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Found 124 results

  1. Update 19-NOV-18: Update 07-OCT-18: Alpha Release expected soon. Info here: https://www.patreon.com/posts/21916890 Update 14-MAY-18: Formerly titled "Vehicles and Gear Inspired by GI Joe" Update 26-Aug-18: New videos added to the YouTube Channel: https://www.youtube.com/user/ContingentCG Update 26-APR-18: Due to viewer requests I have started a Patreon for this project. https://www.patreon.com/Rooster3D. Small update. 05-MAR-18 Title of discussion thread changed in order to avoid policy conflicts. If you were looking for the older thread name and found this one, this is not new. It's merely renamed. Update! 22-JAN-18: Here's another video for you all featuring the FANG helicopter. Enjoy! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Update! 20-OCT-17: I've changed the name of this thread to encompass more assets and reflect on the whole mod focus, and I have a new video to show. Enjoy! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Original post: Hey everyone! I just wanted to share some footage of part of the mod I'm working on. I packaged it up into an informative and entertaining video for you all. Right now it's a vehicle mod, but I intend to release some soldier gear and possibly some environmental objects. There's some (necessary) descriptive narration in the beginning, but the video gets more interesting after about 2 minutes.
  2. GOM_fnc_vehicleTuning V1.0 Changelog: V1.0: MP and dedi compatible reworked GUI greatly improved vehicle handling while boost is applied greatly improved default templates to reflect various upgrade stages, from a mere +50hp upgrade to a full dragster overhaul of the vehicle boost is now traction and RPM dependent boost will be reduced at higher speeds to emulate air resistance Changed: Boost is now active all the time when using "VehicleForward" and "VehicleFastForward" keys, "VehicleSlowForward" will enable vanilla vehicle behavior Removed: Nitro mechanic, might be re-added at a later point once reworked Added: fully customizable license plates with vanilla plate generator and kart number plate handling Added: blow off sound to emulate turbo chargers Added: restriction as to what players are allowed to use the menu Added: full customization as to what upgrades can be installed V0.9: Cleaned up all scripts, changed dialog to make more usage of listboxes, put functions in a functions library and added a few features. Features: Allows specified players to upgrade cars within 25m Action can be added to players or objects RPM and Traction dependent performance increase Customization of performance related upgrades, as seen below Chassis Tuning Brake Tuning Repair and Refuel/Refill options 0-100km/h / 0-60mph, eighth and quarter mile times measured in diary GPS Tracker Bulletproof Tires Ejection Seats F.O.G. Machine Cruise Control Change Vehicle Paint Modify Accessories (Backpacks, Bumpers, Lightbars) where available Adjust custom license plate/kart numbers How to use this script: Unpack the downloaded .rar and copy the files except mission.sqm in any mission folder. In the editor place: Player unit Car In the players init field put: nul = [player] call GOM_fnc_vehicleTuning; in initPlayerLocal.sqf put: player setVariable ["GOM_fnc_qualifiedMechanic",true]; You can also tweak the default upgrade settings inside "scripts\GOM\functions\VehicleTuning\GOM_fnc_initParams.sqf" as follows: //add custom entries here, containing [upgradename,multiplier,price,description] _engineBoostParams = [ //stock multi should be 0, so no boost is applied ["Stock Engine",0,5000,"Run of the mill engine that comes with the vehicle."], ["Engine Kit 1",1.1,15000,"Custom exhaust and air intake."], ["Engine Kit 2",1.2,30000,"Same as Engine Kit 1 + custom ECM and valve timings."] ]; Planned: Add cost functionality Add Neon Kits Add Hydraulics Add a variety of car bombs (scripts are done, still working on GUI) Add ability to give the car bomb trigger to other players Add remote control for various functions, so you can use the ejection seat on passengers without being in the car Download Armaholic Known issues: None so far. Enjoy!
