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Found 165 results

  1. 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.
  2. Hello, I primarily do scripting and map work but recently wanted to try to make a vehicle. I have a vehicle in game and working, only problem is the vehicle will only go 42 km/h on all maps except the VR map. I know that it has something to do with the ground material but i'm not sure what to change since this is not my area. I tried to look up the problem but found a bunch of unrelated problems. Thanks for any help I can get. EDIT: I'm a idiot I knew that terrainCoef would change its interaction with the ground but for some reason I didn't think to edit it.
  3. Edit: Nvm close this please. i just fixed the dedicated server issue (forgot to do an isDedicated check) so now putting the script in the vehicle init isn't required. Hey guys, i've been away from the ArmA scene for a while but it's all coming back pretty quick. I feel like ArmA is lying to me; in the init of a vehicle i have the following: nul = [this] execVM "scripts\mhq\respawnmhq.sqf"; and the first two lines of respawnmhq.sqf are: _mhqveh = _this select 0; _vehiclepos = getPos _mhqveh; So then when i launch the mission to test in the editor it has the gall to say respawnmhq.sqf has an: "Error getpos: Type Array, expected Object,Location". Correct me if I'm wrong, but there is no damn array in there right? [this] is an array with a single item from what i know but it's in the vehicle init not the script, _mhqveh is defined as the 'this' from within the array so is that causing it to think _mhqveh is an array? If so is there another way to execVM that script from the vehicle init? I'm doing this to avoid putting this script in the Init.sqf because really it doesn't need to go in there and if i do that it activates twice on dedicated servers but that's another issue entirely (which I'm pretending doesn't happen).
  4. Hello everyone. I am trying to make a Multiplayer mission where people have to get teleported into a vehicle. I got a Blackfish called "unit1" flying, and I want every player in the server to be teleported into that vehicle. I have tried many different command but nothing seems to work. I thought "moveInCargo" should work, but that only works on local units, not remote units. Things that I tried: {_x action ["getInCargo", unit1]} foreach allPlayers Player1 moveInCargo [unit1, 1]; Player2 moveInCargo [unit1, 2]; Player3 moveInCargo [unit1, 3]; Player4 moveInCargo [unit1, 4]; Player5 moveInCargo [unit1, 5]; Player6 moveInCargo [unit1, 6]; Whatever I try, only me (The host) gets teleported into the vehicle. Other players don't. Does someone know how to make this work?
  5. hello how are you guys i tried to convert skech up to p3d but i failed and come objective http://prntscr.com/eyxhid that car i need to convert it to vehicle in arma 3 how can i do this thx for help your sincelry ys2
  6. I'm trying to get a vehicle that has three objects attached to it to respawn with the objects attached to it. In this case its a UGV Stomper that has an ammo crate and two fuel pods attached with the attachto command. I have the drone synced to a vehicle spawn point and it respawns correctly. The objects that are attached do NOT respawn at all even after syncing them to the vehicle respawn point. So, how do I get those objects to respawn and reattach themselves to the drone after the drone is destroyed and respawns?
  7. class textureSources { class LOGISTIC { displayName="LOGISTIC"; author="BSherb"; textures[]= { "LogisticChinook\skins\Heli_Transport_03_VSS.paa", "LogisticChinook\skins\Heli_Transport2_03_VSS.paa", "LogisticChinook\skins\Heli_Transport3_03_VSS_Glass.paa" }; factions[]= { "BLU_F" }; }; }; So, in this case, I'm trying to replace the glass with a specific texture I have devised. However, nothing changes at all. Not even a different texture that I didn't mean to change. Instead, it seems to ignore the glass and only do the regular exterior of the Huron. Am I putting my textures in the wrong order, am I missing something crucial that prevents certain changes? (If there is a specific order things need to be in where can I find said order?)
  8. Brian Sherbino

