Jump to content

Search the Community

Showing results for tags 'clothes'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Virolahti
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Saint Kapaulio
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • SOS GAMING's TS³ Viewer
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 2 results

  1. [WIP] Christmas Pack v 1.7 Included so far : 1 Drivable Sleigh 10 Food Items 3 Wearable Christmas Hats 2 Christmas Hats (Items) 5 Christmas Socks 5 Wearable Christmas Sweaters 9 Christmas Presents 2 Christmas Pickable Presents 2 Wooden Sleds 2 Snowmen 7 Toys 3 Christmas Trees 18 Christmas Balls 2 Christmas Stars 2 Decorative Christmas Candy Canes 9 Christmas Candles 2 Christmas sleighs 4 Christmas reindeers 4 Christmas polar bears 4 Christmas penguins 4 Christmas plates 4 Christmas cups 1 Set of Christmas utensils 1 Christmas Wine Bottle 1 Christmas Wine Bottle Screw 1 Christmas Wine Bottle Cork 1 Christmas Wine Glass 1 Throwable Christmas snowball 1 Throwable explosive snowball 2 Snowball Launchers 1 Lamp with 2 Switches (switches can be used with addAction scripts and the hideObject command) 4 Christmas Lights with 4 frequency versions each (WARNING only 6 can be seen flashing at the same time) Christmas vehicle textures for the M-ATV, the MH-9, the AH-9, the Huron, the AH-99, the UH-80, the BTR-K and the Stomper. Christmas weapon textures for the MX SW 6.5mm, the MXC 6.5mm, the ACPC, the Vermin .45ACP, the MK 20 Plain, the SDAR, the MK 20 GL, the TRG 20, the RPG32, the P07 the MXM 6.5mm, the M18 ABR 7.62mm, the M320 LRR .408, for the Zubr .45, the PM 9mm, the TRG-20, the Titan MPRL plus its Compact edition. Installation how to : Just extract the file and insert the addon in your Arma 3 directory. After that just load the addon via the Arma 3 launcher. If you cannot see the addon just swipe it in the launcher addon sections. All done! QA : Q: How often will updates come out? A: Major update took place at the 26th of November 2021. Smaller ones should also arrive before Christmas. Q: Has this addon been tested? A: Many times actually in the editor. I have seen Arma open up so many times in the past few days. Aaaaaaa! Q: Has this addon been signed? A: It has indeed. The key for servers is also included in the file. If something is missing please let me know. Q: Where can I find the items in the editor? A: The classnames are such that using the term Christmas will show all items. The weapons are found in the virtual arsenal. Download link: Website SubLink: here . Direct Download Link: here . Steam Link: here . Changelogs: Some pics of the objects created so far : Hope you like the above guys. Any comments and feedback will be appreciated! First addon so hope its of Arma 3 class
  2. WEAR WHAT YOU WANT Hi all, Fed up with the cloth restriction? You can kill civilians but not wear their clothes! You want to infiltrate enemy player places but you can't wear their uniforms. You can't count the threads about forceAddUniform with any interest in game, except for some specific action... If you want to wear what you find on corpses, crates, or ground.. just add the following code for each allowed players (initPlayerLocal.sqf seems great). Just make sure player is already defined. version Mar 13th 2018 updated 21/06/18 UPDATED: new version 20/12/2019 Corrected 25/06/2020 on Larry0503 feedback for uniforms with multiple classes (present in all sides) parameters: NONE fnc_otherUnif = { params ["_type","_return"]; if (_type == 0) exitWith { MGI_button = _return #1; false }; if (_type == 1 and !isnil "MGI_button" && {MGI_button == 1}) then { disableSerialization; _control = _return select 0; _index = _return select 1; private _idc = ctrlIDC _control; private _text = lbText [_idc, _index]; private _picture = lbPicture [_idc,_index]; private _uniforms = ("getText (_x >> 'displayName') == _text && getNumber (_x >> 'ItemInfo' >> 'type') == 801" configClasses (configFile >> "CfgWeapons")); if (_uniforms isEqualType [] && {!(_uniforms isEqualTo [])}) then { [_idc,_text,_picture,_index,_uniforms] spawn { params ["_idc","_text","_picture","_index","_uniforms",["_selectedUnif",""],"_unifConts",["_uniformObject",objNull],"_otherItems","_g0"]; private _currentUnif = uniform player; private _currentInvent = uniformItems player; _currentInvent = (_currentInvent arrayIntersect _currentInvent) apply {private _v= _x;[_x]+[{_v isEqualTo _x} count _currentInvent]}; private _selectedUnif = ((_uniforms select {toLower (gettext (_x >> "picture")) splitString "\"joinString "\" == _picture}) apply {configName _x}); if (_selectedUnif isEqualTo []) exitWith {}; if !