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Found 8 results

  1. ARMED ASSAULT III NIGHT VISION GOOGLE Version :1.0.0 BY [DSK] Red What ist the modification about ? LUCIE is a binocular goggle based on a patented optical design offering a very compact head-mounted system, with a wide 51°field of view instead of the traditional 40° field of view. Thanks to its lightweight and compact/low profile design, LUCIE offers exceptional long wearing comfort. This modification contains the 3rd Generation tube and is fully supported by ACE. ____________________________________________________________________________________________________________________________________________________________________________________________________________ Classname : dsk_nsv Images : Images with LUCIE mounted on NVG shroud : Images with LUCIE mounted on headstrap : _______________________________________________________________________________________________________________________________________________________________________________________ Credits : Credits & special thanks to Team Operation Frenchpoint for getting their Model of the night vision Google LUCIE and also for giving me their permission to release it for the whole community ! For questions and other suggestions feel free to contact me : http://xn--divisionschnellekrfte-n2b.de/ E-Mail : admin@dsk-arma2.de BI Board : [DSK]Red Best Regards,
  2. HI. Maybe someone can find this usable. This script adds/removes NVG's at all units besides players according to day/night cycle. ACE3 compatible. /* file: autonvg.sqf by DaVidoSS description: adds/removes nvg according to daytime for each unit included ace3 nvgs: "ACE_NVG_Gen1" "ACE_NVG_Gen2" "ACE_NVG_Gen4" "ACE_NVG_Wide" parameters: none return: VOID usage: //init.sqf if (isServer) then { 0 = [] execVM "autonvg.sqf"; }; */ private _autonvgOn = createTrigger ["EmptyDetector", [0, 0, 0], false]; _autonvgOn setTriggerActivation ["NONE", "PRESENT", true]; _autonvgOn setTriggerStatements [ "(sunOrMoon < 0.45)", " private ['_nvgsw', '_nvgse', '_nvgsi', '_nvgSide', '_itemsUnit', '_commonItemsArray', '_nvg', '_isACE']; _nvgsw = ['NVGoggles','NVGogglesB_blk_F','NVGogglesB_grn_F','NVGogglesB_gry_F']; _nvgse = ['NVGoggles_OPFOR','O_NVGoggles_ghex_F','O_NVGoggles_hex_F','O_NVGoggles_urb_F']; _nvgsi = ['NVGoggles_INDEP','NVGoggles_tna_F']; _isACE = !isnull (configfile >> 'CfgPatches' >> 'ace_main'); if (_isACE) then { _nvgsw = _nvgsw + ['ACE_NVG_Gen4', 'ACE_NVG_Wide']; _nvgse = _nvgse + ['ACE_NVG_Gen1']; _nvgsi = _nvgsi + ['ACE_NVG_Gen2']; }; { _nvgSide = switch (str (side _x)) do { case 'WEST': { _nvgsw }; case 'EAST': { _nvgse }; case 'GUER': { _nvgsi }; default { [] }; }; if(alive _x) then { _itemsUnit = (items _x + assignedItems _x); _commonItemsArray = _nvgSide arrayIntersect _itemsUnit; _nvg = _commonItemsArray select 0; if (!isNil '_nvg') then { if !