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Description Weapon shop Gear shop Units shop Vehicles shop Dealer, trader... Installation/Usage/Download/Updates GitHub Notes Works in MP If you use RHS, weapons name in editor can't be used in the shop, see post #62 Screenshot Click Me Armaholic Armaholic Topic
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1. Fall damage is OP, you jump off a pebble and BOOM... you’re almost half dead already. 2. Weapon Accuracy is dreadful, bullets do not hit efficiently enough especially with a controller. 3. You need to add K/M support for this game. 4. Too many bugs and glitches causing myself and many other VIGOR players to lose all items in game and have to re grind the items over and OVER AGAIN. 5. Every character looks identical to each other. Needs a lot more clothing items in the store. 6. You do not even know who your own team mate is due to lack of HUD, you need to add an Icon above there player to symbolise it’s uour friend and not enemy. 7. Bullets to not shoot properly from a gun and what I actually mean is that when you’re trying to spray your machine gun, only a couple bullets come out and you then have to tap the RT button rapidly as if it’s a single bullet gun. 8. VERY repetitive, needs to add in game events to keep players wanting to play more and not do the same thing which is sprint to the safe house and then sprint to a safe zone and repeat over and over again. 9. WHY IS CROUCHING IN THIS GAME SO DAMN LOUD JESUS. 10. Dev support is ridiculously slow, this game came out in July 2018 and what has happened but add an in game lobby and some guns? Every patch update has done nothing but make the game worse, I’m still finding myself freezing in random spots, server kicks or not being able to use my weapon and die. 11. Add a ranking system so again it’s fun to be able to rank up and see the levels in game lobby. 12. Add some stats so we can actually see how many kills we have made, or how long we’ve walked, how long been playing for ETC... 13. Focus on your player base, I’ve seen soooooooo many players making suggestions or mentioning about bugs and nothing is being done. They’re simple bugs to fix and we’re still facing these every day. 14. Loads more to complain about but I would probably go to 100+ so I’ll leave it here. Feel free to continue this on in the comment section if I have missed anything you guys may be struggling with for this game, I will be adding an IDEA poll soon so once again share some ideas and I’ll add them in.
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GF Drop Loot Script by GEORGE FLOROS [GR] Description: GF Drop Loot Script , Enemies , will drop items or add to their inventory , when killed , configurable . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Drop Loot Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included in the description.ext and initPlayerLocal.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: The Loot is configurable Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.0 Code optimization, added configurable items inside uniforms, added setting options and small additions inside the script, changed the name of all the scripts , starting now with GF . Version 1.0 - first release Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39889 Armaholic download GF Drop Loot script
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A few ideas I would love to see pondered are a dress tie that you can combine to the suit jacket or any top that makes sense to complete the Business ensemble. You can also use the tie as a bandana to "rambow" yourself up, as a bandage, or to gag someone. I would love to see a hidden item slot where you can combine a small fire arm or knife with tape to then strap to your leg. In most stick up situations people tell you to drop your stuff and lay down and I think if this idea were implemented, then you could possibly get away from a sticky situation by pulling out your sneaky weapon before they realize it. Ripping the sleeves off of long sleeve tops to then become rags could be strategically helpful. Honey could be used as an antiseptic in case you use dirty rags to bandage with a chance at killing the infection.
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Hello everyone, and thank you for taking the time. As the title suggests this is what I am trying to work out and I have been trying to learn and figure this out on my own for almost two weeks now. I have done many different tests and workarounds but not managed to solve it; What I am trying to create is a script that when any and all AI is killed, pre-placed or spawned, all numbers of a specific inventory item .. in this case first aid kits are removed. I don't want any of the enemies to have any first aid kits at all. In my case as a Zeus, I want to manage the number of first aid kits given to players on my own and that they will not loot them on bodies for themselves. - removeItem command solves the issue, but it also removes many other items. - removeItem(s) has not worked out during my testing either. - removeAssignedItems is not what I am looking for either. Some different attempts so far which has not worked: { if (!isPlayer _x) then { _x removeItems "vn_o_item_firstaid_01"; _x removeItems "vn_b_item_firstaid_01"; _x removeItems "vn_o_item_firstaidkit"; _x removeItems "vn_b_item_firstaidkit"; _x removeItems "Item_FirstAidKit"; }; } foreach (allUnits); if (faction _killed == "O_PAVN") then { removeItems "vn_o_item_firstaid_01" _killed; removeItems "vn_b_item_firstaid_01" _killed; removeItems "vn_o_item_firstaidkit" _killed; removeItems "vn_b_item_firstaidkit" _killed; removeItems "Item_FirstAidKit" _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; Any feedback is appreciated!
