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Hello, it's been a while since I been on here. This is a new RPG mission/template. Currently there is no stringtable so it's only in English. Downloads below.Key Features: -Banking -Keychain-Garage-Trading-Personal Items-Crafting-Gathering-Stats-SkillsPictures: Pic 1 Pic 2 Pic 3 Pic 4 Pic 5 I am releasing this because I don't know what else to do with it and have become very bored with it. Haven't worked on it in months. I hope this can help someone with any issues they were having or it gets picked up and renovated. Please feel free to do as you wish with the files, just please leave my credits/thanks in and add to it as needed. Thank you! Download Mission & Addon Pack It also requires iniDB on the server for 'database' saving. Download iniDB Armaholic Topic
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Hi, I'm working on trying to change the Launch sounds but end up with stock sounds no matter what i do. Can anyone correct my config please so it will play my own sound? class CfgPatches { class cmSound_c_grad { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData","CACharacters2","CAWeapons","CAWeapons2","CASounds","CA_Anims_Char","CA_AIR_E_MQ9PredatorB","CA_AIR_E_Su25","CA_Animals_E","CA_CruiseMissile","CA_Dubbing_E","CA_Dubbing_PMC","CA_DubbingRadio_PMC","CAAir_BAF_CH_47F","CAAir_E_A10","CAAir_E_C130J","CAAir_E_Halo","CAAir_E_Mi24","CAAir_E_MI8","CAAir_E_UH60M","CAAir_PMC_KA137","CAAir_PMC_KA60","CAAir2_Pchela1T","CASounds_E","CATracked_E_BMP2","CATracked_E_M1_Abrams","CATracked_E_M113","CATracked_E_M2A2_Bradley","CATracked_E_T34","CATracked_E_T55","CATracked_E_T72","CATracked_E_us_m270mlrs","CATracked_E_ZSU","CATracked_W_BAF","CATracked2_AAV","CATracked2_BMP3","CATracked2_T90","CAWater2_Destroyer","CAWater2_fishing_boat","CAWater2_Fregata","CAWater2_seafox_EP1","CAWater2_smallboat_1","CAWeapons_AmmoBoxes","CAWeapons_DMR","CAWeapons_E_AGS","CAWeapons_E_AK","CAWeapons_E_Colt1911","CAWeapons_E_D30","CAWeapons_E_DSHKM","CAWeapons_E_FIM92_static","CAWeapons_E_fnfal","CAWeapons_E_G36","CAWeapons_E_GrenadeLauncher","CAWeapons_E_Igla","CAWeapons_E_Javelin","CAWeapons_E_KORD","CAWeapons_E_ksvk","CAWeapons_E_LeeEnfield","CAweapons_E_m107","CAWeapons_E_M110","CAWeapons_E_M119_Howitzer","CAWeapons_E_M136","CAWeapons_E_M14","CAWeapons_E_M16","CAWeapons_E_M240","CAWeapons_E_M252_81mm_Mortar","CAWeapons_E_M2StaticMG","CAWeapons_E_M47","CAWeapons_E_M9","CAWeapons_E_MAAWS","CAWeapons_E_Makarov","CAWeapons_E_Metis","CAWeapons_E_Mk19_MiniTriPod","CAWeapons_E_PK","CAWeapons_E_Podnos_2b14_82mm","CAWeapons_E_RPG18","CAWeapons_E_RPG7","CAWeapons_E_scar","CAWeapons_E_Searchlight","CAWeapons_E_SPG9","CAWeapons_E_STATIC","CAWeapons_E_Stinger","CAWeapons_E_Strela","CAWeapons_E_TOW","CAWeapons_E_ZU23","CAWeapons_PMC_AA_12","CAWeapons_PMC_AS50","CAWeapons2_HuntingRifle","CAWheeled_E","CAWeapons2_SMAW","CAWheeled_E_BRDM2","CAWheeled_E_BTR40","CAWheeled_E_BTR60","CAWheeled_E_HMMWV","CAWheeled_E_Ikarus","CAWheeled_E_LADA","CAWheeled_E_M1030","CAWheeled_E_MTVR","CAWheeled_E_Offroad","CAWheeled_E_Old_bike","CAWheeled_E_Old_moto","CAWheeled_E_Pickup","CAWheeled_E_s1203","CAWheeled_E_SCUD","CAWheeled_E_stryker","CAWheeled_E_SUV","CAWheeled_E_TT650","CAWheeled_E_UAZ","CAWheeled_E_Ural","CAWheeled_E_V3S","CAWheeled_E_Volha","CAWheeled_PMC_ArmoredSUV","CAWheeled_W_BAF","CAWheeled2_BTR90","CAWheeled2_GAZ39371","CAWheeled2_LAV25","CAWheeled2_MMT","CAWheeled2_TowingTractor","CAWheeled2_VWGolf","Warfare2_E","Warfare2Vehicles","CAWheeled","CAWheeled2","CAWheeled3"}; }; }; class