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Found 12 results

  1. Hey folks. There is one thing i couldn't figure out about my recently imported panzerschreck. It's all good and working as it should, except for 1 thing: rocket collision is not working. When the rocket collides with any material or surface different from metal, it will simply go through. First suspect seems to be the geometry lod, so i reworked it from scratch: a simple long cube, with component convex hull done, autocenter property assigned and mass (tested any masses, from 2.7, to 3.3, 50, 10.500). The rocket model is the one which exits the launcher, so it consists of 2 selections, the rocket itself and the flaming tail. Goes without being said that the reworking of the GEO lod has not worked.
  2. So I have the model of a Chinese 107mm rocket, and I want to port it to Arma 3. I have two options: either the Grad rocket from A2 as a template or the other missiles (The AT-1, for example) as a template. The main differences have to do with the levels of detail and shadows. I noticed that in Arma 3, the 207mm rocket uses two models, a fly, and a rocket version. I'm guessing that it has to do with the flames at the end of the rocket and that, at a certain distance, the rocket switches to the flameless model and essentially becomes a shell. Would that be true? Do I have to use the flames used in Arma 2, or is there a way to know which one they used for the Arma 3 rockets? On another note, I also have the model of the launcher (It would be a static weapon in the game). Is there anything I can use as a source? The mortars from Arma 2 are there, but their model.cfgs are pretty lacking. https://i.imgur.com/pAi2Fs1.png
  3. I am pleased to announce my first script release. GRAD Fireworks What it does Shoots rockets in the air. Takes input: Position Color (Random, Red, Green, Blue, White) Type (Random, Fizzer, Normal, Rain) Rain is always white. Sample Call (you can call from any client or server) [getPos objectname, 'normal','red'] remoteExec ["GRAD_fnc_callFireworksServer", 2]; Installation Copy GRAD_fireworks to your mission directory Put code below in description.ext Call the script via trigger, radio, script, whatever. Sample call above. class cfgFunctions { #include "GRAD_fireworks\cfgFunctions.hpp" }; class cfgSounds { #include "GRAD_fireworks\cfgSounds.hpp" }; How it works Uses Flares, Lightpoints and some sounds to achieve the effect. Therefore totally vanilla compatible. Computation is done on the server which then sends precalculated stuff to the clients. Those display the effects locally, but it should look the same on every computer. In usage example here: Download Script + Sample Mission https://github.com/gruppe-adler/grad-fireworks.Stratis Update 2022 Added Code Improvements by @sarogahtyp, updated + unarchived Repo Feedback welcome If you have any suggestions codewise or effectwise, let me know.
  4. Hi everyone, anyone know how can do infinite ammo for uav's, I tryed this script but didn't worked on the any uav's, so anyone can help me? My mod list; https://prnt.sc/eflQWhwdEtem https://prnt.sc/-deVg_rMlDUc
  5. SSAAPS - Sarogahtyps Simple Arena Active Protection System Full Singleplayer and Multiplayer compatible. Arma 3 script which simulates the russian Arena system which is an Active Protection System (APS) for tanks. Basically the russian Arena system lifts an explosive charge upto some meters above the tank. There it explodes and directs a few hundred shrapnels in a cone to the ground. If the countermeasure is successfull then the incoming threat is hit by some shrapnels of the cone. The script spawns some bullets above the tank which create the shrapnel cone. Then the incoming threat gets (hopefully) directed to ground. GitHub - Branch GitHub - wiki GitHub - Issue Tracker GitHub - Download GitHub - Direct File Download Dropbox - Download (temporary disabled) Installation (short story) - copy "functions" folder in your missions root folder - integrate cfgFunctions from description.ext into your own description.ext - if you secured your missions remote execution then integrate CfgRemoteExec from description.ext into your own description.ext - if you don't have a description.ext then you can just copy the given one into your missions root folder - apply the script with this line to any vehicle: [tank_1] spawn saro_fnc_arena_start; to stop the script on that vehicle just do this on any part of your mission: tank_1 setVariable ["saro_arena_active", false, true]; to adjust the behavior of the sysem you should take a look into fn_arena_start.sqf I do not recommend to adjust more parameters than skill and reload time. Full installation documentation will follow within the next days/weeks/months 😉 The Download contains an Example mission as .pbo and as unpacked Folder. brand-new shiny trailer video: version 1.0 video: Please tell me all thoughts you have in this thread. Issues and wishes can also reported on GitHub - Issue Tracker Changelog v1.10 - added simulation of the charge container which lifts up, explodes and sends shrapnels to threat - added ability to get threats exploding mid-air instead of smashing to ground only - added parameter to adjust protection skill of the system v1.01 - hot fix - new vanilla example mission created. the old one was mod depended. v 1.0 - initial release
  6. So, im setting up a SP mission. Out of complete randomness the AI decided to shoot at my jeeps with their RPG. i found that so dope so I wanted to have that in the mission but it just wont replicate. I tried setting a Destroy waypoint on the vehicle - AI does nothing, just walks there. I tried setting them to open fire and combat state and just let them stand around (which was basiclly the same that happened when it randomly worked) but they wont shoot at it.... so what am I supposed to do to make this horrendous AI work the way i want? shouldnt it be self explenatory to enable the AI to shoot rockets at vehicles?!?!
