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Found 109 results

  1. Hello! First | The basic premise of what I am attempting to do is two-fold. A) respawn existing vehicles (of different types - i.e. some jets, some helicopters, some ground vehicles), with the same custom pylons - for the jets/helis - set by the pylon/dynamic loadout editor in 3den. This part works fine thus far (see below). And B) apply unlimited ammo on a delay (i.e. it takes 45 seconds for the ammo to restore) to both the original vehicle and its respawned clone. The main trouble I am having is getting unlimited ammo to work with the new, respawned vehicles. Second | A code dump and summary of what is where: The code below is my unlimited ammo expression in the existing F/A-181 (and other vehicles). Ideally, the missiles & bombs refresh on a delay, hence the {sleep 45} segment. This part works perfectly for my purposes. this addEventHandler ["Fired",{[_this select 0,getNumber (configFile/"CfgAmmo"/(_this select 4)/"explosive")] spawn {if (_this select 1==1) then {sleep 45};_this select 0 setVehicleAmmo 1}}]; This code is present in the expression of a Game Logic and synced to all relevant air vehicles. It works perfectly for my purposes; no errors and functions as intended. [this] call { if (!isServer) exitWith {}; params ["_thisObject"]; _vehs = synchronizedObjects _thisObject; _initScript = { params ["_vehicle", ["_pylons", "none"]]; if (typeName _pylons == typeName []) then { private _pylonPaths = (configProperties [configFile >> "CfgVehicles" >> typeOf _vehicle >> "Components" >> "TransportPylonsComponent" >> "Pylons", "isClass _x"]) apply { getArray (_x >> "turret") }; { _vehicle removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach getPylonMagazines _vehicle; { _vehicle setPylonLoadout [_forEachIndex + 1, _x, true, _pylonPaths select _forEachIndex] } forEach _pylons; }; }; { [_x] call _initScript; } forEach _vehs; [_vehs, _initScript] spawn { params ["_vehs", "_initScript"]; sleep 1; _respawnlist = []; { _respawnlist = _respawnlist + [[_x, position _x, [vectorDir _x, vectorUp _x], getPylonMagazines _x]] } forEach _vehs; while { true } do { sleep 1; { _veh = _x # 0; _respawnpos = _x # 1; _playerdistance = 200; { if (_veh distance _x < _playerdistance) then { _playerdistance = _veh distance _x }; } forEach allPlayers; if (!alive _veh || (_veh distance _respawnpos > 20 && _playerdistance > 20)) then { _vehType = typeOf _veh; [_veh, _respawnlist] spawn { params ["_veh", "_respawnlist"]; deleteVehicleCrew _veh; _veh lock true; _inSpawn = false; waitUntil { sleep 0.5; _inSpawn = false; { _respawnpos = _x # 1; if ((_veh distance _respawnpos) < 30) exitWith { _inSpawn = true; }; } forEach _respawnlist; _inSpawn || ((speed _veh == 0) && (isTouchingGround _veh)); }; if (!_inSpawn) then { sleep 30 }; deleteVehicle _veh; }; sleep 10; _newveh = _vehType createVehicle _respawnpos; _newveh setPos _respawnpos; _newveh setVectorDirAndUp (_x # 2);[_newveh, _x # 3] call _initScript; _respawnlist set [_forEachIndex, [_newveh, _respawnpos, _x # 2, _x # 3]]; }; } forEach _respawnlist; }; }; }; This is the current code present in the "System Specific - Vehicle Respawn" Module expression (not its Init). It does not work at all. params ["_newVeh", "_oldVeh"]; [_newVeh addEventHandler ["Fired", { [_newVeh select 0, getNumber (configFile/"CfgAmmo"/(_newVeh select 4)/"explosive")] spawn { if (_newVeh select 1 >= 0) then { sleep 5 }; _newVeh select 0 setVehicleAmmo 1 } }]] call BIS_fnc_initVehicle; The Vehicle Respawn Module: It throws the no errors upon mission launch and no errors upon vehicle respawn. My friends and I suspect it is not even executing properly. Here are a few screencaps of the 3den editor of the scene in question if it helps you: // Overview of the whole airfield. The Vehicle Respawn Module on the Right by the center of the airfiled is exlusively linked to ground vehicles. It respawns the vehicles fine but without the unlimited ammo. // The test F/A-181. // The Game Logic. // My two primary test subjects (Left is experimental; Right is the control). As you can see, the left F/A-181 is the primary test subject for the Vehicle Respawn Module, as it is synced to both the Vehicle Respawn and the Game Logic. The right F/A-181 (and all other air vehicles) is synced only to the Game Logic. Both jets initially spawn with the proper pylons/dynamic loadouts and unlimited ammo, as expected vis-a-vis the 3den editor settings. Both jets respawn with the proper pylons/dynamic loadouts. Neither jet respawns with unlimited ammo, currently. I feel close to solving this, but I am blind to what I am missing/adding unnecessarily. I have tried numerous other variations with even less luck. I am sure there is some redundancy between the Vehicle Respawn Module and the game logic, and I would appreciate any simplifications there. However, that is a secondary concern. Thanks for reading this far! Hopefully, you can help me and anyone else who wants to do this.
