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Found 8 results

  1. Zeus Mission Generator A powerful AI-powered Discord Bot that produces totally unique mission ideas every time. Builds scenario ideas (no matter how ridiculous), can provide a list of objectives, and adapts to your story—or creates a new one for you! Back in 2019, I made a website called the https://zeusmissiongen.com/ were it would pick a random mission idea from a list of them I'd compiled and present it to you in a kind of "random generator" way. The site was never truly a random mission generator... until now that is. The Zeus Mission Generator 2.0 is a Discord Bot that works using natural language completion AI to come up with story ideas based on your parameters, and it works like a charm. Check out some examples of mission ideas it's come up with: Other examples Secret service protecting the president Soviets taking out an American submarine US air force escorting bomber Marines killing aliens on the moon! Defeat middle aged British male, Barry, 63 Try it out If you're interested in trying the bot out to make some gnarly mission ideas, you can either invite the bot to your server or join the sandbox server here: https://bot.zeusmissiongen.com/ How to use Check out the YouTube tutorial to get started in under 3 minutes Documentation If you have any comments or feedback, feel free to leave them in this thread, or on the official Discord server!
  2. Ever got in trouble because of Splendid physics? Fear no more! VET_Unflipping This small utility addon allows players to perform Unflip on vehicles that are on their side or upside down Download (Steam) Requirements - CBA_A3 - Installed both on clients and server Settings By default single infantry unit can unflip vehicles up to 3000 mass. Default value was balanced to allow unflipping of smaller vehicles by single unit. If vehicle is heavier than amount that can be lifted by single unit then multiple people can join unflipping process. Amount of people needed depends on weight of vehicle. If you would like to configure the addon to behave somewhat more "realistic" you can tweak following values in CBA Settings in `VET_Unflipping` category: Unit mass limit - How much can be unflipped by single unit (default: 3000) Man limit - Maximum amount of people that can be needed to unflip vehicle (default: 7) Unflipping time - How long does it take to unflip vehicle (default: 5) Maximum unflip weight - Vehicles with weight above this limit will be not unflippable (default: 100000) Require toolkit (default: false) Require servicing vehicle nearby (default: false) Vanilla / ACE Actions If ACE3 is detected unflipping action will be available in ACE3 Interaction menu, otherwise vanilla interaction menu will be used. Source: GitHub Media Feature requests As it's getting really hard to keep track of both BI Forum and Steam Workshop comments section please add all of your feature requests on GitHub: https://github.com/veteran29/vet_unflipping/issues Known Issues - Some vehicles might be a little bit wonky to unflip, try a few times, eventually they will unflip.
  3. Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use library for working with quaternions and vector rotations utilizing them. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
  4. Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use library for working with quaternions and vector rotations utilizing them. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
  5. ArmA.Studio Open-Source Community made IDE for ArmA (best works with profiling build) !PLEASE DISABLE BATTLE EYE DURING DEBUGGING SESSIONS! Downloads Arma.Studio - Rewrite https://github.com/ArmA-Studio/Arma.Studio/releases/tag/AppVeyor-118-280fadd641a373b7668f17dd4c1df49c4bb8afe1 ArmA.Studio - Legacy (Old version) 0.1.6290.31151 setup.exe 0.1.6293.24366 setup.exe 0.2.6331.26237 setup.exe 0.2.6333.12157 setup.exe 0.2.6402.7223 setup.exe ArmaDebugEngine (Legacy only) BIDebugEngine.dll build 28 x86 BIDebugEngine.dll build 28 x64 BIDebugEngine.dll build 34 x64 BIDebugEngine.dll build 45 x86 BIDebugEngine.dll build 45 x64 Installation (Rewrite) Download the ZIP file Right click it, Press Properties Either Tick the checkbox at the bottom (Windows 8 ) or press the button (Windows 10) Extract it whereever you want Installation (Legacy) Please refer to this wiki article https://github.com/ArmA-Studio/ArmA.Studio/wiki/Install-and-use-ArmA.Studio Links ArmA.Studio at GitHub ArmaDebugEngine at GitHub Discord Invite Important Informations The tool is provided with auto-update and auto-error-report. Both cannot be disabled as of now. We are actively seeking developers in the community! So if you capable of writing C# code, feel free to join this project 🙂 How to test (Legacy) -@myMod --Addons <-- workspace is set here ---Tag_Mod ----$PBOPREFIX$ ----examplescript.sqf <-- set breakpoint in here ----config.cpp Hope you enjoy!
  6. Ra'Jiska