  7. I've built a new missile type projectile, with beam-riding guidance, which comes out of the launcher in the correct direction. However, the munition doesn't follow it's beam, instead veering wildly off course. At first it seemed it was a guidance issue, like trying to track another target, but after upping the ability of the missile to maneuver I think it's more likely the missile is being thrown about by some rotating animation. I'd included an axis that I was going to animate in flight once I'd actually figured out how to do that, but I'm a bit confused about why it's animating when I haven't set this up at all. No model config or anything. I'm currently trying to suss out what I need to check to see if this theory is correct. Cheers, Law
  8. Download: MIL_airburst - Dropbox / Armaholic Description: I created this for VBS3 and converted it across (and fancied it up) for ArmA 3. It allows required ammunition types to be detonated for use as an airburst round. This was converted primarily for the ADF Uncut Carl Gustav 84mm HE round, however it could conceivably be used for any explosive round (also tested on vanilla RPG-42 HE and HEAT rounds). Features: - GUI for quick input of range. - Engagement distances: - Range setting under 40m will have no affect (i.e. impact detonation). - Range setting between 40m and 70m will have a chance to fail to detonate. - Can be applied to only selected players (e.g. units who would be trained in the application of HE rounds for airburst). - Can account for numerous ammunition types (customisable). - Range setting will be "remembered" until a round is fired (pre-set a range into the next round). - More of a sacrifice on realism in favour of gameplay: - Range can be re-adjusted, including closer, without "breaking" the fuse. - AT gunner is the one making fuse adjustments. - Can potentially be used on any explosive round not featuring an adjustable fuse in reality (e.g. HEAT rounds). - Support for multiple languages (if required). - ACE3 compatibility. To use: - English only: - Copy the folder MIL_Airburst to your mission folder. - Multi-language: - Copy the folder MIL_Airburst(MultiLanguage) to your mission folder and remove the (MultiLanguage) from the folder name. - Copy stringtable.xml to the mission's root directory. OR - Copy the project under <Project name="MIL_Airbust"> into an existing stringtable.xml. - Add these lines to your description.ext #include "MIL_airburst\defines.hpp" //(basic level of GUI defines, nothing flash) #include "MIL_airburst\fuseSetting_dialog.hpp" - Run this command from initPlayerLocal.sqf for MP (or init.sqf for SP) before the mission starts: private ["_units","_ammo"]; _units = ["_unitName"]; _ammo = ["_magazineName"]; if ((str player) in _units) then { nul = _ammo execVM "MIL_airburst\initAirburst.sqf"; }; _unitName - string - unit/s to be allowed to set ranges. _magazineName - string - magazine/s to be allowed to have their range set. Example: private ["_units","_ammo"]; _units = ["p1","p2"]; _ammo = ["RPG32_HE_F"]; if ((str player) in _units) then { nul = _ammo execVM "MIL_airburst\initAirburst.sqf"; }; Credits: - @madpat3 for his German translation. Media: Demo (1:06): Employing Airburst (8:42): If anyone finds any problems please let me know (particularly with the translations, my Google assisted German ones were pretty bad). Thank you. Change log:
  9. Hi to all! How can I assume, the Tanks DLC will have to add not only new tanks, but also new anti-tank weapons and I would like to talk about it. Today (v1.76) in Arma3, very few anti-tank weapons for the infantryman. Before, I was inspired by the topic by @SuicideKing in which he suggests expand the AT - infantry weapon. I fully support him on this issue, but he did not mention the new AT-weapons for FIA/Syndicate factions. The FIA and Syndicate has very little military potential before enemy armor. Yes they can use AT's infantry weapon from other factions, but I would very much like them to have a unique anti-tank weapon based on Offroad! They have for this purpose all the prerequisites. I would like to see Anti-Tank Offroads, for example which we can see in the trailer of the game Squad Before, I saw such weapons in the middle east and this is suitable for the FIA or Syndicare factions. As seems to me, It will be unique vehicles, which can diversify the gameplay of Arma3, because it will be very mobile and powerful to use, while remaining weak in the area of armor. Since this will not require much work (We already have Offroads for which it only remains to add AT weapons) with the least cost to the developers, these AT-vehicles could be an excellent addition to the Tanks DLC. Who likes this idea, please support me.