  2. Hey all, I have recently started using choppers and planes using my mouse in keyboard. However, since I use "mouse up", "down" etc. both for the "Look" and "Aim" controls, I am basically unable to properly fly any vehicle without first deleting all the Aim controls first. This in turn leads to a bug (?) that makes my character look around even though I am in another menu (like my inventory, a map, gimbal camera etc.), which tends to very quickly become annoying, as well as disorienting when flying. I use the helicopter control scheme used by CallMehTommeh in this video If any more info on my control scheme or setup are required, I would be happy to provide. The goal is to have a controllable aircraft scheme without having by character spaz out while in a menu Cheers!
  3. Hey there, I am looking for a simple way to stop the player (in the gunner's position) from giving orders to an AI driver when pressing the WASD keys (the good old "forward", "left" etc.) I have created a simple convoy mission, everything works fine (the vehicles follow each other, stay where they are meant to stay, stop at the correct place etc.), but pressing one of the aforementioned keys immediately switches the control of the vehicle to the player in the gunner position, the AI driver completely stops following the vehicle in front and the whole mission is thrown off. I have tried googling it but the solutions either did not work (like giving the AI a higher rank than the player) or were completely incomprehensible for a newbie like me. Unfortunately, just not pressing the WASD keys is not a solution as I play with people who think it is hilarious to always ram other vehicles like it's top gear. Any help would be appreciated. TL;DR : need help stopping the player in the gunner position from commandeering a vehicle driven by an AI
  4. AreJayEm

    Vehicle follow problem

    I'm creating a scenario in the Western Sahara DLC Sefrou-Ramal map. I've placed a 6-man squad and 2 vehicles, then removed the pre-populated crew from the vehicles and added my squad in, 3 men in each vehicle. I've set the player character to be the driver of vehicle 1 and I want vehicle 2 to follow me wherever I drive to. Despite the fact that all members of the squad would follow the player character if the squad was on foot, this does not translate when you place them in a vehicle. Presumably there is a sequence of things to do to achieve this but all I've read so far has ended in failure ☹️ Please can someone help! Thanks in advance
  5. all vehicles are glitching into the ground slightly. can watch a vics bottom part of tracks disappear into the ground and then pop back up over and over again. when the track glitches into ground you are not able to get in it until it pops back up above the ground. after a while the vehicles are all damaged .
  6. Since the T-100x dropped, I wanted to see if I could take the charging along with the railgun onto a plane to use as an EML like in Ace Combat. I'm pretty new to modding and scripting, so as of now, im just trying to copy and paste the Futura's config into the aircraft's. Right now, i have the weapon classes, but not the charging mechanic
  7. Hi, I'm changing the player's vehicle with a script, and I want the turret of the new vehicle to face the same way as the old one did. Before changing the vehicle, I'm getting the old turret's aiming position with this: _turretDirection = eyePos vehicle _x; And to make the new turret rotate I tried this : _veh unitTurret(_x) lookAt _turretDirection; and this: _x lookAt _turretDirection; but it doesn't work.
