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Found 28 results

  1. Assets seen in these images are just a sample of what is included, NOT the entire content! Everything shown is still work-in-progress, NOT the final content! Details: Coming Soon... For now I'll at least share what the main components of this mod will be made up of: USP_Gear_Acc (Accessories; GPS, wristmap, etc) USP_Gear_Body (Uniforms; pretty much just uniforms) USP_Gear_Core (Core; required by all modules to function) USP_Gear_Face (Facewear; shades, balaclavas, cool stuff, etc) USP_Gear_Head (Headgear; helmets, caps, etc) USP_Gear_Nvg (You guessed it) USP_Gear_Pack (Backpacks; mostly stuff that goes on the back) USP_Gear_Vest (Body armor; whether you wanna go rambo or snake, we got it all) Each module is standalone, and only requires the USP_Gear_Core (included) to function. Required Addons: None Signed: Most likely, and server key should be there. Overview: I'll try to keep this brief. Overall, this mod has been long in the making, even before any progress pics started popping up for it. I've owned and played the whole Arma series, back to OFP, and remained a pretty dedicated fan since the start. Never did anything more than play with scripting and develop missions/scenarios up until Arma 3, which is when I first decided to really get into modding. Started out small, messing around with patches and markers, and then I began playing with retextures as a first step into working on a full units/gear mod. Got good and far along with that, but never really mentioned it or made a release since I have a bad habit of always wanting to pack in more before going public. Then I met Hawaiian (Will) and he taught me everything he could, and shit hit the fan from there. Started messing with models, building up the foundation for a gear mod with what I could from A2 assets. Eduardo (Carlos) right by my side from the beginning, always pushing me and encouraging progress, doing everything he can to learn and help where possible. Enter Sahio, the team modeller with incredible talent, shit explodes from there. So now we have this here, a gear pack that is steadily expanding to create as much authentic assets as we can...or until we get bored. Including tons of variety, hiddenSelections, various camo/texture patterns, and the largest collection of vests/plate carriers available. Why? Because we like creating new things and adding as much variety as we can to the game. Last thing I wanna say is, I can't stress enough the workload ahead. We are a very small team and even though our modeller is a speed demon, the rest beyond that will take time. So bottom line, be patient, I want this stuff ingame as much as anyone. I'll update everything with more info soon, mainly just wanted to get the thread up so I can stop posting unrelated things to the Rangers thread. Current Assets: As always, everything shown here is WIP and subject to change. Somes items still aren't shown yet, so this list will be updated as new assets are added. Accessories: Facewear: Headgear: NVG: Packs: Uniforms: Vests: Future Assets: Everything. No but seriously, we have a pretty lengthy list of 'planned' assets, but that's not to say all of them will get done. We're constantly adding to the list so we'll just see how much gets completed in the end. Just to name a few items, we have things like balaclavas, shemaghs, coveralls, beards, amphibious gear, para gear, and much more in the planning. May create a more solid list of our future-plans as we get further along, so stay tuned. FAQ: Q: When will this mod be released? ETA? A: Obviously when it's done. Q: Do you take requests? A: Absolutely. Not that we will accept all requests, but definitely consider them. Q: Is there any focus or direction that is planned for the gear? US only? A: Not entirely, pretty much adding anything that interests us for the most part. Q: Why make so many assets that have already been done before? A: Well to make an all-in-one gear pack, it's what we all want right? Q: Any plans to work on weapons or vehicles at some point? A: Not at the moment, hands are full. Q: How are you able to pump out new asset models so fast? A: The Dream Team© Q: Will this mod be made open-source so assets can be used in other projects? A: Possibly upon request. (This only applies to assets created by Sahio.) Dev Team: Here's the team making all of this happen. We