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First of all, this is a long, essay style question on how to use init fields in eden editor, if you are unfamiliar with it, you might not want to waste your time reading this. Disclaimer: I am an utter noob and know nothing about .sqf scripts (if you are to answer one of my questions, please consider me an idiot) Dear all, thank you for stopping by and I hope you can help me. I am planning to create a dynamic airport base with the following features: Four fixed wing aircraft taxing, taking off, loitering, landing and repeating their tasks indefinitely. The question is as follows – Having tried move waypoints with various limitations (e.g. flyinheight, forcespeed) and configurations, I was unable to make an aircraft piloted by an AI to taxi successfully to where I want it to. Please advise on the step by step how can I achieve this goal. Next Numerous groups of units moving around the base according to their respective waypoints and occasionally initializing BIS_fnc_ambientAnimation function (at various waypoints throughout the base. I have been able to initialize the ambientAnim command at a waypoint and cancel it with addaction on a player (trigger condition Playername_AddActionName and On Activation call BIS_fnc_ambientAnim__terminate;). Ideally, I would like to have a trigger which, whenever a unit/units approach their respective waypoint, triggers the animation for a certain duration of time and then cancels it (so units can move onto the next waypoint). A convoy of 5 vehicles containing around 5 units each going in/out of the base. The problem here would be that I would like the convoy to look as a presidential convoy would. So, Convoy drives up to a building entrance, armed personnel get out of the vehicles (except for drivers) and only then, the civilian AI gets out and walks to the building. After about 5 minutes, I would like that civilian to come back, get into the vehicle and the convoy shall drive off (and repeat). The biggest issue I have is controlling how the armed personnel gets out. Shall I do it with triggers for presence? How do I make them get out before the civilian and wait? How can I then make the civilian get out? Lastly, I understand that this may be too much, I would like to have a constant tower defence going on in the background. For example, I have a well-guarded base which is being constantly harassed by the enemy. The units at the base have their animations toggled on and off (refer to question 2), if these units were impossible to kill, how would I let them engage combat, kill the enemy, and return to their respective waypoints and continue on their path?
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Kabul International Airport by DonbassCZ
Luke_z_Brna posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Kabul International Airport Ùرودگاه بین المللی کابل by DonbassCZ Information: Hamid Karzai International Airport (Persian: میدان هوائی بین المللی Øامدکرزی‎‎, Pashto: د Øامدکرزی نړيوال هوائي ډګر‎, IATA: KBL, ICAO: OAKB), is located 5 kilometers (3.1 mi) from the city center of Kabul in Afghanistan. It serves as one of the nation's main international airports and as one of the largest military bases, capable of housing over one hundred aircraft. The airport was given the new name in 2014 in honor of former President Hamid Karzai. The decision was made by the National Assembly of Afghanistan and the Cabinet of President Ashraf Ghani. It was previously named Kabul International Airport. The airport has been expanded and modernized in the last decade. A new international terminal was added and the older terminal is now used for domestic flights. A number of military bases were also built around the airport, which are used by the United States Armed Forces and NATO's International Security Assistance Force (ISAF). The military of Afghanistan also has a base there, while the Afghan National Police provide security inside the passenger terminals. As of June 2016 the most frequently serviced destination from the airport was Dubai-International with no less than four passenger airlines flying the route, some with multiple daily flights. In terms of passenger numbers, Istanbul-Atatürk was the largest, followed closely by Dubai, given the high volume of travel with Turkish Airlines, and Ariana Afghan Airlines, which flies to both Istanbul and Ankara in Turkey. Description: Hello. As you probably know from KAF. This project will include three Afghan airfield (Bagram, Kabul, Kandahar). KAF is behind us and now we are embarking KIA. This base will be built in Reshmaan Province. It will be an airport in the middle of the map near the capital city Dilshad (Kabul). What more to say ... I will delete few objects and some places must be improved and i think it will be done. Iam really excitting how it will looks... and I can not wait :) . Also dont forget on this "I'll try to make this base with high FPS so then you could enjoy it"!! PS: I will add pics later. Requirements: CBA Reshmaan Province CJTF101 editor MAP Editorupgrade (EU) Community Upgrade Project - Terrains Complete [FIX] OPXBuildings and OPXmisc Stars Editing Suite DOWNLOAD LINK: https://www.dropbox.com/s/pt1aibr46sjsp27/Kabul_International_Airport_by_DonbassCZ.reshmaan.7z?dl=0 Greets DonbassCZ- 20 replies
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Base Builder for ARMA III, ver. 0001 (2019) This MODULE is compatible with BASE GAME (current version) Base Builder under construction... Download: you_fnc_camp readMe: Arma Public License No Derivatives (APL-ND) Have fun!