  8. Hello. I've had a problem with many vehicles lately. The AI is not shooting vehicles that are marked as "MRAP". I should mention that the AIs with a rocket launcher or an AT can and will shoot at the intended vehicle. The other AIs are literally ignoring the vehicle and just going away even when the gunner is shooting at them. I've already seen a couple people with this problem on MRAPs, and I can fully understand that the AI is programmed to consider a vehicle too strong for them to shoot at it, BUT I have a mod, that's called "Pedagne Mod" (it's an Italian mod that ads a lot of Italian vehicles) and there are vehicles that are certainly not too strong. The Italian army uses the VTML Lince a lot, and that's why I want to use it too. I invite you to see an image of the Lince on Google so that you can get an idea of what I'm talking about. I'm not using any kind of AI mod. Only LAMBS sometimes. I've tried searching the config.ccp file in the Lince but I couldn't find anything relevant. Please help, I'm literally going crazy.
  9. Wickedsick-d9d5dcd406895451

    Vehicle Disappearing On Play

    Hello, I've been working on creating a new vehicle and following the https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation tutorial. The car has been working fine with everything until I got to the setting up the differentials section. As soon as I add torque to the differentials, my car will disappear when I test. But if I remove the differential value and set it back to 0.00 it appears. Any ideas? Thanks in advance.
  10. EDITED on Oct 13th, 2022: Folks, here is the best solution I have developed to rearm ground vehicles (works fine with nautical too but not really reliable with air vehicles, mainly from RHS, CUP, etc), so feel free to check the code and point fixes, changes, improvements. THY_VO_functions.hpp fn_VO_parameters.sqf fn_VO_globalFunctions.sqf fn_VO_coreGrd.sqf Download the current solution: https://drive.google.com/file/d/1Ls2ZYb3ibb8mRZYJ7u4p_KBZwwGt04Hx/view?usp=sharing
  11. Hi Guys, Background I want a simple script that spawns certain random vehicles from a pool at random intervals and attacks a random player. Here using the example of helicopters, the whole thing will follow later for jets, ground vehicles, etc. Distances and timings are greatly reduced for testing. Choice of Randomplayer is double made because of testings. Observation The script starts as expected, but when the helis reach the AO over Player they don't really attack with main or ship guns. Rarely a short salvo but no real attack. Trials doFire normally lets AI auto-aim, so I've tried without doTarget as well. But same result. If I read the table at the bottom of the BI Wiki, (Link: https://community.bistudio.com/wiki/fireAtTarget) fireAtTarget could be a solution.# What I wanted to avoid was spwawing AI, forming groups, occupying a vehicle and then acting via waypoints. Since I would like to send random vehicles from a larger pool and that would make things very extensive. Script My Question Do you have any tips and recommendations that could help me with my desired scenario goal of dealing with the AI? Am I on the right track or should I solve it completely differently? Thanks for your support.
  12. Feedback Tracker Ticket https://feedback.bistudio.com/T166919 - BTR is missing viewport functionallity from previous games dating back to OFP (Hoping just an in-work technical issue) - BTR commander periscope is non-functional - Pressing "Right Click" would focus players view on the viewport and zoom it in to fullscreen (same as all previous ArmA tittles) - Using "ScrollWheel" while "Focused" on a viewport/optic would cycle forward and back through avaiable view ports / gunner / commander optics similar to Enlisted or Red Orchestra 2 - Bonus: smooth animated transitions between viewports / optics (see Enlisted / RO2) - Thank you for reading!
  13. Feedback Tracker Ticket https://feedback.bistudio.com/T166918 - Feature is present in all previous titles since OFP - Opening the front hatch on the BTR-80 is great however limits visibility a lot - Press "Stance Adjust key" AKA "Left Ctrl + Scrollwheel" to turn In or out for Driver, Commander, and the x2 rear passenger hatches - Huge QOL and Situational Awareness improvement for First Person Driving - Huge Situational Awareness improvement for Commander and rear passengers - Would be applicable to future vehicles aswell such as LAV-25, BRDM-2 - BONUS: ability for commander to use binoculars while turned-out on the last "Left Ctrl + Mouse Wheel Up" step - Thank you for reading!
  14. Feedback Tracker Ticket https://feedback.bistudio.com/T166917 - Please add basic interactables and basic idle passenger pose - Not asking for get in / out animations (Although would be great if enough resources in the future / Arma 4) - Not asking for ability to fire from vehicles (Although would be great if enough resources in the future / Arma 4) - Most mods have this for Arma 3 (RHS / CUP), SOG Prarie Fire DLC - It was and still is Soviet / Eastern European common operating procedures - If playing first person only, a lot more visibility and fun to BTR passengers - It is in the main menu and steam banner - If not for Reforger please consider for ArmA 4 - Thank you for reading!
