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Found 6 results

  1. Marine Expeditionary Force by Mattastic Description: The Marine Expeditionary Force modification is a unit addon pack. It was developed to offer a professional solution for those wanting to portray the United States Marine Corps in ArmA III. Enjoy HD textures along with real "clean" looking uniforms. This modification has a long development road map and will grow to eventually include more uniform variants, proxy gear, weapons, and even vehicles. Features: Units 2nd Marine Raiders 2nd Medical Btn. 2nd Recon Btn. 3/9 Marines 3/9 Marines II Infantry billets Marine Aircraft Wing Gear 46 Uniforms 32 Vests 29 Headgear 25 Backpacks Weapons M4A1 M4A1/M203 M16A4 M16A4/M203 M27 IAR M249 SAW M240B Mk16 SCAR Mk17 SCAR Mk12 SPR MP5's Lee Enfield M110 SASS M107 Barrett M24 M40a3 M1014 M136 AT4 M9 1911 Glock 17 Taurus Revolver ACOG's Suppressor's Vehicles USMC A3 Helicopters F-37 Thunder US HMMWVs (EWK Compatible) OD Hunters MTVR's MaxxPro MRAP's Installation: Step 1. Download .pbo file(s) Step 2. Open your Arma III add on location Step 3. Create folder named "@MEF" Step 4. Open "@MEF" after creating Step 5. Create folder named "addons" Step 6. Open folder named "addons" Step 7. Place downloaded .pbo(s) inside of "addons" folder Step 8. Launch Modification with ArmA III and Enjoy! Included files: Usage: Place units in Editor or preview gear/uniforms in Virtual Arsenal. Full list of class names are included in the mod on a spreadsheet. Media: Steam Screenshots (Lots of images of the mod) Known Issues with v2.6.4 -Issue with optic and reloading SAW -No iron sights for M27 and M110 because of rotation issue when optic is mounted -Texture error on HMMWV Change log: Notes: Please message me directly on BI Forums or Armaholic with any bug reports or suggestions. Credits & Thanks: EricJ for contributing some weapons (- Ammo values for some weapons done by Spartan0536 - Additional sounds by armyinf - Various weapon sounds: Taumargin) Armapirx for contributing textures Massi for contributing models & textures Karneck for USMC Helicopters Siege-A for Bug Fixes Aplion for HMMWVs Port Olli for F-37Thunder Community Upgrade Project Team Richardsd for contributing MTVR's and MaxxPro MRAP's Bohemia Interactive and the entire ArmA Community Other Sites: - Facebook - Armaholic - Steam Workshop Requirements: (Community Base Addons A3) (Optional)(RH M4/M16 Pack) (Optional)(EWK HMMWV's) Version 2.6.4: DOWNLOAD HERE
  2. Unwanted Double post sorry... Moderators can you delete this topic please (or tell me how to delete it).
  3. Hello there i'm having issues with BIS_fnc_relativeDirTo (the purpose is to create a boomerang system that will have a animated led 3d model in my HMMWV's like my crewduke) , my problem is that it is spamming some random 90, 180, 270 values... (maybe not random but i don't get why i got those values) here is a video (don't mind the generic error i've added a sleep in a unscheduled environment but the detection weirdly seems to work better (Probably just a placebo effect i think^^)) As you can see i have some random values coming in... Video showing my problem For now the script is init by a module (Will add action to add it and activate it later): /* sys_boomerang_animate.sqf Author(s): MrEwok Description: This Animate (for now) the boomerang system and run Boomerang script collection. Note : None. FilePath: \EWK_Boomerang_System\Scripts\sys_boomerang_animate.sqf */ _car = _this select 0; _car animate ["SYS_boomerang", 0]; ////////////////////////////////////////////For Boomerang System/////////////////////////////////////// [_car] execVM "\EWK_Boomerang_System\Scripts\Ewk_Boomerang_Eh.sqf"; waitUntil {!alive _car}; _car animate ["SYS_boomerang", 1]; [_car] execVM "EWK_Boomerang_System\Module\boomerang\sys_boomerang_animate.sqf"; And then it run this script : /* Ewk_Boomerang_Eh.sqf Author(s): MrEwok Description: This Apply FiredNearEH for Boomerang detection. Note : None. FilePath: \EWK_Boomerang_System\Scripts\Ewk_Boomerang_Eh.sqf */ ///////////////////////////////////////////For Boomerang System/////////////////////////////////////// /* this addEventHandler ["FiredNear", { params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode" , "_ammo", "_gunner"]; }]; */ vclBoomerang = _this select 0; vclBoomerang addEventHandler ["FiredNear", { if ((_this select 2) < 100/*Need To Adjust*/) then { _Shooter = _this select 0; _gunner = _this select 7; hint str _gunner; { _relDir = [_Shooter, vclBoomerang] call BIS_fnc_relativeDirTo; if ( _relDir > (_x select 0) && _relDir < (_x select 1) ) then { sleep 0.5; // This is the Generic error in the video... systemChat format["Shooter is at %1 from the Vehicle",(_x select 2)]; systemChat str _relDir; }; }forEach [ ///////////////////////////////////////////This Was Working but not precise enough/////////////////////////////////////////// /* !!!Basic detection system decrepited!!! [45, 135, "to the right of"], [135, 225, "behind"], [225, 315, "to the left of"], [315, 360, "infront"], [0, 45, "infront"] */ ///////////////////////////////////////////This Was Working END/////////////////////////////////////////// [0, 15, "12 oclock"], [-0, -15, "12 oclock"], //0 = 12 donc 0 a 15 [15, 45, "1 oclock"], [-15, -45, "1 oclock"], //30 = 1 donc 15 a 45 [45, 75, "2 oclock"], [-45, -75, "2 oclock"], //60 = 2 donc 45 a 75 [75, 105, "3 oclock"], [-75, -105, "3 oclock"], //90 = 3 donc 75 a 105 [105, 135, "4 oclock"], [-105, -135, "4 oclock"], //120 = 4 donc 105 a 135 [135, 165, "5 oclock"], [-135, -165, "5 oclock"], //150 = 5 donc 135 a 165 [165, 195, "6 oclock"], [-165, -195, "6 oclock"], //180 = 6 donc 165 a 195 [195, 225, "7 oclock"], [-195, -225, "7 oclock"], //210 = 7 donc 195 a 225 [225, 255, "8 oclock"], [-225, -255, "8 oclock"], //240 = 8 donc 225 a 255 [255, 285, "9 oclock"], [-255, -285, "9 oclock"], //270 = 9 donc 255 a 285 [285, 315, "10 oclock"], [-285, -315, "10 oclock"], //300 = 10 donc 285 a 315 [315, 345, "11 oclock"], [-315, -345, "11 oclock"], //330 = 11 donc 315 a 345 [345, 360, "12 oclock"], [-345, -360, "12 oclock"] //360 = 12 donc 345 a 360 ]; }; }]; Please help me! I don't wan't to release my mod without that feature even if it's a little bit harsh (in fact i could already add the boomerang v2 and say "it's the V2 V3 is better ... but i wan't to add a real V3 and make an alternative version for V2 that's add some kind of randomness if some mission maker want to make it harder ). I can provide more info if needed (config or basic models with cfg and cpp to reproduce...)...
  4. Generation Kill retextures of the RHS: USF HMMWVs. It's not a perfect replica of the real paintjob but that shouldn't stop you from seizing some airfields Screenshot Album The original textures were created by Red Hammer Studios and retextured by me. To use this mod, you must also agree to and follow the EULA(s) supplied with RHS: USF. You may not repackage this mod without my consent. Check out Team One Tactical if you want to play in our weekly, super max best Arma 3 sessions! Required RHS: United States Armed Forces Download (7 MB) Steam Workshop Armaholic
  5. Did a small update. An added some stuff. Whoopie right. Anyways. Heres whats been added. Ive added  some user actions to some of the vehicles. Such as "Unlock spare" that will move it out of the way, So you can open of close either the hatch or the trunk. The M1114 is included, But will change to a different turret type in the future. I have also added diferent variants of the M1151 such as with or without the Rhino or without the Front Bumper. Theres also a M1151 M134 version thanks to DaSquade M134 model. Some things fix or bugged. thats about all. I think. Anyways try it out? Maybe one day I will finish this vehicle pack but right now Im just tinkering around with shit. Oh Im not forceing anyone to download something that is in the works. So Download at your own risk of being disappointed . haLater..... nzx_vp1_AlphaR4.rar~34.12
  6. TWCRASH

    Shader 2 effects

    I was surfing around and found this Shader 2.0 effects for Vice City and they were using it on Ghost Recon so I tried it out on VBS1 and also OFp and it seemed to work fine. Here is the link to it and a few screens. Shader 2.0 effects using WGL 5.2 Without Shader 2.0 effects With Shader 2 effects VBS1
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