are a small, dedicated group and always open to experienced help from anyone wishing to get involved. Siege-A (Team lead. Model edits, config, UVs, textures, basically everything needed to get the stuff ingame and working.) OMA (3D Modeler. Created a footprint in the Arma community too big to fill.) Krogar (3D Modeler. A master of the art whom has joined us on our crusade.) Carlos (Team Assist. Filling in the gaps anywhere needed to keep progress moving forward.) Contributors: Thanks to these guys, this mod has some awesome new upgrades on the way. Helping pave the way to what's looking to be the greatest gear mod ever. Warden_1 (The one responsible for helping initiate the new ideas, methods, skills, and assets that have taken the mod to the next level.) Ardvarkdb (Another legend in the community that has stepped in to contribute his own skills and assets to the mix.) Sabre (The texture master has even offered to assist with a few items to further top things off.) Zeealex (Offering her expert assistance to the team where possible, as well as throwing in a few goodies.) NissanLawyer (A community modeler that wished to join the party and has been contributing some impressive work.) Lyy Amao (Another community texture artist that has come to provide some assistance.) Credits and Thanks: If I missed anyone here, I do apologize, I will be further updating this thread and will get everything situated in good time. OMA (The pro behind the scenes that helped kick off things with a bang.) Carlos (Kept the motivation going to see this to the end, and lending a hand in whatever he can.) Krogar (Offering his time and skills to us to help expand things even further.) Hawaiian (This guy is to thank for helping get all of this started. Many, many thanks brother, I hope you are well.) Cunico (Giving permission to use many of his high quality assets.) Lennard (Allowing use of his excellent model assets.) DaveGary (Even in A3, some top-notch assets.) RoadRunner (Allowing use of his awesome boot textures.) Syncing (Awesome GPS model.) Adacas (Allowing access to his amazing model library, even though only items from the Ranger mod have been used so far.) Fritts (Helped us out wherever he could and wouldn't let us forget how great BF2142 was.) Yogensia (Some great models/textures for the Fasthawk and Ice Axe.) Bohemia Interactive (For bringing us the best milsim game series ever and for making the A2 assets open-source.) Patron Supporters (This means a great deal to us and can't thank you guys enough for your support.) Alexander Hofmann BLACKOUT6IX Blain Mundt Fetus Grimnir25 Hvymtal Joshua Crosby Lucas Fritts Oskar Hassel Pix Sparksy Switchfoot Enjoy the work you see? Care to support OMA so he can continue bringing us all these great new assets? Here's how: Just wanting to stare at some beautiful renders of things as they're made? Check it out: Wanna join our channel so you can get in on the discussions? Here ya go: Trying to just have a browse through all the WIP that has been done in the mod so far? Look no further:
  2. Hey people. I'm working on config for a tank, using other tanks as references to make sure my values hit at least close to workable. Trouble is...I can't seem to get the damned thing past about 28km/h. I can't seem to figure what's holding it back since everything I've checked seems to be at least similar to values for the two tanks above that both work fine. Here are my related entries in vehicles.cfg: accelAidForceCoef = 1.5; accelAidForceSpd = 1.4; brakeDistance = 12; brakeIdleSpeed = 0.1; changeGearMinEffectivity[] = { 0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95 }; changeGearOmegaRatios[] = {1,0.424242,0.454545,0.333333,0.984848,0.424242,0.984848,0.606061,0.984848,0.575758,1,0.545455}; changeGearType = "rpmratio"; //Have also tried "effective" with similar issue. clutchStrength = 45; dampersBumpCoef = 4.5; dampingRateFullThrottle = 1.0; //1.4: T100 0.8: Kamysh dampingRateZeroThrottleClutchDisengaged = 0.65; //0.8: T100 0.5: Kaymsh dampingRateZeroThrottleClutchEngaged = 0.45; //5.0: T100 4.0: Kaymsh driveOnComponent[] = {"Track_L","Track_R","Slide"}; engineMOI = 12; //12 - T100 7 - Kamysh enginePower = 1119; //kW engineStartSpeed = 5; //common value epeImpulseDamageCoef = 18; //Same for T100 and Kuma gearBox[] = {-7,0,11,8,5.7,4.2}; //Same in T100 and Kuma idleRpm = 1200; latency = 0.5; maxOmega = 335; maxSpeed = 