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Found 6 results

  1. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 & WindWalking Hello everyone. As you know, the WW AI Menu was one of the first and best AI mods released in the early days of ARMA 3 release. It addressed a lot of issues and shortcomings with the vanilla ARMA commanding system, and packed a lot of handy features including: - Infantry commands such as healing, garrisoning & clearing building, rearming, .... - Vehicle commands such as engine on and off, horn and eject with parachute. - Waypoint system with the ability to assign multiple waypoints to your squad members. - Weapon accessories (silencers, flashlights, ...) - Unsticking units. and .... Read more about the mod: https://forums.bistudio.com/forums/topic/153621-ww-aimenu-complimentary-commands/ Unfortunately, when Windwalking left the community some of the features ended up broken, and due to the community rule forbidding people from taking over and/or changing an author's work without their permission, nobody has stepped up to bring this mod back to life. Until now. I decided to bring this mod back to life in a way that respects the community rule and the author's work. Namely, "patching" the original mod by adding features and fixing broken ones. As a result, you will need the original mod installed for my mod to work. You can activate the menu by pressing Y .If you use the "Y" key for Zeus or anything else you can either change the keybinding for those features (I personally use "Ctrl+Y" for Zeus) or change the keybinding for the menu by navigating to: "OPTIONS > CONTROLS > CONFIGURE ADDONS > (dropdown menu) All-In-One Command Menu". I've also included a userconfig file where you can add support for your mods (if they are not supported already). Currently you can add support for: Resupply vehicles, AT soldiers (used in the rearming script) and the Handgun suppressors. Note that you might need to enable "file patching" for the config file to work (either add the -filepatching commandline or enable it in the launcher parameters). This mod is compatible with other commanding mods (such as C2). Although I don't recommend using both for issuing the same command at the same time (e.g when you use C2 to order your units to mount a vehicle, don't use the same command in this mod, as it may cause conflicts and unforeseen consequences) I also recommend this mod as it makes issuing regular and frequent commands a lot easier: (you may need to change the default keys used by the mod, keys 1, 2, 3 , 4, as these keys are used for switching weapons) Advanced Command System (ACS) All features were tested using the vanilla ARMA vehicles/weapons (including all DLCs up to the time of release), and work as intended. However some features (the most important of which being weapon accessories) may not work in other mods (such as RHS or CUP). Edit: As of version 0.50 Beta most features should work with other mods without issues. If they don't please post your feedback in this thread. Here's a quick overview of what is changed: Unchanged: Fixed/Modified/Removed: Added: Screenshots: Notes: Special thanks to: - @Windwalking for his awesome mod. - @Muzzleflash for helping me with showing objects on the map and also teaching me a lot about scripting. He's one of the best guys on this forum. - @mad_cheese for allowing me to use the "Bounding Box" function used in his legendary mod, C2. - and everyone else who kindly answered all my questions on the forum. Disclaimer: I can't guarantee this mod is completely harmless. Please back up your ARMA 3 directory located in the "Documents" folder (C:\Users\YOUR_PC_NAME\Documents\) prior to using this mod (especially the file *.vars.Arma3Profile and the "saved" folder because they are the only files that may be affected). Multiplayer support is in alpha state and not fully tested yet. Dear Moderators, The current release still uses the scripts from the original version. Also, to avoid some conflicts, I had to rename the global variables. If you think this mod is still not in compliance with forum rules please let me know to come up with a solution (you can PM me or post it here). By installing this patch, the original mod will be disabled (If you want me to leave it enabled please leave a feedback and I'll re-enable it). Download Link (Current Version: v1.2.1): GitHub (always up-to-date) DropBox Armaholic (updates with a slight delay) How to Install: Future Plans: Changelog: Requirements: CBA: http://www.armaholic.com/page.php?id=18767 WW AI Menu by Windwalking: http://www.armaholic.com/page.php?id=22380 Since v1.0.0, WW AI Menu mod is not required anymore. It's because some users reported they had trouble setting up WW AI Menu (mostly because of FilePatching used in WW AI Menu, which complicated things), so I decided not to make it necessary to have this mod. A couple of such reports:
  2. Hello, I can't seem to find this specific screen overlay anywhere. It's used in all showcase scenarios in the beginning. I'd use it for a surveillance script for my upcoming psychological horror called Silent Abdera. Thanks in advance! :) Some of my missions: [CO-04] Last Stand - Bunker [CO-04] Last Stand - Compound [CO-04] Last Stand - Town [CO-04] Terrorist Hunt - Village [CO-04] Terrorist Hunt - Factory
