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Found 85 results

  1. ACE Punish unknown weapon Description: A script that punishes picking up unknown/enemy weapons by degrading their efficiency! As a mission maker and player, it is generally known not to pickup enemy guns for multiple reasons, such as being able to ID enemies easier. During my time playing this game I saw multiple ideas how to limit players form picking up enemy guns. Most revolve around the idea of just straight up removing guns and ammo from dead enemies or even enemy guns from a player’s inventory. This would also means running out of ammo as a player with no other way to resupply then looting enemy or friendly corpses will render you defenseless. I’ve been in similar situations like these before and all I could do was hope my squad would not run out of ammo or some other squad would safe us. So, I started thinking of a way to discourage players form picking up enemy weapons, but not outright remove the option for them. As a solution I came up with a system which makes enemy weapons less efficient and still usable, but it comes with a risk. In general, unknown weapons will be less accurate the more the heat up, they are prone to jam more then your starting weapon and reloading can fail, so you have to reload again. (This is to simulate longer reloading times as it is not possible otherwise in ARMA) The earlier mentioned risk is that such an unknown weapon can have a rare fatal chamber failure when jamming and it will basically explode in your face and makes the weapon itself unusable. By no means is this script meant to be realistic. For me it is a gameplay mechanic and I treat it that way as well. Thus, it is really only meant to be used in COOP missions as the unknown weapon list is global to all players! Requirements: In order to use this script, you need to run these mods alongside it: CBA ACE Overheating Installation and configuration: Copy over the contents of the “scripts” folder into your mission folder, add or edit your mission’s config settings in description.ext according to the example mission. Installation is done. Any configuration will be done within Eden editor and in Settings -> Addon Options -> Punish unknown weapon For mission makers: Here is a small rundown what which setting does and how in general this script works. Enable: Enables the script on mission start. Wait after mission begin: This script will add all primary weapons from any player after the set time to the known weapon array and propagate it to all players and jips. Jips will send after 30 seconds (so custom loadouts can be applied) their current primary weapon to the server and it will add it to the known weapon pool and clear any disadvantages from other players for that weapon. Add weapon dispersion: Adds a flat value ON TOP of ACEs dispersion value. This makes weapons less accurate. Add jam chance: Adds a jamming percentage ON TOP of ACEs jamming chance. Reload failure chance: Chance of a reload failure for an unknown weapon. Chance to destroy weapon on jam: If a jam event occurs this is the chance that the weapon will straight up explode and hurt its current user. Add more weapons: In case players do not have all their weapons on mission start, you can add weapon classes comma separate and WITHOUT whitespaces to this input field. Those weapons will be added as known weapon. Add briefing entry: Adds a Diary entry to the briefing menu warning players that this script is activated. Enable propagation: Enables if the server should collect weapon class names from players and add them to the whitelist. This is an advanced option and only experienced mission makers should use this. This option could be used to set up a play scenario for TvTs for example. Variables This script uses some variables which are not listed inside the addon options menu. diwako_unknownwp_local_weapons: This is a local array which ADDS to the whitelist from the server. It can be used to give units of choice more weapon choices without penalty. This is an advanced mission maker variable as there are rules for this variable. Only strings are allowed Every string MUST be fully uppercase No whitespaces in class names Must be filled on mission start for the unit, mid mission not supported! Download https://github.com/diwako/ACE-punish-unknown-weapon/releases https://steamcommunity.com/sharedfiles/filedetails/?id=1549103861
  2. Survivable Crashes (& Shoot-downs) When activated, this mod allows the crew of a vehicle to survive it's destruction and escape with some damage taken. While designed for helicopters, vehicle classes may be whitelisted. When the vehicle reaches fatal damage, players will be knocked unconscious, ejected when near the ground, applied randomized damage, and then woken up. The vehicle will explode after 40-80 seconds. These effects may be customized by using the Survivable Crashes Settings Module in your mission. ACE3 damage will be automatically applied if it is in the active mod pack. Videos: Crash @ 2:00 Crash @ 1:50 Additional Information Download: Github Releases Notes:
  3. ITC Air Land Battle Steam Download Link | Wiki | GitHub Repo | ITC Discord This mission is still under development and has extra features to be added! What is this? Simply put ITC Air Land Battle is a mission that allows you to undertake a counter insurgency campaign across an island (currently Altis), building FOBs and patrol bases and carrying out missions to secure ground, while the boring presence patrols are done by AI (although if you want to patrol - feel free, there're enemies about). It uses the ITC Air Systems and ITC Land Systems modifications to enhance the existing gameplay of ACE and ArmA 3. It is best played with small numbers (current maximum is 20 although this is easily extended) with the majority of players as infantry with a handful of supprt guys manning the guns and aircraft. How does it work? This is a basic introduction video that shows some of the initial features of ITC Air Land Battle: Build your first patrol base then start doing missions. The more missions you do the more points you get and the better equipment you can use - and the more bases you can build to secure more areas. What do I need to play? This mission can be played with just ACE, CBA, ITC Air Systems and ITC Land Systems (all listed as dependencies on steam). However, it is also compatible with both ACRE2 and TFAR, and it is strongly recommended that one of these is used in conjunction with the mission. Can I play this mission yet? Yep - just download it and you can start playing. It may be a development version, but it is fully functioning (as much as any Herbiie mission ever was) and enjoyable (as much as any Herbiie mission ever was...). All this means is that, while there may be a bug or two, there are also more features to come! Currently Implemented Features Choice of faction in mission parameters (NATO/CTRG) Choice of time acceleration in mission parameters System of Deployment Points allowing for the purchasing of assets and buildings of bases Deploy-able Patrol Bases (PB) and Forward Operating Bases (FOB) that conduct presence patrols in local area, and can generate missions on request Random attacks against PBs and FOBs in the form of mortar attacks or small-scale infantry attacks [Toggle in Parameters] Counter Artillery Radar at all PBs and FOBs to give warning of mortar attacks AI will send contact reports with map markers, a side chat message and an audible notification [Individually Toggle in Parameters] AI patrols are tracked with map markers [Toggle in Parameters] AI units have logical call signs relating to which PB or FOB they originate from [Toggle in Parameters] Theatre headquarters from which assets and new bases can be requested from various staff officers Arsenal crates at Theatre HQ and bases with faction-specific equipment Secure-able towns that generate insurgent patrols if insecure [Density of patrols determined in parameters] Dynamic Simulation to enhance mission performance [Distance determined in parameters] Planned Features A tiered weapon system, where you can upgrade what weapons are available in the arsenal crates Host Nation police and military to take over patroling in secured towns Ability to close down patrol bases to recover some deployment points Persistence! Individual XP/Money that allows for more weapons or vehicles to be bought Civilians AI QRF System FOB Attacks dependent on nearby security situation Would you like to know more? Shiny things More to follow! Play! Have fun! Give me any suggestions, feedbacks or bug reports!
  4. Hello, I'd like to ask you for small help with script. There are some scripts including IED placement avaible yet but usually they have some things that I don't want in my mission, for example random explosion power... I'd like to ask you for very easy script where is possible to set how many IEDs should spawn on roads in given marker on map and which explosives (IEDs) should spawn. Also if possible, make some random junk spawn on roads. I'd like to make it work with ACE explosives (IEDs). Any ideas please?