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- first aid kit
- inventory
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I'm getting in to modding recently and tried to make a faction. Most of the info I need is available on the Arma 3 wiki, but I can't really find how to add items to uniforms/vests. I know you can add items to persons with: items[] = {} and you can add items to a backpack with: class TransportMagazines { MAG_XX(100Rnd_65x39_caseless_mag,4); MAG_XX(100Rnd_65x39_caseless_mag_Tracer,2); MAX_XX(130Rnd_338_Mag,2); }; class TransportItems { ITEM_XX(optic_tws_mg,1); ITEM_XX(bipod_01_F_snd,1); ITEM_XX(muzzle_snds_338_sand,1); ITEM_XX(muzzle_snds_H_SW,1); }; Is there a also a way to do this for uniforms/vests?
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- arma 3 config
- items
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I think it’d be pretty cool if there was some sort of movement debuff trap. Maybe it can have the same radius as the proximity bomb. But the idea is that it takes away half of the player’s remaining stamina or forces the player to walk for 30 seconds or however much time that seems most reasonable. I can see this consumable being added into the game as a Snare Trap to go along with the previous seasons of “Hunters” and “Trappers.” Or maybe it can be added as Trip Wire. The Trip Wire wouldn’t have the circular radius like the proximity bomb, but will instead be a Line and the movement debuff will be applied once a player has crossed this Line. There is a catch though. The player must be stationary whether it be crouched or standing up and the time required to set up this trap should be the same amount of time needed to apply the Body Armor consumable. Hopefully this will make players check their surroundings first, before they believe it’s safe to stand still for 4 seconds.
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Evening all! I'm new to scripting & coding in general (Only started this Friday) and came across a problem with doing an inventory check for a specific item. The concept is simple, I have a door which needs to be unlocked with a key (For this purpose I am using the vanilla Item_Keys object), but this item is not returned in the items array, so my function is unable to detect the item and skips the if statement. Is there an alternative to the Items command? or a way of forcing the Keys into the array? I don't want to "virtualise" this item using addAction, I need the physical item to be present on the character. Thanks for your time 😉 bungalow = (getMarkerPos "BungalowMarker") nearestObject 'Land_i_House_Small_03_V1_F'; bungalow setVariable ['bis_disabled_Door_1', 1, true]; player addItem "Keys"; //Function to test inventory for the key searchInventoryFnc = { _item = items player; //stores an array of items from player's inventory in _items if("Keys" in _item) then { bungalow setVariable ['bis_disabled_Door_1', 0, true]; } else { bungalow setVariable ['bis_disabled_Door_1', 1, true]; hintC "You do not have the key for this door"; sleep 0.1; hintSilent ""; }; };
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Moving loaded vest / carriers into backpacks (Looking for mod / tip)
dingo-swann posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hey everyone, I was wondering if anyone could point me in the direction of a mod or tip: I want to be able to load/move a plate carrier / vest that has items inside it into a backpack. As it stands you have to empty the plate carrier / vest before you can put it into a backpack. Any help would be greatly appreciated as this "feature" drives me crazy haha, cheers! -
BIS_fnc_holdActionAdd with сondition
Anteq Iney posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I need a script that will display my holdaction if the player has an item in his inventory. My script that doesn't work: if (playerside == west) then { { [_x,"<t color='#FFAA00'>Remove!</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa", "_this distance _target < 4", "(_caller distance _target < 4) && ("ToolKit" in items _caller)", {[_target, "wire_s",100] spawn CBA_fnc_globalSay3d;}, {}, {deleteVehicle _target;}, {}, [], 9, 0, true, false] call BIS_fnc_holdActionAdd; } forEach wire; }; Arma writes that there is an error in the line: "(_caller distance _target < 4) && ("ToolKit" in items _caller)", Where is the error and why it doesn't work?- 3 replies
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- bis_fnc_holdactionadd
- holdaction
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OO VITEMS - Virtual items & inventory in game
code34 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