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Download Links: NR6 Sites: NR6 Sites 1.0 (Google Drive) INTRODUCTION As I have been working on expanding battlefield immersion in scenarios set up using HAL, I've wanted a lightweight script that could populate bases and observation posts without causing too much strain. So I made this small script that uses a very slightly modified CBA defense script similar to the one used in CBA's defense module. This script's goals are to add unpredictability in the way bases are set up and to speed up and facilitate the setup of such sites. Although I also made a remake of the stock BI Sites module so that it works with any mod, I have found that such module put too much of a strain in most missions and didn't work well in large scale scenarios so I didn't publish it yet as I believe this is a better alternative. USAGE Add all files inside mission directory. Called using: [position of site, radius of site, number of groups, chance for patrol,,minimum building size, side, array of available groups for guard to spawn (can be a config path or array), controlled HAL leaders] call NR6_Sites; Ex: [(getPos this),100,4,0.2,1,west,[['rhsusf_army_ocp_teamleader', 'rhsusf_army_ocp_grenadier','rhsusf_army_ocp_autorifleman','rhsusf_army_ocp_rifleman'],['rhsusf_army_ocp_grenadier', 'rhsusf_army_ocp_rifleman']], [LeaderHQ,LeaderHQB]] call NR6_fnc_Sites; I recommend placing the call inside the init of an object or game logic you plan on using as site center the same way I did in the example above. FEATURES Places a fully configurable site or patrol on the position it is called on. Troops can occupy buildings and garrison a position while also patrolling the designated area. Fully adapted to work with ZBE_Cache and HAL. In the case of HAL, the units spawned are NOT controlled as they serve as independent defense. The main difference added in this version of the CBA defense script is that it spawns units which are immediately moved to their garrison positions instead of ordering them to reach their positions. It behaves in that sense similarly to the BI Sites script. CHANGE LOG NR6 Site 1.00 -Initial release CREDITS All credits for CBA go to the CBA Team who made the framework on which my script is based. As this addon uses the CBA defense code with mild modifications, all credits for such code go to them. BUG REPORTING If you encounter any bugs, feel free to comment and provide feedback on this thread. REQUIREMENTS Event though the script includes the code from CBA that has been modified, Community Base Addons is a critical requirement for the sites to function. License: As CBA is licensed under GPLv2, so is this script which uses slightly modified code from it. https://creativecommons.org/licenses/by-sa/2.0/
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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.
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Undefined Base Class in config.cpp
Sacha 'Voodoo' Oropeza posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello folks, As some of you may already know, I'm working on the AH-64D Project, which was originally made by Franze & Nodunit. As the project went open source, I decided to reorganize the code before exploring new possibilities however I got an issue which I don't understand hence I post here a part of the 'new' code. The concerned code part (CfgVehicles) is accessible here on Pastebin. Any ideas ? -
A template of the 345th VDV's 3rd Campaign Based in a fictional escalation of the 1st Chechen War. Lots of Bases were made along with Improvements to many of the towns and villages as I made the campaign. I've included the Briefings to the Missions from that campaign if anyone is interested, as the actual missions them selves are dependent on a custom faction I made based on the Caucasus Insurgency Mod, which I've since lost, and so are mostly unplayable. Its not intended to be played as a whole but just take the parts you need for your mission and delete the rest , otherwise the FPS will be really bad. If you do use it in somthing, just put me in the credits Screen Shots Download http://steamcommunity.com/sharedfiles/filedetails/?id=1278897019
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Hi, I am searching to make a sector who will be capture by a player, for exemple; a player enter in the base and have to wait 3 min for the game end. (Screen) I am also searching to make a mission who Blufor and Opfor have to capture All the base to win (Screen), but I want the players to have to capture the first base to move to the second one etc... So I want at a certain moment of the game that there is a conflict in the midle of the map and later that a team take the lead and win by having captured all the bases.