80; minOmega = 140; normalSpeedForwardCoef = 0.75; numberPhysicalWheels = 16; peakTorque = 5300; redRpm = 3200; sensitivity = 2.5; simulation = "tankX"; slowSpeedForwardCoef = 0.25; switchTime = 0.3; tankTurnForce = 950000; tankTurnForceAngMinSpd = 0.7; tankTurnForceAngSpd = 0.76; thrustDelay = 0.5; torqueCurve[] = {{0.424242,0.8},{0.545455,0.95},{0.606061,0.99},{0.636364,1},{0.666667,0.98},{0.727273,0.93},{0.878788,0.76},{1,0.6}}; tracksSpeed = 1.35; class complexGearbox { driveString = "D"; //String displayed in HUD for Forward Gear neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. gearBoxMode = "auto"; GearboxRatios[] = {"R1",-3.4,"N",0,"D1",4.4,"D2",3,"D3",1.75,"D4",1}; //KUMA //GearboxRatios[] = {"R1",-4.5,"N",0,"D1",7.8,"D2",5.6,"D3",4,"D4",2.9,"D5",2.1,"D6",1.5,"D7",1.1}; //ANGARA moveOffGear = 1; transmissionRatios[] = {"High",11.5}; }; Can't seem to figure this on my own, so help would be appreciated! I've checked vehicle mass and it seems to be as expected (about 52 tonnes) Cheers, Law
  3. FICTIONAL UNEXPLODED ORDNANCE, SYSTEMS, and E.O.D EQUIPMENT by R. Von Quest VERSION: v0.2.2 Beta UPDATED: 15 September 2017 DONATE: Support Project // INTRODUCTION: Work-In-Progress. This is the Stand-Alone Module of my Explosives & EOD Addon from my SpookWarCom Project. As most EOD stuff is just a BIP (Blow In Place); I wanted to do something a little closer to the fictional side, and have a system where you have to know what you are doing and solve a step-by-step procedure to disarm the explosive. I will be including my IMS "BombBuddy" Ion-Mobility-Spectrometer to detect both in-game mines & explosives, and all the IEDs included in this amazing mod. I do not like the "I see a mine!" in the game. So what? If you see it, where? When you have all the nonsensical "helpers" turned off, he still shouts out he spots something. This is silly. So I'm building my own detector that will 'sniff' the molecules in the air to detect various chemicals and the additives in explosive materials. It will only display a readout of various indicators and a vague 'strength' signal (parts-per-million). I also have in production several, ok numerous, oh wait... no, over 100+ IEDs coming to put into your missions that all will have unique ways of disarming! I have 10 prototyes each with 10+ levels of disarming procedures with numerous types having a complex muti-step process to disarm. Total of 100-200 Bombs! Memorizing how to disarm will be virtually impossible do to with the sheer vast number of randomly generated IEDs. If you do not go through the training process and do not understand what you are doing, kaboom! No more just clicking the X to disarm. You will need the right tools, and click exactly on the part required. Several types will even have anti-handling devices. Motion sensors, light sensors, etc. complete with random timers and other surprises that I won't reveal here. Explosives will be C4, Mines, Chemical, Radioactive, etc. "Initial Success or Total Failure" // FEATURES: I.M.S BombBuddy detects ALL EXPLOSIVES Numerous Tools and Equipment Both Fictional and Realistic Explosives Disarm "Movie-Style" Bombs Disarm In-Game Bombs & Explosives Minefields: APERS Landmines Minefields: Mk6 Watermines Minefields: PDM-1 Amphibious Suicide Bomber Terrorists and Extremists Random Spawns and Variables ...And many more coming SOON!!! // NOTES: More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner! *kaboom* // KEYBINDING: Shift + E // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: DOWNLOAD =VQI= FUSE Explosives & EOD Project Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a
  4. So I want to make things easier when randomizing things. Right now I have an array of vehicles, air vehicles, and units class names that I manually pulled from the in game editor. Im alright with manually selecting individual units but now I want to randomize the units vest, weapons, and headgear but I do not want to go through the in games edit loadout screen and export each vest and items then have to search the text to find the class name of the vest to add it to an array. Is there a way for the game to provide a list of ALL vests and ALL weapons ect. in the game including addons? If this is possible is there a way to do that to ALL vehicles and units on a given side like EAST or WEST? Is there a possible way to do this without creating an array like calling a BIS_FN?