OO VITEMS Lastest version: 0.4 by Code34 Hi, I propose a first alpha version of this system, which I will improve if you are interested. This version does not show all the features already present in the library .Virtual Items is an OOP Class which allows to manage virtual inventories in ARMA. This system makes it possible to store virtual objects in any of the 3D objects of the game. In this first demonstration, you will be able to see the contents of 4 x 3D objects deposited in the editor. These virtual objects were created directly via script in the initserver.sqf More informations: This class creates containers with properties that will contain virtual objects with properties. The containers are attached to the 3D objects of the game. You can easily add many objects that do not require 3D modeling, and all without using mods: keys, cans, screwdrivers etc. Properties for the containers are: - size - the weight Properties for objects are: - the price - size - the weight - the owner - the description - durability These properties may evolve which allows to add very elaborate features to the games. Any feedbacks are welcome ! Github: https://github.com/code34/oo_vitems.vr Download: https://github.com/code34/oo_vitems.vr/releases Reference: http://forums.bistudio.com/showthread.php?167980-Object-Oriented-SQF-Scripting-and-Compiling Features: - Simple demo version Licence: Under Gpl, you can share, modify, distribute this script but don't remove the licence and the name of the original author -
GF Vehicles Configurable Loot Script
GEORGE FLOROS GR posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
GF Vehicles Configurable Loot Script by GEORGE FLOROS [GR] Description: GF Vehicles Configurable Loot Script , spawn Weapons , Mags , Items , to every vehicle , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Vehicles Configurable Loot please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Configurable Script. There is included , a ready Loot List for vanilla and Ravage. one pic: Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: Version 1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40046 Armaholic download GF Vehicles Configurable Loot Script- 10 replies
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Greetings fellow arma 3 enthusiasts. So i'm currently in a dilemma. Bit new to the whole editing the arsenal. I was wondering if theres a way to COMPLETELY remove an item from the arsenal menu? So it wont show? Many thanks to you all.
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Hi everyone ! I'm stuck on something, i'd like to count items on a container. but I'd like to count _x for a group of item. I explaine myself : Every day (ingame) I check with a script if the box "Box" contain a certain amount of items, let's say that I check if there is some food in it. So I'd like to count if there is enough food (like 10 food item) in the box container, but it can be 2 carrots / 1 fish / 4 chickens etc... and I don't want to count like : _nbChicken = {"chicken" == _x} count (itemCargo MyBox); _nbFish = {"Fish" == _x} count (itemCargo MyBox); _nbFood = _nbChicken + _nbFish...... I'd like to make it this way : _table = ["Fish","chicken",etc....]; _nbFood = {_table == _x} count (itemCargo MyBox); is this possible ?
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Hi all! I have been trying to set a script where you select an "Addaction" in a sign, then you recive a loadout. This is what I have so far. (it is not working) I have a sign with this init: this addAction ["Loadout 1", "Loadout1.sqf"]; Then I have an SQF in my mission file called Loadout1. and in that file, I have the loadout export from the "Armory" I have no idea if this is right Thanks in advance -Victor
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Hello, it's been a while since I been on here. This is a new RPG mission/template. Currently there is no stringtable so it's only in English. Downloads below.Key Features: -Banking -Keychain-Garage-Trading-Personal Items-Crafting-Gathering-Stats-SkillsPictures: Pic 1 Pic 2 Pic 3 Pic 4 Pic 5 I am releasing this because I don't know what else to do with it and have become very bored with it. Haven't worked on it in months. I hope this can help someone with any issues they were having or it gets picked up and renovated. Please feel free to do as you wish with the files, just please leave my credits/thanks in and add to it as needed. Thank you! Download Mission & Addon Pack It also requires iniDB on the server for 'database' saving. Download iniDB Armaholic Topic
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inventory Beanz - Inventory Mod (with survive-mode)
Mr.jizz posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Simply because Arma lacks inventory items that are pickable/dropable/useable. Feel free to send me your item suggestions that you would like to see in game. ----------------------------------------------------------------------------- you will find the items in the magazines, via edit unit loadout or i have included a .txt file with all the classnames in it and info on how to use. W.I.P, Survive mode, gives you hunger/thirst status and the ability to add interaction menus/buttons to items (like old school dayz), find the attached instructions on how to use. subscribe to the mod on steam workshop here: steam workshop - click here)...enjoy. -
Hello everyone, I have a question here. I started working on something that I considered really simple which turned out fast a bit more complicated. I've been continiously banging my head on my desk for the past hour so I decided to come over here where I would surely get help from some of the more talented folks out there. Basically how do I check if and what the player has selected in his inventory? For example: In this screenshot the player has selected the First Aid Kit. How do I check if he actually has done that?
