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Found 59 results

  1. Markus Staiger

    Eden Editor Supply Drop HELP!

    Can I add different types of magazines to the supply drop? I tried it this way but it doesn’t work: clearMagazineCargo _this; clearItemCargo _this; clearWeaponCargo _this; _this addMagazineCargo ["Item_FirstAidKit", 15]; _this addMagazineCargo ["Item_Medikit", 15]; _this addMagazineCargo ["rhs_magazine_rhs_100Rnd_762x54mmR_green", 15]; _this addMagazineCargo ["rhs_magazine_rhs_10Rnd_762x39mm", 30]; _this addMagazineCargo ["rhs_magazine_rhs_10Rnd_762x39mm_tracer", 30]; _this addMagazineCargo ["rhs_magazine_rhs_10rnd_9x39mm_SP6", 30]; _this addMagazineCargo ["rhs_magazine_rhs_10Rnd_762x54mmR_7n14", 30]; _this addMagazineCargo ["rhs_magazine_rhs_mag_9x19_17", 30]; _this addMagazineCargo ["rhs_magazine_rhs_20rnd_9x39mm_SP5", 30]; _this addMagazineCargo ["rhs_magazine_rhs_mag_9x19mm_7n21_20", 30]; _this addMagazineCargo ["rhs_magazine_rhs_30Rnd_545x39_7N10_2mag_AK", 30]; _this addMagazineCargo ["rhs_magazine_rhs_30Rnd_545x39_7N10_AK", 30]; _this addMagazineCargo ["rhs_magazine_rhs_45Rnd_545x39_AK", 30]; _this addMagazineCargo ["rhs_magazine_rhs_5Rnd_338lapua_t5000", 30]; _this addMagazineCargo ["rhs_magazine_rhs_mag_9x18_8_57N181S", 30]; _this addMagazineCargo ["rhs_magazine_rhs_mag_f1", 20]; _this addMagazineCargo ["rhs_magazine_rhs_GDM40", 20]; _this addMagazineCargo ["rhs_magazine_rhs_rpg7_PG7VL_mag", 10]; Signal = "SmokeShellYellow" createVehicle position _this; _this allowDamage false; HELP plz!
  2. To start off, I'm a massive fan of the Support framework - not enough missions make transport/logistics pilots really feel like they have a meaningful impact on the battlefield in my opinion, and I'm not a huge fan of the needless level of complexity involved with getting ALiVE working properly. However... Since we got the mission framework, it seems to have the hardcoded limitation that getting out of your chopper outside the base/leaving the base in any manner other than a helicopter results in a "returning to base, out of bounds" message. Now, I get that the mission is geared towards support objectives (they've specifically stated in the past it was designed this way so that when it was released alongside the Helicopters DLC, there would be a mission purely focusing on the logistics capabilities those new vehicles brought to the table) - it does it better than anything else. But the inability to have even a small player squad operating alongside a larger, busier air wing kind of sucks, especially when its due to a single option that could be as easily turned off as a single attribute in one of the modules. Is there any chance of getting in contact with Bohemia and seeing if they'd make this change? Alternatively, if people know a way around this limitation please let me know so I can implement it.
  3. Hey, guys, I'm having a problem with a dedicated server I'm trying to set up. When we get to 10 or 11 players, the server collapses. If anyone can help me. This is my 1 player log https://pastebin.com/KxcGMpp1 this is my record with 12 players https://pastebin.com/UGJZ336F
  4. Hi all, Team switching is one of the weirdest feature in Arma. If you are playing in SP, with several switchable units, some behaviors can be lost. If you switch, you can loose all supports (BI standard support modules). Reproducible, Vanilla, 3den: Add units: player + playable ones Add an artillery (the support type doesn't matter, it's just an example) Add the artillery provider module add the requester module link the artillery to the provider module, the provider to the requester module, the requester module to all switchable (playable in 3den) units. Preview Starting as player (the player unit in 3den), gives you the artillery support. No problem. Starting "as character" from any other playable unit does the trick also. No problem. But, each time you press "U" (or whatever key for switching menu) and you choose another unit, the support menu disappear. NB 1: No matter the method used: editor or scripted links with BIS_fnc_addSupportLink, the supports are lost on team switching. Only the first unit played at start can call supports. NB 2: a little workaround, tested but not guaranteed: addMissionEventHandler ["teamSwitch", { BIS_requesterFSM = nil; [yourRequestModuleName] execVM "A3\modules_f\supports\init_requester.sqf"; }]; Now if you switch, the support works.... A remaining point I failed to correct: At your first support call after switching, a hint message will say: "provider not available". Which is wrong. The support works.
