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Found 9 results

  1. All-in-One Single-Player Project by Leopard20 Short description: All-in-one Single-Player project is (at this time, will be) a collection of 3 separate addons that work in tandem to create the ultimate single-player experience. _____________________________________________________________________________________________ Long description: Hello guys. I'm sure everyone agrees that the current state of ARMA single-player is not really playable (unless you're alone!). The AI are always a burden and hard to manage. Well, in this project, my goal is to change that. Check out the latest development videos for ADDON #2 in the next post! This project will consist of 3 addons: 1. All-in-one Command Menu (Deluxe ver.): The improved and enhanced version of my old , dusty mod, All-in-one Command Menu which itself was basically an improved version of WW AI Menu by Windwalking. 2. ADDON #2 (WIP, ~30% Complete); ETA: early November 3. ADDON #3 (WIP, ~60% Complete); ETA: ? The other two addons are not "command menus" but something entirely different and crucial to the single-player game, and interaction with them will primarily be through All-in-one Command Menu. I will update this thread about the latest development status. Stay tuned! All-in-One Command Menu (Deluxe Version) Current version: v1.1.4-Beta (10/5/2019) Some of you may have used, seen, or at least heard of my All-in-one Command Menu mod, which added many new capabilities to the vanilla AI. When I started working on that mod, I was completely inexperienced in scripting, and the mod, despite its great feature roster, became a poorly optimized and buggy mess over time. So I decided to rewrite the mod from the scratch; updated the visuals, rewrote most features and added many new stuff. Without further ado, let's jump into the feature list! Release Trailer: Additional Screenshots: Feature Overview: What's new since All-in-one Command Menu classic: This is a complete rewrite of the classic mod, so obviously there's so many changes. Here is some of the most important ones: Notes (MUST READ): Some of this stuff might be a little hard to grasp at first (but once you learn them you realize how easy and intuitive they were!). I'm very busy right now so I'll add a video tutorial later. For now, try to make do with these! Download: Steam Workshop GitHub Dropbox Google Drive Armaholic Installation: Note: The name of the mod folder has changed! Please delete the old "@AIO_AIMENU" folder if you have the classic version. F.A.Q: Donation and Support: If you like my mod and would like to support it, or you just want to buy me a drink, etc., you can donate on PayPal, or even better, become a Patron! Requirements: Community Base Addons (CBA)
  2. GF Explosive Objects Script - Mod by GEORGE FLOROS [GR] Description: GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Explosive Objects Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the spawn. The objects will spawn also , at the spawned or placed in editor Buildings. There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40411 Armaholic GF Explosive Objects Script - Mod
  3. Hey guys, I was recently thinking of something that I saw in a separate mod, which is unfortunately not being developed any more, strictly speaking, radio jammer for radio controlled IED detonations. There is a mod which comes with a backpack item that has that option but it naturally only works for the explosives provided by that specific mod. I would, however, like to try and incorporate the same mechanism but to the ACE Explosives. Turns out there is a function for that but I am not skilled enough to implement it using my scripting skills. I have found this: https://ace3mod.com/wiki/framework/explosives-framework.html#53-detonation-handler At the very bottom of the page there is a section which seems to be doing what I need it to do, which is block all the detonations of radio controlled explosives (such as the cellphone). I was thinking about using this code possibly in a form of a switch that the player could use. Similarly to the backpack from the other mod, it could be whatever item that the player can have (possibly some kind of a backpack as well) that would have the ON and OFF switch. Those switches would then control whether the Cellphone detonation of an IED is possible or not. Another thing I found was that Achilles actually seems to have a similar functionality but it appears to be restricted to Zeus-placed objects via this specific module as well as looks to be "jammable" only by an actual vehicle. I will need to test this one today tho. https://github.com/ArmaAchilles/Achilles/wiki/Module-Information I would be very grateful for any help in terms of how to achieve that result possibly using that first bit of code. Thanks a lot! Adam
  4. Download: MIL_ExplosiveBreaching - Dropbox/Armaholic Demo Missions - Dropbox * Mission #2 requires Advanced Rappelling to be run on the host/server only. * Mission haven't been updated with door breaching, and still use the old system at this stage. Previous demo missions are still set up for the old system. They will be updated at some point. New demo Missions (supports vanilla/RHS/CUP) - Dropbox - Co-op (4) - Attack-Defend (4v4) Description: MIL_ExplosiveBreaching is a set of scripts that allows designated players to breach urban walls, fences and building doors using vanilla Explosive Charges. Anyone in the same group as a breacher can be within 2m of a charge. Anyone else within 5m of a charge and not in cover may be knocked down for a short time. Any AI up to 10m and not knocked over will have their skills severely reduced for a short time. In a hosted MP environment please allow up to 30 seconds before trying to breach anything, otherwise breaching won't occur. Features: - Easy-to-use GUI system for managing breaching charges. - Uses explosive charges as breaching charges. - Optional Red/Green indicator on each charge to indicate a player's safe distance from a charge. - Specific players can be used as designated breachers. - All players (including non-breachers) can see effects/features of the system. - Disorientating effects for anyone, human or AI, caught by the explosive breach. - Single/Multiple charges can be used together ***Mission makers*** - Two variables to check if a unit's lifeState == "INCAPACITATED" have been added to account for conflicts with other lifeState checks that may be in use on other scripts. - e.g. Running custom revive scripts when lifeState == "INCAPACITATED". - In this case, it would be wrong to run the custom revive if a player was a bit too close to the breaching charge and got knocked out. - When being affected by breaching, a unit's lifeState will