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Story [Tanoan] Since the Tanoa is rich in natural resources, an official government in the year 2028 gives a decree to research territorial waters around the archipelago. Shortly after that, a head of research group "Enclave" found an oil field near the Tanoan International Airport. Building of first offshore oil platform on Tanoa was started. A platform was named "E-77". It was built really fast in the year 2029, because of enthusiasm of Tanoan workers. Since then, Tanoan economy grew up fast. But it couldn't last forever. In 2035, Tanoa was struck with critical flooding. The story of oil rig E-77 has ended. Structure E-77 is a tension-leg platform. It's a vertically moored floating structure. Main platform has 2 sections. The top section is used mainly for living purposes of staff of the platform. There is also a warehouse and big radio tower. Main platform is connected to a secondary platform, which has 3 sections. The top one is used as helicopter LZ. You can get on a platform through it. Also, there is an pier on a main platform to get on it by ship. You can move through platforms and sections by using bridges and stairs. Usage To use it in your mission just subscribe to it and then launch it from Multiplayer (Multiplayer > Server Browser > Host Server > Host Server > Altis > Oil Rig E-77 [VANILLA]). You will download it. After it, you will be able to unpack the pbo of the mission (mission.pbo) in your profile folder. It is located in here: C:\YourUsername\YourUsername\Documents\Arma 3 - Other Profiles\YourUsername\Saved\steamMPMission\Oil%20Rig%20E-77%20[VANILLA].Altis Use PBO manager (http://www.armaholic.com/page.php?id=16369) or something else to unPBO mission file. After it, you can take mission.sqm file from there. Place it in a mission folder as your own mission in folders like "mpmissions" and "missions". They're located in your profile folder (C:\YourUsername\YourUsername\Documents\Arma 3 - Other Profiles\YourUsername). From now on, add this one to your mission. It will be good, if you will mention author's name in your scenario. Dependency No dependencies ;) Screenshots Download Steam Workshop Armaholic
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Bagram Airfield میدان هوایی بگرام by DonbassCZ Information: Bagram Airfield, also known as Bagram Air Base, (IATA: OAI, ICAO: OAIX) is the largest U.S. military base in Afghanistan. It is located next to the ancient city of Bagram, 11 kilometres (6.8 mi) southeast of Charikar in the Parwan Province of Afghanistan. The airfield features a dual runway capable of handling any size military aircraft, including Lockheed Martin C-5 Galaxy and Antonov An-225. The base is mainly occupied by Government contractors, the International Security Assistance Force (ISAF) and minimally by the United States Armed Forces. Bagram Airfield is currently maintained by the Combined Joint Task Force 10th Mountain Division (CJTF-10), having taken over from the 101st Airborne Division in the winter of 2013. It is also maintained by 82nd Combat Aviation Brigade (Task Force Pale Horse) and 3-10 GSAB (Task Force Phoenix) of the U.S. Army, with the 455th Air Expeditionary Wing of the U.S. Air Force and other U.S. Army, U.S. Navy, U.S. Marine Corps, U.S. Coast Guard, and ISAF units having sizable tenant populations. In addition, the U.S. government regional platform for the east is at the base, staffed by civilians. The ICAO ID is OAIX and it is specifically at 34.944N, 69.259E at 1,492 metres (4,895 ft) above sea level. One of Bagram's runways is 3,003 metres (9,852 ft) long and the other is 3,500 metres (11,500 ft) long, which was built and completed by the United States in late 2006. There are a number of large hangars, a control tower, numerous support buildings, and various housing areas. There are also more than 32 acres (130,000 m²) of ramp space and five aircraft dispersal areas, with over 110 revetments. Many support buildings and base housing built by the Soviet Armed Forces during their occupation were destroyed by years of fighting between various warring Afghan factions after the Soviets left. New barracks and office buildings are being constructed at the present time, and the base is slowly expanding. The Kabul International Airport is about 25 miles (40 km) south of Bagram, connected by two separate roads. Also, the Parwan Detention Facility is located somewhere around the base at Bagram. It has been criticized in the past for its abusive treatment of prisoners. In May 