  5. Has anyone managed to add custom weps (bombs/napalm) to the support module pool of weps etc?Been looking thru several modules/functions pbo's and havnt found anything that looks like that yet.
  6. crimson_hawk_moth

    Ridiculous Frame Drops

    Good day everyone, the following are my specs: CPU: i7-7700k GPU: EVGA RTX 2080 FTW3 RAM: 32gb 3200Mhz. On initial start-ups in the editor, everything runs relatively smoothly, but after a few minutes into gameplay, the game has trouble loading and rendering basic items (trees, rocks, building, etc...) and the game drops to about 2-10 frames per second. Once this happens, the game does not recover, and nor does it crash. Any help on this would be greatly appreciated. I've tried figuring out how to turn raytracing on/off but i don't see an option to do either. Sincerely, Crimson Hawk Moth
  7. I have been playing this game on and off since it was early access. I do not want to move to the manned missions before I finish the robotic missions. I have done all the missions I can do, finished all the tech tree technologies, and have plenty of money, but there are still 4 optional missions that are not complete!! Also in some areas on the map, it says "New Technologies required for additional missions" Is there anything I have missed?
  8. Hello, I have recently redownloaded Arma 3 on a brand new laptop and it's been like a year since I last played arma 3, I tried joining this modded server that has over 50 players a day, but whenever I try to join i get "battleye initialization failed" or sometimes i get "connection failed" I have been trying to fix it for the past week, and I have tried to (uninstall and install battleye) , (running battleye service as an admin) , (verify integrity of game cache) , (joining the server from the launcher) , (disabling my virus protection). Please I need support Kind Regards. Qusai.
  9. Hello, I do a little solo mission editing, and I would like to know if it was possible to go through a radio to request air support, logistics etc. etc. Exactly as UNSUNG does, but for ARMA ACE3. I would like the same thing as on this video: https://www.youtube.com/watch?v=tiKp2cRy65o Is it possible ? (sorry for my English if there are mistakes, I'm French) Cordially.
  10. Dangerous Crumbs Brought to you by John Kalo and zigTtzag(zTt) Hostile troops are occupying Kamar. Troops that need to be eliminated! Will you be the one to eliminate them? 1.] Hypothesis: Kunduz might have been a battlefield for many months but nowadays none but a few hostile forces remain. These forces have just got a few villages occupied. One of those villages is Kamar. This is the village we will be assaulting today. The plan is this. The assault squad will stealthily clear an enemy sniper pos so as for our sniper to get into position. After that the sniper will cover the assault squad while it takes over Kamar using stealth tactics. 2.] Important details: a)Playing in SP will be hard but if you do play in SP you will have to be THE GROUP LEADER of the ASSAULT SQUAD. b)This mission has low replayability. Once and if you manage to complete the mission successfully you might never play it again. c)To open/close a door you will have to press the ALT key. Normal controls no longer work at the Kunduz map. d)You should NOT DISABLE AI units that are in the ASSAULT SQUAD. Those units should exist for your convenience. e)If you do not have the ASR AI 3 mod, it would be great to install it. It really enhances gameplay and takes Arma 3 to a whole new level. f)Respawn:Instant 3.]Requirements: 3.1]Players' skills: Serious combat abilities and sniper skills. 3.2]Technical: a)Arma 3 Apex b)Marksman DLC c)CBA-http://www.armaholic.com/page.php?id=18767 d)ASR AI3-http://www.armaholic.com/page.php?id=24080 e)Kunduz-http://www.armaholic.com/page.php?id=27882 4.]Bugs: 4.1]Minor: None 4.2]Serious: None 5.]Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. 6.] Direct Download link: https://dl.orangedox.com/Arma-3-Missions-Pack-1/dangerous_crumbs.kunduz.pbo?dl=1 Your feedback about things we can improve or things that we should keep is really important so you providing it would be great If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits Enjoy
  11. FoxFort

    Forgotten ticket

    Oh boy, I just went to https://feedback.bistudio.com and I found I opened a ticket with BIS in May 2015 - T80479. In these 3 years, you would think someone from dev side would be at at least. "Nope, sorry", so that I can close the ticket.