(pl_container isKindOf "CAManBase") then { _unifConts = (everyContainer pl_container select {getNumber (configFile >> "CfgWeapons" >> _x #0 >> 'ItemInfo' >> 'type') == 801}); _uniformObject = objNull; private ["_cnt","_selectedCfg"]; scopeName "main"; for "_i" from 0 to count _selectedUnif -1 do { _cnt = 0; _selectedCfg = _selectedUnif #_i; for "_j" from 0 to _index do { if (lbText [_idc,_j] == _text) then { _cnt = _cnt +1; _uniformObject = _unifConts select {_selectedCfg == (_x #0)} select (_cnt -1) select 1; if (!isnil "_uniformObject" && {!isNull _uniformObject}) then { _selectedUnif = _selectedCfg; breakTo "main" }; }; }; _uniformObject = objNull; }; } else { _selectedUnif = _selectedUnif #0; _uniformObject = uniformContainer pl_container }; if (!isNull _uniformObject && !(player isUniformAllowed _selectedUnif)) then { private _itemsAndMags = (_uniformObject call MGI_orderItsAndMgs) params ["_selectedItems","_selectedMags"]; if !(pl_container isKindOf "CAmanbase" or isNull pl_container) then { private _its = getItemCargo pl_container; private _mgs = magazinesAmmoCargo pl_container; private _unifItems = _unifConts apply {_x #0}; private _vestConts = (everyContainer pl_container select {getNumber (configFile >> "CfgWeapons" >> _x #0 >> 'ItemInfo' >> 'type') == 701}); private _vestItems = _vestConts apply {_x #0}; _otherItems = +(_its #0) - _unifItems - _vestItems; _otherItems = _otherItems apply {[_x,_its #1#(_its #0 find _x)]}; private _conts = _unifConts + _vestConts; for '_i' from 0 to count _Conts -1 do { if (_conts #_i #1 == _uniformObject) exitWith { _conts deleteAt _i }; }; pl_container setVariable ["MGIallContForWear",[]]; { private _itsAndMgs = ((_x #1) call MGI_orderItsAndMgs) params ["_its","_mgs"]; (pl_container getVariable "MGIallContForWear") pushBack [_x #0,_its,_mgs]; } forEach _conts; _g0 = pl_container; clearItemCargoGlobal _g0; } else { _g0 = createVehicle ['WeaponHolderSimulated_Scripted', (player modelToWorld [0,1,1]), [], 0, 'CAN_COLLIDE'] }; player forceAddUniform _selectedUnif; private _unif = uniformContainer player; {_unif addItemCargoGlobal [_x#0,_x#1]} count _selectedItems; {_unif addMagazineAmmoCargo [_x#0,_x#2,_x#1]} count _selectedMags; call { if (pl_container isKindOf "CAManBase") exitWith { removeUniform pl_container }; { _x params ["_cont",["_it",[]],["_mag",[]]]; pl_container addItemCargoGlobal [_cont,1]; private _createdCont = pl_container call MGI_lastCont; {_createdCont addItemCargoGlobal [_x#0,_x#1]} count _it; {_createdCont addMagazineAmmoCargo [_x#0,_x#2,_x#1]} count _mag; } forEach (pl_container getVariable "MGIallContForWear"); {_g0 addItemCargoGlobal [_x #0,_x #1]} forEach _otherItems; }; _g0 addItemCargoGlobal [_currentUnif,1]; _lastCont = _g0 call MGI_lastCont; {_lastCont addItemCargoGlobal [_x #0,_x #1]} forEach _currentInvent; if (_g0 isKindOf "WeaponHolderSimulated" && {(count itemCargo _g0 + count magazineCargo _g0 + count weaponCargo _g0 + count backpackCargo _g0) == 0}) then { deleteVehicle _g0 }; }; }; }; MGI_button = 0; false }; }; MGI_orderItsAndMgs = compileFinal " params [['_uniformObject', objNull,[objNull]]]; private _items = getItemCargo _uniformObject; private _mags = magazinesAmmoCargo _uniformObject; private _selectedItems = (_items #0) apply {[_x,_items #1#(_items #0 find _x)]}; private _selectedMags = (_mags arrayintersect _mags) apply {private _v= _x;_x+[{_v isEqualTo _x} count _mags]}; [_selectedItems,_selectedMags]; "; MGI_lastCont = compileFinal " params [['_cont',objNull]]; private '_lastCont'; _invent = (everyContainer _cont - (everyBackpack _cont apply {[typeOf _x,_x]})); if !(_invent isEqualTo []) then { _lastCont = _invent select (count _invent -1) select 1; } else { _lastCont = _cont; }; _lastCont "; player addEventHandler ["InventoryOpened", { params ["_unit", "_container"]; pl_container = _container; [] spawn { waitUntil {!(isNull findDisplay 602)}; disableSerialization; {(findDisplay 602 displayCtrl _x) ctrlAddEventHandler ["MouseButtonClick", "[0,_this] call fnc_otherUnif"]} forEach [632,640]; {(findDisplay 602 displayCtrl _x) ctrlAddEventHandler ["LBSelChanged", "[1,_this] spawn fnc_otherUnif"]} forEach [632,640]; }; }]; USAGE: just right click on uniform you want to wear. NOTE: seems a long code for forcing to wear a uniform? Just feel free to optimize without downgrading a working code on crates, corpses, or ground without multiplying gears or losing items...
×