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Found 11 results

  1. This mod is no longer updated/available (that was fun but very time consuming, thanks everyone for your support) Ground Zero Scenario Series Dead or not, they are a threat Gameplay 1-40 solo/coop/PVP survival game (host the game in multi even for solo else it will be broken). Survive in a hostile environment among civilians, militaries, thugs and optionally, zombies.Every game is different! Feedbacks welcome. Main features Permanent skirmish between the 3 factions (and Zombies if Ravage or Zombies & Demons is activated) Up to 40 players/AI in coop/PVP with dynamic respawn systems Huge randomized content 3 game modes 30 different type of missions each coming with variable elements 10 random events, dynamic weather , day & night cycle impacting the game, etc. Ambient systems for increased immersion: civilians, animals etc. Classic survival pillars: food, water, temperature, loot, vehicles, advanced health system etc. Open world: explore the region, follow the available missions, encounter random events... Dedicated server support Headless client support Custom save games for mission progress Automatic multi-mods support framework Mods Collection All Ground Zero different maps/scenarios Required mods Check the "Required items" widget on the right column of Steam workshop CBA_A3 Heros Survive Optional mods supported for even more immersion vCom AI Ravage Zombies and Demons BWS Zombies Any mod bringing content in the form of men, vehicles or equipement/gear will automatically be activated and stacked Update log http://arma-3-ground-zero.wikia.com/wiki/Update_log Wiki Work in progress wiki Downloads Ground Zero Altis Ground Zero Beketov Ground Zero Chernarus Ground Zero Chernarus 2035 Ground Zero Chernarus Redux Ground Zero Isla Duala Ground Zero Kunduz Ground Zero Malden Ground Zero Ruha Ground Zero Sahrani Ground Zero Stratis Ground Zero Takistan Ground Zero Tanoa Ground Zero Trava Ground Zero Vidda Ground Zero Wake Island Credits Click here
  2. Hello everyone. I've got a problem with a script That's my problem: I created a door with a digital board that must open with a code. Once the code entered on the digital board, the door can open. But if it closes, you can not open it again!! (That's the problem). my script is: class CfgVehicles { class Static; class Wall_F; class Rico_my_gate_digitale_01: Static { editorPreview="\mydoc\data\ui\Land_ConcreteWall_01_l_gate_F.jpg"; scope=2; scopeCurator=2; icon="iconObject_10x1"; model="\A3\Structures_F_Exp\Walls\Concrete\ConcreteWall_01_l_gate_F.p3d"; displayName="MyGateDigitalNamed"; vehicleClass="Structures_Walls"; cost=0; armor=200; mass=200; class EventHandlers { init=" Code_a_inserer =floor random [11451,50000,99999]; publicVariable ""Code_a_inserer""; Rico_code_gate_01=false; publicvariable ""Rico_code_gate_01""; [_this select 0] execVM ""mydoc\scripts\myOtherScript.sqf"";"; /*myOtherScript.sqf is the script I use to put de code on a keypad to open the door*/ }; class AnimationSources { class Door_1_sound_source { source="user"; initPhase=0; animPeriod=5; sound="RoadGateDoors"; soundPosition="Door_1_trigger"; }; class Door_1_noSound_source { source="user"; initPhase=0; animPeriod=5; }; class Door_1_locked_source { source="user"; initPhase=0; animPeriod=0.80000001; }; }; class UserActions { class OpenDoor_1 { displayNameDefault="<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName="$STR_DN_OUT_O_DOOR"; position="Door_1_trigger"; priority=11; actionNamedSel="Door_1_action"; radius=3; aiMaxRange=9; onlyForPlayer=0; condition="((this animationSourcePhase 'Door_1_sound_source') < 0.5) && (cameraOn isKindOf 'CAManBase') && (Rico_code_gate_01)"; statement="([this, 1, 1] call BIS_fnc_Door)"; }; class CloseDoor_1: OpenDoor_1 { displayNameDefault="<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName="$STR_DN_OUT_C_DOOR"; priority=11; condition="((this animationSourcePhase 'Door_1_sound_source') >= 0.5) && ((this getVariable ['bis_disabled_Door_1', 0]) != 1) && (cameraOn isKindOf 'CAManBase') && (Rico_code_gate_01)"; statement="([this, 1, 0] call BIS_fnc_Door); this animate [""OpenDoor_1"", 0]; Rico_code_gate_01=false; publicvariable ""Rico_code_gate_01"";"; }; }; actionBegin1="OpenDoor_1"; actionEnd1="OpenDoor_1"; }; }; So how to add a command that will verify that the unlocking script has been executed, and especially where? Thank you very much
  3. Hi, I need help to get this running. I want to call some code on opening the parachute. I didn't found anything matching in the list: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers. I even tried the GetIn-Handlers because the parachute seems to be handled as a vehicle. Any ideas? Thx in advance ;)
  4. Hey guys, Basically I placed a building, now I want to define the door (or doors) of this building as "locked." In addition, I want to place a key and say that only if the player has this key, he can unlock it. I assume it should be easily possible, but whenever I place a building I can't seem to specifically choose the door and the "attribute" of the building don't make it straightforward also. Could you help me? Though I'm a modding newbie I really did do the best research I could before resorting to posting here.
