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Showing results for tags 'slingload'.
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commanding All-in-One Single-Player Project
Leopard20 posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
All-in-One Single-Player Project by Leopard20 Short description: All-in-one Single-Player project is (at this time, will be) a collection of 3 separate addons that work in tandem to create the ultimate single-player experience. _____________________________________________________________________________________________ Long description: Hello guys. I'm sure everyone agrees that the current state of ARMA single-player is not really playable (unless you're alone!). The AI are always a burden and hard to manage. Well, in this project, my goal is to change that. Check out the latest development videos on Superior Intelligence (aka Super AI) in the next post! This project will consist of 3 addons: 1. All-in-one Command Menu (Deluxe ver.): The improved and enhanced version of my old , dusty mod, All-in-one Command Menu which itself was basically an improved version of WW AI Menu by Windwalking. 2. Superior Intelligence (WIP) 3. ADDON #3 (WIP) The other two addons are not "command menus" but something entirely different and crucial to the single-player game, and interaction with them will primarily be through All-in-one Command Menu. I will update this thread about the latest development status. Stay tuned! All-in-One Command Menu (Deluxe Version) Current version: v1.5.0 (Jul. 12, 2023) Some of you may have used, seen, or at least heard of my All-in-one Command Menu mod, which added many new capabilities to the vanilla AI. When I started working on that mod, I was completely inexperienced in scripting, and the mod, despite its great feature roster, became a poorly optimized and buggy mess over time. So I decided to rewrite the mod from the scratch; updated the visuals, rewrote most features and added many new stuff. Without further ado, let's jump into the feature list! Release Trailer: Additional Screenshots: Feature Overview: What's new since All-in-one Command Menu classic: This is a complete rewrite of the classic mod, so obviously there's so many changes. Here is some of the most important ones: Manual (MUST READ): Some of this stuff might be a little hard to grasp at first (but once you learn them you realize how easy and intuitive they were!). I'm very busy right now so I'll add a video tutorial later. For now, try to make do with these! Download: Steam Workshop GitHub Dropbox (Outdated) Google Drive (Outdated) Armaholic Installation (non-Steam): Note: The name of the mod folder has changed! Please delete the old "@AIO_AIMENU" folder if you have the classic version. F.A.Q: Donation and Support: If you like my mod and would like to support it, or you just want to buy me a drink, etc., you can become a Patron! Requirements: Community Base Addons (CBA)- 584 replies
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Hi there, Back in 2016 i had updated Igiload with Apex Vehicles (Blackfish & Y32) and more. Now i have put my work on Github and i will support this Script again. At this time supported Vehicles to load Vehicles and Boxes on/in it are: All Exile_Car_Offroad All Exile_Car_Van & Exile_Car_Van_Box HEMTT Ural Open and Covered Zamak/Kamaz Tempest (only the Exile one, more comes later) Exile_Chopper_Mohawk_FIA Huron Hummingbird (only Creates) V3S Open and Covered Blackfish (Vehicles and Creates) Y32 (Vehicles and Creates) Hunter Ifrit Strider LandRover LandRover Ambulance Exile Vehicles that's can be towed, loaded or lifted: Bicycles Karts HEMTT Zamak/Kamaz Tempest Ural Strider Hunter Ifrid UGV (Vanilla Drones) Van & Van Box Offroad SUV Hatchback Lada Volha UAZ Octavius Tractor & Old Tractor Tow Tractor LandRover & LandRover Ambulance Quadbike B_APC_Wheeled_01_cannon_F O_APC_Wheeled_02_rcws_F I_APC_Wheeled_03_cannon_F Golf V3S BRDM2 BTR40 HMMWV Prowler Qilin MB4WD Rubberboat Motorboat SDV Water Scooter RHIB (at this time only the Exile one) Boxes that can be loaded or lifted: B_supplyCrate_F, IG_supplyCrate_F, O_supplyCrate_F, I_supplyCrate_F, C_supplyCrate_F Box_NATO_AmmoVeh_F, Box_East_AmmoVeh_F, Box_IND_AmmoVeh_F Land_CargoBox_V1_F ASC_B_box I_CargoNet_01_ammo_F, O_CargoNet_01_ammo_F, B_CargoNet_01_ammo_F Box_NATO_Wps_F Box_East_Wps_F Box_IND_Wps_F Box_East_WpsLaunch_F Box_NATO_WpsLaunch_F Box_IND_WpsLaunch_F Box_IND_WpsSpecial_F Box_East_WpsSpecial_F Box_NATO_WpsSpecial_F Box_mas_all_rifle_Wps_F Box_mas_us_rifle_Wps_F Box_mas_ru_rifle_Wps_F Box_mas_mar_NATO_equip_F Box_mas_mar_NATO_Wps_F Box_NATO_AmmoOrd_F Box_East_AmmoOrd_F Box_IND_AmmoOrd_F Box_NATO_Grenades_F Box_East_Grenades_F Box_IND_Grenades_F Box_NATO_Ammo_F Box_East_Ammo_F Box_IND_Ammo_F Box_IND_Support_F Box_East_Support_F