  5. Don't know about you, but I'm tired of running around with a US flag on my Shoulder.... A W.I.P FICTIONAL Custom re-texture of Vanilla ARMA 3 Gear with Custom CAMO's Using Color Pallettes from Altis and Tanoa + Some other classics. It's not my purpose to perfectly recreate the current ADF, this is a futiristic, fictional retexture. Content:Units, Cars, Trucks, Helicopters, Light Armor, Heavy Armour, Planes and much more! taking requests!7 Total Different Infantry Cams now :)Requires... NOTHING! External Dependencies All removed :) This is W.I.P, any constructive Feedback Welcomed and encouraged. Available on Steam Workshop :) & Armaholic http://www.armaholic.com/page.php?id=32817
  6. Previously called the "US Army 2005" addon, now i renamed it to "US Forces 2000s", so the addon can have a wider scope and can include more branches. This pack includes Soldiers and Marines wearing BDUs in Desert camo or M81 Woodland camo and Interceptor Body Armors in M81 camo, 2004-2006 era Marines wearing Marpats, IBAs, Nomex Flightsuits, and there are also 2007 Era US Army units that wear Full UCP camo. They use RHS weapons and vehicles, GSTAVO's M16A2s are also used by most of the Marines from 2001-2003, and also rear echelon US Army units Features: - Units, primarily US Army and USMC, from 2001 to 2007, wearing appropriate uniforms and gear for each year - units are mostly available in woodland and desert variants (except for later US Army, wearing universal camo pattern, of course) - Generic Special Forces Units, from 2001s to 2005 era - Adapter for users of RH Accessories pack is available, inside the "optionale" folder found in the mod's directory (@simc_uaf_08_rhs). using RH Optics will give more period accurate attachments not found in RHS, primarily PEQ2s and Aimpoint M2s, also TA01 ACOGs Gear: - ACU Uniform (UCP camo, IR flag option) - MICH helmet (UCP, M81, and DCU camo, and coverless versions) - MICH battery pack accessories made by Lennard - PASGT helmet (M81, DCU, 6-colour, and Marpats) - LWH Helmet (Desert and Woodland Marpat) - Interceptor Body Armour OTVs (a shitload of them, really, in M81, DCU, and UCP camo, also plain coyote brown) - CIRAS vests - SPEAR BALCS vests - FLCs (on its own and on top of IBAs) - ILBVs (on its own and on top of IBAs) - BDU Uniforms (M81 and DCU) - Raid BDUs (M81 and DCU) - Units have randomised helmets - Nomex Flightsuit (model by Cinco) - ESS and SWD Goggles - few other glasses, ESS V12 and Birth Control Glasses (Made by Lennard) - Watch Caps for early years SF (Also Made by Lennard) - PVS7 NVGs on rhino mounts - optional ace compatibility for all glasses and NVGs available, config made by lizardbolo, optional config comes in a pbo located in "optionale" folder under the mod's directory - patrol caps, utility caps, and boonie hats, in DCU and M81 - Fleece jackets and MOPP suits Planned stuff: - Wound textures - m40 gasmask + hoodie - editor icons - some additional SF Vests Full Changelog: Known Issues: - Nametapes does not receive shadows (idk how to fix this yet, material issue or smthing i have no idea even) - Wound textures not yet working Credits: - Bohemia Interactive: A2 Sample models, for base of uniform model and also the pouches - bolo861: Helped me fix loades of config errors, beta testing, and made config for the glasses ace compatibility - punky: original FLC model - bigstone: Scrim helmet model, ISAF patch texture, and several other texture for other unit patches, and lots of advices - cinco: NOMEX fligtsuit model - Johannes for his awesome SF template for Arma 1 - RHS team: Awesome mod in general that becomes the base for this mod (vehicles and weapons) - GSTAVO: That wonderful M16A2 - Lennard: Several great models that he gave me, including the watch caps, glasses, and battery pack - John Hansen (of Brazilian Defense Force mod) for ALICE webbing models - everyone here who helped me discover all the bugs that appear due to mijn clumsiness, and also for all the suggestions and critics! image albums: https://imgur.com/a/hdcjLq9 https://imgur.com/a/DaEScEM https://imgur.com/a/WWkAhrA https://imgur.com/a/dVLSUVv Download: Steam Workshop ------------- Additional Units Optionally, if you want some more units, you can grab some here. http://steamcommunity.com/sharedfiles/filedetails/?id=1116198232 The extra units that are included in this optional pack are: - 173rd Airborne Bde (2004 and OEF) - 10th Mountain Division (2004 and OEF) - 101st Airborne (OEF) - 3rd Infantry Division (OEF) - 4th Infantry Division (2004 and OEF) - 1st Infantry Division (2004, 2007, OEF) - 1st Cavalry Division (2004, 2007, OEF) - 2nd Armoured Cavalry Regiment (2004, OEF) As always, the 2004 ones wears DCUs and M81 IBAs, and a mix of MICH and PASGT helmets. The OEF units are in Full ACU gear and they wear ISAF patch on their left arm.