  5. COMBAT REALISM SCRIPTS DESCRIPTION: Combat Realism Scripts is a totally addon-free set of light weight scripts for Arma 3 which enhance the gameplay in your mission. Features are SP, MP, and Dedicated compatible. Script will deactivate itself if it detects ACE running. VIDEO: SCREENSHOTS: N/A FEATURES: Features listed in italic font are not yet developed Backblast - Knocks down & severely injures those in your backblast radius Cookoff Deafness Disposable Launchers - Single-use disposable launchers Flashbang - RGN Grenade acts as a flashbang; also blinds AI Flashlight - Simply plays a sound when you toggle your flashlight/laser Fragmentation Grenade - RGO Grenades spew shrapnel upon detonation Hand Flares Holster Weapon - You can holster your sidearm/sling rifle on your back Interact Medical System STFU CARL - Mutes your character's voice Shoulder Tap Surrender - You can surrender. You are released when a friendly is <3m away Tactical Hand Gestures - Perform tactical hand gestures Tactical Point - Player points at what he's Tactical Pinging Tear Gas Weapons Animations - Appropriate animations when mounting/dismounting attachments Weapon Jamming - Rare chance for weapon to jam while firing Weapon Safety - Switch weapon to safe, to help prevent negligent discharges Wire Cutters More features may get added to the list. All features can be easily configured / disabled by the mission designer. TO DO LIST: Improve/rewrite current features (They're mostly proof of concept and need to be expanded upon) Add the features listed in italic font KNOWN BUGS: Post-process effects do not reset after being backblasted Weapon attachment animations play when moving attachment into/out of container CREDITS: Phronk: Script Creator Bohemia Interactive: Sounds, models, textures, animations TESTERS: Chaser (ATCAG) KingCarter (ATCAG) Phoenix (ATCAG) PRYMSUSPEC (22.NOV.2017) Version: 0.1 Size: 22 KB DOWNLOAD LINK - (Google Drive) DOWNLOAD LINK - (Steam Workshop - Unavailable) DOWNLOAD LINK - (Armaholic) CHANGE-LOG: (22.NOV.2017) - v0.1 Initial release
  6. Latest Version: 1.4.1 (08|10|2016) This mod adds something new to the trusty old map! It allows the player to place an "unfolded" map in the world, so that everyone can enjoy the benefits of a map, even if someone doesn´t have one in his inventory! Features: Place an "unfolded" map in the world using the ACE_Self_Interact_Menu! Open the map screen using "this" map! See the map markers of the person who placed the map on the ground! Your markers will be less visible, so that you can distinguish between yours and the ones on the map!Ability to copy these markers into your own map (Hover over target marker and press CTRL+C)! Players can place the map on objects, for a more immersive feeling (With CUP | RHS support)! Change the availability of ACE_Map_Gestures to only be usable on the unfolded map! (Set-able through CBA_Settings) Supported objects: ​ Planned: Requirements: Community Base Addons ACE 3 ​ Installation: After unpacking the .zip-file into your ArmA 3 directory, all the files you need to use the mod should be inside the "Addons" folder! If you want to use the compatibility pbos´, you have to move them from the "Optional" folder to the "Addons" folder! Download: R_Unfold (v1.4.1) R_Unfold - Unfoldable Map v1.4.1 Media: The following video is just showing how it works and looks! Changelog: 1.4.1: [ADDED] Language Spanish. [FIXED] ACE error when placing compatible vehicles on mission start (May also fix missing actions on supported vehicles if you encountered some). 1.4.0: R_Unfold: [ADDED] CBA_Settings support (Replacing "R_Unfold Settings" Module). [CHANGED] Module "R_Unfold Settings" has been disabled. (Will be kept for compatibility) [CHANGED] Cleanup in some functions. [CHANGED] script_component.hpp to make it easier to create compat mods for vehicles RHS Compat: [CHANGED] Compat is now fully dependend on RHS (AFRF and USAF). [FIXED] UAZ interaction point and map position are both too high. CUP Compat: [CHANGED] Compat is now fully dependend on CUP_Vehicles. 1.3.0: [ADDED] ACE_Map_Gestures Restriction: Toggle ACE_Map_Gestures to be only available on the unfolded map! [ADDED] Module "R_Unfold Settings" for ACE_Map_Gestures Restriction and for future additions! [ADDED] Workaround to read module settings from module "R_Unfold Settings"! [ADDED] Languages Italian and French! [CHANGED] Some spring cleaning! [CHANGED] Moved actions from script to config! 1.2.0: [ADDED] Polish translation (Thanks to @doman)! [ADDED] Ability to place map on certain objects (Supported: tables, whiteboard, quadbike)(Thanks to @baermitumlaut for helping me with the interactions)! [ADDED] Optional CUP and RHS compatibility pbo´s (Supported: HMMWV´s, UAZ)! [CHANGED] Some minor changes on the code itself! [FIXED] Ability to unfold map while using the map! 1.1.0: [ADDED] Localization (Supported languages: German and English)! [ADDED] Ability to see the map markers of the player who placed the map! [ADDED] Ability to copy the markers off the map (Only if you have a map or a similar item)! 1.0.0 a: [FIXED] Discrepancy between Bikey and Signature (New Bikey)! 1.0.0: Release!
