Search the Community
Showing results for tags 'road'.
Found 4 results
GF Auto Loot Road Crash Script - Mod by GEORGE FLOROS [GR] Description: Spawn Random Road Crash , will detect the enabled Mods , without editing lists,for loot and vehicles. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Road Crash Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: Spawn Random Road Crash , will detect the enabled Mods , without editing lists,for loot and vehicles. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. It is possible to spawn normal alive vehicles , with crew or not or just wrecks. NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. There are Blacklist Zones available , 5 from default and a safe distanse from players. It is possible to spawn an Enemy Patrol group , with custom units. More information inside the GF_Auto_Loot_Road_Crash.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40354 Armaholic GF Auto Loot Road Crash Script - Mod
Tomcat_1995 posted a topic in ARMA 3 - TERRAIN - (BUILDER)Hello Community, I would like to make a Lakeside Life Server. To solve this I downloaded the Jackson County source files, mounted my P drive and unpacked my needed Mod pbos to the P drive . Terrain Builder and Bulldozer are working fine. BUT. Some of the roads were placed as shape roads and other as Object from E76. The Bridge on Jackson County doesnt work. I can delete the Objects from the bridge and the Road objects . Buit under the Bridge is also a shape road. If i delete the shape and export the layers, then the street is still there in Bulldozer and Arma 3. And I have also a issue with placing roads . I can place roads as objects but I cant place them as road shapes.If I place them as road shapes, I dont see them in Bulldozer and Arma 3.I made all like in the Tutorials on Youtube or like tutorials on forums. I hope somebody can help me to delete road shapes so i can´t see them in Bulldozer and Arma 3. I hope somebody can help me. Greetings from Germany Tom
Good evening. I have a couple spots that I would like to NOT have the road end appear. I tried removing the .paa from the script line; mainTerTex = ""; this removed the picture, but it gave me a white square instead. Is there a "clear" .paa that I would use in this place or am I wrong with my scripting? Thanks.
Hey everyone ! I'm working on the France, and i'm stuck at creating roads. I try to connect smaller road to bigger road than the road joining it but it don't work. If anyone knows how to fix this I would appreciate it ! My polylines : Result :