vehicle = _vehicletype createVehicle _positionofvehicle; _vehicle setVehicleVarName _name; _vehicle setPosATL _positionofvehicle; _vehicle setDir _facingofvehicle; ... that works too. After respawning from westmhq1, the player is no longer teleported. No error message appears. Unfortunately, I do not understand why that is. Maybe someone can explain why the player is no longer teleported after respawn westmhq1. thanks..
  2. Actually, i would like to find a way ( script ) in order to transform any normal vehicle into a drone, drivable via a drone terminal as any drone ( Mq-12 Falcon, AR-2 Darter, etc... ) if indeed that is possible . . Plus, I read a topic about this : But I can't figure out how to do it properly . Is there someone can enlighten me on the subject, it will be so kind from you . Thanks in advance .
  3. Okay so i've been messing around with the HandleDamage EVH on vehicles using: this addEventHandler [ "HandleDamage", { ( _this#7 in [ "hitlfwheel", "hitlbwheel", "hitlmwheel", "hitlf2wheel", "hitrfwheel", "hitrbwheel", "hitrmwheel", "hitrf2wheel", "hitengine", "hitengine2", "HitEngine3", "hitfuel", "hitfuel2", "HitRGlass", "HitLGlass", "HitGlass1", "HitGlass2", "HitGlass3", "HitGlass4", "HitGlass5", "HitGlass6", "HitStarter1", "HitStarter2", "HitStarter3" ] ) } ]; this way it can only damage everything exept the HULL of the vehicle, and this works fine on every other vehicle exept the hatchback. I have no Idea if the hatchback uses different hit points but when ever the hatchback takes any damage from the code above, it just takes all four tires out. Please tell me if i'm missing any hit points and thanks in advance.
  4. 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.
  5. 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?
  6. 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.
  7. 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!!
  8. Date: August 8, 2036, 09:40 Place: Stratis island Situation: NATO forces displace the remaining enemy forces to the north and west coast of the island. It is necessary to carry out the last decisive attack until AAF and CSAT forces are entrenched in their positions. Features: Game Modes - Singleplayer, 3 Player CO-OP; Walkthrough duration - medium; Difficulty - medium; No required addons; Voice acting - no; Titers and descriptions - eng | rus; Arcade Mode - each player controls his own tank; Fast and fun gameplay scenario. Links: Steam Workshop MediaFire Armaholic
  9. 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!
  10. 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
  11. 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
  12. 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
  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. 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!
  15. 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!
  16. ==================================== 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
  17. 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
  18. 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
  19. 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!
  20. 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.
  21. 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!
  22. 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 ?
  23. 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!
  24. 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...
  25. 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.
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