  15. Feedback Tracker Ticket https://feedback.bistudio.com/T166916 Currently if the vehicle is parked between two buildings cannot get in or out as it shows them as obstructed, which is realistic behaviour, however the additional top entry points are not accesible in-game Please add interactables to the top of the BTR-80 hatches to get in / get out from the top of the vehicle after climbing on it same as the Hummve Gunner Position - Driver - Commander - Passenger - Passenger Not asking for any animations to hatches or character, just basic functionallity, although proper animations would be a welcomed addition later down the line - Thank you for reading!
  16. Feedback Tracker Ticket https://feedback.bistudio.com/T166809 - Please bring back the previous Arma series behaviour of vehicle occupants staying inside vehicles when killed and the vehicle is not completely destroyed - If a ragdoll is inside of the vehicle slot add an option to "REMOVE OCCUPANT" without getting into that seat Thank you for reading!
  17. Feedback Tracker Ticket https://feedback.bistudio.com/T166736 The new physics based driving is awesome, kudos to the team for such a great job, however it brings some quirks with it There are already a couple of mods that adress this, however non of them are run on official servers I think most of us have experianced this scenario playing Conflict, speeding across a road/field in a Jeep or a UAZ, hitting a small rock/pothole and subsequently being in a crash with the vehicle ending up upside-down leaving 4-5 players stranded in the middle of nowhere, kilometers away from the nearest vehicle depot, left with no options but to respawn or having to run for 15 minutes. And how many times has the team lost its MHQ respawn truck with it being flipped over in the middle of nowhere, driver respawning, leaving the team at a disadvantage because of this. Here is an example: Proposal is something like this, to make it a bit realistic and add a teamwork aspect to recovering flipped vehicles, that way we can radio for help if there are not enough players. - Server side setting for how many players/AI required in the viscinity to flip a vehicle based on players per vehicle metric ton (1000kg) rounded to the nearest ton (For example 1 player/AI per ton [1000kg]) - Max cap of players/AI required (lets say 5) for heavy vehicles such as Trucks and BTR, etc for example: Jeep: 1100kg / 1000kg = 1.1 ton => round = 1 * (1 players/ton) = 1 player < 5 players max setting, 1 player required Hummvee: 2400kg / 1000kg = 2.4 ton => round = 2 * (1 players/ton) = 2 players < 5 players max setting, 2 players required UAZ: 1700kg / 1000kg = 1.7 ton => round = 2 * (1 players/ton) = 2 players < 5 players max setting, 2 players required 5 Ton: 9990kg / 1000kg = 10 ton => round = 10 * (1 players/ton) = 10 players > 5 players max setting, 5 players required BTR: 11500kg /1000kg = 11.5 ton => round = 12 * (1 players/ton) = 12 players > 5 players max setting, 5 players required Interactable UI Element that would be greyed out if not enough players for example: UNFLIP [3/5] Ofcourse with server side or mission difficulty setting this can be tunned (# players/ton, max players) to adjust to taste - Thank you for reading!
  18. Feedback Tracker Ticket https://feedback.bistudio.com/T166734 After about 50 hours playing Conflict and Game Master with some convoy missions there is no way to keep an engine running when exiting the drivers seat except to switch to passenger seat before leaving the vehicle. - When exiting the drivers seat the engine should not automatically turn off - When driver is killed the engine should not automatically turn off - Under-fire the extra few seconds of engine start combined with Entry animation really matters and often makes the difference between getting away or getting headshotted while trying to start the engine. - This is problematic because it does not give player the flexibility to keep engine running if that is players intent. - It is easy enough to Tap "R" before Tapping "X" to leave the vehicle with engine off if that is players intent. - This small detail makes vehicle gameplay more immersive. - Please at least make it an option configurable in the Settings menu for Reforger / Arma 4. -Thank you for reading!