  5. Hello, i need in my case the model.cfg from the Zamak/Kamaz (arma 3 model.cfg) for my addon there i use the Arma 2 Kamaz.p3d file (public data). How can i open the model.cfg of arma 3 intern stuff, i heard the model.cfg is baked into the (binarized) p3d file ? Is there perhabs any option to contact directly the bi studios for help ?
  6. 509PIR is an Arma III milsim organization. You should expect a military rank system, chain of command, accountability, and professionalism. All of our members find deeper satisfaction and enjoyment out of replicating real-world tactics, techniques, and procedures. If you are interested in only passive group play, operating on your own, or just looking for something temporary, this is not the place for you. For those who want to join, we ask that you join our Teamspeak server at geronimo509.ts.nfoservers.com and poke an SR or JR and tell them you would like to receive an orientation. Once completed you will become a PV2 and will be allowed to participate in our weekly Main Operations. For those you aren't sure about joining but are interested, we encourage that you join one of your weekly Mini-Operations that we host every Sunday at 4PM Pacific Standard Time. There you will get a taste of how we operate and get a better understanding of what kind of Unit we are. We are always excited to get new recruits so stop by the teamspeak any time Junior Recruiter, PFC. Gman
  7. Hello everyone! Our unit is a semi realistic milsim unit based on the real 3rd Marine Expeditionary Force. We perform a range of different operations from stealth insertions to military patrols allowing our members to experience more than one type of warfare, something most units don’t achieve. We are currently in the process of filling the third squad in our platoon which is in need of leadership/specialization positions. Roles Available Within our unit there are a range of different role our members can undertake. We will help anyone of our members to achieve their goals of whatever role they want. Below is a list of the current roles available: -Squad/Team Leader -Rifleman -Field Radio Operator -Demolitions Specialists -Combat Medics -Auto Rifleman -Scout Sniper/Spotter How do you apply? Applying is very simple all you have to do is fill out the application on our website and then one of our recruiters will get back to you with further instructions (contact info at the bottom). What training is required? We believe the best way to learn is through doing it for real which is why we only have one short basic combat training that everyone will need to complete to be able to reach the rank Private Second Class. To go above the rank of Private Second Class you will need to complete the Advanced Infantry Training which allows you to achieve any of the ranks within the unit. To gain a specialized role you may be required to complete a specialization training which with teach the basics of the role you will fill. Current specialization trainings are: -Leadership -Combat Medic -Radio Telecommunication When do we Operate? We perform Main Operations on Saturdays at 7pm GMT which are controlled by professional gamemasters which place the players first, ensuring that everyone has fun. Unit Training occurs on Saturdays at 5pm GMT, however if the players are on then it will be whenever requested. Mini-Operations occur throughout the week all of which are dependent on the amount of players on the server and whether people want a mission, however there will be at least 2 mini-operations a week. If you are interested out links are below Our Website http://4thmarinesregiment.enjin.com Teamspeak IP: 51.254.83.207 Steam group: http://steamcommunity.com/groups/4thMarinesRegiment/members
  8. Hello everyone! Our unit is a semi realistic milsim unit based on the real United States 4th Marines Regiment. We perform a range of different operations from stealth insersions to military patrols allowing our members to experience more than one type of warfare, something most units don't achieve. We are currently in the process of filling the third squad in our platoon which is in need of leadership/specialization positions. Roles Available Within our unit there are a range of different role our members can undertake. We will help anyone of our members to achieve their goals of whatever role they want. Below is a list of the current roles available: -Squad/Team Leaders -Pointman -Radio Telecommunication Officers -Demolitions Specialists -Combat Medics -Auto Rifleman -Marksman How do you apply? Applying is very simple all you have to do is fill out the application on our website and then one of our recruiters will get back to you with further instructions (contact info at the bottem). What training is required? We believe the best way to learn is through doing it for real which is why we only have one short basic combat training that everyone will need to complete to be able to reach the rank Private Second Class. To go above the rank of Private Second Class you will need to complete the Advanced Infantry Training which allows you to achieve any of the ranks within the unit. To gain a specialized role you may be required to complete a specialization training which with teach the basics of the role you will fill. Current specialization trainings are: -Leadership -Combat Medic -Radio Telecommunication When do we Operate? We perform Main Operations on Saturdays at 7pm GMT which are controlled by professional gamemasters which place the players first, ensuring that everyone has fun. Unit Training occurs on Saturdays at 5pm GMT, however if the players are on then it will be whenever requested. Mini-Operations occur throughout the week all of which are dependent on the amount of players on the server and whether people want a mission, however there will be at least 2 mini-operations a week. If you are interested out links are below Our Website http://4thmarinesregiment.enjin.com Teamspeak IP: 51.254.83.207 Steamgroup: http://steamcommunity.com/groups/4thMarinesRegiment#