  7. OFPS is looking to integrate ARSENAL into BECTI. We have had great success using custom mods like CUP. However, the amount of GEAR we have now is INSANE. Our 3.5 year old gear menu that was developed by BENNY just isn't up to the task. We would like to use arsenal as a replacement. Here's what I'd like to know from you experienced scripters: 1. Is it possible to load arsenal and not go into the virtual arena? I'd like to load the menu but keep the player in the battle space he's in. 2. Is it possible to allow a player to access gear based on a team's upgrade level, assign a cost to every piece of equipment, and check that a player has that cash before granting him access to the gear? 3. Anyone here have talent with sqf scripting and would like to help us (OFPS/BECTI) implement this? :) Thanks! -SS
  8. Hi, I want to take a current uniform or gear item, retexture it, and upload it as a standalone mod. I know how to overwrite current content, but I want to make it a custom standalone mod. How do I do this? I cannot find any videos on mod making start to finish with this concept. Please help, thank you.
  9. Work in the simple flight model the landing gears/wheels ?
  10. https://gyazo.com/27e4f556f11939bc7afbabde05b9e5e1 I'm fairly new to modding and I'm trying to create a replacement pack for the current NATO which changes their equipment to gear already existing in the game. I'm trying to make them look more like they were in the Alpha/Beta and first release of the game. But some of my mod config isn't working and I'm not sure why? My rifleman class works fine but when trying to create the grenadier class, I'm having some issues, the uniform, vest and helmet I want (which is identical to the rifleman just for testing purposes) isn't appearing and instead is just left with the vanilla gear, but I know some of the config is working somewhat because it has the addon image next to it in the editor and the backpack I placed on him works. Any help towards tidying my config up (as most of it is a copy and paste of sample configs which I've edited) and making it work would be massively appreciated.
  11. Hello, Is there a way to script it so that when a player dies, their gear goes into an ammo box?
  12. TotesGotes' Weapons and Gear by: totesgotes Reuirements: Apex DLC, Marksmen DLC. Download: https://drive.google.com/open?id=151HckezZm3QxoVmriEyg1PWR8ItS3IId This is an addon I decided to create on my free time upon realising my disappointment in the lack of vanilla gear and weapons colour schemes. This addon offers various simple colour schemes for weapons and uniforms, as well as my own two rendition of my take on digital terrain patterns that matches the vanilla environment on ArmA 3. This is an open source addon. Feel free to change anything you would like to. No need to contact, no need to credit. Published on Steam: TotesGotes' Weapons and Gear Updated to V1.12 Added Grey Fleece, Khaki Pants. Added some detail on NATO uniforms. Future plans: Winter camos. Tiger Stealth Balaclava. MTP Stealth Balaclava. Add Tiger Camouflage for Special Purpose Suits. Still fixing uniform config errors. More fixes and equipment expansion. Still a personal mod me and my cousin uses, will not take seriously unless obligated.
  13. I have an idea of a campaign for Arma 3, my question is how do I make gear persistent from one mission onto the next. I am making a base that’s going to be used for mission briefing and gearing your player. That alone would be its own scenario, with the mission following after, how about would I get my gear selection to carry over to the mission
  14. What I'm trying to do is show current load out/gear information like guns/equipment ect though dialogs on respawn, so people can make a informed choice. I already have a system in place but I feel there is a better way that's cleaner or more modular or a way to refine it? Would be cool if you could customise from a pool of items and each of those items has a value attached to them to balance them out. I think that's out of my reach, but if you have something I could look at to learn, that is very appreciated. Any ideas? I'm all ears. These are all listboxes and the items change based on the class selection, also when you click the uniform/vest/backpack the Capacity value ect will show. Thanks.
  15. HICOS Horizon Islands - Commandement des Opérations Spéciales SOF Gear for Tanoan forces DESCRIPTION HICOS tires to aim for quality over quantity, giving Tanoa SOF gear to be used in missions as AI. Or gear that can generally be used in a jungle/woodland environment. The mod will include new models, as well as retextures/alternations from already excisting mods. Process will be displayed on this thread, and suggestions or questions regarding the contents of the mod can be asked here. Please note that the mod will only include gear such as backpacks, vests, uniforms and head- and facewear. There will be no weapons included within this pack, and they will be free of choice by the end user. HICOS is responsible for raids and special reconnaissance against Horizon Island's cartels and criminal organisations, such as Syndikat. They work alongside the gendarmerie to keep the Horizon Islands safe. HICOS is well funded, and uses primarily western equipment and vehicles. For questions or requests; Steam Profile Please keep in mind that all textures/models are work in progress, and can be changed through the development of this modification. CONTENT Currently working on; - LBT 6094, various setups, (new model) - Crye Precision Gen 3 uniforms, various colours and patterns, - Booniehats, various patterns, - Berets, versions dependent on units, (new model) - Opscore helmets, various colours and patterns, (new model) - MICH helmets, various colours and patterns, (new model) - PVS 21, with COTI module, CEHUD module and regular, (new model) ...and various backpacks in different colours and patterns. IMAGES Future plans are everywhere right now, I'm open for suggestions and willing to include vehicles later down the road. The mod will be a WIP for a while, and be added on frequently. All camo patterns used in this addon are made from scratch, and can be shared on request.