  7. 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. 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];
  8. ADV - ACE CPR Giving you a second chance if your everyday CPR doesn't do squat. My community and I had a serious problem with the way ACE handles its CPR. If you're playing with ace_medical_enableRevive=1 you might have found out that CPR practically does nothing as long as your patient has no pulse (i.e. is in the revive state). You would need to use a Personal Aid Kit to revive your patient, setting all his health variables back to their start values - practically doing a magical heal with the magical wand called PAK. With adv_aceCPR you can finally use CPR to get someone out of the revive state without healing him completely, making gameplay much more interesting. After successfully "stabilizing" the patient, he/she will have a basic pulse of at least 30bpm. ACE-doctors have a 40% success rate and ACE-medics have a 15% success rate. Regular riflemen can resuscitate a patient, but they will have a much lower success rate. They can still keep the patient from dying due to an expired revive timer though. The success rate is lowered if the patient looses blood and is raised if the patient received Epinephrine right before CPR. The minimum rate is always 2%, unless the player starts with a success probability of 0 (look at "For mission builders" for additonal info). Depending on your settings (adv_aceCPR_maxTime, see below) you might be too late to resuscitate a player with CPR alone - in that case I have good news for you: With version 1.4.0 a new item has been added to ADV - ACE CPR: A defibrillator. The defibrillator works almost like the CPR action, but you have to have an AED in your inventory and it's much faster and the success rate is way higher. Using the defibrillator will induce pain to all units who stand too close to a patient when the defibrillator is used (except for the operator). You can only use the defibrillator if you're a medic (ace_medical_medicClass > 0). With version 1.5.4 I have added the option to use stationary AEDs. You can set the stationary AED objects via CBA settings. Default is Land_Defibrillator_F. You can place a stationary AED via editor or curator. Players can approach the item and use an ACE action to activate the stationary AED. By activating it they have 12 seconds to use it on any unconscious patient in a radius of five meters. After 12 seconds the stationary AED will deactivate again. I recommend using ADV - ACE Splint additionally to ADV - ACE CPR - not just because I'm the modest author, but because these two mods offer the things I felt missing in the current version of ACE³. Download: The most current version (1.5.4) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.5.4/adv_aceCPR.zip Or get it at armaholic (thanks to foxhound!): ADV - ACE CPR v1.5.4 For now I uploaded ADV-ACE CPR to Steam Workshop as well: http://steamcommunity.com/sharedfiles/filedetails/?id=1104460924 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 The Addon is signed and has a bikey. And of course ACE³ is needed - adv_aceCPR works with at least version 3.12.0 For mission builders: You can set the probabilities for successful resuscitation individually depending on the value for ace_medical_medicClass a player's unit has, or the time to be added to the revive timer or the duration during which CPR can still be applied successfully. The easiest way to do this is via CBA Settings ( https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System ). Alternatively you can use the following variables in your mission: adv_aceCPR_probabilities = [40,15,5,85]; //the first entry is for ace_medical_medicClass == 2, the second for == 1, the third for regular units with ace_medical_medicClass == 0 and the fourth one for the defibrillator. So if you want to disable CPR for any player with less than ace_medical_medicClass below 2 just use something like this: adv_aceCPR_probabilities = [40,0,0,85]; The time to be added to the revive timer (+/-3 seconds) can additionally be set with this variable (default is 30, maximum is 40, minimum is 15 - if set to anything below 18 there's a chance you spend more time on CPR than you gain): adv_aceCPR_addTime = 30; To set the duration during which CPR can still be applied successfully, you can set adv_aceCPR_maxTime. (Eg. if your ace_medical_maxReviveTime is 600 seconds and you want players to only be able to resuscitate patients for 300 seconds, set it to 300. If the value is higher than ace_medical_maxReviveTime, it will revert to ace_medical_maxReviveTime). After this time you have to use AED or PAK to resuscitate a player (default is 1200). In other words: after adv_aceCPR_maxTime each CPR only adds time to the revive timer, it won't bring your buddies back: adv_aceCPR_maxTime = 300; The classname for the defribrillator item is "adv_aceCPR_AED" I highly recommend to adjust the values for adv_aceCPR_probabilities when handing out the AED. Current issues: - Unknown Special thanks: - LeWarz and the whole Spezialeinheit Luchs for playtesting - Markus from Boom Tools Filmton for his support and the AED sound! - T.Fork - NorX Aengell - DeliciousJaffa - GodofMonkeys Changelog: 1.5.4: IMPROVED: compatibility to diwako_ragdoll. IMPROVED: added new sound and reworked aed station sounds. IMPROVED: added adv_aceCPR_aed to ace medical advanced crate. IMPROVED: replaced ace_medical_fnc_actionCheckPulseLocal with slightly edited function. IMPROVED: added chinese translation (thanks to GodofMonkeys!) IMPROVED: added stationary AED. 1.5.3: IMPROVED: isResurrectable should always return true if only ace_medical_inCardiacArrest is true. IMPROVED: removed superfluous check for ace_medical_enableRevive. IMPROVED: variables will be set to nil instead of false. Might mitigate issues. Don't know... IMPROVED: added check for inReviveState OR inCardiacArrest. And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for using this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole.