  9. Automated Doors - v2.5 Download v2.5 from Armaholic What? For each player on the map, this script creates and removes triggers on nearby buildings which open the door if a player intends to walk through it and closes it again, when he walks away. This script is configurable and customizable on both server and client side. Features: all doors open and close automatically usable in Singleplayer (client side) or in Multiplayer (server side only) support for dynamic locations where this script should only work support for side specific locations, where this script only works for players of the respective side actions for the following features: enable/disable automatically closing doors enable/disable "Automated Doors" completely irreversibly* remove all actions related to "Automated Doors" globally force doors to stay open, no matter what the player's actions say can be terminated and restarted without trigger-leftovers or action-leftovers minimized server load due to need-based dynamic object management available as script and as addon *) Actions will be available again, if you rejoin the server (MP) or restart ArmA (SP) respectively Supported maps: Altis/Stratis (combined in one file) Chernarus Takistan Zargabad Utes Why? At some point, I got annoyed of having to walk really close to a door and sometimes even having to scroll, if my default action is something different, to get the right action to finally open it. Maybe there's some people out there feeling similarly. How? Download the script here. (Armaholic, same link as above) execVM "automatedDoors.sqf" If you use Automated Doors on a map which is not listed above, but has buildings from one or more of these maps or if you want to override the script's default behavior, paste the respective map name(s) as parameter into the script like this: [["Altis", "Chernarus", "Takistan"]] execVM "automatedDoors.sqf" If you don't do so, the script will automatically take into account all maps. Singleplayer: Using the script: Execute the above line once upon mission start - that's it. Using the addon: Start ArmA 3 with startup parameter -mod=@automatedDoors - that's it. Multiplayer: Execute this script server side once upon mission start. Client side execution is prevented by "isServer" check. After joining a mission running this script, it might take a few seconds until it actually works for you as new player, because the sever runs the "scan loop" regularly, not taking into account JIP or just spawned players. Further Information "Automated Doors" has two optional parameters: maps -> (optional, default: "all") defines the buildings to be taken into account by this script -> e.g. ["altis", "chernarus"] means, all buildings from Altis and Chernarus will be taken into account doorsStayOpen -> (optional, default: false) global definition of door closing behavior - if true, doors will have to be closed manually, player action "Don't keep doors open" has no effect - if false, doors will close automatically, player action "Keep doors open" has an effect You can easily customize important values, like the size of the area of the door triggers, the time between each scan for surrounding buildings or the area to scan on each loop. Do that by changing the defines at the beginning of the file (after the comment block). Define locations: If you want this script to only work in certain areas, create locations of type "Name" and set their name with the prefix "doors". This script will check on each scan loop if such locations exist. If so, it will only manage these areas. If all "doors" locations are deleted, this script will handle the whole map again. Side specific locations: If you create a location as described above and setVariable ["locationSide", any side here] to it, the doors inside that location automatically open and close only for players of that side. Have a nice Play! Changelogs:
  10. Hello, I've recently started to try and learn how to create my own things for Arma (so it could be something realliy stupid :P), but I'm now running into a problem where it gives an error saying "Cannot Open Object" followed by the path to the .p3d file In the config.cpp when I try to spawn it in in the editor in arma 3. I'll try to give as much info as I can. When trying to find out what's causing this I've eventually tried just getting a box in game and it still gives the same error. In my rpt it also says: 13:51:57 Warning Message: Cannot open object jsd_test\jsd_test_box.p3d 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape Which I don't understand as the box does have a visual LOD and a geometry LOD, and the object does show properly in object builder and bulldozer. my config.cpp: class CfgPatches { class JSD_Test_Box { units[] = { "JSD_Test_Box" }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Static; class JSD_Test_Box : Static { scope = 2; model = "\JSD_Test\JSD_Test_Box.p3d"; displayName = "JSD Box"; editorCategory = "EdCat_Things"; editorSubcategory = "EdSubcat_Default"; }; }; I've uploaded the .p3d as well: https://mega.nz/#!q9hzXJoA the .pbo: https://mega.nz/#!GgJh2Qzb My addon builder settings, unsure if it'd help: http://imgur.com/IDN5e7v The way I've created the box is in blender (with that blender toolbox thing), set it to the custom LOD and export as a .p3d. Then open it in object builder, copy the box into a geometry LOD, use Structure > Topology > Find Components. I hope I've given enough information to be able to work this out, as said earlier I am very new to this so it might be an extremely stupid thing. Thanks in advance for any help.
