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Found 15 results

  1. Drop uniform, vest and backpack not showing in Inventory - Ground list the Uniform, vest and backpack are not showing in the Inventory - Ground List. to view the Uniform or Vest or Backpack in inventory, you need to target it specifically. need help. comparison: if you equip the Uniform, vest , backpack from the dead, then drop them on the ground, all of them will show in the Inventory -Ground List. //target dead body _dude = cursorTarget; _ibox = "GroundWeaponHolder"; sleep .5; //drop uniform, vest, backpack on ground //UNIFORM ================================================================================= //get units container type you want to drop _uniformcontainer = uniform _dude; if (!(_uniformcontainer isEqualTo "") || !(isNil "_uniformcontainer")) then { //create a weaponHolder at the units position //_holder = createVehicle ["GroundWeaponHolder", getPosATL _dudenewPos, [], 0, "CAN_COLLIDE"]; _uniformholder = createVehicle [_ibox, _dude modelToWorld [0,0.8,0], [], 0.1, "CAN_COLLIDE"]; _uniformholder disableCollisionWith _dude; //_uniformholder setPos [(getPos _uniformholder select 0),(getPos _uniformholder select 1),0.01]; //_uniformholder setDir round(random 360); // random direction of weapon holder //add it to the holder _uniformholder addItemCargoGlobal [_uniformcontainer, 1]; //use everyContianer on the holder to get a reference to the container _uniformdroppedContainer = (((everyContainer _uniformholder) select 0) select 1); //iterate through units container e.g uniformItems { //add each one to the reference _uniformdroppedContainer addItemCargoGlobal [_x, 1]; }forEach (uniformItems _dude); //remove the unit container removeUniform _dude; }; sleep .5; //Vest======================================================================================= //get units container type you want to drop _vestcontainer = vest _dude; if (!(_vestcontainer isEqualTo "") || !(isNil "_vestcontainer")) then { //create a weaponHolder at the units position //_holder = createVehicle ["GroundWeaponHolder", getPosATL _dudenewPos, [], 0, "NONE"]; _vestholder = createVehicle [_ibox, _dude modelToWorld [0,0.8,0], [], 0.2, "CAN_COLLIDE"]; _vestholder disableCollisionWith _dude; //_vestholder setPos [(getPos _vestholder select 0),(getPos _vestholder select 1),0.02]; //_vestholder setDir round(random 360); // random direction of weapon holder //add it to the holder _vestholder addItemCargoGlobal [_vestcontainer, 1]; //use everyContianer on the holder to get a reference to the container _vestdroppedContainer = (((everyContainer _vestholder) select 0) select 1); //iterate through units container e.g uniformItems { //add each one to the reference _vestdroppedContainer addItemCargoGlobal [_x, 1]; }forEach (vestItems _dude); //remove the unit container removevest _dude; }; sleep .5; //backpack======================================================================================= //get units container type you want to drop _backpackcontainer = backpack _dude; if (!(_backpackcontainer isEqualTo "") || !(isNil "_backpackcontainer")) then { //create a weaponHolder at the units position //_holder = createVehicle ["GroundWeaponHolder", getPosATL _dudenewPos, [], 0, "NONE"]; _backpackholder = createVehicle [_ibox, _dude modelToWorld [0,0.8,0], [], 0.3, "CAN_COLLIDE"]; _backpackholder disableCollisionWith _dude; //_backpackholder setPos [(getPos _backpackholder select 0),(getPos _backpackholder select 1),0.03]; //_backpackholder setDir round(random 360); // random direction of weapon holder //add it to the holder _backpackholder addBackpackCargoGlobal [_backpackcontainer, 1]; //use everyContianer on the holder to get a reference to the container _backpackdroppedContainer = (((everyContainer _backpackholder) select 0) select 1); //iterate through units container e.g uniformItems { //add each one to the reference _backpackdroppedContainer addBackpackCargoGlobal [_x, 1]; }forEach (backpackItems _dude); //remove the unit container removebackpack _dude; }; ==== ==== Thank you to OP, Orig Code from
  2. After numerous changes to memory points and config file, I still cannot get my vehicle to stay on the ground so it can be driven. If anybody can help me that would be awesome! Here is an image >> I can also provide the p3d, config file, and model.cfg files as well. Thanks for any help!!