2010, the International Committee of the Red Cross revealed that since August 2009 it was informed about inmates of a second prison where detainees are held in isolation and without access to the International Red Cross that is usually guaranteed to all prisoners. Description: Hello. After successful completion of the KIA we are moving to other airports which will represent BAF ( Bagram Airfield ) in Reshmaan Province. Base is orientated in the north of the map. You can look forward to lots of new things . Slowly but surely, we are approaching the completion REshmaan edition pack, so I hope you will like it because after completing his move into Clafghan . Surely you have something to look forward to. As a tradition i will delete some objects. Dont forget that "I'll try to make this base with high FPS so then you could enjoy it"!! Features: Huge ramps Helicopter airfield (bigger then in KAF) Fire station Prison Hospital Provincial HQ Lots of barracks Ammo storages (from Takistan bases) Containers yard and more structures Requirements: CBA Reshmaan Province CJTF101 editor MAP Editorupgrade (EU) Community Upgrade Project - Terrains Complete [FIX] OPXBuildings and OPXmisc Stars Editing Suite Softshelter MCAGCC 29 Palms (only wgl_commercial.pbo and wgl_objects.pbo) DOWNLOAD LINK:https://www.dropbox.com/s/jp3m0n50toc6pof/Bagram_Airfield_by_DonbassCZ.reshmaan.7z?dl=0 Best regards DonbassCZ
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FOB PRICE, HELMAND PROVINCE, AFGHANISTAN_WIP
Luke_z_Brna posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
FOB PRICE Story: In March 2008 czech contingent with my father went to Afghanistan to help other states here in the most dangerous part of the world to fight against Taliban fighters. For the time spent at FOB Price My dad took some photos that I would like to share with you. History: The base used to be occupied by both British and Danish troops; however, on 22 July 2013 the Danes left, having used FOB/MOB Price since 2007, so now the base is used by mainly the British under Operation Herrick (OP H). Despite the drawdown of British troops this base has been expanded by 21 Engineer Regiment during November 2012. Description: As you can see from the title will be a FOB Price southeast of Gereshk. I will draw from photos in 2008 that got out of Afghanistan. I hope that next year i will make a map around the Gereshk town and paste there FOB Price like static base. I built some buildings in Gereshk like hospital, police station and few afghan ouposts along the main road. In FOB Price will be about 800 metres long runway with two ramps for C17 and C130. Know issue: Red containers will be repaint its just basic layout of them for me. Pictures from A3 and from reality: !NEED HELP WITH TEXTURE ON WATCHTOWER. PLEASE IF YOU WANT TO HELP ME SEND ME PM! Donbass- 31 replies
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Story Since the Tanoa is rich in natural resources, an official government in the year 2028 gives a decree to research territorial waters around the archipelago. Shortly after that, a head of research group "Enclave" found an oil field near the Tanoan International Airport. Building of first offshore oil platform on Tanoa was started. A platform was named "E-77". It was built really fast in the year 2029, because of enthusiasm of Tanoan workers. Since then, Tanoan economy grew up fast. But it couldn't last forever. In 2035, Tanoa was struck with critical flooding. The story of oil rig E-77 has ended. Structure E-77 is a tension-leg platform. It's a vertically moored floating structure. Main platform has 2 sections. The top section is used mainly for living purposes of staff of the platform. There is also a warehouse and big radio tower. Main platform is connected to a secondary platform, which has 3 sections. The top one is used as helicopter LZ. You can get on a platform through it. Also, there is an pier on a main platform to get on it by ship. You can move through platforms and sections by using bridges and stairs. Usage To use it in your mission just subscribe to it and then launch it from Multiplayer. You will download it. After it, you will be able to unpack the pbo of the mission in your profile folder (use unPBO Tool or something else). After it, add this one to your mission. It will be good, if you will mention author's name in your scenario. Dependency You need Apex DLC to run this. Screenshots Download Steam Workshop
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Base respawn not really working for clients.