  19. Feedback Tracker Ticket https://feedback.bistudio.com/T166670 This has always been a gripe of mine since the original OFP, Arma 1, Arma 2 and Arma 3, although there are a lot of mods such as RHS that fix this, this also can be seen in the SOG DLC's M113's. If a player is a gunner in an open turret vehicle, usually always is a "One burst Johnny", especially in pvp modes where life expectancy of gunners in open-top vehicles is a few seconds at most. Once rounds start cracking overhead there are no options to take cover, or even to brake line of sight other than scurrying to switch to an open seat or bail from the vehicle. Suggestion is while in the gunners seat pressing the "Crouch button" or "Stance Adjust + Mousewheel down", player would let go of the weapon and tuck inside the vehicle. Stance adjust would be ideal as players could just peek over the top of the hull to figure out where the fire is coming from before jumping back on the gun, with the lowest value of stance adjust having the character completely covered inside the vehicle. Really hope this makes it into vanilla Arma games in the future. -Thank you for reading
  20. Hi there, Vehicles Overhauling (VO) is a system of repairing, refueling, and rearming vehicles by proximity and with any asset of your choice. Also, the services are divided by doctrine: Ground, Air, and Nautical. Each doctrine and even service is easily turned Off or On, according to the editor's needs. If needed, the editor can allow repairing just for ground vehicles while unavailable for air ones, for example. Triggering or code via Eden Editor is needless. VO is configured through only one file, prioritizing implementation simplicity and quick change management that the mission editor might want. How to install / Documentation: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script/blob/main/vehicles-overhauling.VR/vehiclesOverhauling/_VO_Script_Documentation.pdf What to expect from VO script: Define what vehicle type have automatically access to ground, air or nautical services (rearm, repair, refuel); Define what service each station (asset) will provide: repair, refuel or rearm or all of them (full service); Every object/asset on Eden Editor can be traceable as station automatically, it's up to the mission-editor; Once defined which assets are stations, on Eden you just drag and drop the asset and the script will track them; All repair, refuel, and rearm Arma 3 and its DLCs assets are already tracked; All repair, refuel, and rearm RHS and CUP assets are already tracked; 100% compatible with CBA+ACE. No code or triggers is needed on Eden Editor; Just one file to set your mission needs easily: fn_VO_parameters.sqf; Script working as gold on hosted and dedicated servers; Demo: Main file > fn_VO_parameters.sqf: Dependencies: None! Download: From Github: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script From Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2758919670 Missions running it: Tanks & Helicopters (Light) Tanks & Helicopters Livonia Tanks Theater TvT Bradley Furious - - - - - - - - - - - Changelog: 2022-Oct-07, v2.2: news, fixes and notes here. Known issues: Critical > Dedicated Server > If two or more players are in the same armed vehicle, the vehicle will rearm two or more times after spend some ammo ------ (WIP) Critical > RHS on > Air Doctrine > RHS airplanes are NOT rearming properly. ------ (WIP) Important > ACE on > Repairing > if the vehicle got damage only in wheels/tracks, guns and/or turret, the repairing doesn't run; Minor > ACE on > Refueling > I'm trying to hide the pump hose; Minor > ACE on > Repairing > If the vehicle starts to cook-off with a repair station close, the vehicle gets repaired, but still cooking. Cheers, thy
  21. After trying for weeks with my scripting and googling everything to find some answers, I am still without success. The script should be small and simple, I knew scripting isn’t easy but I can’t believe this hurts so much. I'm trying to make a script that will count all the dead units and destroyed vehicles of one side and put it in the trigger and activate it via radio. _count = {side _x == resistance} count allunits; hintSilent format ["Alive AAF Units: %1", _count]; // Count all alive units of Resistance side, it works fine. 0 = [] spawn {while {true} do {sleep 0.1;} _aafScore = {getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "side") == 2} count allDeadMen; hintSilent format ["Dead AAF Units: %1", _aafScore]}; // Count all dead units but it works not fine.
  22. Dynamic Vehicle Sounds The mod aim to fill the blanks in Arma by adding new sounds for immersion. Features: Not Compatible with: https://forums.bohemia.net/forums/topic/238508-truck-reverse-parking-sound/ (Obsolete) Notes: -the mod is SP compatible only ...for now -some works for both Ai and Player vehicles. -The Sounds are separated into different PBOs, you can remove the ones you dont like. -this mod is compatible with every other Sound mod so far. Not everything is covered in the videos, read the features list for more details Download: Dynamic Vehicle Sounds V2.0 workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=2826840641 Credits: -AirShark -GEORGE FLOROS GR -Sammael -Tally -Sharp Special Thanks to: Drebin, POLPOX, NikkoJT and Lou amoung many in Arma discord for the help.