Mode_SemiAuto; class Mode_Burst; class CfgWeapons { class RocketPods; // External class reference class GRAD : RocketPods { sound[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; begin1[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; soundBegin[] = {"begin1",1}; class Single1 : Mode_SemiAuto { sound[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; begin1[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; soundBegin[] = {"begin1",1}; }; class Burst1: Mode_Burst { sound[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; begin1[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; soundBegin[] = {"begin1",1}; }; }; class GRAD_RU : GRAD { sound[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; begin1[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; soundBegin[] = {"begin1",1}; class Single1 : Mode_SemiAuto { sound[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; begin1[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; soundBegin[] = {"begin1",1}; }; class Burst1: Mode_Burst { sound[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; begin1[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; soundBegin[] = {"begin1",1}; }; }; class GRAD_CDF : GRAD { sound[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; begin1[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; soundBegin[] = {"begin1",1}; class Single1 : Mode_SemiAuto { sound[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; begin1[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; soundBegin[] = {"begin1",1}; }; class Burst1 : Mode_Burst { sound[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; begin1[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; soundBegin[] = {"begin1",1}; }; }; class GRAD_INS : GRAD { sound[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; begin1[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; soundBegin[] = {"begin1",1}; class Single1 : Mode_SemiAuto { sound[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; begin1[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; soundBegin[] = {"begin1",1}; }; class Burst1 : Mode_Burst { sound[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; begin1[] = {"cmSound_s_mlrs\mlrs",50,1,6000}; soundBegin[] = {"begin1",1}; }; }; }; ---------- Post added at 16:04 ---------- Previous post was at 14:32 ---------- Just Figured it out. So for anyone who wants to know how to sound mod your GRAD, use the below config and use your mod name and own path to your sounds etc. class CfgPatches { class your mod name { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData","CACharacters2","CAWeapons","CAWeapons2","CASounds","CA_Anims_Char","CA_AIR_E_MQ9PredatorB","CA_AIR_E_Su25","CA_Animals_E","CA_CruiseMissile","CA_Dubbing_E","CA_Dubbing_PMC","CA_DubbingRadio_PMC","CAAir_BAF_CH_47F","CAAir_E_A10","CAAir_E_C130J","CAAir_E_Halo","CAAir_E_Mi24","CAAir_E_MI8","CAAir_E_UH60M","CAAir_PMC_KA137","CAAir_PMC_KA60","CAAir2_Pchela1T","CASounds_E","CATracked_E_BMP2","CATracked_E_M1_Abrams","CATracked_E_M113","CATracked_E_M2A2_Bradley","CATracked_E_T34","CATracked_E_T55","CATracked_E_T72","CATracked_E_us_m270mlrs","CATracked_E_ZSU","CATracked_W_BAF","CATracked2_AAV","