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Found 7 results

  1. =========================== [UCM] Utilities Construction Mod =========================== I'm pleased to announce the release of the Utilities Construction Mod. This mod allows to quickly add construction areas in your missions for pipelines, railways, electric lines, and such. Being a fan of milsim, the main reason I developed this mod was to give an objective purpose for staying in specific areas, especially for persistent servers. Having a lot of small tasks such as the ones that ALiVE gives you it's really great, but having (for instance) a pipeline to build qualifies the presence and gives specific time limits for a faction to be in an area. Video Trailer Video Tutorial on how to use the mod A few images Find UCM on: Steam Github A sample mission can be downloaded from here. Dependencies: CBA_A3 UCM does not need ACE3 to run, but if enabled the Interaction and Cargo functionalities will the the ones of ACE, otherwise they will default to enhanced vanilla ones. Please note that this mod is still in beta. Some changes and bugs are to be expected. Thanks to W4lly63 and 2RGT Hollywood for their help in alpha-testing. Comments and feedback welcome. _SCAR
  2. I want to restrict a area for my player to play in on Altis i want to make a Infantry Game and i want to stop players to use the hole island to run around on. does anyone know if it can be done. i have tried with 4 triggers so if you walk/run inside them you die, but i want to make it so you get a warning and will be told to turn around or you die. // Play3r
  3. Hey, Small topic for those who love to play around with randomness. Have you ever tried to find random point in circle? Let`s try find a random point around player in 1000 meters radius. So we can write something like. player getRelPos [random 1000, random 360]; And here we go, seems cool right? No it is not. Let`s try do that 5000 times, and put a marker for each resulting position. for "_i" from 0 to 5000 do { _pos = player getRelPos [random 1000, random 360]; _markerstr = createMarkerLocal [str random 100,_pos]; _markerstr setMarkerShapeLocal "ICON"; _markerstr setMarkerTypeLocal "hd_dot"; }; Here what we gonna have. As you can see it is not random at all. Dots are concentrated towards center. So how can we have unified distribution? We can write following: for "_i" from 0 to 5000 do { _radius = 1000; _randomValue = random _radius; _distributedValue = _randomValue; if ((1-(_randomValue/_radius)) > (random 1)) then { _distributedValue = (_randomValue + (random (_radius - _randomValue))) }; _pos = player getRelPos [_distributedValue, random 360]; _markerstr = createMarkerLocal [str random 100,_pos]; _markerstr setMarkerShapeLocal "ICON"; _markerstr setMarkerTypeLocal "hd_dot"; }; So here is what we gonna have as result Basically what we do here is: As smaller the random value we get as bigger the chance that we will add to this value a bit. (In simple words ;p) Have a good day
  4. Hi All I'm wondering if its possible and if so how i can use Respawn Positions and specify certain areas to spawn it. For example. I have a mission with 2 towns that players will spawn in. I would like the players to be able to select on the respawn screen for example "Elektro" as a spawn area, but have the player load in to specified areas around the town. When i use a Respawn Module in Eden editor i am able to select the town i want to spawn in but i load in at the position of the marker. I want to some how link player spawns to this marker so they load in at the player spawns rather than on the actual marker itsself? If that doesn't make sense i think what i'm trying to re-create is similar to the respawn mechanics from DayZ Origins... Thanks in advance
  5. Trigger List Changed - v2.1 This script is about handling units which enter or leave a trigger's list or trigger area respectively. This is different from handling "thisList" or "all units inside/outside the trigger". It's easy to handle units in the trigger's "thisList", but handling only those which just entered or just left is a different story. Such distinction might be important for instance if a certain value/operation should be added/reduced/applied/executed only on such units or when a unit enters in the very same 0.5 seconds as another unit leaves, which would let the number of units in thisList remain unchanged while one unit is actually different. This function should be executed server side only! Feel free to use, adapt, expand (and maybe give credit if you consider it useful, I'd be grateful :)). Download v2.1 from Armaholic Changelogs: Have a nice Play!
  6. Hey. I am looking for a currently working ((MP)) ammo crate filler script. Not VAS but something I can use for specific items instead of having 50 ammo boxes etc... thanks for the help.
  7. Just encountered a weird bug on Dev branch and now i am curious if other can reproduce or if it's on my side: Please take note that this is with the Saitek X52Pro throttle quadrant.
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