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Found 197 results

  1. I need to force bout not to move because i am generating many boats and some of them just swim away. I have tried : doStop _veh; _veh forceSpeed 0; but both unsucesfull I found only one thing witch is preventing boat from moving: _veh enableSimulation false; but this makes player screen black and player is not able to leave the vehicle my fix with eventHandler was not working as well _veh addEventHandler ["GetIn",{ _veh enableSimulation true;}]; Looks like because Event GetIn is not working while : _enableSimulation false; Thx for any help
  2. Hey guys, Im having a strange problem with a mod im working on, see for yourself.... Thats the car without any damage Right here with some of the declared damage But instead of the windows disappearing they turn into this black mess.... dunno what to do, alredy searched through the whole model.cfg with 2 friends of mine, hope you guys may can help me
  3. I'm porting a mission from Arma 2 and have encountered an unusual problem. Player starts as cargo in an AI Humvee, but the vehicle does not move to its waypoint at the start, unless you get out and get back in again. I can't for the life of me figure it out. Vehicle is placed on the map in Eden with waypoints; it's a simple setup but something is obviously not right. I tried adding some waitUntil checks, but no dice. The game seems satisfied the player is in the vehicle but won't start moving unless the player gets out and in again. I tried setVelocity, engineon, the usual tricks to try and give him a shove, but same result. Vehicle spawns in with the player in there with his two squad mates but won't budge until I select get out and get back in, at which point it's fine. Works okay in ArmA 2.
  4. Hello. If we consider the upcoming update - DLC Tanks, then for me, creating the interiors (driver, commander, gunner) for armored vehicles - it would be the most welcome innovation for Arma3, which can be related to upcoming game update. Please Note. Today (v1.76) in Arma3, !only armored vehicles do not have interiors and this looks at least strange. Why such dislike for armored vehicles!? Why the player does have such a contrast in the simulation of controls of all vehicles and armor? I remember that OFP had interiors for armored vehicles and it was in 2001! I think in 2018, @BIS need to revive the old traditions, because any vehicle in Arma should have a interrior, then the player will have the same feeling from controlling all vehicles. In any case, equality it is a fair! I can imagine, that this is not a small amount of work, but such work, realy could raise the Arma3 gameplay to a new level! I want the users of Arma3 to express their thoughts about the interiors of armored vehicles, which are lacking in game. Subsequently, developers can consider this topic and draw useful conclusions. Welcome...
  5. Hello, Im currently in Beta phase and i release my Stretchlimo know. Test it and gimme feedback. Thx What i change in the future? -physx - Custom Gatling Gun Sounds and more Planning: Stretchlimo without Gatling Gun : -New Texture -New Wheels -Maybe Community wishes :P DOWNLOAD
  6. Heyho, Im Marshmallow and work on a Stretch-Limo for Arma 3. I have 1 Car Into Arma (Gurkha RPV) and this is only In A3s (Arma 3 Survival). This here is my next car and i think...thats cool. You can see, i make Screenshots and modelling all self. Maybe i make a non armed version....hmm.. More as maybe. Im Sure :P But i have not many time at the moment. I work on a big Project and i work and so. Pls be patient. You can see my Status in the Screenshots. ________________________________________________________________________ Moin, auf deutsch fasel ich jetzt hier nicht so lange rum. Ich Arbeite an einer Strech Limo mit einer Minigun. Im Prinzip ist es nicht so schwer, noch eine ohne bewaffnung zu machen. Nur momentan fehl mir die Zeit. Ich Arbeite an einem weiteren Projekt und hab auch noch andere dinge zu erledigen, daher bitte ich um verständnis :) Ich werde nach und nach weiter machen und bin mir ziemlich sicher, das es bald auch ingame sein wird. Greez Marshmallow You have a question? http://steamcommunity.com/profiles/76561197977337107/ Update 1: Update 2: Update 3: Update 4: (first test of Texturing) Update 5
  7. so i need help again with a retexture code because i thought i had the code right but apparently not so if you could help that would be great. enum { OrdinalEnum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class Iron_Skulls_PMC_Blackfoot { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class B_Heli_Attack_01_F; class Iron_Skulls_PMC_Blackfoot_Urban : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Urban"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_urban_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Desert : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Desert"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_desert_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Snow : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Snow"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_snow_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Woodland : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Woodland"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_woodland_co.paa"}; }; }; so if somthing needs to be change please tell me
  8. 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!
  9. 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)?
  10. Alleged Accomplice

    Vehicle Respawn module problems

    I make a scenario, I make sectors, I make vehicle respawn points and I hide the vehicles with the show hide module connected to the vehicles and the show hide modules hooked to triggers if the side that is supposed to have those vehicles loses that sector, works fine. Except if someone is in that vehicle when the side changes, it still hides, which hides the guy and he has to respawn. What I really need is a way to make the respawn module only active for those vehicles if that side still owns the sector. Do I put something in the init of the respawn module? If that what? This has to be done on several different vehicles and groups of vehicles in the scenario.
  11. It's pretty simple; i need the script to pause until all units from the group have mounted the vehicle. But for whatever reason the wait until command is firing too early; a good 5 seconds or more before units have boarded. Any able to tell me why or how to improve upon it? I should be able to work around it by just sleeping a certain amount of time, but it's frustrating. waitUntil { {((vehicle _x) == iran_mrap1)} forEach (units group_varza1); }; sleep 10; hint "MARK";
  12. 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.
  13. I need to blow up some tanks with rockets from a helicopter but the rockets are not strong enough. What is the best way to achieve this? The helicopter I am using does not incorporate the new payload-changing system.
  14. Hi, I'm updating my custom SAM (NASAMS) Launcher to the new sensor update from Jet DLC. I've a working SAM Launcher, sensors are doing its job except for a litlle issue. Which is the Right Display Manager Component isn't heading to the real direction of the turret azimut (but it's attached to, via "animDirection"), instead, it's heading to the opposite the turret is heading... Also, the poiting vector (the arrow inside the display) is pointing to the backward of the vehicle. Here is a short video: https://gyazo.com/dc8d800d44b355af29b7a0d85cd0211f All stuff is working right, like the spawn point, direction of the missile. I was wondering if it's something related to the config or the model itself. Here is the config: Any clue? Greetings.
  15. I have learned how to change weapon turrets and ammo on vehicles VIA inits, but can anyone tell me how to get the actual turret to be visible on the vehicle? As ridiculous as it sounds - I am trying to use twin 125mm cannons (and other weapons) from a Pawnee instead of the miniguns or DAR pods, and I would love to see them attached. Any help appreciated!
  16. Hi. I want to make a squad get out of a vehicle when a script is activated, and make them get back in when another one is activated. Is it possible to do without scripting, just with triggers init? The unload, load get out and get in waypoints dont seem to work... Btw the squad consists of players and AI. If that is not possible, can i make the passengers and cargo dudes eject? I googled a bit and found something that makes cargo eject but its a btr 80 which means that most people sit on top.
  17. 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)
  18. Ok guys so I have a blackfish named blackfish and inside this blackfish It's got an ATV in the back and I got a trigger set. So when this blackfish flies through the trigger it will eject the ATV as long as I am literally ON it. If I leave the vehicle empty the blackfish will not eject it. Inside the trigger activation : blackfish setVehicleCargo objNull; Anybody messed with this and managed to get it to drop empty vehicle cargo?
  19. 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 :)
  20. 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.
  21. Hi. How can I change a vehicle's variable when it's empty? (dynamically through the mission)
  22. 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.
  23. 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.
  24. 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
  25. 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.
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