  9. Hello, i am starting with scripting and have some ideas and a point where i want to start. The basics to multiplayer scripting are known to me and i made a couple scripts already for the purpose what i wanted to have (a personal arsenal for people). We are a merc-based group and we really liked antistasi but it has too many flaws for us so i decided to finally start our merc-based campaign. Now i started with my roadmap for the arsenal: 01: Check the amount of loot/equipment in a specific box (!) 02: Add the specific items in the box to an ace-arsenal (!) 03: Check if the amount of items in the ace-arsenal exceeds 20 (!) 04: Make items, that exceed the amount 20, unlimited. (!) 05: Save all the data so it can be restored after a server-restart/restart (!?) (!) = Figured it out (?) = Still trying to figure it out (!?) = I know where to look for this. I discussed it already with a friend of mine and we decided to go with the 'while' to keep on checking a specific inventor, a box, called "merc_arsenal_box", either with a onaction activation on the arsenal-box, or with a sleep timer of roughly 15 minutes or so. Thats practically not really hard either way. But the real problem i face now is, that i am able to put stuff int he ace arsenal without problems - unlimited already. Thats one of the basic functions i can go. Put things in the ace arsenal already unlimited available. And i dont have a clue how i can achive the same, but with a limited availability like 19 items of weapon x. Do i oversee something, a function as example? Or does the ace arsenal not have any method of having a limited amount of items in it? Please dont post any working code, just directions where i should look and specific snippets (Example: Look on ace arsenal framework, the function fnc_thisisit_lookhere [1,2,3,4];) Thank you all in advance for your help & time Narsiph.
  10. Anti-Puncture Spray for ACE Repair module by [LM] Cheitan What is this about ? Tired of not having enough spare wheels in your vehicle to keep it moving at a decent speed ? Here is the solution : an anti-puncture spray ! This mod adds a new item you can store in your inventory or in your vehicle. It is a spray that you can plug on a damaged tire. It will inject a specific paste in the tire which will firstly fill the hole and secondly emit a lot of gas, leading the tire to be usable again ! Initially developped among other features for the french team La Muerta, it is now available for everyone. Only french and english translations are available for now. Feel free to submit your own language ! How to use it ? You must have at least one spray in your inventory. Get close to the damaged tire and use the external action key from ACE. It will display a new action on the black part of the tire, named "Use anti-puncture spray". Trigger this action, and it will open a loading bar during 10 seconds with a sound effect. Once the spray is empty, it will be removed from your inventory, and the tire will be usable again. However, keep in mind that over damaged tires cannot be fixed with this spray. Also it will not magically restore the tire at factory state, but it will make it able to reach max speed with the vehicle. Known issues - If the loading action is interrupted, the sound effect will still be hearable until it end. However, do not worry : no item will be taken from your inventory ! Disclaimer and credits This mod is released under APL-SA. - La Muerta Team for testing and support - Icons made by Freepik from www.flaticon.com - Dedmen for various help with code and licence - ACE Team for creating such an amazing mod/framework - Bohemia Interactive for bringing us such a great game If you have developped or enhanced a feature and you think it should be included in this mod so that everyone can benefit, feel free to reach me on BI forum. I would be pleased to see your work and integrate it if relevant, making you a contributor of this mod. Changelog can be found in readme.txt Download La Muerta cloud space (deprecated) Armaholic
  11. ADV - ACE Splint - Fixing you up if your arms and legs go kaputt - The times are over in which you had to use a Personal Aid Kit to fix damaged arms and legs with ACE³. ADV - ACE Splint offers you an item you can use to fix damaged arms and legs. Of course the option to splint a damaged limbed will only be available with ace_medical_healHitPointAfterAdvBandage disabled. Depending on your settings an applied splint might come off again. In that case you might be able to apply it again, or have to use a new one. I recommend using ADV - ACE CPR additionally to ADV - ACE Splint - not just because I'm the modest author, but because these two mods offer the things I felt missing in the current version of ACE³. Download: The most current version (1.1.5) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.1.5/adv_aceSplint.zip You can get it at armaholic (thanks to foxhound!): ADV - ACE Splint v1.1.3 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 The Addon is signed and has a bikey. And of course ACE³ is needed - adv_aceSplint works with at least version 3.12.0 Or get it at the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1291442929 For mission builders: Settings for ADV - ACE Splint can be changed with cba settings, or the following variables: adv_aceSplint_reopenChance_regular = 0; //default 30, maximum value 100 adv_aceSplint_reopenChance_medic = 0; //default 0, maximum value 100 adv_aceSplint_reopenTime = 300; //default 600 adv_aceSplint_reuseChance = 80; //default 90, maximum value 100 The classname for the splint item is "adv_aceSplint_splint" If you want to enable logging to rpt set this variable: adv_aceSplint_diag = true; Current issues: - Unknown. We don't usually play with ace_medical_healHitPointAfterAdvBandage so if something breaks I'm most likely the last person to know about it, so bug reports are always welcome. Special thanks: - NorX Aengell - DeliciousJaffa - GodofMonkeys Changelog: 1.1.5: ADDED: new settings for reopen chance for medics and regular soldiers. ADDED: new limb analysis feature. And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for using this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole.