(_nvg in (assignedItems _x)) then { _x assignItem _nvg; }; } else { _x linkitem (selectRandom _nvgSide); }; }; } forEach (allUnits select {!isPlayer _x}); ",""]; private _autonvgOf = createTrigger ["EmptyDetector", [0, 0, 0], false]; _autonvgOf setTriggerActivation ["NONE", "PRESENT", true]; _autonvgOf setTriggerStatements [ "(sunOrMoon >= 0.45)", " private ['_nvgsw', '_nvgse', '_nvgsi', '_itemsUnit', '_commonItemsArray', '_nvg','_isACE']; _nvgsw = ['NVGoggles','NVGogglesB_blk_F','NVGogglesB_grn_F','NVGogglesB_gry_F']; _nvgse = ['NVGoggles_OPFOR','O_NVGoggles_ghex_F','O_NVGoggles_hex_F','O_NVGoggles_urb_F']; _nvgsi = ['NVGoggles_INDEP','NVGoggles_tna_F']; _isACE = !isnull (configfile >> 'CfgPatches' >> 'ace_main'); if (_isACE) then { _nvgsw = _nvgsw + ['ACE_NVG_Gen4', 'ACE_NVG_Wide']; _nvgse = _nvgse + ['ACE_NVG_Gen1']; _nvgsi = _nvgsi + ['ACE_NVG_Gen2']; }; { if(alive _x) then { _itemsUnit = assignedItems _x; _commonItemsArray = ((_nvgsw + _nvgse + _nvgsi) arrayIntersect _itemsUnit); _nvg = _commonItemsArray select 0; if(!isNil '_nvg') then { _x unassignItem _nvg; }; }; } forEach (allUnits select {!isPlayer _x}); ",""];
  3. Author: JTS Introduction: A mission in post-apocalyptic style. This is the continuation of Virus X - Scientists Description: August 10, 2023. It has been almost 2 years since Russia sent a squad to search for scientists. Chernarus is completely isolated from the outside world. There is almost no electricity left. The border of Chernarus is guarded by the best russian soldiers. However, some stalkers found a secret path to the territory of Chernarus. A squad called "Walkers" entered the territory of Chernarus a couple of days ago to find valuable items. One of them (Artem) was bitten by an infected. After a couple of hours, he felt sick. He had to leave the squad. A couple of days later he contacted us. Symptoms of the disease disappeared. Everyone realized that he is an antidote. Artem left the squad near Polana. After he contacted us, he said he was in Solnichniy and was heading to Tulga. After that, the connection was lost. Perhaps he is still there. Our squad of stalkers detected demons who were going to Tulga. It is necessary to distract them from there and save Artem. Currently the squad is in the hideout near the village "Kamyshovo". 30 minutes ago, electricity disappeared almost everywhere... Features: - Hardcore - Cut scenes - Inventory script (Read briefing and use items to restore your health and reduce fatigue) - 2 localizations: English & russian - Story - Almost every house is filled with objects for atmospheric gameplay - Toxic rain script - The number of the infected depends on the number of players - Lootable objects (Sacks, boxes, cabinets, boxes, cars and etc..) - Post-soviet color correction Notes: - This coop requires good teamwork! - You have to enable music in your game settings (60% is enough). Otherwise - don't play this mission. There is no crazy loud music - Read briefing carefully - NOT COMPATIBLE WITH ACE and other mods, which change the behaviour of AI - No JIP (Join in progress). To avoid arma bug with mission restart - choose the mission again from the mission list - Be sure you disable all not needed mods before you start the mission Credits & thanks: Urban (Mission testing) ALIAScartoons (Roadflare script, Monsoon script) Screenshots: Requirements: - CBA A3 - CUP Terrains Core - CUP Terrains Maps - CUP Terrains CWA - CUP Weapons - CUP Units - CUP Vehicles - RHS (All packages) - Zombies & Demons Download (Steam workshop) Download (Armaholic)
  4. Hi guys. I'm trying to make nice red dot i CWA. End up with this problem: Is there any possibility to make this red dot appears green in night vision? Edit: And do it without killing "shining" parameter.