  11. Automated Doors - v2.5.a2 (ArmA 2 version) Download v2.5.a2 from Armaholic What? This is a backport of Automated Doors for ArmA 3 to ArmA 2. For each player on the map, this script creates and removes triggers on nearby buildings which open the door if a player intends to walk through it and closes it again, when he walks away. This script is configurable and customizable on both server and client side. Features: all doors open and close automatically usable in Singleplayer (client side) or in Multiplayer (server side only) support for dynamic locations where this script should only work support for side specific locations, where this script only works for players of the respective side actions for the following features:enable/disable automatically closing doors enable/disable "Automated Doors" completely irreversibly* remove all actions related to "Automated Doors" globally force doors to stay open, no matter what the player's actions say can be terminated and restarted without trigger-leftovers or action-leftovers minimized server load due to need-based dynamic object management *) Actions will be available again, if you rejoin the server (MP) or restart the mission (SP) respectively Supported maps: Altis/Stratis (combined in one file) Chernarus Takistan Zargabad Utes Why? At some point, I got annoyed of having to walk really close to a door and sometimes even having to scroll, if my default action is something different, to get the right action to finally open it. Maybe there's some people out there feeling similarly. How? Download the script here (Armaholic, same link as above). You need at least the following files: automatedDoors_a2.sqf or automatedDoors_a2oa.sqf removeAllActions.sqf setVariable.sqf one or more file(s) starting with "doors..." Execute one of the following lines depending on which file you're using: execVM "automatedDoors_a2.sqf" execVM "automatedDoors_a2oa.sqf" If you use Automated Doors on a map which is not listed above, but has buildings from one or more of these maps or if you want to override the script's default behavior, paste the respective map name(s) as parameter into the script like this: [["Chernarus", "Takistan", "Zargabad"]] execVM "automatedDoors_a2oa.sqf" If you don't do so, the script will automatically take into account all maps. Singleplayer: Execute the above line once upon mission start - that's it. Multiplayer: Execute this script server side once upon mission start. Client side execution is prevented by "isServer" check. After joining a mission running this script, it might take a few seconds until it actually works for you as new player, because the sever runs the "scan loop" regularly, not taking into account JIP or just spawned players. Further Information Note that there are two files, one compatible with ArmA 2 v1.06 or later and another one compatible with ArmA 2:OA v1.63 or later. The ArmA 2 version also works with OA, but not the other way around. Be aware that the version for OA is more efficient (faster) than the one for ArmA 2, so I'd recommend to use the version for the "normal" ArmA 2 only if necessary. "Automated Doors" has two optional parameters: maps -> (optional, default: "all") defines the buildings to be taken into account by this script - e.g. ["altis", "chernarus"] means, all buildings from Altis and Chernarus will be taken into account doorsStayOpen -> (optional, default: false) global definition of door closing behavior - if true, doors will have to be closed manually, player action "Don't keep doors open" has no effect - if false, doors will close automatically, player action "Keep doors open" has an effect You can easily customize important values, like the size of the area of the door triggers, the time between each scan for surrounding buildings or the area to scan on each loop. Do that by changing the defines at the beginning of the file (after the comment block). Define locations: If you want this script to only work in certain areas, create locations of type "Name" and set their name with the prefix "doors". This script will check on each scan loop if such locations exist. If so, it will only manage these areas. If all "doors" locations are deleted, this script will handle the whole map again. Side specific locations: If you create a location as described above and setVariable ["locationSide", any side here] to it, the doors inside that location automatically open and close only for players of that side. Changelogs will be posted in the original thread. Have a nice Play!
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