slendy348 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I was making a mission for me and our friends and i set the respawn as base in description.ext, and when i die (as the host) I respawn on the right spot, where the marker is, but any client that dies, for some reason respawns on his body. What can i do to make them spawn on the marker? -
Malden bases in COLD WAR era by DonbassCZ
Luke_z_Brna posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Malden bases in COLD WAR era by DonbassCZ Description: Hello. I decided to make a new collection of bases in the style of the Cold War . My goal will be to work at bases in these islands : Malden , Everon , Nogovo , Kolgujev . Now I am working on Malden Island . I would also like to know what you want to base owned by NATO and what USSR. Bases will be in one folder with the name of that island, which will be located . I hope you will like this project and wish me luck . Using addons: CJTF101 editor MAP Editorupgrade (EU) Community Upgrade Project - Terrains Complete Stars Editing Suite Hardened aircraft shelters [WIP] pics from Malden airport: Best regards DonbassCZ -
Kandahar Airbase پایگاه هوایی قندهار by DonbassCZ Information: Kandahar International Airport (referred to by ISAF as Kandahar Airfield, KAF) (IATA: KDH, ICAO: OAKN) is located 10 miles (16 kilometers) south-east of Kandahar City in Afghanistan. It serves as the nation's second main international airport and as one of the largest military bases, capable of housing up to 250 aircraft of all type. The airport was designed and built by the United States in the late 1950s. It was occupied by the Soviets during the 1980s Soviet war in Afghanistan. Following their withdrawal the airport remained in control of Najibullah's government until he stepped down in 1992. Thereafter, local warlords and the Taliban took control of the airport until the U.S.-led invasion in late 2001. Since 2007, the airport has been repaired and expanded. It is used for both military and civilian flights. The airport is maintained by the Resolute Support Mission and the Afghan National Security Forces (ANSF). The 2nd Wing of the Afghan Air Force (AAF) has a separate base within the airport ground. The Afghan National Police provides security inside the passenger terminal. Description: Hello. After some time, going back to Reshmaan Province to built a base that should resemble Kandahar Airbase. It will be built in the base in the south of the map. This base will be fortified and improved on some places . What will be completely new will be helicopter airfield. I'll try to make this base with high FPS so then you could enjoy it. Addons that I will use will be much the same as in previous projects . Completion time should be as at Takistan bases maybe later. I hope that things will go according to plan and I hope that i wont stop this project as it was with the Reshmaan bases. Again, I hope that this project will achieve great popularity and why? because it will be in Reshmaan Province!! I hope that its enough to understand it what i want to say :) . PS: Also i think after you will read this topic you will want to see some pics i must to say you that pics will arrive asap. :) Requirements: CBA Reshmaan Province CJTF101 editor MAP Editorupgrade (EU) Community Upgrade Project - Terrains Complete [FIX] OPXBuildings and OPXmisc Stars Editing Suite DOWNLOAD LINK:https://www.dropbox.com/s/9dz4xl7jqknlwef/Kandahar_Airbase_by_DonbassCZ.reshmaan.rar?dl=0 Greets DonbassCZ
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CHERNARUS BASES by DonbassCZ Story: After one of the team went to Kunduz province in Afghanistan to help German soldiers with the construction of their fortifications. Meanwhile the second team moved into the area known as Chernarus. After the war which took place here a local bases suffered great damage and they need to revitalize into a state in which they were before the war. Description: Hey. So far, I do not want to give large targets, but mainly I'd like to expand the local airport (Balota, Krasnostav and main airport). Maybe I will build here a few FOBs + outposts. :) PS: I will add pics later Greets DonbassCZ