    Texture Modding Addon

    I'll try to be as simple as possible. Without having to completely remodel the chinook from in game, I'd like to be able to add another variant that is re-skinned as a new vehicle (or at least acts like a separate vehicle, and not a skin added through the mission file). I've managed to get all of the .paa files edited to my liking, as well as a basemod that currently houses my communities content. However, I have no clue how to implement the new skins into the mod so that Arma 3 will recognize said files, and create a new vehicle within Zeus/3den. So, clarification recap: Just a vehicle skin addition On a separate vehicle with a new name
  9. Version: 1.1 Description: This addon adds a retextured A3 Vanilla Offroader. It also comes with some extra Customizations like the Police Beacons, Afghan Police Siren and an Roll Dumper at the rear. Model is made by Bohemia Interactive, only the exterior texture, the siren and config is mine. Download: Steam Workshop: steamcommunity.com/sharedfiles/filedetails/?id=692870391 Armaholic: http://www.armaholic.com/page.php?id=31265 Feel free to post your Feedback and further ideas for this mod!
  10. Hey everyone, I was wondering if someone could help me develop a script that would allow blufor units to only be able to enter Blufor vehicles as well as Opfor only being able to enter Opfor vehicles. I would need an array to be specific to what vehicles I would allow units to enter. I do not want the unit to be killed, just kicked out of the vehicle. Thanks, Kdubyadog556
  11. So your typical Arma3 tank, apc has some predefined stuff in it for infantry. A couple of rifles, some ammo, smoke grenades etc. You can customize it. What you want in cargo depends on your mission and I realize this is the case in real life, so there is no ultimate cargo or maybe even typical cargo. I am still curious though, about what real missions take on in their vehicles. There are probably some guidelines, even if its only the financial cost of extra things you want to take, or the physical capacity or weight and size that play a role. - For instance, in many Arma missions, there are some spare rifles stowed in vehicles. Is this realistic? Is this standard? are rifles considered cheap or expensive? - I usually chuck some extra ammo and grenades in the vehicles if the mission allows that. How is that in real missions? Is it normal to have 20 extra mags on a patrol vehicle? or a 100? Are grenades important to have lots of extras? What kind of formula's are used to calculate vehicle cargo supplies? Who decides? If you have a squad on a vehicle, would you want to double the load they have on their bodies with the cargo? multiply it by a factor of days on mission and expected ammo use? Does anyone ever take a bow and arrow on a mission in the cargo? (this is the most important question) I know that real-life military personnel regularly enlightens the Arma community on issues of realism, so I would be very happy if some could give pointers to take into account for creating Arma missions, or even just an interesting comparison between the game and RL.
  12. mathias_eichinger