  3. Hi all, I hope you like my first GUI. Many thanks go to @7erra for his help in developing this (take a bow). Download from: https://1drv.ms/f/s!AgVgq3247H10gfxTBhrnUi1LyWqiLQ The GEM will monitor any valid expression which it can graph, which can be useful for scripters to be able to follow the change in certain expressions while developing. Use it to follow a variable or expression in game. How to use: - download the files from the link above - place the folder 'Atmo_GEMonitor' in the 'functions' folder of your mission. - it pretty much should be 'plug and play' except for... - in your 'description.ext' class CfgFunctions { #include "functions\Atmo_GEMonitor\GEfunctions.hpp" }; #include "functions\Atmo_GEMonitor\GEDescription.hpp" and your init.sqf [] spawn AtmoGEM_fnc_Init; // An example of how to start a monitor or use the action menu within mission. ["diag_fps", 1] spawn AtmoGEM_fnc_CreateMonitor; if in multiplayer make sure to add an [] spawn AtmoGEM_fnc_Init; line to the respawn eventhandler or script. Features: - the main dialog is linked to an 'Action' (middle mouse button) menu. - also linked to the 'User1' key. Change this in your key configuration. - default monitor is "diag_fps" at 1 second. - choose between three types of monitor - DOUBLE CLICK the type to change. - change the expression to monitor. - change the update delay - (equivalent to sleep x). - hide or show the monitor. It will continue to update in the background. - delete the monitor. - create a new monitor. As always it may contain a bug. Please let me know if it does and I can fix it. It needs some code tidying but I will get to that. Let me know what you think, and enjoy. Oh, and if you use it in your missions please credit me!
  4. TGP_Addon_by_Masnooper_v1.1.0_for_ArmA3_(version>=1.54) This is an addon file that: - Adds a TGP System (Targeting Pod) to most of good planes available. - It has a monitor!!! :D oh! and a PiP via * button (use Numpad's "." (Dot) to change view) - Can track moving targets, even soldiers. - Can lock on buildings, ground and whatever else. - * FLIR Thermal Night vision and etc... - ** Key binding - Different zoom levels even for PiP mode. Good for scouting and lasing and peeping * Some Features Requires ArmA3 Minimum v1.54 ** Key binding system via CBA3 Thanks to: Lala14 & Tajin for the script (Base idea by Kimi_UY) Change log: v1.1.0 (Latest Version) = Added support of RHS:AFRF Tu-95MS = Added support of CUP Su-34 = Added support of Pook Flanker Pack: Su-27, Su-30 and Su-30M = Added support of Pook Bomber Pack: Su-24, Tu-16, Tu-22 and Tu-95 = Added support of Firewill A-10A, A-10C, F-14A, F-14B = Updated support of CUP F-35B How to use: Known issues: = Sometimes you may fail to to open the monitor even after turning the TGP on. In that case, just turn it off and back on again. If failed, restart ArmA3 = Some performance problems Please Do Not Upload/Host This File Anywhere Else. Thank You. File Size < 1MB Download links: Community Base addons A3
  5. I'm asking moderators to lock this topic. I have an updated one mentioned here. Thank you. TGP script file changed to an addon now. Click this link: https://forums.bistudio.com/topic/186935-tgp-system-addon-targeting-pod-system/
  6. So, I have Arma 3 up and running in my simpit and have been just LOVING all of the rotary wing flying I've been able to do! I use Gadroc's amazing Helios touch screen software as part of my pit, and it really does make flying some of the more complicated aircraft a lot easier, allowing me to put switch commands as buttons on the touch screen rather than remembering which key combinations do what, especially when trying to hover, sling load cargo, etc. I use it successfully in DCS, IL-2 series, FSX, etc with no issues. My issue is (okay... this particular issue... I have lots! ) is that when using Helios, every time I use the touch screen, it shifts my view and issues the 'fire/hold fire' command in addition to generating the programmed keystroke. I use IR tracker, so having my view all of a sudden get shifted around is annoying. I've double checked calibration of the touch screen to ensure it is only registering on that screen, and that Helios is only sending the single intended keystroke, so something else is going on... I just can't figure out what. Example: I have two simple push buttons set up on the screen for sling loading... ctrl-b for the sling load assistant, and b for attaching/detaching the rope. When I touch the sling load assistant button, Helios does send ctrl-b to the game as the sling load assistant opens in game, but also my view spins around to a random location AND my pilot says 'Fire' or 'Cease Fire' depending on what command was given last. So for some reason, it is sensing the ctrl-b command, plus a left mouse click and a mouse movement?? I could understand if the touch screen was my primary monitor, but for some reason ARMA is sensing the touch on the secondary touch screen even though it doesn't 'own' that secondary monitor. Being that Helios is working fine in all of my other sims, I'm thinking it is something to do with ARMA. If anyone else is using Helios successfully please clue me in to the setup secret so I can stop this ever-so-frustrating issue. Thanks! Dud
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