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TAKISTAN BASES Story: After a while we go back to the distant Takistan so we are here to help with the construction of bases on the wishes of the command of ISAF troops who operate in this region. Description: It will be about the two airports + FOB in the Jilavur, Feruz Abad, Garmsar, Rasman. I assume that this project will take me about two maybe three months, so whoever likes Takistan and my work will wait :). Right now I'm working on an airbase Rasman and here's an example where you would, of course, this is just a basic layout that will change the course. I will add here weakly update. Feruz Abad FOB: PS: Sorry for bad picture resolution. If you have some good ideas please write me a message! Thanks Donbass
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Config Error :Undefined base class
Abd El Rahman posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello, I've designed model of his idea of waiting for a chair but after I finished the design and programming when I run the game with a Mod show me this message : Config : https://www.dropbox.com/s/9j0nrogus30a12x/config.cpp?dl=0 What is the solution ???? Regards, Abdul Rahman. -
KUNDUZ BASES by DonbassCZ Story: After completing the work which related to building and fortifying bases in Takistan we moved to Kunduz province in the northern part of Afghanistan. We have been called by the local command to build a new bases and some outposts that should improve the current situation in this region. Description: Hello. After my latest project called Takistan bases i started building bases in Kunduz province made by Project Reality team. It will be about 1-2 FOBs (I cant say it now), 2 outposts. So i hope you are looking forward and I hope that it would be as popular as Takistan bases :) PS: I will add pictures as soon as possible (7th April 2016) Greets DonbassCZ
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Which terrain for base making/expand?
Luke_z_Brna posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi. I'd like to ask you where you want that i have to started making/ expanding bases. You can choose from three options and if you choose "Another" please write which terrain you want. Best provided terrain that is already released and not in the WIP. Thanks EDIT: If you choose one of these three options please write terrain which you want for example European terrain - Chernarus etc. or ME - Zargabad etc. i hope that its clear. Thanks Greets DonbassCZ -
TAKISTAN BASES by DonbassCZ (RELEASE)
Luke_z_Brna posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey. After a long time I decided to do a part in this section of my project about Takistan bases. I think a lot of you what's on my work interested to find out that this is a FOB in Feruz Abad, Jilavur, Garmsar and police station in Rasman, then there are 3 checkpoints, as there are 2 telecommunication towers outposts and eventually it best which are MOB Rasman and Loy Manara. Regarding both MOB'll be inspired several templates of Arma 2, where I came across a really great pieces that I would like to paste into my project. Of course I will not somehow copied from one play to another but I'll remake several objects that are not sincerely hope appear in Arma 3. -
Takistan bases by DonbassCZ Description: It will be about the two airbases in Rasman and Loy Manara, FOB Jilavur, Feruz Abad, Garmsar, police station in Rasman, threecheckpoints and two telecommunication towers outposts. Regarding both MOB'll be inspired several templates of Arma 2, where I came across a really great pieces that I would like to paste into my project. Of course I will not somehow copied from one game to another but I'll remake several objects and I hope they will appear in Arma 3. ;) I hope that you will like my bases. Pictures: Feruz Abad FOB Jilavur FOB Garmsar FOB Rasman police station MOB Rasman Checkpoint 1 Checkpoint 2 Checkpoint 3 Telecommunication towers outpost 1 Telecommunication towers outpost 2 Loy Manara HAFB(Helicopter Air Force Base) Download link: Takistan bases by DonbassCZ Greets DonbassCZ
