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Found 11 results

  1. While this is concurrently getting out of hand :p Put your addon requests in this thread (and hope for the best). Use this thread for: 1. Sharing your addon ideas with modders - or - 2. Trying to locate a mod or addon Please don't make new threads for these purposes. :) If you have pictures of your suggestion, please limit them to 3 max. The rules of content posting and all other rules also apply. If you have previously posted an addon request (before this thread was opened), you have a one time invitation to report your old post and crosspost your suggestion to this thread. Before long the old addon request posts will be cleaned up, so get them in while you can!
  2. U l t r a S i m p l e H e l i c o p t e r R e q u e s t I'd like to share a little thing, nothing big. KeyCat asked for this feature in another project and it didn't fit. Since I can not say no to cats, I wrote an extra mini addon. Description: Mini dialog to request any helicopter of your side, with a small crew that joins your group. Should work in any mission and with any properly configured addon, 2 chopper limit. Download: Community Base addons A3 Signed: Nope, since no MP restrictions were made and you could trick the script and spam choppers. Usage: Press Hotkey (default: END) to bring up mini-interface. Choose and request helicopter. Helicopter will spawn a few clicks away and report in after 10 seconds, then fly towards your position. There is a limit of 2 choppers at a time to prevent spamming. Known issues: Helicopter can crash on spawn in rare cases. Please note: There is nothing official about this. What you see here is me returning a favor to an old battle buddy and sharing it with you lot. No support, no updates, just so you know. Changelog: Enjoy!
  3. Dear developers, some mods like 'NIArms' by toadie2K feature diffrent magazine models for one weapon dependant on which magazine is actually loaded. That reminds me a lot of the proxy magazine models of the dynamic loadout feature for aircraft which has been implemented with the Jets DLC. Since this seems to be technically possible would you be able to introduce this feature to the existing ArmA 3 weapons? I don't know however what toadie2k did to get this working. I imagine something like having a memory point at the center of the first bullet in the mag and a direction the bullet is facing and another direction the bullets are feeded from. That way it should be possible to load every mag into every weapon and get reasonably good results. It would probably even allow to put a 30 Round mag sideways into a beltfeeded machinegun. There would probably be some clipping issues when putting magazines into weapons that were not supposed to feature them before but I'm fine with that. I think this would be an awesome addition to the game and I really hope this can be done. Especially weapons that feature multiple sizes of magazines within its series would benefit from it like the Spar, Car-95 and MX series of weapons. Thanks a lot Venator
  4. Revisiting previous islands

    I bet it has been discussed to death, but a perspective that I HOPE is new may bring it back to the forefront of discussion. I see that out of ten different secret locations, you can only get four, one for each island, so if you could return, I think that the map should be able to be reset with a new layout with a different secret location, it solves two problems, the issue of not being able to move freely from islands and not being able to get all of the secret locations in any single run.
  5. Feature Request What I would like to see is additional functionality in BankRev to extract a list of file types rather than extracting everything. Example: bankrev.exe -f myPbo.pbo --types="cpp,sqf". The result would the entire folder structure would be extracted as well as only cpp and SQF files out of myPbo.pbo. All other files, like .ogg and .p3d files, would not be extracted. "But Why?" This would be useful for getting config functions and SQF script files to aid in IDE assists. Instead of waiting 10 minutes to extract one 4GB PBO and deleting everything you don't want, you can skip the data of non-exported file types. Besides just getting SQF files and config.cpp files, you could also just get models or sound files. This would also automatically reduce the disk space needed to extract what you want out of the PBOs. Also, there are already attempts to read PBO's without extracting the data made by the community. I personally would prefer official support of it or this requested compromise for security and compatibility reasons. I don't feel like distributing a DLL when I have no idea what's in it or where it came from. Urgency This is more of a convenience feature than something that really needs to be done. If it was implemented though, I would be very grateful. Cheers.
  6. I am needing some help on making a sector control, but to capture the point, you must perform an action (scroll wheel action, that is) on an object to start the capture. I've tried everything to my knowledge of scripting, but it is not very extensive.. Thanks in advance!
  7. What is happening: Objects attached to the player do not rotate on position change such as leanLeft leanRight or going prone. How to test this: Use the example here and attach explosives to your player. _expl1 = "DemoCharge_Remote_Ammo" createVehicle position player; _expl1 attachTo [player, [-0.1, 0.1, 0.15], "Pelvis"]; _expl1 setVectorDirAndUp [ [0.5, 0.5, 0], [-0.5, 0.5, 0] ]; _expl2 = "DemoCharge_Remote_Ammo" createVehicle position player; _expl2 attachTo [player, [0, 0.15, 0.15], "Pelvis"]; _expl2 setVectorDirAndUp [ [1, 0, 0], [0, 1, 0] ]; _expl3 = "DemoCharge_Remote_Ammo" createVehicle position player; _expl3 attachTo [player, [0.1, 0.1, 0.15], "Pelvis"]; _expl3 setVectorDirAndUp [ [0.5, -0.5, 0], [0.5, 0.5, 0] ]; Now try to lean left/right and go prone, you'll notice that even thou it is attached to a memory point (which should know about its rotation?) the rotation doesn't change. What I suggest: Add the option to attach objects to the bones so they rotate according to the playing animation (This has been done in VBS already)
  8. Hello. I'm the leader of a milsim unit titled the 137th Guards Kubanskiy Kazachiy Order of the Red Star Parachute Regiment, and I have a request. The 137th, in 2014, participated in the battle of Ilovaisk ( https://en.wikipedia.org/wiki/Battle_of_Ilovaisk ); I would like for this town and the country-side around it to be emulated in Arma 3 terrain. I researched how to develop maps and it seemed like a full time commitment, and I have many commitments including doing essentially everything for my unit, so attempting to create this map is somewhat out of my range, unfortunately. The benefit would be mutual, I would create and awesome mission that I may publish on the Steam Workshop with a link to the map and of course the credit of whoever developed the map, and the developer of the map could publish it on Steam and/or Armaholic for many people (namely those interested in the Ukrainian intervention) to enjoy. Google Maps image: https://www.google.com/maps/place/Ilovais'k,+Donetsk+Oblast,+Ukraine/@47.9253116,38.187229,7799m/data=!3m1!1e3!4m5!3m4!1s0x40e0f1afe1fb636f:0xa4fac5886ccdaeae!8m2!3d47.9257046!4d38.1957157 . My Steam: http://steamcommunity.com/profiles/76561198082286024/ .
