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Found 7 results

  1. ampersand38

    Blind Fire

    Point and shoot around corners and over walls! Keybinds in Options > Controls > Blind Fire Default: Blind FIre (Toggle): Alt + B Aim Left: Alt + Q Aim Right: Alt + E Works with rifle, launcher, and pistol. Ammo count, nght vision, IR lasers, and flashlights preserved. Action menu will make you stop Blind Firing. Steam Workshop
  2. Download: MIL_ExplosiveBreaching - Dropbox/Armaholic Demo Missions - Dropbox * Mission #2 requires Advanced Rappelling to be run on the host/server only. * Mission haven't been updated with door breaching, and still use the old system at this stage. Previous demo missions are still set up for the old system. They will be updated at some point. New demo Missions (supports vanilla/RHS/CUP) - Dropbox - Co-op (4) - Attack-Defend (4v4) Description: MIL_ExplosiveBreaching is a set of scripts that allows designated players to breach urban walls, fences and building doors using vanilla Explosive Charges. Anyone in the same group as a breacher can be within 2m of a charge. Anyone else within 5m of a charge and not in cover may be knocked down for a short time. Any AI up to 10m and not knocked over will have their skills severely reduced for a short time. In a hosted MP environment please allow up to 30 seconds before trying to breach anything, otherwise breaching won't occur. Features: - Easy-to-use GUI system for managing breaching charges. - Uses explosive charges as breaching charges. - Optional Red/Green indicator on each charge to indicate a player's safe distance from a charge. - Specific players can be used as designated breachers. - All players (including non-breachers) can see effects/features of the system. - Disorientating effects for anyone, human or AI, caught by the explosive breach. - Single/Multiple charges can be used together ***Mission makers*** - Two variables to check if a unit's lifeState == "INCAPACITATED" have been added to account for conflicts with other lifeState checks that may be in use on other scripts. - e.g. Running custom revive scripts when lifeState == "INCAPACITATED". - In this case, it would be wrong to run the custom revive if a player was a bit too close to the breaching charge and got knocked out. - When being affected by breaching, a unit's lifeState will return "INCAPACITATED" for a few seconds. - This system makes use of publicVariables to return if a unit has been scripted into being unconscious. - The variables are: - MIL_ExplosiveBreaching_Stunned_Player & MIL_ExplosiveBreaching_Stunned_AI. - Each variable is a 4 index array: - _array select 0/1/2/3 will return number of unconscious units for BLUFOR/OPFOR/INDI/CIV respectively Example: - If a BluFor player stands too close to a door on breaching, and there's 2 AI OpFor on the other side and close enough to get knocked down the returns would be: - MIL_ExplosiveBreaching_Stunned_Player - [1,0,0,0]; - MIL_ExplosiveBreaching_Stunned_AI ------- [0,2,0,0]; - This might take some tweaking, but suits my purpose for what this breaching function was originally being made for, and so that's where it stands for now unless someone needs it changed/improved. To use: - Add these lines to your description.ext: #include "MIL_ExplosiveBreaching\dialog\defines.hpp" #include "MIL_ExplosiveBreaching\dialog\dialog.hpp" - Copy the folder MIL_ExplosiveBreaching to your mission folder. - Anyone assigned as a breacher will require Explosive Charges ("DemoCharge_Remote_Mag") to breach. - To avoid damage, the better the ballistic protection of a player's vest, the safer they will be. - For MP use: initServer.sqf nul = [_indicator] execVM "MIL_ExplosiveBreaching\initialiseServer.sqf"; initPlayerLocal.sqf nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; - _indicator - boolean (optional - default: true) - true - a safe distance indicator will spawn with the charge - false - no safe distance indicator will spawn - For SP use: init.sqf nul = [_indicator] execVM "MIL_ExplosiveBreaching\initialiseServer.sqf"; nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; Example: - This will set any group leaders as breachers: if (player == (leader (group player))) then { nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; }; - This will set player4/8/12 as breachers: _allBreachers = ["player4","player8","player12"]; if !