  12. COVERT GAMEPLAY, OPS CENTER, RESOURCES, and EFFECTS (Central Framework for SpookWarCom) by R. Von Quest VERSION: PROJECT: CLOSED UPDATED: 13 June 2019 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Custom Starting Options and Ops-Center from my SpookWarCom Project. It was the "core" or heart of my projects. This will add numerous player options that you can set easily for those of you who are new or the non-computery types. It also adds off-site Tactical Operations Centers which you can operate from that's isolated from the actual map allowing for better behind-the-lines feel before you are boots-on-the-ground. The Tactical Operations Center is a command post that you can role-play as starting in another nearby country, or location (recommend placing in corner or over water). Use as many, or as few options as you wish. The Ops Center is not required. Feel free to remove the .pbo files (sonic cracks, icons, etc) you do not want loaded. There are so many people that love this hobby but are too intimidated to wade into the technical and modding-side, or just don't have the time. Let me know what Player & Starting Options you would like to see, and I'll attempt to design or script it for the this Addon. Feel free to post requests in this Forum. More Donations equals faster updates and custom requests honored. To use the Ops Center in its fullest, you will need my other Addons as well (SOCOM, FROGS, LEAP, etc). PLEASE READ the DOCs included for more info, keybinding, menu, details, etc! To place the Ops Center, you MUST set the Vertical Mode to "Sea Level" (straight line) in the Editor BEFORE placing the composition. Place inside the map area, or some things will not spawn in. "The Only Easy Day, Was Yesterday" // FEATURES: Tactical Operations Centers (compositions) Heli Support, Transport, Rearm, Infil/Exfil, etc Starting Time Options - Random w/ Full Moon Randomized Starting Weapon Option Starting Camp Site - Random Locations Covert & Unarmed System (Black-Ops) Holster Weapon - Start & Menu Option Weapon Sway Aim CoEfficient Player Fatigue On/Off Option Starting Info Text - 3 Lines to Customize Custom Weapons, Gear, and Equipment Movie-Style Archetype Weapons (extra power, etc) Movie-Style Silencers, Ballistics (ultra quiet, sound efx, etc) CIA - SAD/SOG Operatives, Agents, SEALs, etc Remove Reload Icon .pbo file option Remove Ammo Count .pbo file option Replaces "Sonic Cracks", with "Zip, Wiz" efx Long-Range Support Radio System Damage EFX & Blood Splatter on screen Carry & Drag both Alive and Dead units Tactical Reload (no reload from Backpack) Tactical Throw (no throwing from Backpack) Tactical Explosives (set/pickup manually) ...And More! // NOTES: More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner. Let me know in the Forums what you want to see added for Custom Player Options. // KEYBINDING: Shift + C // REQUIRED: 1. CBA A3 - Community Based Addons A3 2. Eden Objects - TOC2 - Advanced Ops Center (optional) // DONATE: DOWNLOAD =VQI= CORE OPTIONS & OPS CENTER Von Quest Industries // LICENSE: // CREDIT & THANKS: *BangaBob (Drag Dead Bodies)
  13. I bought the game last night and now whenever I open the launcher and try and start the game it crashes and gives me a error code that ends in 12f and it says its a bad image. I have followed all of the steps that are on the troubleshoot page and none of them have helped. I did the dependency walker and these are the errors it gave. Error: At least one file was not a 32-bit or 64-bit Windows module. Error: At least one required implicit or forwarded dependency was not found. Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module. Error: Modules with different CPU types were found. Error: A circular dependency was detected. Warning: At least one delay-load dependency module was not found. Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module.
