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Found 16 results

  1. Hi guys, I have been struggling a lot recently getting animation sequences. For some reason they work in the init but not on the triggers, but if one animation works the other one doesnt. This is what I currently have: bot1 switchMove "Acts_hubTalk_salute1"; bot1 switchMove "Acts_welcomeOnHUB01_AIWalk"; bot1 playMove "Acts_welcomeOnHUB01_AIWalk_1b"; bot1 playMove "Acts_welcomeOnHUB01_AIWalk_1"; bot1 playMove "Acts_welcomeOnHUB01_AIWalk_2"; bot1 playMove "Acts_welcomeOnHUB01_AIWalk_3"; bot1 playMove "Acts_welcomeOnHUB01_AIWalk_4"; bot1 playMove "Acts_welcomeOnHUB01_AIWalk_5"; bot1 playMove "Acts_welcomeOnHUB01_AIWalk_6" before I had the same but I added bot1 switchMove""; after an annimation command for a pause, however it doesnt work. I have tried everything and nothing seems to work. Any suggestions? I want to also loop those animations. Thank you!!
  2. CineCam | Cinematic Third-Person Camera Replacement by Zooloo75 Steam Workshop Page: https://steamcommunity.com/sharedfiles/filedetails/?id=1551751531 Version: 0.15 / Nov 1, 2018 Development Began: Oct 27, 2018 License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Disclaimer: This mod is not for everyone. Some players may feel motion sickness. Some features are unavailable or are not fully implemented while in CineCam's third-person. CineCam could break or cause issues in missions that manipulate the camera. Description: This mod replaces the third-person camera. This replacement is more dynamic, moving based on context. The camera positions itself according to the player's actions. If the player is moving with their weapon lowered, then the camera will follow centered behind the player, exuding a feeling of tranquility. When the player has their weapon raised, the camera will go over the player's shoulder, allowing for a clear shot of what's ahead. Free-look moves the camera in closer towards the player's head, improving feedback. The camera's motion is derived from various properties of the player. The weight of the player's movement can be felt through the camera. Known Issues / ToDo: [Issue] Reloading a secondary weapon while in third-person will reload the primary weapon first if it needs to be reloaded (limitation of `reload` command). [Issue] Reloading in third-person sometimes doesn't work. [Issue] Action menu cannot be accessed while in third-person due to technical limitations of being switched to a separate camera. [Issue] Aiming down sights can stop working in both third or first person. [Issue] Zooming in by holding right click while in third-person, and then releasing zoom, doesn't return back to the third-person camera. [Issue] Sprinting while the player's weapon is lowered causes the camera to go into shoulder-cam mode (`weaponLowered` command is unreliable). [Issue] Switching fire modes in third-person sometimes fails. [Issue] Firing full-auto in third-person for certain weapons does not work (need to build up list of full-auto fire mode names -- if you come across a weapon that doesn't fire in full-auto while in third-person, let me know). [Issue] Clicking in menus causes the player's weapon to fire. [ToDo] Add crosshair to third-person, which can be toggled via CineCam's Addons Settings. [ToDo] Make camera translations work with relative-space vectors, instead of global-space for easier camera manipulation. [ToDo] Camera yaw does not utilize torque yet (need to figure out how to handle rotation from 359deg to 0deg, as it rotates 359deg backwards instead of 1deg forward). [ToDo] Respect different vision modes, such as night vision, and thermal vision. [ToDo] Separate camera position offset handling for both left and right leaning (common problem of limited visibility when leaning left with right-oriented shoulder cam). [ToDo] Improve recoil feedback (perhaps tie it to arm/shoulder movement since that should accurately represent the recoil motion?). [ToDo] Make camera settings user-configurable. [ToDo] Handle third-person vehicle camera. [ToDo] Potentially use `cameraEffect` to allow for various post-process effects and the ability to change field of view (player loses control of character when using `cameraEffect` at the moment). [ToDo] Initialize camera position on player. [ToDo] Allow for shoulder-cam to be toggled between left and right shoulder. [ToDo] Allow for shoulder-cam position switching to be disabled. [ToDo] Obligatory code refactor. Changelog: 0.16 / TBA: Code cleanup. 