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FOB Honor by DonbassCZ Description: This base is a remake of Battlefield 3 point E / Army base in Operation Firestorm with several objects which I added. I hope you will like it! Features: Virtual Arsenal Ambient life Vehicles Lights Details Credits & Thanks: CUP Team - CUP Terrains Complete Opteryx and S@ndBob - [FIX] OPXBuildings and OPXmisc Titi & McKeewa - CJTF101 Editor Requirements: Community Upgrade Project - Terrains Complete [FIX] OPXBuildings and OPXmisc CJTF101 Editor Download HERE! Pictures: Barracks: Second entry: Headquarters: Artillery nests: Greets DonbassCZ
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Camp Bastion by DonbassCZ Description: Camp Shorabak, formerly Camp Bastion is an Afghan Ministry of Defense airbase located northwest of the city of Lashkar Gah in Helmand Province, Afghanistan. The base has barracks for the Afghan National Army. Between 2005 and October 2014 it was the logistics hub for International Security Assistance Force (ISAF) operations in Helmand during the War in Afghanistan and Operation Herrick, it was capable of accommodating over 32,000 people. The camp was built by the British Army and was the largest British overseas military camp built since the Second World War. The base was also home to troops from a number of nations including the United States of Americaand Tonga. Shorabak contains the Afghan National Army (ANA) camp (also called Camp Shorabak), and held Camp Leatherneck until 2014. In November 2006, the then British Prime Minister Tony Blair visited Camp Bastion, and, while addressing a gathering of British troops, described it as an "extraordinary piece of desert ... where the fate of world security in the early 21st century is going to be decided". Features: Afghan, US and UK parts in base, Canteens, HQs, helicopter airfield and plane airfield with 2 runways and huge ramps, terminal, massive containers yard , warehouses, fuel depots... Known issues: Only manual landing and taking off! The biggest base in Arma 2! Requirements: - Softshelter - ASC EU Lights - MBG Buildings 3 - European Theatre - MBG Killhouses - MAP Editorupgrade (EU) - MBG Islandobjects - Avgani Iraq & Afghan Village (just opxbuilding.pbo, opxmisc.pbo) - MCAGCC 29 Palms (just wgl_commercial.pbo, wgl_objects) - Arma 2 Credits and Thanks: eddyD and Deanosbeano - Softshelter ASC Addon Team - ASC EU Lights Mondkalb - MBG Buildings 3 - European Theatre, MBG Killhouses, MBG Islandobjects Lester - MAP Editorupgrade (EU) Opteryx - opxbuilding, opxmisc Phaeden - wgl_commercial, wgl_objects BIS - Arma 2 Pictures: Entry to Camp Bastion: http://images.akamai.steamusercontent.com/ugc/607223562237594203/C742386227CE2CB34C877F3B6764FC32AD7B174C/ Barracks: http://images.akamai.steamusercontent.com/ugc/607223562237598457/129EAA96B49C7C2F507A4A0BBAA0E47BB2509574/ Warehouses: http://images.akamai.steamusercontent.com/ugc/607223562237599289/63287C838F4BF741F5EB0CEAA90FCC7316ABF6BA/ Fuel tanks: http://images.akamai.steamusercontent.com/ugc/607223562237597671/267BBDDBFB99C1377CD0995686C3F5539C71B03E/ Helicopter airfield: http://images.akamai.steamusercontent.com/ugc/607223562237595098/D5E0323F7DD5EEE8D1C0BDF69E4CEA4BC102FA3B/ http://images.akamai.steamusercontent.com/ugc/607223562237596095/29E1F50DF20983381D9D583B1D4C45863B16D024/ http://images.akamai.steamusercontent.com/ugc/607223562237602481/0C60C750735AA2D0B2C2CA81824D29FBAB033C34/ Plane airfield: http://images.akamai.steamusercontent.com/ugc/607223562237596812/1C8A0D36DCB65CD035485FE935D727F237AF8637/ http://images.akamai.steamusercontent.com/ugc/607223562237601086/235D6119879B1DC0D338ED31E685ED1011AF18E1/ http://images.akamai.steamusercontent.com/ugc/607223562237601847/B7AACE882091D98BEBD0720D09F250A8744AA89B/
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Set of locations to randomly spawn a prebuilt base?
sheepherder12 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looking for some info / tutorial on how to have a set of pre destermed locations to have a chance to spawn essentially a base with some ai. Kinda new and mostly a script kiddy so any advice would help. Thx