  14. Hey there. i've got myself a arma3 server. but i cant get it to show up in the arma 3 server browser. can anyone take a look at this? CONSOLE: https://pastebin.com/DN726ryj i've tried all i can think of but maybe i missed something? Cheers.
  15. Hi, I'm having a trouble when I create CfRadio in my Description.ext file. It says "radio message GodDamnit not found". Class CfgRadio { sounds[] = {"GodDamnit"}; Class GodDamnit { Name = "GodDamnit" ; Sound[] = {"Goddamnit.ogg", db + 1, 1.0}; Title = "For FUCK SAKE!"; }; };
  16. Hi Devs, Happy holidays and good achievements in 2019! The life cycle of Arma3 is in its later stages, but it seems to me that improving the game will be relevant for a long time. I have a small request (I hope some users will support me) - Please add the status "Damaged" near with the status "Injured" in the player's command menu. This status is missed, and this fact looks at least strange. When player inside vehicle and this vehicle damaged, as seems to me, you can force work this the same way as with the medic, if within a player squad exist engineer or repair specialist. Such a feature could make a singleplayer gameplay in vehicles more interesting and natural within a Arma games, since it already exists with medics support. More accurately: When player press the key 5, the player sees only: 1.Call support 2.Fuel low 3.Ammo low 4.Injured 5.Where are you? 6.I am under fire 7.One less 8..isdown Thus a player can not call a repair specialist from his own squad and can not report about self damages. In the action menu, there is "call Support" status, but it is a useless item, because support-waypoints with repair is not works. If there is an additional and working item "Damaged" then it will naturally, 1.Call support 2.Fuel low 3.Ammo low 4.Injured 5.Damaged 6.Where are you? 7.I am under fire 8.One less 9..isdown because this must work for the AI and for the player, just as it does for medicine support. As seems to me, the player must be able to call a repair support. With Damaged status: а) the subordinates (repair specialist/engineer) of player should start repair immidiately b) the AI-Commander of any squad, should order the subordinate repair specialist/engineer (if they exist in the this squad), to repair the damaged vehicle
  17. # Malden Insurgency 2019 Realistic combat mission task orientated, complete with all the tools you need for a full MILSIM experience. This is a unique experience, the 1st edition of the mission and is a rolling release. This mission is designed for a multiplayer environment on a dedicated server and for experienced players, however you can also enjoy it in single player. I hope you enjoy it as much as I do. Stay sharp in this dynamic combat environment. Steam Link; https://steamcommunity.com/sharedfiles/filedetails/?id=1605460540 GitClone; https://github.com/rcantec/Malden_Insurgency_2019_ace.Malden.git Mission includes support for Ammo drops and Heli extraction/transport, CAS, Artillary; Mission contains view distance settings, dynamic earplugs. Roadside IED's are dynamic throughout the locale. Not added yet Side tasks are included as well as various active A/O zones to capture. Mission is a rolling release updated regularly for multiplayer performance. To play this mission ace; ace compat rhsusf3; CBA_A3; task_force_radio; RHSUSAF addons are required. The mission is compatible with all addons. To begin using the Software; 1. To edit the mission move the file into the following directory ~\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, sethduda, cobra4v320, Soolie, aliascartoons, tonic & PHRONK. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software (mission) is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2016-2019 RyanD rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  18. Download: MIL_CAS - Dropbox/Armaholic Description: MIL_CAS is a simple script to allow a mission designer to use the vanilla CAS Module in-game via scripting. All this does is perform the required actions to properly call BIS_fnc_moduleCAS. Best suited for ambience, the strikes shouldn't be relied on for 100% accuracy. Features: - Position and approach heading can be defined. - Plane and type of CAS to be provided can be defined. To use: - Copy the file MIL_CAS.sqf to your mission folder. - Run the script using: - nul = [_position,_direction,_vehicle,_type] execVM "MIL_CAS.sqf"; - _position - array - position for CAS to strike - _direction - number - direction for the CAS to approach on - _vehicle - string (optional) - default: "B_Plane_CAS_01_F" - classname of the plane to fly CAS - _type - number (optional) - default: 2 - type of CAS to be used - 0 - Guns - 1 - Missiles - 2 - Guns & Missiles - 3 - Bomb - Examples: - nul = [getPos player,240] execVM "MIL_CAS.sqf"; - Wipeout will fly in for a "Guns & Missiles" run. - nul = [getPos player,240,"RHS_A10",3] execVM "MIL_CAS.sqf"; - A-10 will fly in and drop a single bomb. Credits: - This uses the vanilla function BIS_fnc_moduleCAS for the actual CAS. All I did was make an easy way to launch it from a script. Media: Everyone knows what CAS is all about, but here is all four types being called in anyway (0.52): If anyone finds any problems please let me know. Thank you.