    Tanoa Infantry Unit

    Hi gentlemen, Tanoa just got another addition: The Tanoa Infantry Unit Author: mathias1978 Author Website: http://mathias1978.deviantart.com/ Requirements: Official APEX expansion: https://arma3.com/apex Version: 1.0 Signed: No Short description: This mod adds just some basic Tanona infantry grunts in a self made camo pattern and an armored APC to ride around before going for a hump in the jungle. Units can be found under BLUFOR-->Tanoa Infantry Unit-->Men. The APC can bei found under BLUFOR-->Tanoa Infantry Unit -->Cars, and there is a full squad also available under "Tanoa Infantry Unit" when you hit the "Groups" tab (F2) Changelog: v1.0 first release. Credits: BI Studios for a game series that lets me be creative since 2005, having fun since 2001. R0adki11 for continous support and advice. IndeedPete for handy retexture templates. Armaholic Download, thanks to Foxhound: http://www.armaholic.com/page.php?id=32499 Steam Subscription: http://steamcommunity.com/sharedfiles/filedetails/?id=883058944
  13. Hi everybody, I'm trying to spawn a vehicle with crew via script and add one or more waypoionts to it. eerything works fine if the spawnd unit is an infantry group. But if the group contains a vehicle it dosen't work. After searching the net for a solution I found dozends of topics bout it. But they all didn't help me with my problem. Here is the script I use: --------------------------------------------------------------------------------------------------------------------------- if(!isServer)exitWith{}; G001 = createGroup east; _veh = createVehicle ["CUP_O_BMP_HQ_RU",getMarkerPos "X1",[],0,"NONE"]; [ _veh, [ ["CUP_O_RU_Soldier_VDV_EMR","driver"] ] ] call BIS_fnc_initVehicleCrew; WP001 = G001 addWaypoint [getMarkerPos "X1a", 0]; WP001 setWaypointType "MOVE"; WP001 setWaypointSpeed "LIMITED"; WP001 setWaypointBehaviour "SAFE"; ------------------------------------------------------------------------------------------------------------------------------ The vehicle spawns after I have activated the script, but the unit doesen't care about the waypoint. I'm pretty shure I have forgotten something, but I really don't know what. Maybe one of you can help me with that. Thanks for helping me Greetz Joa
  14. Hi. I am spawning a jet via trigger by using this: _vehicleObject = "B_Plane_CAS_01_F" createVehicle (getMarkerPos "marker_spawn_A10");, but its always pointing towards 180. I want it to look towards 270 or so... you get it. Can anyone help me please? I know this is pretty basic and there is a thread covering this somewhere probably... couldnt find it though.
  15. Looking for someone who would be able to make a textures for my vehicle from mod that im currently working on. I can provide you with the UV maps. I cannot offer any money but i can write you as a co-author of the mod. If someone is interested contact me here in the coments or write me a private message.
  16. Hello all. I'm trying to set up a simple Zeus template mission using the Nimitz as a base. I'm having issues with player and vehicle respawn. Player Respawn: I'm using the respawn module and have set the following parameters. My problem is players respawn under the carrier at ocean level. If I sync the players to the respawn module, they respawn where they die despite having the "respawn on custom position" selected. I've also tried setting an invisible heli pad as a respawn point but to no avail. What am I doing wrong? Vehicle Respawn: Vehicles respawn on their original position as they are supposed to however they start with their engine on as if I spawned them in the air even thought they are empty. Settings and screencap of the problem below. Any help is appreciated. Thanks. :)
  17. Hi all. I'm a total noob to Arma scripting (or scripting at all). I've read some tutorials, but still, nothing better than expirience. But, back to the point. I've been creating a MULTIPLAYER mission with Mobile HQ. I've done some testing with my friends, and generally most of things work, but there's this one issue I can't solve. Here's the code of the script I'm going to reference (the file name is mhq1.sqf and it is executed by execVM in init.sqf): MHQ1 is obviously a name of a marker I have set. mhq1 is the variable, name of object - SUV I have spawned in the editor. mhq1SpawnMarker is another marker I've put down in the base. The marker moving works fine. Now, when I am alone on the server and destroy the MHQ only one MHQ respawns. But then, when a friend of mine joins and we do the same, 2 of them spawn. If another friend join there are 3 vehicles spawning and so on. I've tried multiple variations of this code, including using remoteExec function, but no luck. I can't understand what's the issue, why this isn't working. I am aware that I could use a ready script from the net, but I'd like to learn scripting the way I'm doing it now instead of using other's work. Anyway, thans in advance for helping me out.
  18. Hi, i want to find out vehicle weapon/magazine classnames in order to be able to change the armament of them. As far as i remember there was some kind of command for that, but i am not sure... And no, i cant use the wiki because i am talking about modded content.
  19. Hello! I've scoured the animation sources for each of the vehicles that had some sort of door opening or closing mechanism. so i decided to add actions to them I'm not perfect at this, and I don't know if I should've done this differently. Hopefully however, this may be cool to someone else animateVehicles.sqf some of the condition fields broke on some vehicles, so for some vehicles there may be all the actions listed all at once. if someone could help me out with that, that'd be cool. Thanks.
  20. Having a problem - When using the Remote Control feature while I am Zeus - to take over the driver of a vehicle, I cannot turn the headlights off and on. In fact Remote Controlling any bot on the map and getting into the car, "L" does not - the headlights stay off (or on, if forced on). When I jump in as the Zeus unit himself, its fine. But those under his control cannot. Please fix this! Means a Zeus controlled unit cannot get into a vehicle at night and then turn the lights on!
  21. INTEGER DEVOURER PRESENTS VERSION: 0.10 – WHAT TOOK SO LONG EDITION OVERVIEW BATTLE CARS is a 16 player Deathmatch that focuses on vehicular combat with unarmed vehicles. Players choose one of several spawn points, jump into a car and find a weapon. Weapons are randomly acquired by driving over floating orbs scattered around the playing area. Perfect for people yearning for some less than serious fun in the spirit of Twisted Metal/Interstate 76/Vigilante 8. Get it now on: STEAM WORKSHOP ARMAHOLIC FEATURES VEHICULAR COMBAT with your favorite Sport Vehicles! TURBO BOOST your way around the battlefield!*Special thanks to ProGamer: http://www.armaholic.com/page.php?id=24049*We are not responsible for any deaths caused by flying cars 11 RANDOMIZED WEAPONS of varying degrees of usefulness!Titans/Mortars will probably kill you more than your enemies. SPECIAL POWERS New power: UAV Bomber VEHICLE SPAWNER at the central spawn point!Special thanks to Tonic: http://www.armaholic.com/page.php?id=23020 PROTECTED SPAWNS to save you from dying immediately!Protected from shots/explosions, but not being run over VEHICLE HOP/FLIP ​Base flip script is in; only works on totally flipped cars. Special thanks to Iceman77: https://forums.bistudio.com/topic/157916-vehicle-flip-script-to-share/ MISSION PARAMETERS to customize your experience!WOW! BUGS, ERRORS, AND MORE! Experience the pains and struggles of a novice mission maker! COMING SOON ADJUSTABLE VEHICLE TURRETSOnce I figure out how to edit that IMPROVED VEHICLE HEALTH/ARMORSee Above VISIBLE WEAPONS ON VEHICLESee above MORE LOCATIONS!Kavala? Who knows! A HUD NON-COPYRIGHT SOUND EFFECTSPlaceholder sound effectsWeapon Pickups: Metal Slug series Invulnerability Powerup: Super Mario Brothers Nothing Powerup: Willy Wonka and The Chocolate Factory KABOOM! Powerup: The Price is Right Lightning Storm Powerup: Dragonforce - Fury of the Storm Time Freeze Powerup: Jojo's Bizarre Adventure BALANCING! PROPER SCORING SYSTEM TEAMS BETTER CLEAN UP SCRIPT MORE RAMPS CURRENTLY KNOWN BUGS/ISSUES Driving over the BONUS ORBS sometimes does not trigger the script.Depends on speed and position of vehicle. May have to extend the size of the trigger Hints show for all players Possible mismatch between sound played and item received for other players? Random inconsistent local variable errors!
  22. How do i make wrecks dissapear after say 1 minute, like in King of the Hill?
  23. Hello, I'm trying to make animation for dead driver, but it doesn't works. I mean dead animation works when I use switchmove, but it doesn't switch when driver dies.. Here is my config: class CfgMovesBasic { class DefaultDie; class manActions { JPdriver= "JPdriver"; KIA_JPdriver="KIA_JPdriver"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { skeletonName = "OFP2_ManSkeleton"; gestures = "CfgGesturesMale"; class states { class crew; class JPdriver: crew { file = "\Jetpack\data\anims\JPdriver.rtm"; interpolateTo[] = {"KIA_JPdriver",1}; die= "KIA_JPdriver"; }; class KIA_JPdriver: DefaultDie { file="\Jetpack\data\anims\KIA_JPdriver.rtm"; actions = "DeadActions"; speed = 0.5; looped = "false"; terminal = "true"; }; }; }; I know there is ejectdead, but I want driver to stay in vehicle. Also tried with die="KIA_JPdriver" and die = "DeadState", but both failed. Is it something with my animation that should be added or just Arma 3 fault? I've idea how to fix it with simple script, but I'd like to try something "clean" first if it is possible :(
  24. Hello, In the mission I am currently working on I need the ability to spawn pre-defined units via their string name, to a vehicle defined by either it's editor given variable name, or it's string name. Preferably the vehicles variable name. Then, I'm going to call the script via a trigger that is triggered via the Radio menu. As well as if it is possible, I'd like to then have another script that does the opposite, and de-spawns them, and will be called the same way via a trigger, and they will be On-Off options. Oh and yes, text via side to say that it has been toggled on or off! Any info is much appreciated, as I don't even know were to start. PS: As well as could you explain how to do the same for objects if there is a difference? I could put this information to good use to put the USS Nimitz On station and Off station.
  25. scotg