  3. Heroic slovniacs An Arma 3 CO-OP scenario. Heroic slovniacs trailer: What's this? Takistanian milita has taken a Takistanian army airport, the Takistanian army has requested the help of the Russian army to retrieve that airport. Three soldiers and a Su-25 were sent in order to assist (or more likely do all the job by themselves) retrieving that airport, but are met with a strong resistance due to the fact that the Takistanian milita acquired a huge amount of equipment from the same airport. The mission theme is Close air support (Su-25) that is guided by the help of the three soldiers on the ground, so 4 players. Download from Steam Workshop: Normal version or ACE version. Player slots: Squad leader. Marksman\Enginner. AT soldier. Pilot. I also have an ACE version, which replaces the Marksman with a medic. Pros: I have spent 350 hours on this mission, I hope it will be great enough! Cinematics! (they suck because Arma 3 cinematics suck). Voice acting! (for the commander, it will give you PTSD). Random events (that will kill you, such as a minefield). Long mission (depends if you keep bullshiting or not). Unlock ground vehicles as you progress, making you stronger. Thanks to LAMBS mod, the AI can actually outsmart you by miles, so be careful. Multiple respawn points to save traveling times. Music player (that randomly plays music every 10 mins). The commander welcomes players who connect, and whines when a player disconnects (who the ♥♥♥♥ cares remove this point idiot). There is no acting in this mission, you play however you want and unlock vehicles (ground vehicles) as you play through the mission, as long as your play-style is not about you being a complete idiot, you will pass. At least you can feel that the world is a bit more "alive" than other missions. Cons: The Intro is quite long (7 mins) but that's because I wanted to lay out information in a better way (btw the intro is not boring). Since I wanted the performance to be good (and this mission is so large that I pushed Arma 3 to its boundaries) I had to make it so that the hosting computer (whether it's a player or a dedicated server) take the weight of the scripts and units, so only the host will suffer from a poor performance (if his PC is older than 2018) while the rest of the players will have no problems in performance :), so not a huge con really. Last part of the mission might be heavy on the hosting PC, but you can always quit, since that part makes %10 of the mission anyway. 13 mods (19 if ACE) (most are light weight) so that you can experience the full experience without AI being dumb etc etc. Other stuff: I have became a no life making these missions, and thank to all the people who helped me (even slightly) who are mentioned in the end of the mission, I hope you will give this mission a try, since it doesn't require a huge number of players (3 players are acceptable, 2 players will cause the guy on the ground to eat huge metric tons of organic ♥♥♥♥). Also, I hope Digger won't traumatize you for life. Download from Steam Workshop: Normal version or ACE version. Report any glitch in the comments (below) or I will call out targets for the pilot to annihilate.