  23. Hello there, I am facing some challenges to implement the findEmptyPosition and avoid collision among vehicles those spawn in the same spot. Some help to fix it will be very much appreciated. Here below is my code working pretty fine, except for the collisions in some rounds. If you prefer, here is for download: https://drive.google.com/file/d/1NIdU2pLEjl41M3Vlc0dVANRvuK3PFCqd/view?usp=sharing // SIDE SPAWNS // Spawnpoints for each faction. Only the specific faction can spawn. _bluAllSpawns = ["bluSpawn01","bluSpawn02","bluSpawn03","bluSpawn04","bluSpawn05","bluSpawn06"]; _opAllSpawns = ["opSpawn01","opSpawn02","opSpawn03","opSpawn04","opSpawn05","opSpawn06"]; _indAllSpawns = ["indSpawn01","indSpawn02","indSpawn03","indSpawn04","indSpawn05","indSpawn06"]; // ................................................................................................................................................ // SHARED DESTINY // Waypoints where any faction can go. _goToSharedDestiny = ["destinoComum01","destinoComum02","destinoComum03","destinoComum04"]; // SIDE DESTINY // Waypoints where only the specific faction can go. _goToDestinyBlu = ["destinoBlu01","destinoBlu02"]; _goToDestinyOp = ["destinoOp01","destinoOp02"]; _goToDestinyInd = ["destinoInd01","destinoInd02"]; // ANY DESTINY // Use _goToAnywhere for the group to consider going to both shared destinations and those of all factions. _goToAnywhere = _goToSharedDestiny + _goToDestinyBlu + _goToDestinyOp + _goToDestinyInd; // ................................................................................................................................................ // BLUFOR GROUPS // Number of soldiers and type of faction squads. _bluSquadLight = ["B_Soldier_TL_F", "B_soldier_AR_F"]; _bluSquadRegular = ["B_Soldier_TL_F", "B_soldier_AR_F", "B_soldier_AR_F", "B_soldier_AR_F"]; _bluSquadHeavy = ["B_Soldier_TL_F", "B_soldier_AR_F", "B_soldier_AR_F", "B_soldier_AR_F", "B_soldier_AR_F", "B_soldier_AR_F"]; _bluVehLight = ["B_Quadbike_01_F"]; _bluVehRegular = ["B_MRAP_01_hmg_F"]; _bluVehHeavy = ["B_MBT_01_cannon_F"]; // OPFOR GROUPS // Number of soldiers and type of faction squads. _opSquadLight = ["O_Soldier_TL_F", "O_soldier_AR_F"]; _opSquadRegular = ["O_Soldier_TL_F", "O_soldier_AR_F", "O_soldier_AR_F", "O_soldier_AR_F"]; _opSquadHeavy = ["O_Soldier_TL_F", "O_soldier_AR_F", "O_soldier_AR_F", "O_soldier_AR_F", "O_soldier_AR_F", "O_soldier_AR_F"]; _opVehLight = ["O_Quadbike_01_F"]; _opVehRegular = ["O_MRAP_02_hmg_F"]; _opVehHeavy = ["O_MBT_02_cannon_F"]; // INDEPENDENT GROUPS // Number of soldiers and type of faction squads. _indSquadLight = ["I_Soldier_TL_F", "I_Soldier_AR_F"]; _indSquadRegular = ["I_Soldier_TL_F", "I_Soldier_AR_F", "I_Soldier_AR_F", "I_Soldier_AR_F"]; _indSquadHeavy = ["I_Soldier_TL_F", "I_Soldier_AR_F", "I_Soldier_AR_F", "I_Soldier_AR_F", "I_Soldier_AR_F", "I_Soldier_AR_F"]; _indVehLight = ["I_Quadbike_01_F"]; _indVehRegular = ["I_MRAP_03_hmg_F"]; _indVehHeavy = ["I_MBT_03_cannon_F"]; // ................................................................................................................................................ // BLUFOR STRATEGY // All faction groups and destinations. _bluGroup01 = [getmarkerpos (selectRandom _bluAllSpawns), BLUFOR, _bluSquadLight,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _bluGroup01 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 0]; _bluGroup02 = [getmarkerpos (selectRandom _bluAllSpawns), BLUFOR, _bluSquadLight,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _bluGroup02 addWaypoint [getmarkerpos (selectRandom _goToDestinyBlu), 0]; _bluGroup03 = [getmarkerpos (selectRandom _bluAllSpawns), BLUFOR, _bluSquadRegular,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _bluGroup03 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 0]; _bluGroup03 addWaypoint [getmarkerpos (selectRandom _goToDestinyBlu), 1]; _bluGroup04 = [getmarkerpos (selectRandom _bluAllSpawns), BLUFOR, _bluSquadHeavy,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _bluGroup04 addWaypoint [getmarkerpos (selectRandom _goToAnywhere), 0]; _bluGroup04 addWaypoint [getmarkerpos (selectRandom _goToAnywhere), 1]; _bluGroup05 = [getmarkerpos (selectRandom _bluAllSpawns), BLUFOR, _bluVehHeavy,[],[],[],[],[],180] call BIS_fnc_spawnGroup; //This one will hold position (no waypoint). _bluGroup06 = [getmarkerpos (selectRandom _bluAllSpawns), BLUFOR, _bluVehHeavy,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _bluGroup06 addWaypoint [getmarkerpos (selectRandom _goToDestinyBlu), 0]; // ................................................................................................................................................ // OPFOR STRATEGY // All faction groups and destinations. _opGroup01 = [getmarkerpos (selectRandom _opAllSpawns), OPFOR, _opSquadLight,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _opGroup01 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 0]; _opGroup02 = [getmarkerpos (selectRandom _opAllSpawns), OPFOR, _opSquadRegular,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _opGroup02 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 0]; _opGroup02 addWaypoint [getmarkerpos (selectRandom _goToDestinyOp), 1]; _opGroup03 = [getmarkerpos (selectRandom _opAllSpawns), OPFOR, _opSquadHeavy,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _opGroup03 addWaypoint [getmarkerpos (selectRandom _goToDestinyOp), 0]; // ................................................................................................................................................ // INDEPENDENT STRATEGY // All faction groups and destinations. _indGroup01 = [getmarkerpos (selectRandom _indAllSpawns), INDEPENDENT, _indSquadLight,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _indGroup01 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 0]; _indGroup02 = [getmarkerpos (selectRandom _indAllSpawns), INDEPENDENT, _indSquadRegular,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _indGroup02 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 0]; _indGroup02 addWaypoint [getmarkerpos (selectRandom _goToDestinyInd), 1]; _indGroup02 addWaypoint [getmarkerpos (selectRandom _goToDestinyInd), 2]; _indGroup02 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 3]; _indGroup03 = [getmarkerpos (selectRandom _indAllSpawns), INDEPENDENT, _indSquadHeavy,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _indGroup03 addWaypoint [getmarkerpos (selectRandom _goToDestinyInd), 0]; _indGroup04 = [getmarkerpos (selectRandom _indAllSpawns), INDEPENDENT, _indVehHeavy,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _indGroup04 addWaypoint [getmarkerpos (selectRandom _goToDestinyInd), 0];
  24. MrCats Special Weapons And Tactics (SWAT) Mod [V1.0.1] introduction Welcome to my SWAT Mod for Arma 3. I'm a big fan of the SWAT TV series. That's why I developed this mod. This mod is also still under development, but an update with new content appears almost every week. My SWAT Mod adds new swat style combat vests, belts, helmets and uniforms to Arma 3. Vehicles are also included. But at the moment there is only one armored SWAT truck. Download my modification on Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=2623846349 What is new - Tactical SWAT Vest - Tactical SWAT Belt - JPC Vest - Helmet with or without hearing protection - Vapid TARV - Lore-Friendly Bearcat -> automatic generated license plate -> Armor -> Lightbar + Sirens -> mew Airhorn + Signal Siren -> destructible body What is planned - Earpieces - Emerson 6094 Vest - More Versions for the SWAT Vests - SWAT Vehicles (Dodge Charger, Chevrolet Tahoe) - Weapons (40mm LAPD) Bugs Did you find any bugs or problems? Then write us a message immediately! Credits All vests, belts, holsters, pouches and helmet were bought by me from TurboSquid and CGTrade. Taser created by SZ Dan Axon Cam created by Hanako SWAT Patches created by Me Screenshots created by Adrian Aguilera (Choko) & kuro Vapid TARV - Lore-Friendly Bearcat by NACHO PELTOR PTT created by Razor9200 LAPD Badge creatd by me Important Links My Discord My Website some Pictures Update from 22nd October 2021 New Tactical Vest and Belt