  3. Hello everyone, I have been looking around carefully and all over, but not managed to come across the specific script or code that I want for my mission. I was wondering if anyone knew a script or code with a specific use. - when you interact with an object in-game with a variable name to it, you get an option in scroll menu to activate it - when you activate it, you are sent into the cargo/passenger seat of a specific vehicle with a specific variable name Thanks in advance
  4. hi, Is there a way to determine the position of a vehicle by vehiclevarname? I work on a survival server and want to save the positions even if the vehicle is moved without a driver. Many Thanks.
  5. Hi Completely new to scripting, what i'm trying to do is set a trigger to perform a module its synced to when the player enters a vehicle. What I have done in the condition field of the trigger is... man1 in car1. Despite this however nothing still happens and I couldn't find much information in order to execute this properly. Is there anything missing I need to add or create an sqf file to perform this action? Thanks for reading.
  6. Hi guys, Ive been trying to get a few bar gates to open automatically when a vehicle enters a trigger area. I am trying to get the trigger to fire when ANY vehicle (land vehicle) is inside the area. I know I can do this by naming each vehicle but I would rather have a general solution that works for any vehicle that is occupied by a side AI and or Players alike. I have tried typeof and Iskindof but I think my syntax is wrong in each case. Thanks!
  7. Hi, I'm currently trying to get the "Role Description" attribute of a vehicle. Would like to get this value for a script, but as one of the comments on https://community.bistudio.com/wiki/roleDescription says: "roleDescription works for playableUnits only. [...]" Using it on a vehicle return an empty string. Is there any way to optain this value? Thx!
  8. Now for the Armaverse: High performance single-seater for all you racing nerds out there. Ingame Screenshots: Data: - Formula Arma Open-Seater - 1.6l V6 Hybrid with automatic control of the electrical power - 950HP in total Will include: - Several liveries fitting to the Teams of the Karts DLC plus more liveries to choose from - Working Dashboard - Animations - Paintkit - Soundset I am working in my free time on this, so it could take a while. More screenshots here: https://imgur.com/a/Aq8eH Cheers!
  9. This allows you to change camouflage and component via communication menu. VAM currently supports NATO, CSAT, AAF land and air vehicles. (except Quad Bike.) And you can make your own setting for addon vehicles. Known issue - Some components are linked each other. It's not VAM's limitation. - Some components aren't compatible each other. It's not VAM's limitation. Installation 1. Put VAM folder on your mission folder. 2. Put stringtable.xml or copy & paste contents to your stringtable.xml. 3. Add this to init.sqf. [] execVM "VAM\vam_init.sqf"; 4. Add this to description.ext. #include "VAM\VAM_comm_menu.hpp" Option - In vam_init.sqf, you can enable Liberation FOB distance check system. Download https://drive.google.com/open?id=19qXrFdMkGoNcp0vTVtIgvvZ5ttT_niHd Changelog
  10. GF Vehicle Radio chatter script by GEORGE FLOROS [GR] Description: GF Vehicle Radio chatter script , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Vehicle Radio chatter script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/Notes: Notes: Configurable Script. You can display Custom or game's default sounds, select distance from vehicle and repeat time. The radio is disabled for the civilian vehicles and there is available an exclude list. It is working on any type of vehile (Landvehicle,Tank,Air,Ship). It is working also for the spawned vehicles. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Special Thanks to : @tpw https://forums.bohemia.net/profile/762937-tpw/?do=content&type=forums_topic&change_section=1 For helping , with sharing part of his mod / script . @TPW MODS / tpw_radio https://forums.bohemia.net/forums/topic/154944-tpw-mods-v20180630-enhanced-realism-and-immersion-for-arma-3-sp/ Changelog: v2.0 Reedited code. Added a Mod version ,possible to unpack and edit. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40143 Armaholic download GF Vehicle Radio chatter script
  11. GF Auto Loot Vehicles Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Vehicles Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. This is the new reedited version of the previous GF_Vehicles_Configurable_Loot script. More information inside the GF_Auto_Loot_Vehicles.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40318 Armaholic GF Auto Loot Vehicles Script - Mod
  12. Hi, since the update, the tracked vehicles are slipping and sliding all over the place far too excessively. This is true of all original Bohemia Arma 3 tracked vehicles on any map, including the original Arma 3 maps. Something to correct pretty quickly.