(_allBreachers find (str player)) then { nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; }; Credits: - Credit to zorilya, who's code for aligning a bomb against a wall was offered up for use (in one of his replies in this video). - Honestly, without the maths already being available I doubt this would've worked out for me. I'm a numbers kind of guy, but I'm no mathemagician (Simpsons reference). - For the missions themselves, they are credited to a number of people within their briefings. - My mates for playing my stuff in ways which no sane person plays ArmA. - My kids for playing ArmA properly . Media: - My YouTube channel playlist of all the videos I've put up to show the explosive breaching and its progress - Playlist - ArmA 3 - Explosive Breaching MP Demo of the single-storey wall breaching demo mission (an oldie) (5:17): Coop demo mission, running the most recent version, v2.1 (2:06): Known bugs: - Sometimes walls (I think only in specific locations/circumstances) will collapse when setting a charge. I haven't seen this for a while though, but let me know if it happens. - Door breaching will not work on some buildings - https://feedback.bistudio.com/T133450. - In MP, breaching will not work immediately. Likely only in hosted MP, and should be ready after 30 seconds game time. To do: - Add ability to change the minimum safe distance to avoid being knocked down (both breacher's group and for other nearby units). - Add default compatability for charges from common mods to be used for breaching. - Add ability to designate custom array of charge/s to be used for breaching. - Add ACE menu compatability. - Add a 2-second timer to stunned AI to delay reactionary firing. - Adjust chance of being knocked if needed. If anyone happens across any bugs, or has any suggestions, please let me know. I would like to implement door breaching in the future too, so I'll see where that takes me. Thank you. Change log:
  3. Breaching Charge that sticks to surfaces, demolishes walls, and opens doors, with minimal collateral damage. Door Wedge that takes a few seconds to deploy and blocks a door from moving and takes longer to remove. Trees can also be quickly felled using the Breaching Charge. Requires ACE Explosives Downloads: Steam Workshop Github Class names: AMP_Breaching_Charge_Mag AMP_Door_Wedge Minimum safe area reference To lock a door: _house setVariable ["bis_disabled_Door_1", 1, true];
  4. Hello, In bits and pieces I've been working on a way to breach walls (stand-alone walls, not building building walls). I think I'm at the end of the process, and part of it includes a way to indicate to the player whether they are far enough away from the charge to avoid any negative effects. I've used two objects to achieve this, a balloon or a mobile phone, and while I prefer the phone I figured I'd canvas the crowd, and see if anyone had any other thoughts on how this could be done. Balloon Mobile Phone Thanks.
  5. I do not know if this is a bug but I have died lots of times by being shot through the wall. This has been getting very annoying, but i'm not trying to be annoying but I COULD HAVE HAD A MOUNTAIN BACKPACK BUT I GOT SHOT THROUGH THE WALL!!! (also i died by getting shot through TWO FREAKING WALLS!)