CATracked2_BMP3","CATracked2_T90","CAWater2_Destroyer","CAWater2_fishing_boat","CAWater2_Fregata","CAWater2_seafox_EP1","CAWater2_smallboat_1","CAWeapons_AmmoBoxes","CAWeapons_DMR","CAWeapons_E_AGS","CAWeapons_E_AK","CAWeapons_E_Colt1911","CAWeapons_E_D30","CAWeapons_E_DSHKM","CAWeapons_E_FIM92_static","CAWeapons_E_fnfal","CAWeapons_E_G36","CAWeapons_E_GrenadeLauncher","CAWeapons_E_Igla","CAWeapons_E_Javelin","CAWeapons_E_KORD","CAWeapons_E_ksvk","CAWeapons_E_LeeEnfield","CAweapons_E_m107","CAWeapons_E_M110","CAWeapons_E_M119_Howitzer","CAWeapons_E_M136","CAWeapons_E_M14","CAWeapons_E_M16","CAWeapons_E_M240","CAWeapons_E_M252_81mm_Mortar","CAWeapons_E_M2StaticMG","CAWeapons_E_M47","CAWeapons_E_M9","CAWeapons_E_MAAWS","CAWeapons_E_Makarov","CAWeapons_E_Metis","CAWeapons_E_Mk19_MiniTriPod","CAWeapons_E_PK","CAWeapons_E_Podnos_2b14_82mm","CAWeapons_E_RPG18","CAWeapons_E_RPG7","CAWeapons_E_scar","CAWeapons_E_Searchlight","CAWeapons_E_SPG9","CAWeapons_E_STATIC","CAWeapons_E_Stinger","CAWeapons_E_Strela","CAWeapons_E_TOW","CAWeapons_E_ZU23","CAWeapons_PMC_AA_12","CAWeapons_PMC_AS50","CAWeapons2_HuntingRifle","CAWheeled_E","CAWeapons2_SMAW","CAWheeled_E_BRDM2","CAWheeled_E_BTR40","CAWheeled_E_BTR60","CAWheeled_E_HMMWV","CAWheeled_E_Ikarus","CAWheeled_E_LADA","CAWheeled_E_M1030","CAWheeled_E_MTVR","CAWheeled_E_Offroad","CAWheeled_E_Old_bike","CAWheeled_E_Old_moto","CAWheeled_E_Pickup","CAWheeled_E_s1203","CAWheeled_E_SCUD","CAWheeled_E_stryker","CAWheeled_E_SUV","CAWheeled_E_TT650","CAWheeled_E_UAZ","CAWheeled_E_Ural","CAWheeled_E_V3S","CAWheeled_E_Volha","CAWheeled_PMC_ArmoredSUV","CAWheeled_W_BAF","CAWheeled2_BTR90","CAWheeled2_GAZ39371","CAWheeled2_LAV25","CAWheeled2_MMT","CAWheeled2_TowingTractor","CAWheeled2_VWGolf","Warfare2_E","Warfare2Vehicles","CAWheeled","CAWheeled2","CAWheeled3"}; }; }; class Mode_SemiAuto; class Mode_Burst; class Burst; class Single; class CfgWeapons { class RocketPods; // External class reference class GRAD : RocketPods { begin1[] = {"your mod folder\grad",50,1,6000}; soundBegin[] = {"begin1",1}; class Single : Mode_SemiAuto { begin1[] = {"your mod folder\grad",50,1,6000}; soundBegin[] = {"begin1",1}; }; class Burst: Mode_Burst { begin1[] = {"your mod folder\grad",50,1,6000}; soundBegin[] = {"begin1",1}; }; }; class GRAD_RU : GRAD { begin1[] = {"your mod folder\grad",50,1,6000}; soundBegin[] = {"begin1",1}; class Single : Mode_SemiAuto { begin1[] = {"your mod folder\grad",50,1,6000}; soundBegin[] = {"begin1",1}; }; class Burst: Mode_Burst { begin1[] = {"your mod folder\grad",50,1,6000}; soundBegin[] = {"begin1",1}; }; }; class GRAD_CDF : GRAD { begin1[] = {"your mod folder\grad",50,1,6000}; soundBegin[] = {"begin1",1}; class Single : Mode_SemiAuto { begin1[] = {"your mod folder\grad",50,1,6000}; soundBegin[] = {"begin1",1}; }; class Burst : Mode_Burst { begin1[] = {"your mod folder\grad",50,1,6000}; soundBegin[] = {"begin1",1}; }; }; class GRAD_INS : GRAD { begin1[] = {"your mod folder\grad",50,1,6000}; soundBegin[] = {"begin1",1}; class Single : Mode_SemiAuto { begin1[] = {"your mod folder\grad",50,1,6000}; soundBegin[] = {"begin1",1}; }; class Burst : Mode_Burst { begin1[] = {"your mod folder\grad",50,1,6000}; soundBegin[] = {"begin1",1}; }; }; };
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Job Opening: Java Developer at Bohemia Interactive
Korneel posted a topic in BOHEMIA INTERACTIVE - NEWS