  13. Just like the title. I basically want to have two (or more) of the same vehicles to be one blue and one red. I know some basics on scripting but I could not find anything on how to go about this. I can only assume I make a solid red and solid blue .paa and fine some script to say "make color car1 "red.paa" or whatever. I appreciate any feedback or comments.
  14. When I put the arsenal call function in the init field of a vehicle (a truck for example), the arsenal functions normally... ...up until the point where the vehicle is destroyed. Is there a way I can be able to have the arsenal script automatically placed onto the example truck after it is destroyed and respawns?
  15. Attention Arma modelling community! A strong proposed Arma 3 Creator DLC project with a mil-sim focus is seeking capable artists from within the Arma modding community: 1 character artist 1 building artist 1 vehicle artist 1 fx artist 1 terrain artist to join a large, friendly, professional team who have already delivered paid game content for the Arma series. Time commitment is 10-20hrs per week, for 10-15 months. Typical income $30k+++ and a fair risk/royalty share. Blender or Max / Substance Painter workflow demo required. Some coaching can be provided, if you're 90% there with skills. We're hoping to hire from within the Arma community, so if you're a capable artist and wondering if you can go professional, now is the time to make contact. 10 hours per week would be the minimum commitment. It may mean giving up your modding hobby, to spend time on this work (paid at the end of the project). If you already have a job, but feel your life isn't too busy, and you have spare time in the evenings /weekends to make the transition to professional developer, this would be the ideal project. Please pass this on to any talented people you know, who might be interested in this opportunity. Please send pm for details. cheers Rob Graham Savage Game Design Ltd. Discord: Rob (Eggbeast)#3291 Linked-in https://www.linkedin.com/in/rob-graham-3a807a10/
  16. hi, I want the player to be teleported to a MHQ. I'm hereby doing this: if (!isEngineOn westmhq1) then { player moveInCargo westmhq1; }else{ player setPos (westmhq1 getPos [10,10]); }; if (!isEngineOn westmhq1) then { player moveInCargo westmhq1; }else{ player setPos (westmhq1 getPos [10,10]); }; that works too. If the MHQ named westmhq1 is destroyed, spawns it again: _vehicle = _this select 0; _respawntime = _this select 1; _facingofvehicle = getDir _vehicle; _positionofvehicle = getPosATL _vehicle; _vehicletype = typeOf _vehicle; _name = vehicleVarName _vehicle; .... _vehicle = _vehicletype createVehicle _positionofvehicle; _vehicle setVehicleVarName _name; _vehicle setPosATL _positionofvehicle; _vehicle setDir _facingofvehicle; ... that works too. After respawning from westmhq1, the player is no longer teleported. No error message appears. Unfortunately, I do not understand why that is. Maybe someone can explain why the player is no longer teleported after respawn westmhq1. thanks..
  17. Actually, i would like to find a way ( script ) in order to transform any normal vehicle into a drone, drivable via a drone terminal as any drone ( Mq-12 Falcon, AR-2 Darter, etc... ) if indeed that is possible . . Plus, I read a topic about this : But I can't figure out how to do it properly . Is there someone can enlighten me on the subject, it will be so kind from you . Thanks in advance .
  18. Okay so i've been messing around with the HandleDamage EVH on vehicles using: this addEventHandler [ "HandleDamage", { ( _this#7 in [ "hitlfwheel", "hitlbwheel", "hitlmwheel", "hitlf2wheel", "hitrfwheel", "hitrbwheel", "hitrmwheel", "hitrf2wheel", "hitengine", "hitengine2", "HitEngine3", "hitfuel", "hitfuel2", "HitRGlass", "HitLGlass", "HitGlass1", "HitGlass2", "HitGlass3", "HitGlass4", "HitGlass5", "HitGlass6", "HitStarter1", "HitStarter2", "HitStarter3" ] ) } ]; this way it can only damage everything exept the HULL of the vehicle, and this works fine on every other vehicle exept the hatchback. I have no Idea if the hatchback uses different hit points but when ever the hatchback takes any damage from the code above, it just takes all four tires out. Please tell me if i'm missing any hit points and thanks in advance.