  9. Hi all, Among the most used modules, I guess plenty of scriptwriters would like to have better results with support ones. - First of all, for all support modules, virtual support is an acceptable alternative as far as you accept to spawn/delete a unit for a task. Artillery disappear as soon as the last shell is shot, regardless of the trajectory ETA; So, there is a bullet coming from a null object, traveling the map and never mind the shooter. Script with that! - For all modules again, the "real" unit option allows more immersive condition as far as you have to protect this asset. And, then one thing is absolutely missing, the condition fields for enabling/disabling the support. You can't imagine the lines I had to write just because I decided only a radio equipped guy could call artillery. Try it!.. grab a radio backpack (or any radio), (enabling the link between requester and provider), then drop the radio (disabling the support), then grab/drop... Oups that doesn't work anymore, except if you write something bis_fnc_addSupportlink and bis_fnc_removeSupportLink (So many hours to find that!). So please, add enable/disable condition fields for support. About CAS support, so much things to improve: - Please, make unguided bombing run workable on any surface, with no objective underneath! I mean bombs must strike the marker position, like a GPS release if you want. That's all! No need to have something special. Actually your BIS_SUPP_LASERTGT, laserTargetE or laserTargetW types, along with a "destroy" waypoint, doesn't work on Tanoa forest for example. And please, don't explain we need an object objective... Let's the player bombs where he wants! - Furthermore, your FSM just take driver into account. That means there is no chance at all to get CAS from a crewed aircraft (pilot/gunner). So, bye bye so many CAS aircraft from UNSUNG DELTA mod: Intruder, Skywarrior, F4 Phantom... Please make unguided bombing CAS firing on any position of the CAS marker and make all CAS aircraft workable what crew can be. - lets the player choose the number of bombs to be released! About helicopter transportation: - First problem: the map can't be zoomed in/out for marking destination. You have to cope with your last map zoom before the call?!? - then, you can't alter your destination underway. I wrote a script to be transported in any AI manned vehicle (car , helicopter), with instant destination altering or cancellation. (MP compatible). Code on demand. So please, make transportation module (not only helicopter) more versatile, with alter/cancel destination, and correct the map zoom bug. Thank you for your attention.
  10. Hello everybody After the news about the Jet DLC, i couldnt help but wonder why something has never been done about amphibious/littoral operations, namely something around the concept of a Marines DLC. More than a third of all vanilla maps are made of water, but in turn the only seafaring vehicles available are the RHIBs, the minigun boat and the submarine thingie. Way too little, considering all the operations that can be conducted from the sea. Burnes had started to make some landing craft utility boats, namely the LCAC and the Mk10, but due to a hardware meltdown everything was lost and the project has been halted since. But i feel there should be more in terms of amphibious operation vehicles -moreso than jets, BTW, but as far as i am concerned thats gonna be a badly needed Sensors DLC with some planes thrown in as a bonus. In particular, there should be for both west and east sides, something on the category of a LHD (more on that later), LCU, AAV and LCAC or heavy cargo lander. About the issues pertaining such a large ship as a LHD, there are some unexplored problems: there hasnt been such a big vehicle yet, so there is no reference about it's physics, hitpoints, vulnerabilities, how it should be damaged and eventually break and sink, etc; there is an engine issue about moving objects with people standing on them which wont stuck on the surface of said object but will slip away (or rather they stay still while the vehicle moves away), and this is a problem that also Burnes met when working on his landing crafts of his; and if our maps are waaaaaay too little for jet operations the very same thing can be said about naval operations (once you create a LHD for both sides it stands to reason that then youll place them both in a map and try to have the both of them throw things at each other). But if the first two are engine's problems, the third one is rather easy to solve: the space outside the map of Tanoa and Altis is still seawater, so you can go off the map as much as you want to. But then again, i dont plan to solve all the problems: i dont have the skills to address these issues. And the smaller vehicles are useful for storming beaches and badly in need to put all this water to some use. I only wanted to raise awareness on this issue and gather (or maybe just test) the interest of the community. So, what say you?
  11. Hi, I spent time, thinking about HUD displays (MGI Tactical Glasses v2, MGI tactical Pack v3). I know B.I. devs are planning something for HUD depending on new difficulty settings. What I would like to suggest: - weapon mode ("safety", "single shot", "burst", "automatic") should always been displayed,( even if no ammo in magazines), just because we are behind keyboards and not fingering on a true weapon; - stance; - and, last but not least, the current "throwable ammo", such as grenade, smoke, chemlight, should also been displayed as well, because it's weird to have to start toggling between these mags to know what you're about to throw. In other words, even in the hardest mode of the game, player could benefit of some HUD data where a keyboard can't reproduce such basic feelings.
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