  19. Steam; https://steamcommunity.com/sharedfiles/filedetails/?id=1527503124 Git clone ; https://github.com/rcantec/Sandstorm-ace.takistan.git Insurgency style mission for Takistan, complete with all the tools you need for a full MILSIM experience. This is the 1st edition of the mission and is a WIP, a unique experience. This mission is designed for a multiplayer environment, however you can also enjoy it in single player. I hope you enjoy it as much as I do. To play this mission the required addons are ACE, CUP Terrains, Maps, Weapons, Units. CBA_A3. The mission is compatible with all other addons. To begin using the Software; 1. Move the file into the following directory (assuming you have the Steam version of ArmA 3); C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, cobra4v320 and PHRONK for the use of their scripts to make some cool things happen. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 Doctor Vanilla rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  20. The title basically explains everything. I recently got back into playing the arma 2 campaign, and as of now i'm on manhattan, but there's one big problem i'm having; when i'm driving around in my humvee my character will randomly tell the gunner to shoot at anything close. It started out with sheep and cows, but during the mission he all of a sudden targeted a civilian and later on a cdf officer which made everyone turn on me. I really don't know what's going on or how to fix it and would appreciate any help.
  21. Hello, I have been directed to the forums here for this type of help. I need the developers to allow me another try on the Dayz free trial since I got it exactly at the time when the Xbox servers were down on the 4th of September, so I never got to try it and now i DON'T know if to get it or not. My gamertag on Xbox is IIIErosionIII, please allow me another free trial, it is not fair that i didn't get to play the game at all. BTW - Xbox directed me here, they could not do anything themselves, so I'm really expecting you to help me on this.
  22. hello all, LORD FRITHS CHOPPER SUPPORT SCRIPT: OVERVIEW: been trying to teach myself a bit of scripting and sate my obsession with being ferried around the map in an AI chopper. This script is adapted/took inspiration from 'kibot's' awesome DUWS and still contains some large snippets of his code (on share alike licence). "rabid Chaffinch" is a support chopper called from the communications menu (0-8-1). the aim is to allow one in-game chopper to provide as much support (transport, supplies, etc) to player unit as possible, and to add a bit of character/detail to the whole process. DOWNLOAD: dropbox: latest release 1.1 basic release (old) INSTALL: script packaged in a scenario file. unzip and place into your "documents/arma3/userProfile/missions" folder USAGE: to use this support menu: 0-8-1 brings up support menu. select 1-1 ("transport" - "chopper transport") click on map as instructed to set extract and insert points if you are at base close to chopper you will only need insert point, chopper will wait for you to board and move out if you are out on mission chopper will fly to designated extraction point, land and wait for player group to board once on board chopper will fly to insert point and land, kicking all player group out of chopper, then (if out in mission) will return to base and refuel. near langing/takeoff you can call a script reset in case anything gets stuck while in transit you can redirect chopper to new insert point using "landhere" addaction. to add/create a mission using this script: copy/merge init.sqf and description.ext to mission folder place a helo called "helitaxi", any helo can be used but MH9 animations supported place a helipad at your desired base location and name "helipad0" taxi callsign can be edited in init.sqf funds costing can be disabled byt setting cost = false; in init.sqf in init.sqf or initPlayerLocal.sqf in description.ext: "support\suptFunc.sqf" the helitaxi script itself "support\taxi\helotaxi.sqf": the "landhere" action "support\taxi\LandHere.sqf": resetCommsMenu.sqf KNOWN ISSUES: not tested in MP at all. i have no idea how chat/tasks/functions will be passed between server/client. again