  10. http://steamcommunity.com/sharedfiles/filedetails/?id=1229944898 I decided to create a series with each mission focusing on one specific type of soldier/task, this one entry is EOD. I used the AAF to give it a more modern day feel while keeping it vanilla. Used Tanoa to give it a vietnam flavor. Steam description: Step into the shoes of a soldier in an EOD unit during operations on Tanoa. The AAF have been engaged with Syndikat and remnants of the former dictatorship's loyalist army for the last 8 months. The guerrillas have access to large pre-overthrow stockpiles of anti-tank and anti-personell mines as well as improved explosive devices. Because of this our EOD unit has been kept busy during the occupation. During today's operation we will be escorting a tank platoon along a main supply route and clearing any minefields using our mine clearing rockets from the bobcat. We have multiple infantry units currently executing various missions and raids accross the island so be prepared to get tasked away to help them clear any explosives they encounter. Vanilla mission, only requires Apex. (Although from the latest update all Arma 3 users now have Apex assets so you may be able to play it, just with the expansion purchase advert in the corner.) (Mine Clearing Rocket script by John Harvey https://github.com/john681611/detcord.VR/releases ) Let me know of any bugs or issues and feel free to give me feedback for suggestions for this mission or how I can better accomplish things for future missions.
  11. Hi guys, I'm looking for a way to request a rocket artillery support from the Proteus submarine on a designated location in a multiplayer mission. I know the submarine is only an object but I was thinking if there is a way to create a M5 Sandstorm rocket launched to a location without the need of the M5 himself. Any ideas?
  12. Hi, i have this problem since ages, all tanks in random moment seems to have unexpected manner to jump like Hulk in the random direction. I know that most of ussers have the same issue with TRACKED vehicles, my question is - does anybody fix it somehow? Problem is totally ruining gameplay, it happen with all tracked vehicles with and without mods. Problem seems to be totally ignored by feedback tracker, and player need to face with the problem by himself. I see Bohemia is doing some changes, but most annnoying is, they marked solved the issue with tank reversing and it is not fixed. So we have now tanks jumping and crew which cannot reverse the vehicle. What is this, HOW IT COULD BE NAMED SIMULATOR?! Simulator of hulk vehicles? Lets paint all of them green and it will be better lookin.... All tracked amphibious vehicles cannot swim, but developers promissed that will be fixed with Tanoa I am not trolling, i'm just angry that devs are ignoring most gamebreaking issue since all Arma series (yes i know about FPS, but untill new expansion will come out, it will not be fixed), and keep pushing new stuff instead of fixing the basics. And now all RHS Escalation vehicles freeze as well and there is no way to move them. I'm not sure about vanilla tanks Arma version 1.52 Gigabyte Radeon R9 270 oc [2GB] i5 4690, 4 x 3,5 Ghz [3,9Ghz in turbo] 8GB RAM 1600 Mhz [ 2 x 4 GB HyperX in dual mode] 1 TB HDD, 7200rpm All drivers up-to-date (as allways, full version, no beta)