    LM002 Mod

    Update 19August2016: Ready to prep for an initial release. I've tested the vehicle in the Editor and Virtual Garage. It has come along nicely: Suspension is working. Lights are great. Shadows look nice. LODs transition really well. 8 randomized colors. There are some minor adjustments needed: Instruments aren't aligned to actual value, especially the speedo. No firegeom LOD. Using a stock Driver animation, so hands and feet are a little off. Could benefit from a little more texture detail. I'd like to eventually implement a few more extra details - like door animations and whatnot. No passenger positions in truck bed, yet. Apart from the few known issues it's good for an initial release if people want to start playing with it, so what's my next step to release it? I know it's not protected, so what files do I need to create, and how do I do that? Any help, guidance, encouragement is much appreciated! Update 20July2016: Most major issues are reasonably resolved, although things are far from perfect. Currently, the movement and animations of the vehicle are more refined - not at all to a match with real life performance, but at least giving a better illusion that this is a functional vehicle. The textures are getting better - more detailed and less texelized (patches of 4 pixels blocking together after optimizing). The lights function well, and I dare say the exterior lights look far better than the vanilla vehicles' lights (except where there is over-exposure on the grille from the two headlights merging). The suspension and steering could be better, but they function well. I need to tighten the turn radius of the whole LM002, but also lessen the turn angle of the individual steer wheels. For suspension there are a few things that I'd really love to accomplish... The named selections for all the suspension functions are named correctly, and the tire sizes match so that the tires are not floating/sinking. I've assigned certain suspension pieces such that there *sort of* an appearance of working parts, but really they are just flexing and stretching - something that rigid mechanical parts don't usually do. If you're focused on the game and not looking too hard, it'll be fine for peripheral animation. Should there ever be a raised suspension version of this vehicle (or any other vehicle), then this method would be far more noticeable. I still wonder if there is another way... Here is the same initial YouTube video going over the old problems, most of which have been resolved: LM002 WIP Meanwhile, here's a preview pic in-game: