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Found 3 results

  1. Alright, so currently I am developing an OPTRE Spec Ops mission, where a group of ODST soldiers start in a Pelican dropship headed towards its insertion point. I want to begin the mission with a red light within the interior of the Pelican, which I have managed to do successfully. But, I want that light to switch to green whenever the dropship is over the insertion point activated by a trigger that I have designated as (A1). It seems that the code I implement within the initialization fields of the dropship works, but only for a split second as the red light flickers, but does not change to green. Any help is greatly appreciated! This is the code that I have tried to implement: if( triggerActivated A1) then { //The following code will set the interior color to Green. light2 = "#lightpoint" createVehicleLocal [0,0,0]; light2 setLightBrightness .125; light2 setLightAmbient [1,0.2,0.2]; light2 setLightColor [0,0,255]; light2 lightAttachObject [this,[0,-2.5,-0.8]]; }; if ( !triggerActivated A1) then { //The following code will set the interior to Red. light1 = "#lightpoint" createVehicleLocal [0,0,0]; light1 setLightBrightness .125; light1 setLightAmbient [1,0.2,0.2]; light1 setLightColor [255,0,0]; light1 lightAttachObject [this,[0,-2.5,-0.8]]; pelican1 say3D ["music1", 10, 1]; };
  2. hcpookie

    Aliens Mod

    Aliens Mod v1.1 :) Vilas has granted me permission to port his Colonial Marines items into Arma 3. This is based on Vilas' work and credit goes to him! Copyright 2018 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie changelog: Vilas' original A2 work can be found here: http://www.armaholic.com/page.php?id=7128 I have updated the models and features to Arma3 standards... PhysX, handling, all the characteristics are present. I have also added a few extra goodies along the way. Download may be found here: https://1drv.ms/f/s!AGVykadR_FRbicMP As this is a new release it may have some undiscovered issues... we'll have to play it out and see. APC The APC needed very little work. PhysX is present. She carries a full complement of Colonial Marines as well as UA-571 turrets in cargo. I have adjusted the geometry so it can drive over rough terrain a little better... the APC in the movie was based on an airport tow truck and was not well equipped for offroad terrain... we'll just have to see how well she works over rough terrain! :) UA571 Turret Did I say turrets? Yes I did! They are automated and can be controlled via the UAV operator. The turrets can be disassembled into a backpack! Colonial Marines have a UAV operator that carries this pack and the UAV terminal that can take control of any turrets within the area. The numbers are synchronized in MP and are persistent, even if the turret is packed and re-deployed. So "turret 5" will always be "turret 5". :) The ammo will reload after a few minutes time, so when it runs dry, give it 10 minutes or so. UDL-4 "Cheyenne" Dropship The dropship works pretty well. As you can see I added many PIP screens to both the pilot and gunner seats. The dropship uses the BIS cargo feature to carry the APC within the cargo, and is subject to the limitations thereof. The weapons located within the weapon pods will work ONLY when deployed, with the exception of the A-A missiles, which are available when the pods are stowed. You can do some serious damage with the rockets so use sparingly! Use the "flapsdown" shortcut on your HOTAS to open the weapon struts, and "flapsup" to store them. The dropship is equipped with the sling load configuration although this has not been fully tested. She flies and hovers pretty well, and overall seems fairly well polished. Texture is "OK" and lacks a good UV map with features (rivet panels etc) but I am having difficulty with Blender mapping so this will have to do for now. Soldiers The Colonial Marines and Weyland-Yutani Operatives are present. Colonial Marines in BLUFOR with forest camo, and WY Operatives in INDEPENDENT, with sand-colored camo. OPFOR - that is as close as the BIS Vanilla CSAT soldiers :) The "classic" colonial marines are present - M41 pulse rifle, M-240 flame unit, M-56 heavy gunner, Officer and Pilot. Additionally, the "extra" weapon sets found in the Colonial Marines Technical Manual are also present - sniper, DMR, grenadier, A-T soldier, etc. Ammo and Equipment crates, as well as USCM and WY flags, are present in their respective categories... simply search for "colonial" or "weyland" to find them if you have trouble with them. The shoulder-mounted lights do not operate. There seems to be a limitation on the uniforms' ability to use the light feature, although they are within the weapon category. I strongly recommend downloading other "scifi" addons to complement this mod, such as: The Pandora map: The Trebuchet Halo mod: Raptors pack: ... and others that may be 'futuristic'.
  3. hcpookie

    Aliens

    Vilas has granted me permission to import his Colonial Marines items into Arma 3. So here we go! Fair warning - this is going to take some time. Vilas' original work: http://www.armaholic.com/page.php?id=7128 As you can see the individual weapons and the APC are present. I am not sure if the colonial marines' body armor will be a part of this... may need to consult a tutorial on that section. APC already works in-game, and definitely needs some config love: Best laid plans... I am planning to bring Vilas excellent work up to the A3 "standard" by addin PIP, etc. so the vehicle can enjoy all the new things A3 has to offer. I also plan to include a few things not created by Vilas, but will probably rely on Vilas' textures, etc. so things like the dropship will have the same overall texture palette as the APC. Yep, bringing in the dropship. Brainstorming here: - The sentry guns. That's a given :) They could be remote controlled or automated. I like the idea of an automated drone... would need to use the UAV "gunner" since they are invisible, and also would need to figure a way to add/remove the "gunner" from the turret when it is erected or disassembled. Need to either find or build a 3D model. - Alien "drone" mesh: can a custom 3D model be used as a "soldier" mesh? 3D models are certainly available for download. The tail wouldn't work but the rest of the "man" would work. - Motion tracker... how would one go about making it work? Make it "reveal" all entities in a 30m radius? - Face huggers / eggs could be spawned as animals, perhaps as an always "enemy" animal. No idea. I don't want to step all over the Pandora map topic so I'll keep posting here. I remember fondly the Alien Doom mod way back in the 90's. Scared the shit out of me. It would be nice to have maps with a dark, claustrophobic atmosphere to enjoy the same kind of feel in this game world.
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