return "INCAPACITATED" for a few seconds. - This system makes use of publicVariables to return if a unit has been scripted into being unconscious. - The variables are: - MIL_ExplosiveBreaching_Stunned_Player & MIL_ExplosiveBreaching_Stunned_AI. - Each variable is a 4 index array: - _array select 0/1/2/3 will return number of unconscious units for BLUFOR/OPFOR/INDI/CIV respectively Example: - If a BluFor player stands too close to a door on breaching, and there's 2 AI OpFor on the other side and close enough to get knocked down the returns would be: - MIL_ExplosiveBreaching_Stunned_Player - [1,0,0,0]; - MIL_ExplosiveBreaching_Stunned_AI ------- [0,2,0,0]; - This might take some tweaking, but suits my purpose for what this breaching function was originally being made for, and so that's where it stands for now unless someone needs it changed/improved. To use: - Add these lines to your description.ext: #include "MIL_ExplosiveBreaching\dialog\defines.hpp" #include "MIL_ExplosiveBreaching\dialog\dialog.hpp" - Copy the folder MIL_ExplosiveBreaching to your mission folder. - Anyone assigned as a breacher will require Explosive Charges ("DemoCharge_Remote_Mag") to breach. - To avoid damage, the better the ballistic protection of a player's vest, the safer they will be. - For MP use: initServer.sqf nul = [_indicator] execVM "MIL_ExplosiveBreaching\initialiseServer.sqf"; initPlayerLocal.sqf nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; - _indicator - boolean (optional - default: true) - true - a safe distance indicator will spawn with the charge - false - no safe distance indicator will spawn - For SP use: init.sqf nul = [_indicator] execVM "MIL_ExplosiveBreaching\initialiseServer.sqf"; nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; Example: - This will set any group leaders as breachers: if (player == (leader (group player))) then { nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; }; - This will set player4/8/12 as breachers: _allBreachers = ["player4","player8","player12"]; if !(_allBreachers find (str player)) then { nul = [] execVM "MIL_ExplosiveBreaching\initialiseClient.sqf"; }; Credits: - Credit to zorilya, who's code for aligning a bomb against a wall was offered up for use (in one of his replies in this video). - Honestly, without the maths already being available I doubt this would've worked out for me. I'm a numbers kind of guy, but I'm no mathemagician (Simpsons reference). - For the missions themselves, they are credited to a number of people within their briefings. - My mates for playing my stuff in ways which no sane person plays ArmA. - My kids for playing ArmA properly . Media: - My YouTube channel playlist of all the videos I've put up to show the explosive breaching and its progress - Playlist - ArmA 3 - Explosive Breaching MP Demo of the single-storey wall breaching demo mission (an oldie) (5:17): Coop demo mission, running the most recent version, v2.1 (2:06): Known bugs: - Sometimes walls (I think only in specific locations/circumstances) will collapse when setting a charge. I haven't seen this for a while though, but let me know if it happens. - Door breaching will not work on some buildings - https://feedback.bistudio.com/T133450. - In MP, breaching will not work immediately. Likely only in hosted MP, and should be ready after 30 seconds game time. To do: - Add ability to change the minimum safe distance to avoid being knocked down (both breacher's group and for other nearby units). - Add default compatability for charges from common mods to be used for breaching. - Add ability to designate custom array of charge/s to be used for breaching. - Add ACE menu compatability. - Add a 2-second timer to stunned AI to delay reactionary firing. - Adjust chance of being knocked if needed. If anyone happens across any bugs, or has any suggestions, please let me know. I would like to implement door breaching in the future too, so I'll see where that takes me. Thank you. Change log:
  5. Hey guys, I am working on a training site for my group which will feature, among other things, an explosive specialist/mine defusal training. In order to do so I would like to create a kind of a course which has to be finished without the mines exploding. The help that I'm looking for concerns a script, obviously. I would like to have the option to spawn random(?) mines and explosives in random(?) areas within the designated course. Let's say it will be a fenced-out passage through a few buildings + a bit of grassy terrain. I would like to have the option to spawn, respawn randomly or at the very least restart the placed explosives within that course with probably a simple addAction command that would be attached to some object at the beginning of the course. I can handle the addAction button but I am almost completely unaware how to write the script which would respawn the explosives if the participant died and wanted to retry the course. That respawn option would also be used by the next person in the queue who would want to complete the course. I appreciate your help a lot. Cheers! Adam
  6. Hello All, I have a mission with task for defusing bomb. So, I placed explosive charges and tried to add action to them. Unfortunately it seems that it is not possible use addAction command to explosives. Do you have any workarounds or suggestions? I just placed pliers on explosive charges and add action to pliers. .... no best solution but it works this way. Thanks for answers in advance.
  7. I need to blow up some tanks with rockets from a helicopter but the rockets are not strong enough. What is the best way to achieve this? The helicopter I am using does not incorporate the new payload-changing system.
  8. Hello everybody! I tried to find information, but did not find it :( How to force the AI-units make the deployment of mines, for example on the current waypoint ? I would like the enemy AI, to place mines at the specific/random points of the map. In this case, the direction of deployment is important, since such mines as SLAM, Claymore, Mine Dispenser are requires a certain deployment direction. Thanks for help!
  9. Greetings all! Going to be sharing my latest piece which will be coming to Arma, aren't you lucky?! Now, some of you may not like the fact that's it's an entirely fictional weapon, but we're keeping it realistic and based it off a few real world rifles, such as the Barrett M99, the Steyr HS-50 and so on. Here's some fluff for you to salivate over. So with that out of the way, here's some images to further titulate: Apologies if the images are too large, hopefully the forum can take care of this automatically. Anyway, I'd love to hear your thoughts and get some feedback, take care everyone. Later. o/
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