  19. Hi all, I'm frequently scripting around BI modules overriding. I scripted some "multiple bombs" + "napalm" CAS for thus who knows MGI tactical pack addon. Today, I'd like to share a little script if you would like to drop a car (any vehicle) instead of a crate. Place a BI support module (virtual drop). It should work also with a real support. Not tested. Name it. Don't forget the BI support requester, sync modules as usual. In the BI module, write all vehicle types you want (helicopter classes existing in your cfgVehicles); In my example, as I'm fond of UNSUNG: ["uns_ach47_m200","uns_ch47_m60_army"] and this remark: the APEX V44 Blackfish ("B_T_VTOL_01_armed_F") is a plane but you can use it for faster drop! add what you want in the crate init, for example, I like to signal the crate with smoke/flare and add virtual arsenal on it: [_this,{ _this addAction ["<t color='#ffff11'>Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal},nil,10,false,true,"", ""]} ] remoteExec ["call"]; _flare = if (sunOrMoon <0.5) then [{"F_20mm_Yellow"},{"smokeShellYellow"}]; _fumi = _flare createvehicle getPosATL _this; _fumi attachTo [_this,[0,0,-2]]; Remark: this code is for standard drop of a crate, but will be overridden with vehicle code. add a simple calling code in the Vehicle init of the module (here vehicle is the helicopter, not the parcel!): _this spawn MGI_fnc_dropVeh with the following remark: I use to compile sqf in init.sqf: MGI_fnc_dropVeh = compileFinal preprocessFileLineNumbers "MGI_fnc_dropVeh.sqf"; (You can also directly execVM it, writing _this execVM "MGI_fnc_dropVeh.sqf" in vehicle init of the module). Now, the sqf code: MGI_fnc_dropVeh.sqf: Last version 03rd/08/18 _veh = _this; if !(_veh isKindOf "uns_ach47_m200") exitWith {}; comment "choose the helicopter class you want for car drop, the other ones will drop simple crates."; _home = getpos _this; _grpVeh = group _veh; sleep 3; _currentwpt = [_grpVeh, currentWaypoint _grpVeh]; _currentwptPos = waypointPosition _currentwpt; _currentwptdesc = waypointDescription _currentwpt; deleteWaypoint _currentwpt; _wpt = _grpVeh addWaypoint [_currentwptPos,0]; _wpt setWaypointDescription _currentwptdesc; _wpt setWaypointStatements ["TRUE", " if (isServer) then { [this, this getVariable 'BIS_SUPP_supportRunCoords', 'B_Parachute_02_F', 'B_MRAP_01_hmg_f', this getVariable 'BIS_SUPP_selectedModule'] spawn { _pilot = _this select 0; _wpPos = _this select 1; _chuteType = _this select 2; _crateType = _this select 3; _crateCode = compile ""[_this,{_this addAction ['Arsenal',{['Open',true] spawn BIS_fnc_arsenal},nil,10,false,true,'', '']}] remoteExec ['call']; _flare = if (sunOrMoon <0.5) then [{'F_20mm_Yellow'},{'smokeShellYellow'}]; _fumi = _flare createvehicle getPosATL _this; _fumi attachTo [_this,[0,0,-2]]""; comment 'optional remove the _crateCode line if you dont want an arsenal'; _oldDist = _pilot distance _wpPos; while {_oldDist >= _pilot distance _wpPos} do { _oldDist = _pilot distance _wpPos; sleep 0.1 }; _pilot setVariable ['BIS_SUPP_supporting', FALSE]; _chute = createVehicle [_chuteType, [100, 100, 200], [], 0, 'FLY']; _chute setPos [position _pilot select 0, position _pilot select 1, (position _pilot select 2) - 50]; _crate = createVehicle [_crateType, position _chute, [], 0, 'NONE']; vehicle _pilot setVariable ['MGI_crate',_crate,true]; _crate call _crateCode; comment 'to be removed also, if the _crateCode line is removed above.'; _crate attachTo [_chute, [0, 0, 0]]; waitUntil {position _crate select 2 < 3 || isNull _chute}; detach _crate; _chute setVelocity [0,5,0]; vehicle _pilot setVariable ['MGI_crate',nil,true]; }; }; "]; _grpVeh setCurrentWaypoint _wpt; _wp2 = _grpVeh addWaypoint [_home, 0]; _wp2 setWaypointType "Move"; _wp2 setWaypointBehaviour "SAFE"; _wp2 setWaypointStatements ["TRUE", "vehicle this land 'LAND'"]; _veh land "none"; waitUntil {!isnil {_veh getVariable "MGI_crate"}}; sleep 60; {deleteVehicle _x} forEach crew _veh; deleteVehicle _veh; Hope you'll have fun with that.
