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Showing results for tags 'need'.
Found 8 results
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Special Objects and Vehicles
HptFw. MoinxDGamer posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey folks, I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects. A rescue basket and a life raft. I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help. Here is a model of the rescue basket I made https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052 I was able to implement it into Arma but I need to add some features and solve some problems with your help. Features I have to add: -basket floats on water (implemented) -basket can be slingloaded to a helicopter (implemented) -basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket (implemented) -basket has strobelights for night operation (not really implemented) -lights can be toggled Problems: -basket is static, it won't fall down if placed in the air (fixed) -i dont know how to get textures on the basket (worked around) -basket doesnt move if a vehicle crashed into it (fixed) -crew view position is not where its supposed to be -sling loading behaves odd -light sources don't relly emit light to the environment Basically I want the basket to be a Boat which can't be driven because it has no motor. This is the current config of the basket class cfgPatches { class Rescue_Basket { units[] = {"Rescue_Basket"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; class Life_Raft_8 { units[] = {"Life_Raft_8"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; }; class CfgVehicles { class Boat_F; class Rescue_Basket : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; }; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; }; }; -
The Helicopters DLC need a big update ! Thats not fair, where is the steering animation ? And why i cant take up while i am rolling on the airstrip ?
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- arma
- helicopter
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Hello everybody, i am currently working on a very big and detailed plan to make a properly done arma 2 dayz mod mod oldschool style proper first day of release. I have played dayz since the very first day i know what its all about and i have done alot of research on what was there and how everything setup, unfortunatly i cant do all the coding and modding myself as my skills are limited on the heavy hitters. So i am looking of for some modders and coders who share my vision and passion for the old dayz and are down to work on this unique project, the project it aims to catch tha flair and feel of the good ol days of dayz arma2 mod. As some of you might know, there like 1 or 2 other server out there trying to do this and even tho they do horrible job on it, yet their server are still filled to the brim allmost allways so emagine what a proper done server will achive. A little overview of what is planned https://www.pic-upload.de/view-33301738/Overview.png.html (about 15 pages font size 11 in total and still growing) The main tasks would be : -Getting the hud up to date or rather down to date https://www.pic-upload.de/view-33301742/512231231.jpg.html means all the icons changed (i allready have all the icons ready to go just needs to be changed) -Importing all the guns we need from arma 2 into arma 3 (full list of all guns that where in the game back then is ready) and making them work with sound animations and very important ZEROING, obviously back then guns didnt have attatchments so now they wont have them either which means every gun has fixed attatchments (i allready started with that task) -Map changes chernarus back then was looking quite a bit different obviously this needs to be changed to fit aswell im sure you can find the code for the special dayz mapping somewhere in the dayz files (i got allmost every dayz version file from vanilla to now) but if that wont work ill just map in the stuf. -Custom loottables will ofc also be a task that needs to be done i allready got everything planned out on what spawns where just needs to be added in a lootcompiler -Importing skins from arma2/dayz to arma 3 and make them work i thought of putting them in the vest slot since i plan on giving certain skins more armor like the hero skins to encurage less kos. -Importing all the sounds from arma 2 to arma 3 including the (background music from dayz (dont know if we are allowed to do that might have to get a license)) -Getting custom models from arma 2/ dayz for all the misc items bloodbags, car parts, etc. -Also getting a repair system working because the normal all in one duct tape exile fix is just boring. -Possibitly of making cars damaged and also make guns spawn with attatchments if needed -Getting a debug monitor running -Adding helicopter crashsites with special loot Thats roughly the goal to get these things done and working. I know very well that this is no over the weekend project or even over a few weeks but this project would go off like a rocket i already asked many ppl (100+) if they would be interested in playing on such a server with highly positive responce. I am looking very much forward to translate this into action and make a proper oldschool arma 2 dayz server. THANK YOU VERY MUCH FOR YOUR ATTENTION Best regards. Chris. STEAM: http://steamcommunity.com/profiles/76561198046410470/
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Hey, i made a simple 3D Object and ported it into Arma 3, the problem is, that the Rescue Basket isn't floating on the Water, it just drops down. So my question is, how do i make the Rescue Basket swimming on the Water?
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Hi, I'm currently in need of a hummingbird / pawnee texture, however I cannot find one anywhere. All the ones I currently have looked at either lead to deadlinks or links to downloads where there is no pawnee / hummingbird texture. Would love if anyone had a link to a big list of arma 3 vehicles (hummingbird, blackfish, etc.) or a pawnee / hummingbird. Many thanks, anything is appreciated. ~Trinket.
- 4 replies
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- hummingbird
- pawnee
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Vest has no armor in game, config help.
vanschmoozin posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey there! So no matter the number i put in for "armor=____" I cant seem to get it to translate to the game... Anyone have any ideas? heres my config section for the vests. class Custom_Vest: Vest_Camo_Base { scope = 2; displayName = "Project Honor Platecarrier"; picture = "-"; model = "A3\Characters_F\BLUFOR\equip_b_Vest01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Project_Honor\Data\moh_vest_template.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; containerClass = "Supply120"; mass=80; armor = "5*0.5"; passThrough=0.3; hiddenSelections[] = {"camo"}; }; }; -
Lighting Help Needed in Config.cpp (Terrains)
npmproductions13 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi all i was just wondering if it would be possible for someone to help me with my terrain. First off i used Stratis's config.cpp as a template and changed it suitable to my needs for my island. This means i used Stratis's lighting and my terrain is supposed to be dark and somewhat gloomy, but it is bright like a Greek island, would it be possible to ask someones advice and what lines of code in the config i could change to achieve this effect ? -
Looking for help/inspiration, making a s.t.a.l.k.e.r. RP campaign.
thermicgravy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, me and 5 friends have been playing missions in arma for years, using Zeus missions as a sort of DnD campaign. The 5 of them play through missions I make and I use Zeus to make missions on the fly, control NPCs and all that good behind the scenes stuff. Our most recent campaign takes place in the S.T.A.L.K.E.R. universe, and we just concluded the first "episode" succesfully the other day. I'm currently working on #2, but my lack of the editor is starting to show, so I have a few questions and any suggestions are also welcome! So for this next mission I'm looking to try a few things: -I want the group to be suppressed by a sniper and I want them to use some sort of moving cover to flank him, but short of vehicles I wouldn't know what to use. Any suggestions? -I've been placing triggers with sounds effects as jumpscares, but I would prefer being able to place them with the Zeus sound module. Is there any way to load sounds into that module so I can place and move them on the fly? -The S.T.A.L.K.E.R. universe contains these things called "anomalies", and in those games they look like some sort of force field that hurts you when you get too close, anyone got any ideas how to replicate those in ArmA? There are objects in the game that look like them, but I can't figure out a way to make them move around, or maybe have any effects happen around them. I've been thinking about spawning an invisible unit with particle effects enabled on it, but I cannot figure out for the life of me how that works. I'm also looking to make some puzzles in the game that actually require some thinking, anyone have examples or ideas on how to do those? Those are basically all the questions I have for now, would really appreciate some help! Also, if there's any S.T.A.L.K.E.R. fans in here, let me know what you would want to see in a missions based on the games. Appreciate it!