  25. Explanation of the Mobile Weapons Project The Mobile Weapons Project is a futuristic conversion mod set at the turn of the 22nd century. The intent of the mod is to create a futuristic and immersive setting in ARMA that allows the users to have a unique sci-fi experience. To that end we have created multiple unique systems and functions for the players to help them feel like the soldiers of tomorrow or.. next week. The project will explore multiple concepts for the soldiers of the future through the use of multiple factions and looking to real world experimental projects to help us make grounded equipment and technologies. Examples of this can be seen in our first work, the Conqueror Suit and its planned features such as suits requiring spare parts should the suit get damaged and fuel cells that need to be swapped out when empty. The World of the Mobile Weapons Project 5 years of constant conflicts between the superpowers of the world, never openly becoming a world war, but coming very close on several occasions. The so called 5 years of fire were sparked by the deaths of most of the major world leaders due to negligence on the part of a North American Unions weapons manufacturer known as the Mobile Weapons Manufacturer. This led to the MWM being globally barred from selling weapons and the CEO and a good portion of the board being sentenced to prison or death to appease the world's powers. Many nations started banding together for protection and to gain strength after feeling like they'd been embarrassed and made to look weak. Inevitably this led to conflicts both internally and externally as policies changed and expansionism took over the world again. The Great Pacific Alliance formed with China and Japan at its heart in the East, The nations of Europe having dissolved the European Union formed a new alliance named the European Alliance, and the NAU became isolationist once again only focusing on protecting vital resources and their borders. The final faction to arise during these times was the private army for hire known as the Mobile Weapons Unit who were contracted by the NAU to assist them and their allies. Sporting experimental equipment rejected by the NAU the MWU would be considered a waste of money until the battle in the ghost city of Hing Cho where a company of the MWU tore out their powered armors internal A/Cs and inadvertently solved the issues the suits had been having. If you'd like to learn more feel free to join us at our discord https://discord.gg/YK7wDmQ The Mods Current State The Mod officially released September 27, 2021! The mod right now is building up the Mobile Weapons Unit/ Ardician Armored Corps faction. These factions focus on making use of the Conqueror Suit and advanced weaponry that makes use of the nation's advanced battery and capacitor technology. This has let us give them railguns, energy shields/deflectors, Enhanced speed and resistance innately while wearing an active suit. MOD FEATURES - Functioning Power Armor. Grants enhanced speed, Recoil Reduction, Energy Shields, a variety of sights and an advanced H.U.D. - Jetpacks with a high skill ceiling - 8 different weapons with multiple retextures -25+ uniform/ vest/ helmet items. Testing the jetpack for controllability Retros Testing out the long jump . Finally, since the suit was designed to allow soldiers to operate in the upper atmosphere, we implemented a shielding system. Running on limited charge the shield deplete after every instance that would hit a player at high velocity. (Frag grenades drop the shields very fast) the shields don't recharge organically, but need to have their power cell manually replaced or charged. This gives operators shielding, all though limited. Due to the internal circuitry and such the armor runs very hot on thermals, in fact hot enough heat seeker missiles will chase the suit over certain vehicles. With all this experimental equipment we felt we needed just a bit more to truly make a player feel immersed. So we're working on implementing an armor break system. The system makes it so when hit on certain points there's a chance that certain suit functions will cease to work properly unless the part is repaired or replaced. Future Plans for the Mod The mod is released and we are continuously adding content to it. To make sure that the mod is quality we take the time to concept out our next pieces. Below you can see the concepts for the MK2 version of the armor. We're working on adding in armor and air craft in the coming updates, but we're a new team still learning. Below you can see our concepts and WIPs Concept Pictures Those interested in playing the mod or helping with its development can join here on the discord and someone will be with you to help get you situated! Update: the mod was released here is a link for those interested https://discord.gg/8zd8kHKKRR
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