Bohemia Interactive is looking for a Java Developer to join our team. Job description Development of a modular desktop application in Java, which includes Bamboo's REST API client module for running jobs, maintaining the queue, and builds deployment and user notifications; local data updater module; and instant messaging module. Maintaining Bamboo CI software, setting-up jobs and writing XML build-files for Ant. Other responsibilities Develop, document, maintain, and support the build pipelines. Research, evaluate and recommend new tools and applications to improve quality and work flow of the build pipelines. Requirements Expert knowledge of Java SE 7 Apache Ant, detailed understanding of XML build-files Applicable knowledge of SSL and security protocols in general LDAP integration Teamwork and communication skills Good spoken and written English Willing to work in Mnisek (near Prague), Czech Republic Welcomed skills Experience with Bamboo, JIRA, and Confluence, as both user and developer Java Web Start /JNLP Java EE Offer Opportunity to work on a popular game franchise Nice atmosphere in a smaller team Possibilities for skill-development and growth Flexible working hours Competitive salary & benefits Application process For more information on how to apply, please head over to our website or contact us directly via jobs@bistudio.com-
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Job Opening: Gameplay Programmer at Bohemia Interactive
Korneel posted a topic in BOHEMIA INTERACTIVE - NEWS
Bohemia Interactive is looking for a Gameplay Programmer to join the Arma 3 development team. Job description A gameplay programmer works together with designers and artists on the implementation of game mechanics. The programmer creates a feature analysis, implements it and works with QA on polishing it. Requirements Routine C++ knowledge Strong OO design understanding Math and linear algebra skills Teamwork and communication skills Good spoken and written English Willing to work in Mnisek (near Prague), Czech Republic (but Brno not impossible) Welcomed skills Experience of working in large engines / projects Ability to adapt to and work with a large codebase Experience with Steamworks SDK Experience with game development Passion for video games Offer Opportunity to work on a popular game franchise Nice atmosphere in a smaller team Possibilities for skill-development and growth Flexible working hours Competitive salary & benefits Note: Please attach examples of your work (including source code) Application process For more information on how to apply, please head over to our website or contact us directly via jobs@bistudio.com-
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Bohemia Interactive Simulations looking for Designers
snYpir posted a topic in BOHEMIA INTERACTIVE - NEWS
Hi, Bohemia Interactive Simulations is looking for Designers to work from our new US office in Orlando, FL. For details and to apply for the position, see: Orlando Designer Job Position Open Cheers, Pete -
Hey guys Just need 2 little problems solved if you would be so gratefull 1. first problem is that i am trying to have a randomised timed event of a group leave base or a FOB (helis, group of men , hmmvs) 2. during mp once killed how do you re add the command for LurchiDerLurch great scripts, cant seem to find the commands in the readme Thankyou in advance