Box_NATO_Support_F Land_Cargo20_blue_F Land_Cargo20_brick_red_F Land_Cargo20_cyan_F Land_Cargo20_grey_F Land_Cargo20_light_blue_F Land_Cargo20_light_green_F Land_Cargo20_military_green_F Land_Cargo20_orange_F Land_Cargo20_red_F Land_Cargo20_sand_F Land_Cargo20_white_F Land_Cargo20_yellow_F And at last the Pods can be lifted, Slingloaded attached, detached at a Taru (Version without Pods on it) and loaded on a Truck: Land_Pod_Heli_Transport_04_ammo_F, Land_Pod_Heli_Transport_04_ammo_black_F Land_Pod_Heli_Transport_04_bench_F, Land_Pod_Heli_Transport_04_bench_black_F Land_Pod_Heli_Transport_04_box_F, Land_Pod_Heli_Transport_04_box_black_F Land_Pod_Heli_Transport_04_covered_F, Land_Pod_Heli_Transport_04_covered_black_F Land_Pod_Heli_Transport_04_fuel_F, Land_Pod_Heli_Transport_04_fuel_black_F Land_Pod_Heli_Transport_04_medevac_F, Land_Pod_Heli_Transport_04_medevac_black_F Land_Pod_Heli_Transport_04_repair_F, Land_Pod_Heli_Transport_04_repair_black_F B_Slingload_01_Ammo_F B_Slingload_01_Medical_F B_Slingload_01_Fuel_F B_Slingload_01_Repair_F B_Slingload_01_Cargo_F More Vehicles will come, inclusive CUP Vehicles. But i will add not all CUP Vehicles. The Vehicles we have in Exile and CUP, the CUP Version will not come. Tested with Exile 1.0.4a and works well. Github: https://github.com/BdMdesigN/Igiload-Reloaded
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Hello, i'm struggling doing this and maybe i'm doing something wrong For the mission i'm setting an Heli squad with players that will have to take a CH, slingload a Lightvehicle with players already on it reach a destination and paradrop the vehicle from safe altitude. Actually when CH unhooks the vehicle this will not open the parachute and this fall on the ground destroying the vehicle and killing everyone inside is there a way i can create vehicles via Zeus with parachute already on it or give an already existing vehicle a parachute?
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addaction [SOLVED] Troubles Passing Variables to addAction
TexasRussian posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello awesome BI community! This is the first time I'm posting an issue here so any help would be much appreciated, and thank you in advance for the use of your time. 🙂 END GOAL: helicopter spawns (via triggers listening to boolean variable in game) helicopter goes to object (defined in script) helicopter goes to player (defined in script) helicopter returns to base helicopter disappears (via triggers listening to boolean variable in game) and: the addAction has an initial menu that just states "SUPPORTS" then upon selecting deletes that action and adds a subset of supports for the player to use. INTENTION: What I'm trying to do is have ONE .sqf script and pass variables to that script via execVM from a trigger in game. I have created this script using 3 .sqf script files using public and predefined variables in game, and it works. But I want this to work more like a function than a script. So this is my first script which uses private variables. I would like this to remain as ONE .sqf so I can copy this to a new mission and create/define the objects/groups in the game, then pass those using execVM. PROBLEM: Everything works, except addAction transfers the code to a scheduled task and the private variables are undefined there, at least that's how I understand it. CODE THAT WORKS WITH PUBLIC VARIABLES: CODE IM TRYING TO GET WORKING WITH PRIVATE VARIABELS: HOW I'M CALLING THE CODE: *EDIT In the game it errors at: slingloadmain = _player addAction [ "SUPPORTS", { _player removeaction slingloadmain; _activate = false; Is this even possible? -
slingload Helo AttachTo Script without names, adding action to helo
EnvakeoLugaria posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, I've been playing a bit of the OPTRE mod, and I've talked with one of their devs about a way to attach a vehicle to a helicopter. I have a bit of experience in the 3D editor, and I'm familiar with everything up to more advanced scripting. The way it works is it attaches the MRAP vehicle to the underside of the helicopter, no ropes or anything. The line looks like this, with ___Name being the vehicle names: mrapName attachTo [heloName, ([(typeOf mrapName)] call OPTRE_fnc_PelicanAttachToPoints)] This works if you name the two vehicles, and activate the function, I've done a trigger and addAction, BUT, I want to find out how to run this WITHOUT having to name the vehicles before hand. I am guessing it would be some "find the ID of the MRAP, attachTo, find ID of helo" kinda thing. I would have to think normal sling loading has to do this to an extent, right? Find the closest vehicle, and attach the ropes...I just thought I'd ask if anyone knows where I could start looking for a way to do this. Thanks for any help -Envak