  12. Squad name: 7th Cavalry Regiment Timezone/location : All US/EU Gamemode preference (eg coop or pvp): Coop/PVP/PVE, Mil-Sim Contact email: My 7th Cavalry Profile Website address: 7th Cavalry Website Short description: The 7th Cavalry Regiment is a military simulation clan primarily focused on Arma 3. The Regiment was founded October 15th, 2002 and remains committed to military simulation today. This means that when you enlist, you will earn your place as a trooper in one of the oldest gaming regiments online. For the majority of people in the CAV, this unit isn't just somewhere to play, it truly is a brotherhood in which all are respected and supported by their brethren. We have over 220+ Active Arma 3 members spread across 1st Batallion. We have three Company's: Alpha, Bravo and Charlie. Alpha contains Fixed & Rotary Wing for Transport and Attack, Bravo consists of Mechanized Infantry/Armor, Mortar & Artillery (pending Mod release) and Charlie Company, the tip of the spear. Charlie Co. is the main Infantry element, with Airborne, Medics, a RANGER platoon (must pass RANGER selection), Airborne Engineers and more! For more info, visit Detailed 7th Cavalry Recruitment Post Language: English
  13. Hey, all. I've been attempting to create a mission for some time now, and every problem I've encountered so far, I have been able to solve... until today. Context: Simply put, the mission uses ACE, which has its own explosive framework, and to that end the ACE site does provide some useful information. Specifically, I've been using 'ace_explosives_fnc_scriptedExplosive'. The good news is, it works like a charm. The catch is that it only seems to work for explosives which are spawned in through the editor, and not those created by scripts. In my scenario, there is a trigger (code below). The idea is to have an area where all cars driven by blufor units have a demolition charge spawned and attached to said vehicle, then have it explode. The problem is the line '[_newEp, -3] call ace_explosives_fnc_scriptedExplosive;'. For whatever reason, it works wonders with explosives placed within the editor (and subsequently attached to vehicles), but doesn't do a thing for any explosive spawned in via script. I was hoping any of you, who are more versed in scripting, could shed some light on the subject. I am by no means an experienced script writer/programmer, and most of what I know is from hours of messing around, so any advice would be much appreciated. Condition Code executed by the trigger: count (nearestObjects [trig2, ["Car"], 50]) > 0; On Activation code executed by the trigger (via script): _carlist = _this select 0; { if (side (driver _x) == west) then { hint "true"; _newEp = "DemoCharge_F" createVehicle [0, 0, 0]; _newEp attachTo [_x, [0, 0, 0], "driverview"]; [_newEp, -3] call ace_explosives_fnc_scriptedExplosive; } else { hint "false" }; } forEach _carList; Where _carList is: nearestObjects [trig2, ["Car"], 50] If I had to chance a guess at what was happening, I'd wager that ACE is only applying its explosive framework to the explosives placed in the editor, while those spawned via script maintain their vanilla class attributes.
  14. Okay so I have given each player a custom action to spawn a chemlights on their position so they can drop them under water: "Chemlight_green" createVehicle getPos player; This works great for vanilla items but for some reason anything ACE won't spawn this way, like" ACE_Chemlight_HiYellow", "ACE_Banana" or "ACE_Chemlight_IR". Any idea why this is? I had my friend replicate this so it isn't an issue just on this particular script.