0.15 / Nov 1, 2018: Made camera settings configurable (via Options > Addon Options > CineCam). Reduced default film grain value. Disabled CineCam's post-process effects by default (can be enabled via Addon Options). 0.14 / Oct 31, 2018: Improved camera offsets for practicality. Prevent firing while viewing map. Fixed issue where attempting to fire in full-auto with an empty magazine would playing the click sound every frame. Fixed issue where firing in full-auto for certain machine guns would only fire single shots. Remove inadequate night-vision handling. 0.13 / Oct 31, 2018: Allow for shoulder-cam to flip position offset depending on player's lean direction. Added keybinding to manually toggle shoulder-cam position (accessible via Options > Controls > Configure Addons > CineCam > Toggle Camera Shoulder). Allow for inventory to be accessed while in third-person. Fixed issue where sprinting while the weapon was lowered caused the camera to go into shoulder-cam mode (should only happen if the weapon is raised). Added mild post-process effects for eyecandy. Removed inadequate camera shake that represented weapon recoil (will be revisited at a later date). Improved combat lean stance detection for shoulder-cam flipping. Prevent firing while in dialogs. 0.12 / Oct 30, 2018: Fix issue where player can't aim down sights while in first-person. 0.11 / Oct 29, 2018: Fix issue where players couldn't fire in full-auto while in third-person. 0.1 / Oct 29, 2018: Initial release. Media:
  3. I am currently teaching myself how to put together cinematic scenes in World Builder. When I went to export, I only got a folder full of frames and a .wav audio file. Is it not possible yet to export an actual video format?
  4. For The Life Of A Friend Version: 1.8 Author: Undeceived Required game version: Arma 2: Combined Operations (v. 1.62) >> Read the final review at OFPEC (9/10) >> Read another review at The Abandoned Workshops Scenario description: "We went out to have some fun teasing Jegorow, the new castle caretaker. But then everything turned out differently..." Features: - Civilian style mission - A story about friendship, murder and revenge - Fully voiced (German) - English and German subtitles (also English subtitles for the Polish and Russian version of Arma 2) - Uses Silola's DAC, which makes combat situations a blast! - Self made music by the author, among other custom music - Many cutscenes Required addons: - "Armed Civilians" by W0lle (version: 1.02) (contained in the mission download) - Editor upgrades by Jon-C5- and Mapfact (contained in the mission download) Versions: Known bugs in version 1.8: - Script errors: If you start Arma 2 with parameter -showScriptErrors, there might appear script errors, which come out of the DAC scripts. These errors however do not influence the gameplay and the mission's functionality in any way and are not showstoppers! Anyway it is recommended to play without the start parameter -showScriptErrors. - Remove AI team mate's pistols as soon as possible and give them rifles to prevent the Arma 2-pistol bug, which sometimes happens (AI doesn't move anymore). Download: For The Life Of A Friend 1.8: @ bIdentify | @ OFPEC
  5. Here is a video I made on operations fools gold, a PVP zombie mission: Operation Fools Gold The world has been hit by a deadly "Zombie" like plague. Many nations have either collapsed or shut their doors to the outside world in the hopes of fending off the legions of dead now roaming the earth. Whispers of a vaccine being developed in the epicentre of the plague have enticed many mercenaries to try and recover such a valuable item as it would fetch a pretty penny. Your mission will be to recover said vaccine and escape the hell hole that is chernarus. Your search will start at the Green mountain Comms post where a prominent scientist along with what was left of the local military units had been broadcasting from. Good luck.