  6. Extended Fortifications Mod Sustainable security solutions for your safety. More than 1 year after announcing and hundreds of working hours, im happy to release the third public version 0.7 of the Extended Fortifications Mod. It contains a variety of 94 modular base elements aiming at the extension of vanilla fortifications by adding the possibility of creating contorted military outposts on small areas, mountain bases, checkpoints aswell as the refining of big sized, military bases. As Im going to be absent for 6 month from September on, please submit suggestions or bugs before that time. Benno FEATURES - 94 single models - Up to 6 range LODs - "Simple object" option in Editor - Editor preview pictures - Server key (.bikey) included - Zeus integration PLANNED FEATURES - Ace integration - More assets KNOWN ISSUES - CHANGELOG Version 0.7 (02.09.2017) ADDED Note: Updated license! EFM_revetment_wall_0_80x0_60x0_90m_soil_c_blufor EFM_revetment_wall_0_80x0_60x0_90m_soil_c_opfor EFM_revetment_wall_0_80x0_60x0_90m_soil_double_c_blufor EFM_revetment_wall_0_80x0_60x0_90m_soil_double_c_opfor EFM_revetment_wall_1_60x0_60x0_90m_soil_c_blufor EFM_revetment_wall_1_60x0_60x0_90m_soil_c_opfor EFM_revetment_wall_1_60x0_60x0_90m_soil_double_c_blufor EFM_revetment_wall_1_60x0_60x0_90m_soil_double_c_opfor EFM_wood_wall_2m_half_beam_single EFM_wood_wall_2m_half_beam_single_c_blufor EFM_wood_wall_2m_half_beam_single_c_opfor EFM_wood_wall_2m_half_beam_single_filled EFM_wood_wall_2m_half_beam_single_filled_c_blufor EFM_wood_wall_2m_half_beam_single_filled_c_opfor EFM_wood_wall_2m_door EFM_beam_wood_h_4m EFM_beam_wood_h_4m_railing EFM_coverage_camo_net_2x2m_blufor EFM_coverage_camo_net_2x2m_opfor EFM_coverage_camo_net_2_8x2m_blufor EFM_coverage_camo_net_2_8x2m_opfor EFM_stair_wood_1m EFM_stair_wood_1_7m EFM_stair_wood_2_7m EFM_ladder_metal_1_7m EFM_ladder_metal_2_7m EFM_ladder_metal_3_7m Fixed fixed performance issues for revetment_wall_types missing zeus objects deleted unsupported UV Sets _______________________ Version 0.6 (24.08.2017) ADDED Zeus integration EFM_wood_wall_2m_beam EFM_wood_wall_2m_door EFM_wood_wall_2m_half_single EFM_wood_wall_2m_half_beam_single EFM_wood_wall_2m_half_single_filled EFM_wood_wall_2m_half_beam_single_filled EFM_wood_wall_2m_single EFM_wood_wall_2m_single_filled EFM_wood_wall_2m_support FIXED Added "simple object" possibility in EdenEditor Server key now working properly EFM_coverage_plywood_2_7m - changed _as for top side EFM_coverage_plywood_2_7m_beam - changed _as for top side EFM_coverage_plywood_2_7m_fortified_A - changed _as for top side EFM_coverage_plywood_2m - changed _as for top side EFM_coverage_plywood_2m_beam - changed _as for top side EFM_coverage_plywood_2m_fortified_A - changed _as for top side EFM_revetment_wall_1_60x0_60x0_90m - fixed alpha texture EFM_revetment_wall_0_80x0_60x0_90m - fixed geometry / fire / physX LOD EFM_revetment_wall_0_80x0_60x0_90m_soil - fixed geometry / fire / physX LOD EFM_revetment_wall_0_80x0_60x0_90m_soil_double - fixed geometry / fire / physX LOD EFM_revetment_wall_1_60x0_60x0_90m - fixed geometry / fire / physX LOD EFM_revetment_wall_1_60x0_60x0_90m_soil - fixed geometry / fire / physX LOD EFM_revetment_wall_1_60x0_60x0_90m_soil_double - fixed geometry / fire / physX LOD ____________________ Version 0.5 (03.08.2017) ADDED EFM_beam_wood_angular_bearer_01 EFM_beam_wood_h_1_5m EFM_beam_wood_h_1_5m_railing EFM_beam_wood_h_1m EFM_beam_wood_h_1m_railing EFM_beam_wood_h_2m EFM_beam_wood_h_2m_railing EFM_beam_wood_h_3m EFM_beam_wood_h_3m_railing EFM_beam_wood_v_0_5m EFM_beam_wood_v_1_5m EFM_beam_wood_v_2_75m EFM_beam_wood_v_2m EFM_concrete_barrier_new EFM_concrete_wall_big_half_new EFM_concrete_wall_big_new EFM_concrete_wall_big_new_camo_blufor EFM_concrete_wall_big_new_camo_opfor