  15. General Adds the ability to players to lock their backpacks. CBA is required and this script has support for ACE interaction menu and ACE medical. https://i.imgur.com/tlF8zXS.png Features Locks carried backpack for anyone that is not the carrier. Backpack lock is removed once the backpack is dropped. (ACE medical only) Others can open the backpack if the carrier is knocked out. Requirements The only additional requirement is CBA for this script to work properly. Installation and configuration This is a mission script, you need to implement it into your mission. First copy paste the scripts folder into your mission then implement the missing additions in your description.ext. That is it. The included mission is just an example! License Copyright 2018 diwako This work (diwako_lockbackpack or the like) uses the license Arma Public License Share Alike (APL-SA) https://www.bohemia.net/community/licenses/arma-public-license-share-alike Download https://github.com/diwako/lockBackpack/releases/
  16. I need Help

    So, Yesterday I started a mod project without any 3d modeling experience nor arma 3 modding experience, I watched a lot of tutorials and I was understanding them, I think, but now I'm stuck at the addon builder because it says to me: Build failed. Result code=1. Can someone help me? The config.cpp is like this: class CfgVehicles { class SpikeStrip { units[] = {}; weapons[] = {}; scope = 2; model = "\Sam Sapphire Spike Strip\SpikeStrip.p3d"; mapSize = 5; displayName = "Spike Strip"; ace_cargo_size = 1 ; ace_cargo_canLoad = 1; ace_dragging_canDrag = 1; ace_dragging_dragPosition[] = {0, 1.2, 0}; ace_dragging_dragDirection = 0; ace_dragging_canCarry = 1; ace_dragging_carryPosition[] = {0, 1.2, 0}; ace_dragging_carryDirection = 0; cost = 0; armor = 5000; }; }; BTW, it is a spike strip that works with ace, can someone maybe tell me how to change the model (Like Open = SpikeStripOpen.p3d, and closed = SpikeStrip.p3d)? P.S: I need also a way for damaging wheels, I can do it in the config.cpp or I need to do it somewhere else?
  17. Hi! I'm having issues spawning in ACE3 IED's with pressure plate activation on. Currently there's 50 IED's that spawn in, they're simulated objects and should (?) work with pressure plate, yet they don't. Here's the faulty script: if (!isserver) exitwith {}; //Theres a marker called center in the middle of the map _centerMrk = "center"; _dist = 25000; _center = getmarkerpos _centerMrk; _counter = 0; _rDist = 5.75; // Objects used as IEDs _iedList = [ "ACE_IEDLandBig_Range", "ACE_IEDLandSmall_Range", "ACE_IEDUrbanBig_Range", "ACE_IEDUrbanSmall_Range" ]; while {_counter < 50} do { //Create position on map for IED _list = _center nearRoads _dist; _iedType = _iedList select (floor random (count _iedList)); _road = _list select (round random (count _list)); _roadDir = getDir _road; _newDir = _roadDir; _dir = _newDir; _pos = getpos _road; _posx = _pos select 0; _posy = _pos select 1; _tx = (_posx + (_rDist * sin(_dir))); _ty = (_posy + (_rDist * cos(_dir))); _iedPos = [_tx,_ty,0]; //Create IED _trgMan = createVehicle ["I_C_Pilot_F", _center, [], 0, ""]; _ied = createVehicle [_iedType, _iedPos, [], 0, ""]; _ied setDir (random 360); _ied setPos getPos _ied; //So far so good, this is where I have to add some type of way to trigger them because they dont work by themselves like if you place them with zeus [_trgMan, _ied, "PressurePlate"] call ace_explosives_fnc_connectExplosive; deleteVehicle _trgMan; //Add IED to list _counter = _counter + 1; }; If anyone with knowledge about ACE3 could help me out that'd be highly appreciated. //Green
  18. Let me provide a little background about myself. I have logged approximately 150 hours in Arma 2 CO since late last year. I had the opportunity to play all the classic A2 mods: ACE, ASR, Celle, I44, and many more. However, recently I had been testing A3 and realized how much more it offers, in terms of modularity, editing, and simulation (though ACE should really consider adding advanced artillery, which was a great feature in ACE2). Anyways, I would love to learn the new and improved ACE3, and I was hoping someone with experience could help me out. As I said, I already understand how ACE2 works, so ACE3 shouldn’t be too hard of a transition.