  4. REA [Redeploying Engage and Annex] 🔹 Very Friendly Community - 8 Units, One Objective a week. 🔹 We teach Newcomers how to play all the time. 🔹 Current map: Clafghan. 🔹 Current enemy: Taliban. 🔹 Next map: Lingor. 🔹 Next enemy: Russians. 🔹 No attendance required, but always helpful. 🔹 15+ Player Operations and growing. REQUIREMENTS Working mic is HIGHLY recommended Must be able to speak, understand, and type in English. Must be willing to contribute to the unit. Whether it's helping staff or showing up for ops, we like it when our members are a little more hands on. WHAT WE OFFER A friendly community of like-minded individuals who are teammates on the field and friends off of it. An environment where Quality of members is more focused on than Quantity. We like it when a lot of members join our operations, but do not like it when members start ruining the fun of everyone else. DIVISIONS/ROLES 164th Infantry Company - The main attacking force of REA. Typically composed of those that have a thirst for action. 62nd Force Recon Company - Secondary attacking force of REA, also specializes in Recon, and works closely with the 164th. 10th Mountain Division - Main Recon unit, typically located on mountain sides, not sky-lining. Primarily keeps over watch for other divisions. Can consist of a few Snipers/Spotters. 82nd Para Infantry - Airborne Unit, Focuses on jumping out of aircraft near combat areas/behind enemy lines via. C-130 or CH-47. Able to survive using limited resources. 300th Menewa Waya - A special unit that specializes in CQB, commonly clearing buildings and extracting subjects and/or hostages. 16th Air Cav - Specializes in anything air related. Redeployment, insertion/extraction, gun runs and more. 9th Armored Division - This division specializes with anything armored, aka tanks. 195th Artillery Detachment - This division supports from the ground, whether it be self-propelled artillery vehicles, or via. ground mortars. SCHEDULE ➤ SUNDAY: Post-op training ➤ MONDAY: Open for training/small ops ➤ TUESDAY: Open for training/small ops ➤ WEDNESDAY: Open for training/small ops ➤ THURSDAY: Open for training/small ops ➤ FRIDAY: Recruiting/Pre-op training ➤ SATURDAY: Main Op 4:30pm EST If Saturday is unavailable, then it will be pushed to Sunday. INTERESTED? If you are interested in joining us or coming in for a chat, please join our discord or our teamspeak. Discord Link: https://discord.gg/mT7mJ3y TeamSpeak IP: 75.117.242.188
  5. Is it possible to get anywhere real world height map with seaground height map in one piece ?
  6. In the TerrainBuilder everything looks fine but as soon as I get into the Buldozer I get an error message and cant see any textures. If you need any more screenshots or informations pls contact me
  7. Hello, I post this message after many search, and after lot of tries to resolve my problem myself, after 3 days i'm again in trouble. Problem : I have only 3 textures on my layer.cfg but i can't show all textures, only 2 textures are showing in game or in Buldozer... i think a grid problem, or a number of texture by cell problem, but i'm not good enough for solve this problem at this time. In this case : - gdt_beach texture are in RGB Red in my MASK and she is in game - h2a_drygrass texture are in the rest of the map and h2a_weed are not showed Technical Infos : Logs : ===================================================================== == D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\TerrainBuilder\TerrainBuilder.exe == "D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\TerrainBuilder\TerrainBuilder.exe" Exe timestamp: 2017/11/15 18:34:49 Current time: 2018/05/13 14:06:15 Type: Public Version: 140800 ===================================================================== Application initialization finished. Layer 'default' successfully loaded. Repair tool - Operation DONE in (0.0 s)! All layers seem to be valid. Warning: surface mask tile "M_000_000_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_001_000_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_002_000_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_005_000_lco.png" - found 41 materials (4 allowed) Warning: surface mask tile "M_006_000_lco.png" - found 49 materials (4 allowed) Warning: surface mask tile "M_007_000_lco.png" - found 34 materials (4 allowed) Warning: surface mask tile "M_008_000_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_000_lco.png" - found 69 materials (4 allowed) Warning: surface mask tile "M_010_000_lco.png" - found 139 materials (4 allowed) Warning: surface mask tile "M_011_000_lco.png" - found 98 materials (4 allowed) Warning: surface mask tile "M_012_000_lco.png" - found 44 materials (4 allowed) Warning: surface mask tile "M_001_001_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_001_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_001_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_006_001_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_007_001_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_008_001_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_011_001_lco.png" - found 141 materials (4 allowed) Warning: surface mask tile "M_012_001_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_000_002_lco.png" - found 43 materials (4 allowed) Warning: surface mask tile "M_005_002_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_006_002_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_007_002_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_002_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_009_002_lco.png" - found 192 materials (4 allowed) Warning: surface mask tile "M_010_002_lco.png" - found 137 materials (4 allowed) Warning: surface mask tile "M_011_002_lco.png" - found 130 materials (4 allowed) Warning: surface mask tile "M_012_002_lco.png" - found 41 materials (4 allowed) Warning: surface mask tile "M_000_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_004_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_006_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_007_003_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_008_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_010_003_lco.png" - found 203 materials (4 allowed) Warning: surface mask tile "M_011_003_lco.png" - found 194 materials (4 allowed) Warning: surface mask tile "M_012_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_004_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_006_004_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_007_004_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_004_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_004_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_010_004_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_000_005_lco.png" - found 37 materials (4 allowed) Warning: surface mask tile "M_003_005_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_004_005_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_005_005_lco.png" - found 44 materials (4 allowed) Warning: surface mask tile "M_006_005_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_005_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_005_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_010_005_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_000_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_001_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_003_006_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_004_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_006_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_006_006_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_007_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_010_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_000_007_lco.png" - found 49 materials (4 allowed) Warning: surface mask tile "M_001_007_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_007_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_003_007_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_005_007_lco.png" - found 62 materials (4 allowed) Warning: surface mask tile "M_006_007_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_007_007_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_007_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_007_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_011_007_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_012_007_lco.png" - found 50 materials (4 allowed) Warning: surface mask tile "M_000_008_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_001_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_003_008_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_004_008_lco.png" - found 125 materials (4 allowed) Warning: surface mask tile "M_005_008_lco.png" - found 102 materials (4 allowed) Warning: surface mask tile "M_008_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_010_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_011_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_012_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_000_009_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_001_009_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_009_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_003_009_lco.png" - found 46 materials (4 allowed) Warning: surface mask tile "M_004_009_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_008_009_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_009_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_010_009_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_011_009_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_012_009_lco.png" - found 9 materials (4 allowed) Warning: surface mask tile "M_000_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_001_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_003_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_004_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_010_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_010_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_011_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_000_011_lco.png" - found 42 materials (4 allowed) Warning: surface mask tile "M_001_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_006_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_007_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_012_011_lco.png" - found 49 materials (4 allowed) Warning: surface mask tile "M_000_012_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_001_012_lco.png" - found 43 materials (4 allowed) Warning: surface mask tile "M_002_012_lco.png" - found 50 materials (4 allowed) Warning: surface mask tile "M_004_012_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_012_lco.png" - found 44 materials (4 allowed) Warning: surface mask tile "M_006_012_lco.png" - found 50 materials (4 allowed) Warning: surface mask tile "M_007_012_lco.png" - found 49 materials (4 allowed) Warning: surface mask tile "M_008_012_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_012_lco.png" - found 50 materials (4 allowed) Warning: surface mask tile "M_010_012_lco.png" - found 48 materials (4 allowed) Warning: surface mask tile "M_011_012_lco.png" - found 74 materials (4 allowed) Warning: surface mask tile "M_012_012_lco.png" - found 47 materials (4 allowed) Debugger info - (func: CV4WGridImporter::LoadV4wGrid(45)) [AssertNoDlg] MainThread=10840 istream.good() WRP Creator - Export of file "P:\h2a\h2a_north_america_nightmare\h2a_north_america_nightmare.wrp" successfully completed. Map size: width = 1024, height = 1024 0 objects placed on map. Application deinitialization. Application deinitialization finished. File : layers.cfg class Layers { class h2a_drygrass { texture = "h2a\h2a_north_america_nightmare\data\h2a_drygrass_co.paa"; material = "h2a\h2a_north_america_nightmare\data\h2a_drygrass.rvmat"; }; class h2a_weed { texture = "h2a\h2a_north_america_nightmare\data\h2a_weed_co.paa"; material = "h2a\h2a_north_america_nightmare\data\h2a_weed.rvmat"; }; class gdt_beach { texture = "h2a\h2a_north_america_nightmare\data\gdt_beach_co.paa"; material = "h2a\h2a_north_america_nightmare\data\gdt_beach.rvmat"; }; }; class Legend { picture = "h2a\h2a_north_america_nightmare\source\mapLegend.png"; class Colors { h2a_weed = = {{0,255,0}}; h2a_drygrass[] = {{255,0,0}}; gdt_beach[] = {{0,0,255}}; }; }; Img : data folder File : gdt_beach.rvmat ambient[]={1,1,1,1}; diffuse[]={0.25,0.25,0.25,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=10; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="h2a\h2a_north_america_nightmare\data\gdt_beach_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={6,0,0}; up[]={0,6,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="h2a\h2a_north_america_nightmare\data\gdt_beach_co.paa"; uvSource="tex"; class uvTransform { aside[]={6,0,0}; up[]={0,6,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; File : h2a_drygrass.rvmat ambient[]={1,1,1,1}; diffuse[]={0.25,0.25,0.25,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=10; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="h2a\h2a_north_america_nightmare\data\h2a_drygrass_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={6,0,0}; up[]={0,6,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="h2a\h2a_north_america_nightmare\data\h2a_drygrass_co.paa"; uvSource="tex"; class uvTransform { aside[]={6,0,0}; up[]={0,6,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; File : h2a_weed.rvmat ambient[]={1,1,1,1}; diffuse[]={0.25,0.25,0.25,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=10; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="h2a\h2a_north_america_nightmare\data\h2a_weed_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={6,0,0}; up[]={0,6,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="h2a\h2a_north_america_nightmare\data\h2a_weed_co.paa"; uvSource="tex"; class uvTransform { aside[]={6,0,0}; up[]={0,6,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; File : config.cpp class CfgPatches { class h2a_north_america_nightmare { units[] = {}; weapons[] = {}; requiredVersion = 0.1; fileName = "h2a_north_america_nightmare.pbo"; author = "Hellmaker2a"; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data"}; }; }; class CfgVehicles{}; class CfgWorlds { class DefaultWorld { class Weather { class Overcast; }; }; class CAWorld: DefaultWorld { class DayLightingBrightAlmost; class DayLightingRainy; class Lighting; class Weather: Weather { #include "config\LightingNew.hpp" #include "config\Overcast.hpp" }; }; class Altis: CAWorld { class Grid; class DefaultClutter; }; class h2a_north_america_nightmare: Altis { #include "config\Lighting.hpp" #include "config\DayLightingBrightAlmost.hpp" #include "config\DayLightingRainy.hpp" cutscenes[] = {}; description = "North-America Nightmare"; worldName = "h2a\h2a_north_america_nightmare\h2a_north_america_nightmare.wrp"; startTime = "06:00"; startDate = "21/08/2014"; startWeather = 0.2; startFog = 0.0; fogBeta0Min = 0.0; fogBeta0Max = 0.02; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {3072,3072,500}; seagullPos[] = {3072,30720,500}; longitude = 65; latitude = -34; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.paa"; //midDetailTexture = "h2a_north_america_nightmare\data\av_middle_mco.paa"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; //pictureMap = "\h2a_north_america_nightmare\data\pictureMap_ca.paa"; //pictureShot = "\h2a_north_america_nightmare\data\ui_Schultz_ca.paa"; plateFormat = "A#$-####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; author = "Hellmaker2a"; newRoadsShape = "\h2a\h2a_north_america_nightmare\data\roads\roads.shp"; ilsPosition[] = {}; ilsDirection[] = {}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; loadingTexts[] = {North-America Nightmare by Hellmaker2a}; #include "config\OutsideTerrain.hpp" class SecondaryAirports{}; #include "config\Sea.hpp" #include "config\Underwater.hpp" #include "config\SeaWaterShaderPars.hpp" #include "config\Grid.hpp" #include "config\Clutter.hpp" class Ambient{}; class AmbientA3 { maxCost = 500; class Radius440_500 { areaSpawnRadius = 440.0; areaMaxRadius = 500.0; spawnCircleRadius = 30.0; spawnInterval = 4.7; #include "config\Species_440_500.hpp" }; class Radius40_60 { areaSpawnRadius = 50.0; areaMaxRadius = 83.0; spawnCircleRadius = 10.0; spawnInterval = 1.5; #include "config\Species_40_60.hpp" }; class Radius30_40 { areaSpawnRadius = 30.0; areaMaxRadius = 40.0; spawnCircleRadius = 3.0; spawnInterval = 3.75; #include "config\Species_30_40.hpp" }; class Radius15_20 { areaSpawnRadius = 15.0; areaMaxRadius = 20.0; spawnCircleRadius = 2.0; spawnInterval = 2.85; #include "config\Species_15_20.hpp" }; class Radius6_10 { areaSpawnRadius = 6.0; areaMaxRadius = 10.0; spawnCircleRadius = 1.0; spawnInterval = 0.1; #include "config\Species_06_10.hpp" }; }; class Names { #include "h2a_north_america_nightmare.hpp" }; }; }; class CfgWorldList { class h2a_north_america_nightmare{}; }; class CfgMissions { class Cutscenes{}; }; #include "config\CfgSurfaces.hpp" #include "config\CfgSurfaceCharacters.hpp" File config/CfgSurfaceCharacters.hpp class CfgSurfaceCharacters { class H2AWildGrassClutter { probability[] = {0.4,0.2,0.3,0.07,0.02,0.01}; names[] = {"GrassTall","AutumnFlowers","GrassBunch","GrassCrooked","WeedDead","WeedDeadSmall"}; }; }; File : config/CfgSurfaces.hpp class CfgSurfaces { class Default{}; class Water{}; class H2AWeed: Default //ok { files = "h2a_weed_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; soundEnviron = "grass"; character = "H2AWildGrassClutter"; soundHit = "soft_ground"; }; }; File : config/Clutter.hpp class clutter { class GrassTall: DefaultClutter { model = "a3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class AutumnFlowers: DefaultClutter { model = "a3\plants_f\Clutter\c_Flower_Medium_White2.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class GrassBunch: DefaultClutter { model = "a3\plants_f\Clutter\c_Grass_Bunch_Small.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.2; scaleMax = 0.6; }; class GrassCrooked: DefaultClutter { model = "a3\plants_f\Clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.4; scaleMax = 0.8; }; class WeedDead: DefaultClutter { model = "a3\plants_f\Clutter\c_GrassDead_Tuft_Stony.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.1; }; class WeedDeadSmall: DefaultClutter { model = "a3\plants_f\Clutter\c_GrassLong_DryBunch.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 0.9; }; }; Any suggestion to solve this problem ? thanks in advance !
  8. On the A3 Vehicle Textures (without DLCs) of diffrent Armys (NATO, AAF ,CSAT) arent Country/Army Insignias/Flags/Cockades, why ? There some Pics of Jets (A3 and DLC): https://steamcommunity.com/sharedfiles/filedetails/?id=1361596358 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596302 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596464 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596414
  9. Hi, I searching for a way to spawn units randomly in a marker. I've tried something with radius etc but it seems that units spawn even out of the marker and even on water... I'd like to spawn those units only on ground and in the definided marker. And I have another problem, The units I try to spawn are zombies... And when I choose to spawn 2000 of them with a debug marker to know where each zombies are, I don't find any zombies at the markers positions... is there any units limit on Arma 3 ?
  10. First, I am sorry if this is not right place or way to start a new topic. Sorry Fox and others if I mistake just delete this or put me in right direction. This is the proposal for new addon/script. It would be nice (and realistic) to add ability to hide in soft grounds like mud or sand just like Feint's function to hide boats in similar surfaces. Just imagine how impact that will have on tactical aspect in solo stealth reacon or diversion missions and like every other addon for our lovely arma, would be a part of new magic with all the possibilities that could have. (items to use for digging, time to perform the action, visibility of character to enemies, safe distance, influence of day time, weather, etc.) Thank you for your attention and sorry on my English.
  11. This is the proposal for new addon/script. It would be nice (and realistic) to add ability to hide in soft grounds like mud or sand just like Feint's function to hide boats in similar surfaces. Just imagine how impact that will have on tactical aspect in solo stealth reacon or diversion missions and like every other addon for our lovely arma, would be a part of new magic with all the possibilities that could have. (items to use for digging, time to perform the action, visibility of character to enemies, safe distance, influence of day time, weather, etc.) Thank you for your attention and sorry on my English.
