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Found 6 results

  1. Farquharson

    The ACU Project

    We from TFT8 are proud to announce the public release of a joint work commission between ourselves and DustyPeek. The Army Combat Uniform Project. The Public Release Contains the following: Frequently Asked Questions(FAQ): Development Team: DustyPeek - Model Rigging, Initial Textures, Initial Configuration Farquharson - Final Configuration, Final Textures, Consulting SheamusV - Consulting, Tester Special Thanks: Current and Prior American service members in TFT8 for realism consulting. DustyPeek for taking on this ‘immense’ and important commission for our unit. If you’re interested in his other work, or commissioning him for yourself check out Raven Industries on discord. Shaleshock for the awesome promotional in-game photography. Check him out over on Twitter. Download on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1872341060 Download via Google Drive: https://drive.google.com/file/d/17s0Ltv5jLysbnJzuV_lGnz9V-GPyVtIb/view?usp=sharing ©2019 by S4@Task Force Tempor 8 Milsim This work is licensed under the ArmA Public License (APL): https://www.bohemia.net/community/licenses/arma-public-license Internal re-textures for private individual and unit use not made for public distribution on platforms such as but not limited to Armaholic, Steam Workshop, etc are permitted. Derivative textures, naming, etc - must give proper, present and clear credit to TFT8. This work is not to be publicly re-uploaded by any entity other than the official Task Force Tempor 8 development team.
  2. Welcome to the Adaptive music mod known as Mood Jukebox. This mod will allow music to play on the start of a mission and will adapt to the scenario you are in. This Adaptive music mod is based on a stress level system which is managed by how many gunshots/bullets are going in the vicinity. From my testing, it seems to decrease the stress either by eliminating all enemies in the surrounding block or getting a long distance away from the enemy. I find it nice for the combat music to still be playing when trying to finish clearing buildings to build tension if the last guy is still around. No map modules or scripts needed to start which makes this script a ton of fun to use when doing some of the workshop based scenario that needs some "UMF" to it to kick start the action. This mod is multiplayer compatible as long as CBA 3 is permitted and allowed (life servers may be difficult to use on, if they require CBA 3 then it may be an exception). (Demonstration Video here) I have posted these mods on Steam for now. I don't know about ArmaHolic right now but I can leave a Google Drive link for the time being. Google Drive Link (Contains both): https://drive.google.com/file/d/14-ADjm04lzwZFVi3_NVH_ndOP-iVyPY9/view?usp=sharing Steam With Debug Window HUD link: https://steamcommunity.com/sharedfiles/filedetails/?id=1777807089 Steam No Debug window HUD link: https://steamcommunity.com/sharedfiles/filedetails/?id=1777898611 The current selection of songs is completely safe to use on streams and "should" not be recognized when played. (proof of songs not detected in a video I did a while back: https://youtu.be/JIXmkoB9A8g). !!NOTE!!: I have no problem with people changing the music in the mod to update/change your assortment of songs so have at it :). I will provide a tutorial video on how to change the songs on the picture section and it will require "WORK". Also, a Readme file placed in the mod will have the same set of instructions and a template of the format. Current Bugs: - A black window showing an error on line 15 of the script called main.sqf (everything is working correctly, just wait 20 seconds and it will disappear) - This mod is compatible to use on servers without any prereqs but it will not restart the script after respawn or being revived. - I have noticed at times, probably if the audio sources max out, the music may not play ... I cannot conclude if that is the problem since the Config and file audio files are there in the correct place. !!!!!!!! CALLING ALL MODDERS!!!!!!!! I am asking for help from any modder's and helpers to help with this mod! I am still trying to figure out this issue with the mod not being able to restart the music after a respawn or after going down. Any assistance is appreciated. As well as helping with creating a server key. My knowledge of Arma 3 modding is limited but I do hope that there are people that are willing to help make this mod succeed. PLEASE LEAVE ANY INTEREST IN HELPING IN THE CALLING ALL MODDERS FORUM PAGE ON THIS WORKSHOP PAGE OR ON THIS FORUM POST. thanks. This is the Real author (Scifer) description of the script/mod addon. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This script automatically sums an unlimited number of music packs, dynamically selects the most appropriate mood according to player's stress level, engagement and weather and randomly plays its track. This is a very powerful script/addon which can dynamically turn the silent Arma3 into a completely musical game. Features: Playlist building: Every music packs entered in arguments list are automatically summed and its tracks are assigned to its respective mood playlists. Shoot detection: The player is influenced by two event handlers. When the player is "hit" his stress is set to 100%, and when he's "firedNear" his stress increases by 10. Units Detection: When you spot enemies, their threat is proportional to how much you know about them. Then the stress level increases towards "tension" mood according to the sum of their threat level. Defining mood by stress level: There are four moods: - "truce" for stress levels under 50% in clear day - "darkness" for stress levels under 50% in heavy weather or night - "tension" for stress level above 50% - "sadness" for death scene. Selecting random track: Random track are dynamically selected according to mood players mood. Playing music: Music will be played whenever the mood changes or the track ends. Display: You can customize which MoodJukebox data and music data are displayed. Dynamic fading: Music volume dynamically drops as stress level approaches a change of mood. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Please, If you decide to make a separate mod upload. BE SURE TO LINK THE MOD BACK TO HERE IN THE MOD DESCRIPTION PLEASE AND GIVE CREDIT TO WHERE IT IS NEEDED! Help Make this mod succeed! please like and share! Please comment on any ideas or feedback. I will do the best I can to reply to questions. Anything related to interest in helping, please go to the Calling All Modders link and ask to see what can be done. Thanks, and enjoy 🙂 Cheif22
  3. DRONGO’S TOOLKIT VOICES (DTV) Based on the Drongo's Voices module found in Drongo's Toolkit, by Drongo69 Modified and made standalone by kenoxite Standalone dynamic speech/speaking AI (DSAI) tool for mission makers. DOWNLOAD v1.0: http://www.mediafire.com/download.php?3d2hi983iapaj85 Features AI units are able to say different phrases, depending on context English, Russian and Arabic voices You can exclude entire sides, groups, classes or specific units from saying anything Units will either whisper or don’t say anything when it’s considered nighttime Units will yell and call for help when wounded Compatible with kSuppression (units yell for incoming grenades, when they’re pinned down, etc). Overrides ECP DSAI, if present Works in MP Requirements DrongosToolkitVoices.pbo (included) ECP_DSAI.pbo (found in ECP) Installation Merge the template mission into yours Copy all the files and folders from the template mission (except mission.sqm) to your mission’s directory Edit the DTV_settings.sqf file, if appropriate Notes Female civilians will yell when in danger. Otherwise they’ll be silent, as there’s no feminine voices provided in the pbos. DTV is less responsive to the environment than ECP’s DSAI, as it tracks groups at a very basic level, and lacks a built-in infoshare. On the other hand DTV is way more flexible, allowing you to specify the language spoken by each side, including arabic. Changelog v1.0 - Initial release Credits Drongo69, original DSAI scripts vektorboson (OFP script lib) General Barron (randomint.sqf) ECP, for inspiration and DSAI pbos CoC guys, for CoC NS 2 SLX, for inspiration EXTRA DTV includes a yet again modified version of DrongosToolkitVoices.pbo. This time all the arabic voices have been converted to wss format and lip versions of each one have been created. That means that now any unit speaking arabic won't use telepathy anymore to comunicate, but will move his mouth accordingly. You can download this modified version separately, through the below link. DrongosToolkitVoices.pbo (modified arabic voices): http://www.mediafire.com/download.php?l7bwm93jt9fsli2 All credits to Wolfrug and Sickboy, who created the arabic voices in the first place.
  4. is it possible to make head mounted optics with different vision modes? i saw something in the configs about thermal goggles but never could seem to pinpoint the way they would be implemented. also is it possible to add optics overlays to head mounted stuff like the way they did in the laser designator and range finder? Id d give a look through the forums for a request like this and didnt find one. i hope i looked well enough.
  5. From a PCGamer article: Project Reality 2 announced, turns the military FPS mod into a standalone game http://media.pcgamer.com/files/2013/09/project-reality-2.jpg (324 kB) "The Project Reality mod for Battlefield 2/Arma 2 finally hit version 1.0 earlier this year, after eight years of development time. During that time, the game series it was modifying have moved on to bigger and more explodey installments – several times, when it comes to Battlefield. Now, the PR Team have announced the mod’s follow-up – and, excitingly, you won’t need to rely on any other games to play it. Project Reality 2 is being built using CryEngine 3 to be “completely standaloneâ€, in contrast to the distinctly semi-detached nature of the original. Like the original mod, the aim with PR2 is to be one of the more realistic multiplayer shooters out there. As the announcement post reveals, “Initially, Project Reality 2 will be a small scale, infantry based FPS with a comprehensive weapon handling system that will aim to be as realistic as possible. Map sizes will be 1km and 2km with an Advance and Secure (or “AASâ€) style game mode, similar to that seen in the Project Reality: BF2 and Project Reality: ARMA 2 modifications.†The team are currently working on the alpha – development began in mid-2012 – although a public release “is still away off†as there’s obviously a lot more work involved with making a standalone release. Interestingly, Project Reality 2 will also be “free to playâ€, and thanks to the lack of hyphens there I’m going to assume that means the good kind of free, rather than the wallet-tickling kind often favoured by many of today’s online-FPS developers. For the full details, be sure to read that announcement post – in the meantime, here’s how PR1 was looking just a few months ago: "
  6. I'm looking for a way to change the color of some specific elements of the HUD that do not seem to be changeable in the options. I'm looking at the objective marker and user placed way points (or whatever the proper term is). Basically the carrot with distance HUD items. Thanks in advance, YT
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