  6. Hello! The bottom line is that I faced a problem that cuts my nerves more than a bitchy girl. The fact is that when the player turns on, then my character starts twitching in place, like standing on oil. When I record and during the recording I walk, run, crawl, run across everything is ok, but after the character stops, this feces begins. Guys, what should I do to make this nit work fine !!!!! ????? https://youtu.be/q3U5YxHkVUU
  7. ANZACSAS Steven

    F-15 Eagle CAS Module

    F-15E Strike Eagle CAS Module For Arma 3 by ANZACSAS Steve. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ https://steamcommunity.com/sharedfiles/filedetails/?id=2111546134 - Instant brutal and intense Airstrikes !! - Enhanced AI behaviour CAS Module for Firewills F-15E Strike Eagle Mod !! 🙂 - Big Napalm and bomb strikes for great cinematics! - Signed and comes with server key. - Thanks to bis and the community. - Enjoy. Required Addons - Napalm Mod https://steamcommunity.com/sharedfiles/filedetails/?id=1703765606 Firewills F-15E Strike Eagle Mod https://steamcommunity.com/sharedfiles/filedetails/?id=582478120 - Quick how to use - - Place module on map.Sync to a trigger with a Radio Alpha activation or whatever activation you choose. - Make sure player is equipped with a radio. - The direction of the module sets the direction the planes will attack from. - Found in the module tab in the editor (F5) in the effects tab. - See below for a more in depth how to use guide by Phronk from BI Forums. Phronk says, Here's how to place a CAS module in the editor and edit it: Click the Modules button on the right (Or press F5) Click the category, "Effects" (It's the third one down) Click the "Close Air Support (CAS)" item in the list Place the module on the map Double-click on it to open the module and edit it Very bottom category in edit box lets you change type of attack and CAS plane used Here's how to sync it to a trigger: Place your Blufor player unit Place a trigger and set the Activation to "BLUFOR" Right-click your Blufor player unit, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your unit to the trigger Right-click the placed CAS module, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your CAS module to the trigger Results. Also, the azimuth you set the CAS module to will be the direction the CAS plane will ingress from. If the azimuth is 0, then the plane will come in from the north and egress south Copyright 2019[ANZACSAS Steven].This item is not authorised for posting on Steam, except under the Steam account named ANZACSAS Steven.
  8. Ok, so I'm a dunce in terms of scripting so I have no idea how complicated this will end up being. I've got a SP mission I'm working on. It's finished for the most part, but I want to put a cinematic outro like this. Player and AI squad all get in a boat screen fades to black then fades back into a cutscene (basically the cutscene at the end of the survive portion of the campaign) screen fades back to black after cutscene and mission ends I tried getting it set up in the Outro section of the editor but apparently, that's wrong and I need to use scripts. So would anyone know how I can go about doing this?
  9. Hello there, How can I give AI a custom death animation. (from an addon) It's for my "cinematic movie" I tried to combine "IF statement" and "switchmove" for example " if _soldier1 alive false switchmove ....; But it didn't work properly. If anybody could help, I would appreciate. Thanks :)
  10. Hey everyone, I was recently thinking of some kind of ending cinematic to my mission. What I thought about was: 1. Wait until we're all done with the flow of the mission. Usually when the mission is done we gather up in a group to do a quick photo and a small debriefing, so we're technically still in the scenario. 2. When Zeus decides so, the mission would be switched to a cutscene. 3. If possible, a script would grab all the players who survived and put them in predefined places, for example next to some kind of building which was the last objective. 4. Those players would then play certain animations (lying on the ground, sitting, resting after a mission, waving, whatever stuff there is to choose from). 5. During those animations the camera would move a tiny bit here and there and probably show some kind of jet formation flying by. 6. Mission officially ends with the "Mission Complete" screen, some music plays in the background and bang, we're done. Do you think this is possible by any means? I think I would be able to figure out how to teleport the alive players to specific places and have them switchMove to animations, but not sure how to make the camera moving effect as well as how to make it work just after the mission, so to make it seem relatively smooth. If I recall correctly, there is an option in the Editor to choose Scenario, Intro and Outro so I think there's gotta be a way to make them transition between each other and achieve the aforementioned effect but I have no clue how to do that. https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Phases I will be grateful for any kind of help in that regard. Thanks! Adam
  11. Author: JTS Introduction: Highly scripted sniper mission. Feel like a real sniper Description: A few days ago, the terrorists managed to capture an convoy, which transported chemical weapons. It is necessary to stop them until they leave Tanoa. This morning, our intelligence sent us an information about the location of terrorists who have stolen these weapons. Two Special Forces troops were sent to the enemy territory to destroy these weapons Features: - Hardcore - Cutscene - 2 localizations: English & russian - Realistic color correction - Dead body detection system - Carefully selected beautiful places on Tanoa - Stealth Notes: - It is recommended to enable music in your game settings - Read briefing carefully - NOT COMPATIBLE WITH ACE and other mods, which change the behaviour of AI - No JIP (Join in progress) - Be sure you disable all not needed mods before you start the mission Credits & thanks: Urban (Mission testing) Screenshots: Requirements: - CBA A3 - Arma 3 Apex - Arma 3 Marksmen - Arma 3 Malden Download (Steam workshop) Download (Armaholic) Updated: 02.08.2018 *Fixed bug in Cutscene.sqf Updated: 20.05.2018 *Added difficulty option: Easy, Normal, Original (Affects the number of enemies and the distance of detection)
  12. Hello everyone. Do we have any news about this feature? It's been out like for a month and still we only got a tutorial for a looped animation. I'm really excited as the potential of this is huge for making missions. Is it broken at the current state so we only use the loop?, has anyone found a way to make this work?