  16. Old Rascals Club persents Hi everyone,I'm so happy to show u our project in this pack.that was our Alpha version in workshop,hope guys will be like it.please link and like and BTW:the patch's flag if u want to edit ,just unpack and open data/flag/flagXX_co.paa to change.we made 1side empty . this version still have some problem and some bug for real version ,if u think they need rework and fix.please feedback us on workshop page item list. fast maritime (6camo 2size in game ps:the helmet version is kill osama benlade's use) Future plan other versions of helmet(ranger、different variations) CRYE G3(different camo/variations) some vest(maybe) some backpack (maybe) WIP Topic(more information):https://forums.bistudio.com/forums/topic/207505-wiporcs-tier1-equipment-pack/?page=3#comment-3234489 STEAM DOWNLOAD LINK:https://steamcommunity.com/sharedfiles/filedetails/?id=1138606284 THX of you all support and wait!
  17. STALKING, CAMOUFLAGE, ORIENTEERING, and SNIPER-UNIT TRAINING by R. Von Quest VERSION: v0.2.1 Beta UPDATED: 15 September 2017 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Scout/Sniper Addon from my SpookWarCom Project. This will focus more on the scout-side of the mysterious of the lethal Spec-Ops Sniper and the unique elements of scouting, stalking and the recon aspects of Scout/Sniper Operations. A Sniper is a highly trained marksman who operates alone, in a pair, or with a sniper team to maintain close visual contact with the enemy and engage targets from concealed positions or distances exceeding the detection capabilities of enemy personnel. These sniper teams operate independently, with little combat asset support from their parent units. Snipers typically have highly selective and specialized training and use high-precision/special application rifles and optics, and often have sophisticated communication assets to feed valuable combat information back to their units. ~ Wiki "One-Shot, One-Kill" // FEATURES: 3 Levels of Sniper Blinds: Sparse, Normal, Thick Acute Scout/Sniper Hearing while in Blind/Hide Keen sense of Smell for detecting nearby Enemy Questrel Weather Computer (aka Kestrel) 1966 USMC "Hathcock" Edition BoonieHat Cut or Clear the Grass for a clear view when prone Targets - Practice & Training Feedback System Scout/Sniper Stealth Options and System // NOTES: This is only about 20% done. This version was a re-write to get it back on track again. There are several features that may not still work, or are unfinished at this time. I just wanted to get this public version out now so you can test and enjoy what I have running so far that is at least stable and playable. The Ballistics do not work right now I believe. Just use ACE3 for now, or any other mod you prefer. This project is more about the Scouting Skills, rather than the Sniper Shooting anyway. I have a lot more coming, but updates are slow due to I have a huge mod-set under development at the time of this writing. Also to speed up this public version, there is no documentation included. You will have to Search for the older version of this for more details, or wait until an update later for the new stuff. // KEYBINDING: Shift + S // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: DOWNLOAD =VQI= SCOUT SCOUT/SNIPER PROJECT Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a
  18. Hello chaps I'm not really good in scripting. I just started to create custom missions in Arma 3 so I need your little help. What I'm trying to do is to save the exact loadout on unit after death and respawn with same gear. can somebody tell me how to do that?
  19. Hi all, I'm new to the forums but I have been playing for a while now, with a special interest in the Cold War era. I came here hoping for some assistance on a question that has been bothering me. I have something of my own personal headcanon for the events of the Armaverse, and I wanted to start making missions that take place during the Cold War. The timeline I've worked up involves a conflict between the US Army's 193rd Infantry Brigade and the Soviet 2nd Guards Motor Rifles in the year 1988. Now, I know that the M16A2 was phased into US Army service in 1985-6, but I was wondering about the feasibility of equipping my US Army infantry assets with M16A1s. I have the RH M16 pack with its well-textured and modeled M16A2s, but I recently downloaded Unsung to see the variety of Cold War assets I could translate into the 1980s setting. The M16A1 model they have is quite exquisite, and the selection of Cold War vehicles, aircraft in particular, is also very interesting. I wanted to know see if I could get some input as to what model of M16 I should use, because I can't decide. For anyone who takes the time to read this and comment, thank you very much in advance!