  12. hi all, i'm actually develloping a terrain for arma 3 and my ground textures are like this: https://prnt.sc/h3vqcq , how to fix this please ? thanks all :)
  13. Hi there, i'm creating some addons for my own personal use to use with Arma 2 OA for a while now - I have recently begun to create an armored vehicle, in this case a 2S3 Akatsiya self-propelled howitzer for more immersion in my missions. For the main gun I inherited the cfgammo, cfgmagazines and the cfgweapon entries of the BIS D-30 towed howitzer in my config.cpp. For most parts I have the unit already working. What bothers me is that the howitzer now engages air targets, e.g. an AH-64, which the D-30 definitely does not. The similar MLRS or BM-21 Grad don't show this behavior. I checked unit cost and ammo cost settings for example, but what else does affect the target selection of units in Arma 2 OA? Can somebody help? Here is my still very incomplete config.cpp: class CfgPatches { class 2S3_OA_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAWeapons","Extended_EventHandlers"}; }; }; class CfgAmmo { class Sh_122_HE{}; class Sh_152mm_HE: Sh_122_HE { cost=500; airLock = 0; }; }; class CfgMagazines { class 30Rnd_122mmHE_D30{}; class 46Rnd_152mmHE_D20: 30Rnd_122mmHE_D30 { ammo = Sh_152mm_HE; count = 46; displayName="152mm HE"; maxLeadSpeed = 0.3; }; }; class CfgWeapons { class D30{}; class D20: D30 { displayName="152mm D-20 Howitzer"; magazines[]={"46Rnd_152mmHE_D20"}; }; }; class Turrets{}; class MainTurret{}; class CfgVehicles { class Tank; class 2S3: Tank { side = 0; displayName="2S3"; model = "\2S3Akatsiya\2S3"; scope = 2; type = 1; faction = "INS"; vehicleClass = "ARMORED"; accuracy=0.6; armor=160; damageResistance = 0.00544; mapSize = 9; cost = 2500000; sensitivity = 1; threat[] = {0.600000, 0.200000, 0.040000}; crew = "Ins_Soldier_Crew"; typicalCargo[]={Ins_Soldier_Crew}; selectionLeftOffset = "PasOffsetL"; selectionRightOffset = "PasOffsetP"; class Turrets: Turrets { class MainTurret: MainTurret { stabilizedInAxes = 0; maxHorizontalRotSpeed= 0.3; maxElev= 50; body= "mainTurret"; turretAxis= "Turret_Axis"; gunAxis="Maingun_Mem"; gunBeg= "Maingun_End"; gunEnd= "Maingun_Start"; weapons[]={"D20"}; magazines[] = {46Rnd_152mmHE_D20}; lockWhenVehicleSpeed = 5; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.4; minFov = 0.4; maxFov = 0.4; }; class ViewGunner { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.4; minFov = 0.4; maxFov = 0.4; }; }; }; }; }; };
  14. Ok, so I have this tank that works fine in Arma 2, and I'm working to get it working as it should in Arma 3. I understand that for a vehicle to have engine sounds, it must have a physX simulation. So in the config, I (to my knowledge) changed the simulation and added the physx properties as they should be. In-game, my troubles are that the vehicle is stuck in the ground, and while the tracks spin, I cannot move anywhere with it. I believe it has to do with it being physx simulation. Originally there was no physx simulation until I realized I need physx simulation for engine sounds to work. Here are two screenshots of what it looks like, if anyone has ideas, please give them to me. I will provide more info upon request. Geometry Phys LOD - It is the same as the Geometry LOD, save that this one has no properties. What it looks like in game - as you can see, it sinks into the ground a few inches, you should be able to see the tracks touch the ground.
  15. As of Dev Branch 1.59.135843 (May 4, 2016), the ground textures do not match the satellite or mid-range textures in some environments on Altis and Stratis. I believe that this is a result of the new lighting. The new appearance of the ground textures is a lighter dead grass color, allowing the US Multicam uniforms to do their job, but as you get farther away it turns the ground back to a dark green color. This makes it very difficult to know if you and your team are concealed or not and also makes enemies easier to spot (which is no fun if they're supposed to be hiding). I'm not sure of any easy solutions to this, as re-painting the entire map texture will take quite some time. Here is a view from close-up: And from far away:
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