EFM_concrete_wall_big_pillar_new EFM_concrete_wall_half_new EFM_concrete_wall_new EFM_concrete_wall_new_camo_blufor EFM_concrete_wall_new_camo_opfor EFM_concrete_wall_pillar_new EFM_coverage_camo_net_1_5m_blufor EFM_coverage_camo_net_1_5m_opfor EFM_coverage_camo_net_2m_blufor EFM_coverage_camo_net_2m_opfor EFM_coverage_concrete_2_7m EFM_coverage_concrete_2m EFM_coverage_plywood_2_7m EFM_coverage_plywood_2_7m_beam EFM_coverage_plywood_2_7m_fortified_A EFM_coverage_plywood_2m EFM_coverage_plywood_2m_beam EFM_coverage_plywood_2m_fortified_A EFM_ground_surface_2x2m_dirt EFM_ground_surface_2x2m_soil EFM_ground_surface_4x4m_dirt EFM_ground_surface_4x4m_soil EFM_ground_surface_8x4m_dirt EFM_ground_surface_8x4m_soil EFM_rack_wood_big_new EFM_revetment_wall_0_80x0_60x0_90m EFM_revetment_wall_0_80x0_60x0_90m_soil EFM_revetment_wall_0_80x0_60x0_90m_soil_double EFM_revetment_wall_1_60x0_60x0_90m EFM_revetment_wall_1_60x0_60x0_90m_soil EFM_revetment_wall_1_60x0_60x0_90m_soil_double EFM_stair_wood_3_5m EFM_support_hole_dirt EFM_support_hole_soil EFM_mobile_barrier_A EFM_mobile_barrier_B EFM_mobile_dragons_teeth_small EFM_mobile_dragons_teeth_small_orange EFM_pole_B_01_yellow EFM_pole_B_02_black EFM_pole_B_03_black_white EFM_slide_gate_small EFM_tetrapod_line EFM_tetrapod_line_wet EFM_tetrapod_pile_big EFM_tetrapod_pile_big_wet EFM_tetrapod_single EFM_tetrapod_single_wet CONTENT DOWNLOAD Steam Workshop Armaholic Included Files EFM_basic_textures.pbo EFM_modular_base.pbo EFM_road_barrier_items.pbo EFM_road_barrier_static.pbo LICENSE By downloading and using my work, you hereby agree to the following license agreement. Creative Commons Attribution by nc-nd-4.0 International Public License -Attribution-NonCommercial-NoDerivatives For more info, see https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode Additionally to this license, I prohibit the use of this software or parts of it in any "pay-to-play" monetization scheme and / or server. This addon is provided for Bohemia Interactives Arma 3 series only. Please report any infringement of the license above directly. CREDITS Special thanks to Jay, Jokoho, Da12thMonkey and X3KJ aswell as the whole ArmaWorld and Discord Community for helping me out with bugs and scripting. DISCLAIMER One or more textures used on the models included have been created with images from http://www.textures.com/ These images may not be redistributed by default. Please visit http://www.textures.com/for more information. _________________________________ THE AUTHOR IS NOT RESPONSIBLE FOR ANY INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES OF ANY CHARACTER INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION, OR ANY AND ALL OTHER COMMERCIAL DAMAGES OR LOSSES.
  7. Hello everyone. I've been learning to add templates to Arma3 for a few days, I've read many articles, videos and wiki pages, but finally I can add my templates to the game, but now I'm having a hard time refining some details, and I think maybe someone here knows Show me the right way. My initial idea is to create a map and new units to illustrate the operations of the police (and also of the law) in the Brazilian favelas, for this I am modeling a series of modular houses to create the map and its People's low income are usually built with poor quality materials, with very thin walls, which allows assault rifle projectiles to penetrate surfaces. My current PROBLEM is in the matter of penetration level of the materials, I have not yet found much documentation on this, although I have already read in the official Weapon Wiki about these parameters should be inserted in the "Fire Geometry", but I found nothing conclusive It gives me a sure path of how to progress from here. My first "house" model Thankyou All
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