  13. Bohemia Interactive & NVIDIA present the #Armachinima Awards Create the best cinematic Arma 3 video ever, win a top-tier NVIDIA graphics card Channel your inner-Spielberg, get your Scott on, and unleash the Bayhem. Welcome to the #Armachinima Awards! In this new contest, we’re inviting you to deliver the best Arma 3 cinematic video ever created – to entertain the troops, and to win a top-tier NVIDIA graphics card! What’s a machinima? The dictionary suggests: machinima / məˈʃɪnɪmə / noun: the practice or technique of producing animated films through the manipulation of video game graphics. For the purpose of this contest, an ‘armachinima’ is a directed cinematic video using Arma 3 game graphics. Whether it’s long or short, a full-length feature film, a documentary, a trailer, or even just an ‘experience’ – every type of video is welcome, as long as they have cinematic qualities. So prepare your storyboards, get ready to capture, enlist friends and family for (voice-)acting, and put the Eden Editor to use! But even if you’re not competing, you can participate by voting for the 10 nominees starting from February 14th. Afterwards, the Arma 3 development team will select 3 winners from the nominees, which will be announced in the beginning of March. Aside from glory, 1st place will be awarded a beastly NVIDIA GTX 1080, while 2nd and 3rd place will receive a magnificent NVIDIA GTX 1070 graphics card. The perfect prizes for those who are into gaming and video production! Additionally, all 10 nominees will receive an Arma 3 t-shirt. To enter the contest, you simply need to send an e-mail to competition@bistudio.com with a YouTube link to your entry AND a download link to the video file itself. Be sure to also include your contact details. The submission deadline is February 13th 09:00 CET (GMT+1). For more info on the #Armachinima Awards, as well as the full set of contest rules, be sure to check our website at www.arma3.com/armachinima-contest. We’ll also be updating this page with the latest entries, so check back regularly and prepare to vote from February 14th. Good luck filmmakers, and for those watching, enjoy the show! “If it can be written, or thought, it can be filmed” – Stanley Kubrick
  14. Alex150201

    Voice Actor in Need

    Hello everyone I am currently in need for a Scottish voice actor. I know they are probably going to be scarce but anyone that is Scottish or can do a good Scottish accent is more than enough. For more information please PM. Thank you.
  15. Black Lands >> Read a review at The Abandoned Workshops (April 27th, 2014) Version: 1.2 (beta) Author: Undeceived Required game version: Arma 2: Combined Operations (v. 1.62) Features: Story-driven resistance campaign (19 missions + cutscenes) with an enthralling plot about a group of men struggling against their enemies Custom music (including some self-composed titles) Many cutscenes, intros and outros A mix of linear, straight-forward missions and wide and complex ones with many tasks Weapon pool (weapons and gear are forwarded and available in the next missions) Squad management system (get to know the background story of your men and chose your group for the next mission) Description: After the Russian army takes control over Chernarus, Tomas Cerny and his best friend Dimitri, among other war-survivors, form up a resistance movement. At first, the group is able to cause harm to the Russian intruders, but little by little, Tomas sees the strength of the movement crumbling and deteriorating. As eventually Dimitri is killed in an Russian ambush and Tomas, all at once, loses everything he loves and cares for, the resistance fighter finds himself all alone, devitalized and a broken man. In his darkest hour, Tomas is suddenly contacted by an agent of the U.S. intelligence, who is able to light up a small flame in the young Chernarussian again. Tomas learns that there are still people who want to rise up against the Russians. He is able to find new courage, meets new friends and goes on the most difficult journey of his life. He passes through adventures and defeats, experiences friendship as well as betrayal and faces survival and death. Beta status (read!😞 Please help me with the English translation! 🙂 (I'm not a native speaker and many expressions might sound a bit strange. Please give me suggestions and corrections!) Bug reports are much appreciated Download: All required addons + installation instruction are contained in the download. Black Lands 1.2 (beta)
  16. Hey guys :) I am making a cinematic mission where i would love a Medical evacuation by helicopter. i have got a helicopter to come in and land using unitCapture/unitPlay but i dont know what the most efficient way of having one AI carry another AI to the helicopter? thx in advance :)
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