  5. tomciomalina

    Suggestions for Halloween

    Halloween 2017 in Argo I know its not Halloween yet, but I just wanted to share my ideas for 1st ever Halloween event in Argo. Steam topic: http://steamcommunity.com/app/530700/discussions/0/1520386297681524973/ • Add NV (night vision) • Add Lasers • Add Flashlight • Make maps at *night* (player chooses to play night version or normal) • Creepy SFX I hope that my idea will be used to make Halloween day nice and scary in Argo --------------------------------------------------------------------------------------------------------------------- • Add more cosmetics to DLC #1 as back bag is pointless (Only makes you easier to kill) ----------------------------------------------------------------------------------------------------------------------
  6. Hi, I just created this account (for now) to make some noise about this thing that i'm missing for so long. We need simple vanilla flashlights.. at least I really wish there were some... I remember the first time I started playing arma 3... at that time there was only one map to chose, wich was Stratis. I joined a server and it was night. It was pitchblack, except for that impressive lightbeam coming from the lighthouse. And the lights far away from some houses, I loved it. Well meanwile I tend to play a lot on Altis Life servers, which are really fun on their own way. I really like the roleplaying part of it. On these servers you start of as a civilian, doing what a "civilian" does,... farm, farm and farm. Anyways, after night falls, gameplay could be really interesting especialy because you can't see anything without light. But... alas, we only have two options when it comes to take a walk in the dark. Being armed with a gun equiped with a flashlight or wear nightvision goggles and there fades the ambiance... I remember when I was a kid, I had that old military flashlight that had like 2 or 3 levers, you could either go with full light and be seen by the enemies from far away or you could pull a lever so most of the light would be cut off, only a small lightbeam would go through a slit covering only a small area in front of you. Then there were the other levers in which you could put a red or green filter. I really loved this flashlight. I remember doing some mors code with it. :) I like to imagine a scenario where noone would have acces to nightvision and would rely merely on flashlights to be seen by the enemy if not carefull or see the enemy from far away. Or one having to use his flashlight with a filter in order to check his map for navigation. I'm sure this is feasable, consider this a wish to the devs team. Please make it happen!! :)
  7. Hi guys, first of all I know this has probably been reported before, but I am having major issues as the topic title suggests. I have been playing arma for about 2 years and after taking a 3month break I came back (didn't take note of any updates as good guy Steam autoInstalls them all) and I noticed that the nights are very very dark and my chemlights almost have no effect anymore. Can you please point me to a thread where this discussion is ongoing so that I can see if there are any solutions to my problems? Kind regards, Soul Independent for life
  8. Make sure to use the new version called Buldozer Tools Improved editor.sqs This is an Improved version of the editor.sqs which can be used to execute code within buldozer. You can load and reload roads.shp while being in buldozer, additionaly it removes rain and sets the time to midday. This means, no more buldozer restarting for road adjustments and for the addicts no more rain and night. The key to execute the script is * on the NUMPAD, you can change the DIK in the script by editing the key variable. 1. Paste the code in your P:\scripts\editor.sqs 2. Make sure to set your path to your roads directory correctly 3. Make sure your road files are in the respective directory 4. Load up your buldozer and wait until you see your map 5. Press * [NUM], the reload should be quick but can get longer with extremely big and complex road networks P:\scripts\editor.sqs ; editor.sqs by Lappihuan and Sumrak ; due to sqs syntax the single line must be kept! https://community.bistudio.com/wiki/SQS_syntax ; key to execute the script is * [NUM] ; roadpath: is the path to your roads directory in your project. ; dateArray: https://community.bistudio.com/wiki/setDate ; key: https://resources.bisimulations.com/wiki/DIK_KeyCodes roadpath = "P:/mytag/mymap/data/roads/"; dateArray = [2001, 06, 22, 12, 0]; key = 55; _bulKeybinds = [] spawn {keyBind = (findDisplay -1) displayAddEventHandler['KeyDown','if(_this select 1 == key)then{result = buldozer_LoadNewRoads roadpath;setDate dateArray;0 setRain 0;0 setOvercast 0;}']}; You are free to use and edit this script how you like. If you have any bugs, suggestions or improvements please post them here. If you have or are about to make a tutorial, feel free to include the script in the source data. Thanks to Sumrak for pointing me out that display event handlers work in buldozer and providing a example code. I'm happy to see what you guys can come up with. Kind regards, Lappihuan
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