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Found 15 results

  1. Good day and Great news! Together with the Improved Damage System, ArmA becomes significantly better. Yes! It seems to me that it will look fine, but when I recall the current repair in Arma3, then I feel bad... I can not imagine such detaieded damage system and old repair (self-treatment animation within 5-6 second at a distance of 5-10 meters from the repair target), which is still present in the game. Unfortunately such repair looks absurd. BIS, with the Tanks DLC, please also create at least a some repair system in Arma! It was necessary for Arma always, but now it becomes even more necessary. As seems to me, - against the background of the Improved damage system, in the game there should also be at least some adequate repair system. I was always worried about the lack of a repair system in Arma and before, I already suggested something here some details from me: a) different possibilities for repair vehicles and for engineers. b) support crew for repair vehicles (inside all repair vehicles) c) repair each broken vehicle part separately. d) special repair animations. e) repair of vehicles from inside (some specific parts) f) fully supported ai-repair ability g) ability to configure repair-system with repair modules in the editor If at least something from this list will be implemented this will be very good! Who likes my offer, please support me, especially now, before the release of Tanks DLC. Maybe there are personal offers? Let's discuss here Thanks...
  2. Introduction Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So we, passionate pilots, decided to see what we can do, and this mod is the result. What does it do? The core focus of the mod is to increase the damage to achieve a more realistic result. We also completely overhauled all sounds and particle effects, just take a look at our announcement trailer. Dependencies There are no dependencies with other mods. Compatibility The mod is compatible with multiple other A-10 mods. Among them are: ACE RHS Peral STI EricJ Fullerpj CUP Firewill License Changelog Download GitHub Steam Workshop Armaholic withSIX
  3. Hi I need help with my custom vehicle. Im pretty much new to the moddeling in Arma so I still dont know a lots of things. My damage model its not working for some reason I have tried many things but didnt find any solution. Basicaly my vehicle its working but i cant destroy the wheels and windows for example + the suspension of vehicle its not working too. After some search and tries i found out that it probably is a model.cfg problem. Any ideas on what could be wrong ? Heres my model.cfg :) https://pastebin.com/i5mLefg and my config file https://pastebin.com/qMMR0PHz
  4. Idea was to create a feature where you get 'something' for headshots. A side reward for accurate shot, mostly for CQB. Kill-feed is not the ideal option for arma or popping text with sound ..so I came up with this. Description: Headgear should have some protection, but what about goggles and NVG's? They shouldn't be that durable, especially if a unit gets killed with headshot. Helmets seems to be all static which are not. If you put a .50 cal round to the head, It's simply not possible for helmet to stay one piece. So I made them destroyable as well. Weapons with different caliber will act different on headgear, according to armor level. For example you won't be destroying armor level 3 headgear with a MX rifle although you might destroy level 2 helmet. For armor level4 headgear, you need high caliber weapon. There are different particle effects including coughing blood, big spray (of blood) going off mid air etc etc. For the helmet damage, powerful enough weapon caliber (like asp kir, gm6 or .50 cal) will not only destoy helmet; it will cause helmet parts to catch fire briefly. Brand new visual effects for head wounds, fatal or not. particle effects: friction sparks, glass shards, blood, fire dust, electric parts failure smoke, headgear parts and hat / helmet fly-off Randomized particle effects according to gear present on unit Each effect is randomized within itself for authentic simulation HMD / Helmet destruction by a head wound mainly depends on chance which is currently at %77 HMDs can be broken with a non fatal shot. This depends on used weapon type and damage value. Helmets can only be destroyed with weapon calibers equal to and/or higher than 7.62 Other factors such as helmet's armor level taken into account with weapon caliber for a better simulation 5 different sound samples for HMD destruction played random each time 8 different sound samples for helmet taking heavy damage Damage from a very high caliber weapon such as .50cal mounted on offroad, GM6 Lynx can cause parts to catch fire briefly In order to make 'catch fire briefly' fx visible you have to have particles 'high' in video options Performance demand of this add-on is minimal as It uses no loops and nothing is added to Arma scheduler Version: v1.1 Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1273833677 Github: link will be up soon edit: At last I am able to add a video to blown up add-on after 2 weeks. There's a lesson here; don't born in a 3rd world country, never purchase saudi telecom's internet and always hack the sucker neighbours who does. anyway , heres the vid
  5. Hello everyone, this is something that's been bothering me for a long time and it has been probably addressed a few times. I still want to talk about it again though, and that's the exploding vehicles. Is there any mod out there (or perhaps even plans from BIS) that simply stops vehicles from exploding? I really don't crave any fancy damage model, I honestly just want them to stop exploding, like, make them stay in the heavy damaged state so the crew bails and you can repair them later if you get the chance. It looks good enough and way better/realistic than the model which the vehicle gets turned into after an explosion. Don't get me wrong, I highly appreciate anything BIs gave to us since they released the alpha like shooting from vehicles and making it possible to rest your weapons, but from an immersion & polishing standpoint this is something that should've been high priority ( at least imo.).
  6. Hello everyone. I was wondering how to add tracers as well as boost the damage of the Dragunov Marksmen rifle and I know that I must edit a config file somewhere but which one I do not know nor do I know what to change it to in order to boost the damage and make the tracers appear. Any help would be appreciated.
  7. Hello everyone. I have very limited knowledge on editing and I was wondering how to add tracers as well as add more damage to the Dragunov. I know I have to edit a onfig file but as to which one and how to t it accordingly to add tracers and boost the damage I am lost. Can anyone be some ight on this?
  8. Flying jets in combat used to be quite binary in Arma. You fly or die. We heard you like hitpoints, so we put more hitpoints in your airplane so you can die while you fly. In return, you can show us how to land like a boss after a critical control loss. And put it on YouTube. With Jets DLC inbound, the birds needed to be put on par with other vehicle types in terms of damage effects to achieve some consistency and primarily extend the possible outcomes and challenges pilots will get in a combat. (as with other dev-branch'd features, this 'platform upgrade' will be available to everyone that owns Arma 3). And the challenges you may face include: Leaking fuel Reduced / complete loss of thrust after either one / both engines have been damaged Malfunctioning HUD and MFDs Gear that is no longer retractable if you landed too roughly Loss of control authority and adverse flight tendencies (a gameplay counterpart to tailrotor loss in helicopters) after taking hits in wings and control surfaces At the moment, there's only one aircraft configured with the new hitpoints - the Wipeout. Give it a go, try some Neophron Valley mission and let us know.
  9. I want to randomize the damage on a car on the start of a mission, same thing with a tank and helicopter and so on. What are the codes for each part and how do I make it random? Is there some place to reference each part of a car/tank/helicopter like a website I could use?
  10. Hi, This is a config / terrain builder question not quite sure where the problem is any help would be appreciated! Ive got a house model in game this is its config: class Land_VehiclePadCornor: House_F { scope = 2; scopeCurator = 0; displayName = "Sub Terrain Vehicle Pad Corner"; armor = 999999; armorStructural = 999; author = "Article 2 Studios"; model="P:\OPTRE_MapCommon\Buildings\VehiclePadCorner.p3d"; class AnimationSources { class liftgate_1 /// the class name is later used in model.cfg { source = "user"; /// user source means it is waiting on some scripting input animPeriod = 8; /// how long does it take to change value from 0 to 1 (or vice versa) initPhase = 0; /// what value does it have while creating the vehicle sound = "ServoRampSound_2"; }; }; }; It works fine when I place it the Eden Mission editor in that it cannot be destroyed as Ive given it high Armour values in the config. However when placed in Terrain builder it can be destroyed, in addition my add actions and animations do not seem to work on versions placed in Terrain builder. I also ran a small script to test the problem using the nearestObject scripting command, when I ran the test on buildings in Altis it returned the buildings classname when I tested it on my buildings it returned just empty string. The only information on this forum Ive found seems to suggest to link the config and the p3d file you add "Land_" followed by the p3ds file name to the class name and it should work, but this does not seem to be the case for me. Thanks for reading.
  11. Hello, For some reason, my Healing system is not working when the player's legs are hit .......... Can someone help ? While {True} Do { WaitUntil {Alive Player;}; Sleep 1; While {(damage player) < 0.1} Do { Sleep 1; }; Heal_Act = Player AddAction ["<img size='1.0' color='#FFFFFF' image='Images\heal_ca.paa'/>","Heal_System\Action.sqf",[],-100,False,True,"",""]; Player SetDamage 0.26; While {(Damage Player != 0.25) And Alive Player} Do { Sleep 0.1; }; Player SetDamage 0; Player RemoveAction Heal_Act; };
  12. Hey can someone explain how to set the damage of a weapon to 0 ? so no one get damaged by the weapon ? the same with the sound of the weapon it always playes the same sound by shooting.. emptySound[]={"\Taser\sound\Sound_S1.wav",1,1}; opticsZoomMin=0.375; opticsZoomInit=0.75; opticsZoomMax=1.1; memoryPointCamera="eye"; fireLightIntensity=0.012; muzzlePos="usti hlavne"; muzzleEnd="konec hlavne"; modes[]={"Single"}; class Single: Mode_SemiAuto { reloadTime=0.05; dispersion=0.00092999998; minrange=2; minRangeProbab=0.30000001; midrange=250; midRangeProbab=0.69999999; maxrange=500; maxRangeProbab=0.2; sounds[]={"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"Taser\sound\Taser_Shot", 0.177828, 1, 10}; closure2[] = {"Taser\sound\Taser_Shot", 0.177828, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"Taser\sound\Taser_Shot", 1, 1, 1800}; begin2[] = {"Taser\sound\Taser_Shot", 1, 1, 1800}; begin3[] = {"Taser\sound\Taser_Shot", 1, 1, 1800}; begin4[] = {"Taser\sound\Taser_Shot", 1, 1, 1800}; soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin2", 0.25, "begin4", 0.25}; }; this i found on the internet but it doesnt work for me
  13. So i'm have a mission, with random objects spawning in a small area. I want those objects to react when being hit by a bullet (Delete/Disappear). I don't have any idea how to do this since i have little experience with Event handlers. So if you know an easy way to do this, and teach me how i can do it myself later on i would be very happy! Draoth
  14. I'm trying to figure out how to detect if a bridge (on a map) has been destroyed (getting the damage level of the bridge). In Arma 2, you could toggle on the objects ID#s in the editor. I don't see a way to do that in the Eden editor; am I missing it? I'd like to be able to do this on BIS Arma 3 maps, BIS Arma 2 maps (using CUP), and 3rd party maps, if possible. What are the options for detecting the damage level of a bridge or building object that is part of the map?
  15. Hello I like the mines and IED's but one of the problems is that they basically cause an instant kill in reality they would severely injury the infantry i.e leg and foot amputation. Question ? Is there a way to edit their damage rate of the mines/ ied's to something more realistic ? Thanks
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