  20. Okay, so i'm wondering how I could allow vehicles to take damage, but not allowing them to blow up from the damage. If anyone can help me out that be amazing and I could learn a lot from this if someone has any solution, thanks in advance.
  21. So I want to make things easier when randomizing things. Right now I have an array of vehicles, air vehicles, and units class names that I manually pulled from the in game editor. Im alright with manually selecting individual units but now I want to randomize the units vest, weapons, and headgear but I do not want to go through the in games edit loadout screen and export each vest and items then have to search the text to find the class name of the vest to add it to an array. Is there a way for the game to provide a list of ALL vests and ALL weapons ect. in the game including addons? If this is possible is there a way to do that to ALL vehicles and units on a given side like EAST or WEST? Is there a possible way to do this without creating an array like calling a BIS_FN?
  22. v 1.2 Description Vehicle shop dialog Vehicle shop functions Installation/Usage/Download/Updates GitHub Notes Works in MP Screenshot Click Me Armaholic Armaholic Topic
  23. I'm looking for a way to stop a specific vehicle from being able to be blown up. I want the hull and engine to be invincible, so that the vehicle won't explode when hit, but the wheels should still be vulnerable so that it can still be disabled, just not destroyed/blown up. I'm looking for this to be achieved within the vehicles init field, or via an external script. The reason I want this to be possible is because I don't want a simple vehicle respawn in my mission like I have now. I want to punish players for getting a vehicle blown up, making them have to airlift the damaged vehicle back to base where it can be repaired (I don't need help with the airlift or repairs I've got that covered, just need help on making the vehicles hull and engine invulnerable.) Are there any scripts out there which can help me a achieve this? I was looking into the "SetHit" functionality etc but I am a total noob when it comes to scripting. To be completely honest with you I'd love for someone to figure this out for me as I really don't have a lot of time to dedicate to testing and playing about with things myself
  24. Hey Folks, for the project I'm currently working on, I'm looking for someone who is able to create a high quality 3d model (and textures) for ArmA3, and is able to get it into a working condition into the game (just basic config work, nothing super fancy). What I need is a small vehicle design loosely based on existing (real life) concepts, fit for ArmA3's setting. I don't want to get into more details here, but this is not about tanks, air assets or highly complicated cars, etc. Of course this job is *paid*! If interested, please drop me a private message on the forum and I'll get back to you. Thanks.
  25. I know that there are other threads about this, But i still wanted to open my own for simplicity. So this is what i have done. I took a normal hummingbird for testing and i added/edited this in the config: crew="B_UAV_AI"; isUav=1; And that actually worked. I can now control it with the UAV terminal. BUT since "crew="B_UAV_AI";" Makes it so that the pilot seats are busy with the invisible UAV personel. Which means that i can't sit there but only "ride in back" So my question is, is it possible to make it controllable + make the pilot seats empty so that i can sit there also? I don't know much about scripting in arma, but i know how to convert the config.bin to config.cpp, and then make it an addon but that's pretty much it. Thanks!!
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