    PBO File Format

    Hello, I am currently working on a PBO Manager-like tool which would aim to be able to extract any PBO file format without crashing (unlike other PBOs Manager wich crash depending of some variants). To do so I've looked for some documentation regarding the format, and found two pages: - https://community.bistudio.com/wiki/PBO_File_Format - http://wiki.xentax.com/index.php/PBO_SREV The documentation found is quite incomplete, as for an example, documentation on the magic bytes is nowhere to be found in the Bistudio wiki. Here are the two file formats I've found and one which I could not find any resources in either wiki pages: Regular Format: /* Magic Bytes [A0 73 72 65 56] - Followed by 17 null bytes */ struct { Asciiz filename; uint32_t packingMethod; uint32_t originalSize; uint32_t junk; uint32_t timeStamp; uint32_t dataSize; }; ... Variant Format: /* Magic Bytes [00 73 72 65 56] - Followed by 16 null bytes */ struct { Asciiz someString; ... Asciiz someOtherString; uint8_t nullByte = 0; struct unknownStruct { /* Unknown Data of approximatively 45 bytes (varies between PBOs) */ }; }; struct { Asciiz filename; uint32_t packingMethod; uint32_t originalSize; uint32_t junk; uint32_t timeStamp; uint32_t dataSize; }; ... You'll note that both are distinguished with their magic bytes, with the first byte changing for the variant format and the extra null byte in the regular format. What does represent the first byte of the magic bytes sequence ? Why does the null byte sequences in the magic bytes sequence varies depending of the format ? What does it represent ? What are the strings of the variant format used for in the first structure ? What are the unknown data in the unknown structure in the variant format ? Why does it vary ? Thanks for your help !
  7. So, I'm trying to build a script that will display the dimensions of a certain object. It seems simple enough, however the catch here is that the object in question will not be declared into the mission and will be NULL. So I implemented the following script for the given purpose but I am not getting the correct results. I'm getting 0 s' no matter what object I form reference to. _objname = "I_MRAP_03_F"; _box = missionNamespace getVariable[_objname, objNull] ; _box_dim = boundingBoxReal _box ; _p1 = _box_dim select 0; _p2 = _box_dim select 1; //systemChat format["%1,%2,%3", _p1 select 0, _p1 select 1, _p1 select 2]; _maxW = abs ((_p2 select 0)- (_p1 select 0)); _maxL = abs ((_p2 select 1)- (_p1 select 1)); _maxH = abs ((_p2 select 2) - (_p1 select 2)); systemChat format["width: %1", _maxW]; systemChat format["length: %1", _maxL]; systemChat format["Hidth: %1", _maxH]; I'm guessing that because the object in question (in this case a HEMPT truck) is not declared into the mission itself, its dimensions will return all zeroes? Any suggestion on how to fix?
  8. Toni's Barrier Menu v1.0 Alpha Q: What is it? A: It is a Small script contained within an Addon that allows users to spawn barriers. Its good for anything from Milsim to Roleplay to just messing around in the Editor. Q: Didn't Someone Already Make a Script Similar to this? A: Yes, Warnerm14 did for Altis Life Framework but his was based on AddActions. Mine is A full GUI based solution and its modular (Can be used as a standalone addon or ported into a mission framework) Features: Inventory button for easy access, Simple to use GUI, Fully customizable, Portable to a mission file if the addon is not what you need. Download/View Source Code From Github Download From Google Drive Lemme know what you all think and feel free to leave a reply with opinions. Please Report issues on Github! :)
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