feedback appreciated. very occasionally chopper will not take off, still not managed to replicate this precisely so feedback appreciated my military radio protocal/terminology is... a little amatuer, input appreciated :D no chopper respawn, once its dead its gone! TO DO: add functions for created submenu items (currently most menu options are just placeholder hints) start porting mission for MP add support for factions/different chopper animationSource LICENCE: "You can remix, tweak, and build upon my work non-commercially, as long as you credit me and license your creations under these same identical terms." CREDITS: kibot for original support scripts which have guided and inspired this one, still contains many snippets from his DUWS mission. The .sqf gurus of BIforums. PWNR: Adam mission editor, awesome tool and also comes with good helitaxi (learnt about "onSingleMapClick" from that) Lordfrith CHANGELOG: 1.1 update added submenu's added init option to change chopper name added chopper config functions added reset support item added support for funds. set cost = false; to disable reworked "LF_fnc_inVehChck" so it checks if whole player group is in vehicle reworked script flow so script can close if chopper is killed/gets stuck reworked dialogue with capitals and punctuation like i went to school. removed debug hints tried to tidy up the script a little did a bunch of other stuff i forgot as i was drunk. hopefully didn't break anything as i was drunk 1.0 initial release enjoy :D
  23. I'm trying to use BIS_fnc_fireSupportVirtual to work with RHS artillery assets (the m119a2 arty canon for the moment). But so far with no luck. I got the magazine classnames by getting in the m119a2 and using currentMagazine vehicle player; while changing the type of ammo in the artillery computer. I obtained these: "HE-FRAG M1" //"RHS_mag_m1_he_12" "Illumination M314" //"rhs_mag_m314_ilum_4" "Smoke M60A2" //"rhs_mag_m60a2_smoke_4" But using [player,"rhs_mag_m60a2_smoke_4",10,1,0] call BIS_fnc_fireSupportVirtual will not work. While [player,"32Rnd_155mm_Mo_shells",10,1,0] call BIS_fnc_fireSupportVirtual (vanilla ammo) works. I was wondering if maybe I was not using the correct classnames. Any ideas?
  24. Download: MIL_SBF_Pack - Dropbox/Armaholic * Demo scenario included (as seen in the below video). Description: MIL_SBF is a set of functions that allows a user to set AI up to provide support by fire WHERE, WHEN and HOW they need it. MIL_SBF currently only comes in one version, Basic, and supports infantry and static weapons/turrets (including autonomous turrets). An advanced version will be added to the pack at some point, which will allow far greater control over most aspects of the SBF function. I'll also do up a sniper specific version. This is something I started working on around 2 1/2 years ago and developed it for a little while in tandem with a SBF function I was working on in VBS3. Along the way it's changed and improved and I've added things and removed some, and now I've gotten around to building a releasable version of it in a simplified form. My old build required editing a number of lines in the actual scripts and wasn't user friendly at all. It's probably also worth noting, I've also used my old build for sniper point target engagement with 100% hit rate once set up properly, and have also used it for other various times when the AI needed to fire at specific times and with specific results. And it wasn't until about a year ago that I first used it for an ambush, so there may be more that it's capable of achieving that I haven't yet considered. Features: - Allows the AI to provide suppressing fire where and when you want. - Predefined roles for rifles, machine guns, grenade launchers and marksman rifles. - Predefined roles for medium and heavy machine guns, and grenade machine guns. - Medium and heavy machine guns are automatically designated as such (although vanilla ArmA 3 only has .50cal HMG, so no MMG without mods). - Machine guns and grenade machine guns will fire in a staggered pattern with each other. - Predefined rates of fire for sustained and rapid, and also includes an ambush option. - Length of fire mission can be controlled by a timer, or by setting a