  19. ACE3 Extension Here is my ACE3 Extension mod! ACE3 Extension (Anim & Actions) ACE3 Extension (Placeables) ACE3 Extension (Gestures)
  20. how do you change the overheating value in your weapon? I have a WIP weapon, but with ACE it was too easy to jam due to weapon overheating too fast, which value in weapon config affect the overheating rate? Please happy, thanks!
  21. So, I have the following problem: The server always overwrites the configuration of the night vision and i cant disable it. https://imgur.com/a/GQide https://imgur.com/a/rm9oc These are screenshots of the options. Has anyone else had this Problem and how do i fix it?
  22. Hello there! TL;DR: While trying to play on Lythium, I get this error: "no entry 'bin\config.bin/cfgworlds.lythium'." and same in server log. Mod is running on server and even while connecting throught launcher server requests to load mod Lythium. Other mods work flawlessly. Now the long explanation... I have a linux server for a few months now, crisp clean Debian with nothing but arma and some other services, tho I keep it clear because of lacking power. We play on it with typical mods like RHS, Ace and so on, the "Must have" mods and everything works flawlessly. So flawlessly that we can actually maintain playable fps while Antistasi fucks up with too many AIs. Anyway, we have recently tried to play on lythium. Long story short, it doesnt work. It somehow acts as if the map wasnt on server even tho it is and launcher requests it to load. I am doing something wrong, and its propably stupidly easy but I am in the end with my head right now... Order of mods is okay, and even if it wasnt I tried to change my param so Lythium loads: First, last, before JBAD, after it, somewhere around CUPS (I know it has no connection but....better try) and no change. What it does: Basically, the map is not on the server. Exept it is. Map, mission and all of its stuf works on localhost, mine and my friends. Tried across more machines, works. With or without -mods=@lythium\;(other mods here) server shows the same error over and over again. no entry 'bin\config.bin/cfgworlds.lythium'. Does anyone know what it might be or at least why does this happen? I know its this error because I tried to load the server with nothing but jbad and lyhium. Same results. It must be something with either jbad or lythium mod. Will try something more but any help is appreciated. EDIT: While loading server with NOTHING but lythium, it loads with no problems and doesnt request its dependency or crashes with error. It feels werid, as if the mod was just nothing but name...
  23. Is anyone else seeing this problem? I run a local dedicated server. i.e. it is a dedicated server running on the same PC that I am using for to run the ArmA 3 client. This has a separate directory for the server files. Until recently when I ran this server it picked up the ACE serverconfig.hpp file from my ArmA 3 main installation directory (not the separate dedicated server directory). However yesterday this stopped (thought I am not sure in fine detail when the problem started). Now it does not appear to pick up the ACE serverconfig.hpp file from anywhere and just gives me the default values (I'm mainly interested in modifying the medical system and I don't want to use modules). Running the dedicated server on a separate box does work but that has its own userconfig\ace\serverconfig.hpp file but at least shows the serverconfig.hpp file is OK. Anyone else seeing this problem? I know there seem to have been some minor updates to ArmA/ACE recently and am wondering if these have introduced a bug/feature or am I doing something wrong? I have tried putting the ace\serverconfg.hpp file in the local dedicated server directory but that had no effect. S Edit: I also tried running as a 'server/client' and that does not seem to pick up the userconfig\ace\serverconfig.hpp file. Starting to wonder if this is more an ACE issue than an ArmA one : / Edit2: OK issue was I was not including aceServer in my list of mods. That solved the problem.
  24. Teamspeak IP: Ts3.3rdSFO.us Public Server IP: 63.141.249.146 Port: 2542 Map: Clafghan Game Type: Insurgency (ALIVE) High Traffic Time: 8:00pm-12:00am Central US time Server side mods (Required): CBA ACE3 TFAR RHSUSAF CUP Terrains - Maps CUP Terrains - Core CUP Vehicles CUP Units CUP Weapons F/A-18 Claghan Alive The Mods 3rdSFO Runs includes above: BloodLust USS Nimitz BackPackOnChest ShackTac User Interface Advanced Sling Loading Advanced Towing Advanced Urban Repelling Arma Enhanced Movement FIR Pilot&Crew Pack HMDs MOD (Metric) L3-GPNVG18 Panoramic Night Vision Spec4Gear v4.6 Splended Smoke Theseus Services Steam Collection http://steamcommunity.com/sharedfiles/filedetails/?id=827107985 Server is open keys, so you can run any mods that you like. Just have the minimal required ones and you should be good.
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