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Hello Im looking for someone to make a few s models for me. These would be things like Rifle barrel Rifle stock Trigger assembly Hand guard Bullet cases Gunpowder barrel I have a p3d file which includes these parts in a pile which could be used alas i don't have a clue when it comes to this. I am Currently trying to make a weapon crafting addon for me exile server and really would like to have separate models for each of these things plus a few more. Please PM me so we can discuss. Kudos & love given - reward negotiable . Full credit given in mod details.
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I have a quick question about items for the new Apex expansion. My question is, If I make say, a custom bunker in Zeus on Tanoa, save it, and then try and load that into a mission on altis, will players who don't have the Apex expansion be able to see and use these items?
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ZKs Items Pack are Models in ARMA 3 that have been linked to inventory Items The Mission this Addon was made for ZKs-=LOST=- No other Addons Needed You can add these items to a weaponholder then place them on the ground from your inventory or create them on the ground using a WeaponHolderSimulated weaponholder ITEM LIST -- Each Item will create a Visible representation of Itself in the mission when placed on the ground - All models are found in ARMA 3 Download from link below Armaholic Link "zk_itemmap" -------- Map "zk_ItemCompass" -------- Compass "zk_ItemRadio" -------- Radio "zk_bandage" -------- bandage "zk_ducttape" -------- ducttape "zk_suitcase" -------- suitcase "zk_f_canteen" -------- Full Canteen "zk_e_canteen" -------- Empty Canteen "zk_money" -------- money "zk_knife" -------- knife "zk_cellphone" -------- Cellphone "zk_cannedfood" -------- Canned Food "zk_TacticalBacon" -------- Tactical Bacon (Canned) "zk_waterbottle" -------- Water Bottle "zk_battery" -------- battery "zk_bedroll" -------- bedroll "zk_sleepingbag" -------- sleepingbag "zk_tent" -------- tent "zk_carbattery" -------- carbattery "zk_disinfectant" -------- disinfectant "zk_file1" -------- files "zk_file2" -------- Documents "zk_f_fuelcan" -------- Full Fuel Can "zk_e_fuelcan" -------- Empty Fuel Can "zk_f_fuelbarrel" -------- Full Fuel Barrel "zk_e_fuelbarrel" -------- Empty Fuel Barrel "zk_smartphone" -------- Smart Phone "zk_matches" -------- Matches "zk_butanetorch" -------- Butane Torch "zk_tape3m" -------- Measuring Tape "zk_saw" -------- Wood Saw "zk_antibiotic" -------- antibiotic "zk_e_can" -------- Empty Can "zk_soda1" -------- Lift Soda Can "zk_soda2" -------- Fanta Soda Can "zk_wood" -------- Wood pile "zk_axe" -------- Fire Axe "zk_metalwire" -------- Metal Wire Coil "zk_pliers" -------- Pliers "zk_cereal" -------- Cereal Box "zk_energy_drink" -------- energy drink "zk_hammer" -------- hammer "zk_drill" -------- drill "zk_grinder" -------- grinder "zk_screwdriver" -------- Screwdriver "zk_m_file" -------- Metal File "zk_survivalradio" -------- Survival Radio "zk_shovel" -------- Shovel "zk_wrench" -------- Wrench "zk_canopener" -------- Can Opener "zk_tire" -------- Tire "zk_bloodbag" -------- bloodbag "zk_vitamins" -------- vitamin Bottle "zk_WaterPurificationTablets" -------- Water Purification Tablets "zk_defib" -------- Defibrillator "zk_fire_extinguisher" -------- fire_extinguisher "zk_painKillers" -------- PainKillers "zk_heatPack" -------- heatPack "zk_laptop" -------- laptop "zk_rope" -------- rope "zk_multiMeter" -------- multiMeter "zk_portable_generator" -------- Portable Generator "zk_powderedmilk" -------- powdered milk "zk_ricebox_F" -------- rice box "zk_satellitephone" -------- Satellite Phone "zk_ammobox_rounds" -------- Bullet Ammobox