  20. Steam Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=864565270 Add ACE3 NV Gen4 version L3 GPNVG18. This is just tiny little config, but more useful with ACE3. Gen4 NV provides more clear less noise vision. This mod requires ACE3 and L3-GPNVG18. Class name Tan - GEN4_A3_GPNVG18_F Black - GEN4_A3_GPNVG18_BLK_F Tan with battery - GEN4_A3_GPNVG18b_F Black with battery - GEN4_A3_GPNVG18b_BLK_F Tan Recon - GEN4_A3_GPNVG18_REC_F Black Recon - GEN4_A3_GPNVG18_REC_BLK_F Tan with battery Recon - GEN4_A3_GPNVG18b_REC_F Black with battery Recon - GEN4_A3_GPNVG18b_REC_BLK_F Alternate Download Link http://macchky.net/dl/@ace3gen4_l3_gpnvg18.zip Credit macchky Original L3-GPNVG18 Mod - Sven, Original Model - - Teeha - - WarLord554, Models, Textures, Configs - - Cunico, Helping me fix my headstrap model -
  21. Hello modders! I'm Locklear, an encoder in BI, and you might have seen my posts around here on the forum, when I tried to help some of you with stuff and things (mostly the things). I usually (although not exclusively) work on characters and equipment, so I decided to create a guide for configuring those on the community wiki. The aim of the guide was to create a place for both new and veteran modders to go to when they need to understand or review some basics of the character and equipment configuration, and I hope this piece of documentation will help anyone interested in modding these parts of Arma 3 content. You can find the guide here: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide. I created this thread so I can gather your feedback, questions, and suggestions regarding the guide. Should you feel anything is not clear enough, or perhaps altogether amiss, please let me know here. Please don't ask for help with a specific problem here, create a separate thread for such questions, as usual. May your time in your favourite text editor be merry and your bugs scarce!
  22. I've been working on a custom airplane but I've been having problems with the gear. So far I have: -Geo + PhysX LOD both have the three wheels defined as "wheel_1", "wheel_2" and "wheel_3" and each as "Component XX" -All components in both LODs are closed and convex. -These names (wheel_1, wheel_2 and wheel_3) are the named selections on the visual LODs, and properly named in the model.cfg -Config file has driveOnComponent[] = {"wheel_1","wheel_2","wheel_3"}; -LandContact LOD has three points, one beneath each wheel If I start the plane in mid air in the mission Editor, the gear system works fine. Wheels retract perfectly. But once the plane hits the ground, they stop working (meaning If I land and take off again, gear won't retract anymore). https://www.youtube.com/watch?v=18zKmc8nR68 When I start the plane on the ground (virtual arsenal or mission Editor) the plane seems to be rolling on square wheels.. (?) and bobs from one side to another, moves o the sides.... https://www.youtube.com/watch?v=AxBBacUhs1o If I manage to take off (it is very difficult because the plane barely gains speed and is moving all over the place) the gear doesn't retract (the option to do so doesn't show up, nor toggling "G") Sometimes the plane bumps so much that it explodes. https://www.youtube.com/watch?v=HyEmD_DJWSU I have lost too much hair already and am very nearly on the verge of ending with martinezfg11 's patience, who has kindly been trying to help me out. So any hints you can spare, will be greatly appreciated!
  23. Hey guys, I'm having problems with respawning my players with the gear I choose. I'm using the 'edit gear' option in the Eden editor, but when people die, they spawn with the original loadout for the chosen solider (rifleman, marksman, lmg etc). I've been trying all day, and a ton of different scripts, but I can't get anything to work out for me. Im pretty green to the whole mission creating, so any help who be appreciated.
