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Found 7 results

  1. I would really like to know how to develop a script/addon/texture/interface for a retina and fingerprint scanner. The idea is contextualized in the attached video. https://www.youtube.com/watch?v=lCvQxbfGHvw
  2. GOM_fnc_aircraftLoadout V1.35 by Grumpy Old Man Features: Change serial (tail) number on compatible aircraft (currently supported: Gryphon, Shikra and Black Wasp) Change pylon priority (makes multiple pylons act as a single weapon if they have the same priority) Works with all addon aircrafts with properly configured pylons Preset function to save presets and load them, mission/server independent deleting a preset works only when holding down CTRL to prevent mishaps Option to set pylon ownership to either gunner or pilot, also works with presets Change the livery of the aircraft if it's configured for one Allows certain players to modify aircraft loadouts, as well as rearm the pylons and repair/refuel the aircraft Can be restricted to work only if fuel/ammo/repair sources are within 50m of the object holding the menu You can simultaneously only refuel as many aircraft as you have fuel sources Can sort for compatible weapons or allow to mount all weapons on all pylons Ability to set reporting, receiving of remote targets and own position One click to clear all pylons if you changed your mind Can be operated by a lone pilot or a designated logistics crew Multiple players can install multiple pylons on the same plane, one pylon at a time Pylon installation will take some time, depending on mag size (twin cannons or gatlings will install faster than a 12 missile dagr pod) Rearming with engines on How to use this script: Unpack the downloaded .rar and check out the demo mission. Copy the file structure besides init.sqf and mission.sqm into your own mission. Don't forget to back up before overwriting any files! Functions for mission makers: List of commands used by remoteExec (changed in 1.33­čś× Read: The addAction on objects will only show up if the players weapon is lowered. Make sure you have aircraft placed that are dynamic loadout compatible (especially for missions made pre 1.70!). The script now by default needs to have at least one ammo source, repair source or fuel source within 50m of the object that is holding the loadout menu. The respective options will be greyed out otherwise. This can be changed however. Simply adjust the variables in the of GOM_fnc_aircraftLoadoutParameters.sqf to your liking, the comments tell you what each variable does. (!) Check out the included mission file on how to add this menu to objects, players or triggers, dedicated server and local hosted server compatible. Aircraft Loadout V1.35 Download Known issues: If you encounter any errors please send me a PM containing details (screenshots,.rpt,error messages etc). If you encounter vehicle resources not working with ACE3 check out the functions for mission makers section above. Changelog: V1.35 Fixed: Players are no longer able to load presets created with a different pylon restriction setting, thanks @magicsrp Due to this change all presets needed to be reset V1.342 (Most likely) Fixed: Error with CUP Aircraft not returning getAllHitPointsDamage V1.341 Fixed: "Unknown attribute t" .rpt spam, thanks @magicsrp Previous changes: 10.07.2021: Added the file to google drive, so it should be permanent. Also removed the armaholic link. RIP. Enjoy
  3. VPHUD stands for Virtual Pilot Head-Up Display What is VPHUD? Have you ever felt the need to look at the aircraft fixed gauges, because it had no HUD? Have you ever crashed your aircraft because you were distracted looking at such gauges? Have you ever wished the Advanced Flight Model GUI existed in the Standard Flight Model? If that's your case then I'm glad to tell you that VPHUD seeks to solve all those problems and wishes you ever had before. VPHUD is a seamless addon that adds two virtual gauges to all aircraft that do not have native HUD support. An Artificial Horizon to help you understand when your airplane is upside down, or if you're landing your helicopter perfectly leveled. A Vertical Speed Indicator to give you crucial information if the landing you're attempting to make it too harsh for your aircraft to handle. Some other misc information is also available such as altitude, throttle, and speed. How does it work? As mentioned before, the addon works seamlessly without the need for any configuration. All you have to do is get in an aircraft as a pilot, and the VPHUD will pop up immediately. At the left will show up the Vertical Speed Indicator and at the right the Artificial Horizon. But that's not all, you can change VPHUD's settings in addons options. What settings can I change? Change VPHUD scale and positioning. Change the System of Units between Imperial System and Metric System. Change the way altitude is measured between Sea Level and Ground Level. Enable a virtual crosshair and change its color and shape. You can even use the crosshair only if you don't care about the gauges. Enable a throttle indicator for airplanes or collective indicator for helicopters in the advanced flight model. How to aim the crosshair? You can change crosshair to whatever shape you want, however, I find V shape the most versatile. When NOT zoomed in the player aims with the V's top (default view), when zooming in the player aims with the bottom end of the V (right click zoom). Issues Altitude bar sometimes getting behind the Vertical Speed Indicator is expected behavior. Pitch is not perfectly accurate. Aside from that, none that I'm aware of. Let me know if you find any. Planned Improvements Gauges size scaling algorithm needs improvement. Virtual Flight Path Vector. Some way to reset settings as a last resort. Another VPHUD styling that replicates real aircraft HUDs. Meanwhile, this may interest you. Licensing No Redistribution - You may not publicly redistribute VPHUD without my consent. As such public modpacks/mod compilations are not authorized. The ONLY EXCEPTIONS are communities/clans that may PRIVATELY share VPHUD on their own PRIVATE repositories for PRIVATE IN-HOUSE use without noticing me. (I'll personally take care of distributing and keeping updated VPHUD on the most popular Arma public repositories. If you wish for VPHUD to be available on a public repository that is not yet available please contact me.) Attribution - You may create your own derivative works as long as you credit me for the original work on which your derivative work is based, but not in any way that suggests that I endorse you or your derivative work. Noncommercial - You may not use VPHUD for any commercial purposes whatsoever. Share Alike - Your derivative work must also be open for derivative works and not be used for commercial purposes as well (both Arma derivatives and non-Arma derivatives). You may opt to openly allow your derivative work to be publicly distributed. Download Repositories Steam Workshop Direct Download Feedback and suggestions are always welcome! Thank you. Contribute to the mod at GitHub.