user-defined variable. - Options for staggered group fire or individual fire, unlimited ammo, setCaptive and allowDamage. To use: - Download and read the readMe.txt in each folder. - Sorry, but the instructions are slightly different between soldiers and turrets, and are a bit involved. However, I have included plenty of instructions and examples for both. This way, the OP won't be so cluttered. Credits: - Various help along the way on the forums. Media: Demo video of the different rates of fire, different unit types, and combining them (4:17): Demo video of an AI section using the newly implemented staggered firing option (1:27): - My YouTube channel playlist of all the videos I've put up to show the progress over the couple of years it's taken - Playlist - MIL_SupportByFire. - Other videos of mine where SBF has been used (either as immersion or directly impacting the player): - 4 x fire teams on the left flank of the assault providing SBF. - 2 x M2 firing on the left flank against incoming enemy HMG SBF. - 1 x enemy HMG firing SBF (round strike can be heard, this is the HMG the M2s were engaging, they also re-engage a short time later). - Enemy flees an assault, runs into USMC squad ambush. - Also a little bit of the SBF stuff I did on VBS3, for anyone curious enough - Playlist - VBS3 SBF (vehicle SBF was a lot easier to achieve in VBS3, at least back then it was). Known bugs: - The GMG has on occasion not fired in the correct spot. I was unable to reproduce it with any consistency, but it had not happened during the last dozen or so tests so HOPEFULLY(!!??!?!?) it's gone. Otherwise, I'll employ a work-around I'm using on the grenade launcher attachments/UGLs/EGLM/whatever's under there at the time. - Actual weapon rates of fire are dependent on FPS (and the scheduler). This is something that I read early on in the SBF development that is hard coded into the game. So, don't over-do the amount of SBF being used at once. If anyone happens across any bugs, or has any suggestions, please let me know. This has only been tested by myself, though old builds have been successfully used in private Coops with mates. Thank you. Change log:
  25. This script/FSM gives the functionality for resupply drop in MP/SP scenario. Created because the bis support resupply drop is not working in MP currently. This is similar to support virtual resupply drop module, gives the possibility to select aircraft types, box types and its init by editing the support\supplydrop.sqf //*************************** editable **************************// private _heliclass = selectRandom [ "B_Heli_Transport_03_F", "B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F", "B_Heli_Transport_03_unarmed_F", "B_T_VTOL_01_vehicle_F" ]; private _boxclass = selectRandom [ "B_supplyCrate_F", "Box_NATO_AmmoVeh_F", "B_CargoNet_01_ammo_F" ]; private _chuteType = "B_Parachute_02_F"; private _boxCode = compile "null = [_this] spawn fnc_dropboxinit;"; private _helistart = "helistartpos";// marker where the heli spawns or position array [posX,posY,posZ] //*************************** editable **************************// Usage: Edit the above to fit your needs. For helicopter spawn position create a marker somewhere on the map in editor or use position array. Set it for _helistart variable value. Copy paste all files (besides mission.sqm) from example mission to your mission or if your mission contains those files merge the files content. Check init.sqf for this part. //if you want to limit support to certain units add its classnames to the aray below //last entry without comma at the end //uncomment "All" if you want it for all players private _givesupport = [ //"All", "B_Soldier_SL_F", "B_Soldier_TL_F" ]; Edit/add your desired class names which players will have the drop menu available or Un-comment "All" for all players. Edit support\dropbox.sqf as you want. Currently only arsenal,smoke,and IR added. Put an Headquarters entity module (found in systems > Intel ) with: VARIABLE NAME - hq_suppcomm SIDE - select player side CALLISGN - NATO CUSTOM CALLISGN - your custom callisgn (will be displayed with radio sentences) SPEAKER - not important That guy will handle the radio communications for you. Download: GoogleDrive V1.3