  24. Hello! I'm proud to release public version of my equipment script creator - ACC EqKreator v10.2! Now ACE3 compatible! Q&A: Q: Why you created your own equipment script creator and why it is called EqKreator? A: I have got annoyed by other software/scripts functionality where you was forced to use some kind of program (LEA) or search for many items classnames and write them inside already created scripts (F3). I am not saying that these things are bad, I just wanted to create something that would suit my needs. And that is full JIP compatibility - COOP oriented - Lightweight - Easy to use script. It is called EqKreator because it creates ready to use equipment scripts for you! ;) Q: Is it based on some other mission? It looks similar to VTS by L etranger? A: Yes it is edited version of VTS v4.0 by L etranger. I have just deleted all playable slots and left GM one, and added my equipment generator script into it, also, I have added Virtual Arsenal into it. Q: Why just don't use Virtual Ammobox or add Virtual Arsenal to my mission? A: Well... you can do that, but in our community we sometimes play missions that last over 4 hours and we don't want to waste time so everyone get's equipped from scratch from VAmmobox or VArsenal or other kind of Virtual something. Also, I am mission maker and I just hate that way of assigning gear. It is me that decides what player will get. Not that player :P. That is also why EK was created. Q: There are many other scripts like this one, why should I use yours? A: Let me write down some pros of this script: It gives gear to each unit before briefing screen It is JIP friendly, you will not see this script adding gear again like other equipment scripts sometimes do You can create many equipment scripts very fast and even save them inside VArsenal or VTS Shop for further usage/editing You can see how much your unit weigh with all gear you added (using AGM or CSE) You can see unit, all gear on it and even test it :) You can assign gear to selected equipment slot (backpack, vest, fatigues) Did I mentioned that it's blazing fast and easy to use? Compatible with ACRE2/TFAR/Vanilla (in terms of removing radio IDs - everyone will get unique radio ID) Creates equipment script for vehicles too Instructions: Installing script to mission folder Installing and running EqKreator v10 mission Making equipment for units Making equipment for vehicles You may also want to look at my ACC DAC_Toolbox script if you use DAC v3 and are a mission maker! ;) Download v10.2: Dropbox link Armaholic link (not updated yet) Changelog: v10.2 Hotfixed vehicle/crate assign gear scriptv10.1 Fixed vehicle/crate assign gear script (isServer check) Styllistic updates v10 Simplified whole script Script converted to function - uses call now instead of execVM (using execVM in unit init line is highly not advised!) Added ability to assign callsigns for BFT markers from ACE3 New: immediately after assigning uniform/vest/backpack clear it from any equipment that could be added from uniform/vest/backpack default config items - no more additional unwanted items Let me know here if there are any other questions regarding this script! Licensed under APL-SA. v10.2 09-05-2016 mb GieNkoV for Arma Coop Corps community. Thanks Letranger for his VTS v4.0!!!
  25. Hello, I'm developing an airborne mission for my group, basically the guys (Two fire-team consisting of four members each, named A1, A2, A3, A4, B1, B2, B3, B4) spawn in an C-130 and parachute into the A.O. The problem is, I need them to have their backpacks when they land, so they have enough ammo and equipment to complete the mission, so I came up with this Idea, a trigger executing a script for each unit, the script will wait until they land and then add backpacks and equipment into it. The C-130 will enter the trigger area with the team onboard. These are the trigger's specs: ACTIVATION: BLUFOR ACTIVATION TYPE: PRESENT CONDITION: this && isServer ON ACT: para1 = [] execvm "scripts\backpack\A1.sqf"; para2 = [] execvm "scripts\backpack\A2.sqf"; para3 = [] execvm "scripts\backpack\A3.sqf"; para4 = [] execvm "scripts\backpack\A4.sqf"; para5 = [] execvm "scripts\backpack\B1.sqf"; para6 = [] execvm "scripts\backpack\B2.sqf"; para7 = [] execvm "scripts\backpack\B3.sqf"; para8 = [] execvm "scripts\backpack\B4.sqf"; Now this is the A1.sqf script: I tested it and it worked great, except when I tested it in a multiplayer server (I hosted it locally), I got in as unit A1. When I landed, the script worked and the parachute got replaced by the backpack and the defined contents, however it didn't work for the other player, their parachutes didn't get replaced by the intended backpacks, At first I thought I could've screwed the script for their units, so I restarted the mission and got in as another unit (A2), as some of you guys may imagine, I got my backpack just fine, but the other players didn't, not even the unit I just tested (A1). I tested all the other units and it worked great when I was playing as them, but no one else got their backpacks. As you guys probably know, I think I fucked up the locality of the script execution, not sure how, could any of you guys enlighten me as how to make this thing work? We usually use conventional hosting (through the game Multiplayer menu) and Dedicated hosting, so it would need to be something that works for both. Thanks in advance!
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