  4. Description: This is a GUI that allows the person who executed the script to add/assign or remove/unassign Zeus to any specified player(s). Downloads & More Information: GitHub: Pastebin: Video: Steam Guide: Curator Creator Version 1.0: * New version is coming out soon. The script was broken so I am going to re-make it myself. *
  5. Script Version This mod enables Curators to see the Frames-per-second of each individual client when playing in multiplayer. Allowing the Zeus to identify if there is a widespread framerate problem, or if a few select users are experiencing issues. Comments in the code explain how to modify it if you want to change the 'Warning text' threshold which by default is 20fps.Given Arma 3 is now in 64 bit it's the perfect opportunity for players to test their performance in multiplayer coop games with large scale combat. Find out who's computer is the beefiest when playing with your unit, or be able to identify which player's computers are having trouble keeping up with all the action. A great tool for mission makers looking to maintain an optimized experience for their players when monitoring their progress in Zeus. Workshop Google Drive Armaholic
  6. Hopefully I'm not suggesting this too late in the development cycle but I'd like to see some improvements to the ancient action menu. I was very pleasantly surprised when Apex control preset came out which removed weapon switching from the action menu and reduced the clutter. I suggest taking it further and cleaning it up some more. I don't know about you guys but I hate menus, I hate interacting with them mid combat and getting arma'ed by them and so on. 1. Give us an option to remove certain actions from the action menu I personally think we should be allowed to remove actions such as: "Get Out" and "Eject" when there are keybinds for those (default V and 2xV respectively). I cannot count how many times me and other players been ejected from a vehicle when trying to use a certain action which disappeared for a split second when another player used an action and Eject option was the first one in the menu which got selected in that split second. Yeah it is so broken when it keeps resetting whenever someone else uses it. Additionally we have keybinds for: Engine On/Off; Lights On/Off; Turn Out/In; Gear Up/Down; Flaps Up/Down and some others I can't think off at the moment. Would like it if there was an option either in game options or controls to remove specific actions from the action menu so as to allow to customize it for those that prefer using action menu for some reason and keep everyone happy 2. Introduce a quick access/hot key system for inventory items So we can stop placing explosives on the helicopter or transport truck as we are trying to board it while the action menu keeps resetting because our fellow comrades are also trying to board it at the same time. What I am proposing is essentially an MMO style hot key system which would imo benefit Arma greatly. By default Apex Preset uses "1" for primary weapon, "2" for secondary and "3" for launcher. So player could assign his own keys for each quick access slot which would show the corresponding key bind like in the mockup image bellow. Then the player would drag and drop the items from uniform/vest/backpack into the quick access slots. Additionally it could be used not only for explosives but grenades as well. For example you press number 5 and your character switches to an RGO grenade. While I would prefer character actually holding the grenade in his hand like in FPS games since the 90s I'm not sure Bohemia can afford the animator labor? I could live with Shactac/ACE style floating grenades in front of you. Regardless I think Red Orchestra2/Rising Storm did grenades very elegantly in my opinion. You aim with your ingame hand and cook grenade at the same time, how intuitive :O Here's a Satchel You can throw the Satchel too 3. Improve opening doors/windows Could we have the door icon attach to doors, windows in the actual 3D world space so we know which door is about to open/close? Seems relatively simple If icons were to attach to doors/windows you could then remove those options from the action menu and look for an icon prompt instead. I also noticed that when giving move commands to AI there's an arrow that seems to attach to objects. So it seems that there's already a capability in the engine to attach HUD elements in 3D space. Anyway these are my suggestions. Looking forward to more suggestions and a discussion. Hopefully it's not too late to get the action menu improved
  7. In first: Settings - Controls - Interface Layout We have several tools for aircraft... false-Horizon, altimeter, speedometer... If altimeter and speedometer we can see at vehicle-health panel, the horizon we wont. But i still need to control on both dificulty level by pilot tools as mount in the helicopter (like a Littlebird or Kaiman). On Kayman without RMB zoom i dont see false-Horizon att all - all number is white rectangulars. === In second: We use ALT key for toogle freelook and double ALT for switch freelook. In switched freelook pressing alt by some reason backs the camera at middle. It makes some problems when driving Helicopter. I think IN FREELOOK MODE key ALT must GIVE CONTROLS AND HOLD CAMERA IN CURRENT POSITION without backing it to center. That allows use freelook for correct heli landing position when sitting down and correct it with mouse when holding ALT key in freelook mode. Sorry, i want to see bottom and use mouse to land helicopter. === In third: We have option "vehicle freelook" that not correctly working with freelook key. When vehicle freelook is activated - we cannot use both key for again use mouse to control helicopter - it used for freelook only even if key ALT is pressed. I think it's a bug. === In fourth: Key V is using for stepping over obstacle. Do BIS can add the check for that function - is obstacle here? That dancing when you accidentally press V making both actions inactive for 2 seconds, means a lot of time in PVP. That function allows sometimes stepping through walls, through high fence, or come into texture. Need a check like function "Stand weapon" - key wont work if we havent nearby wall or flat surface. Still here - if we not have small fence - function is inactive. === Fiveth: Swim keys we can remove from game. Use camera an classic W-S-A-D. I think need to add swim-control with depending from carrying weight. So slow swim speed for both missions even if haven't inventory at all. Very slow. Water missions is always bored for make it in future.