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Found 143 results

  1. 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?
  2. Engima's Parked Vehicles v1.0 Overview Engima's Parked Vehicles is a script that adds empty vehicles in garages and next to buildings across the map in an Arma 3 mission. Description To "complete" my Engima's Traffic script I have also created a general script to place empty vehicles near or in Buildings across a map. Vehicles are created when a player gets within spawn distance, and they are removed again (and remembered), when all players get beyond spawn radius. You can customize types of buildings and types of vehicles, spawn radius, and use callbacks for when vehicles spawn and despawn. For a vehicle to spawn in or outside a building there has to be a garage definition entry for that building in the file Engima\ParkedVehicles\GarageDefinitions.sqf. Garages and other buildings for islands Stratis, Altis, Malden and Tanoa are supported out of the box. Anyone can add more garage definitions when needed. Download Using the TypeSqf Editor (recommended for Windows users) From Github Installation TypeSqf: Open the CPack Console and type "install Engima.ParkedVehicles". Manual: Copy the folder Engima and the file initserver.sqf to the root of your mission. (If you already have the initserver.sqf file in your mission, copy the content from my file into yours). Usage Configure/Customize the script by altering the parameter list for the main function call. File "Engima\ParkedVehicles\ConfigAndStart": // Set custom parameters here private _parameters = [ ["BUILDING_TYPES", ["Land_FuelStation_02_workshop_F","Land_GarageShelter_01_F", "Land_FuelStation_01_shop_F", ...]], ["VEHICLE_CLASSES", ["C_Offroad_01_F", "C_Offroad_01_repair_F", "C_Quadbike_01_F]], ["SPAWN_RADIUS", 750], ["PROBABILITY_OF_PRESENCE", 1], ["ON_VEHICLE_CREATED", {}], ["ON_VEHICLE_REMOVING", {}], ["DEBUG", false] ]; // Run script _parameters call PARKEDVEHICLES_PlaceVehiclesOnMap; Script can also be extended to contain support for more garages/buildings. This may be important if you want to use the script on maps for which the default package was not intended. In that case you want to add building definitions to the file "Engima\ParkedVehicles\GarageDefinitions". Vehicles for building classes that do not exist as a building definition will not be spawned. Licence MIT. Version History Version 1.0 -First version. Other releases Engima's Traffic (script) Engima's Civilians (script) Escape Tanoa (mission)
  3. The Dismount mod allows the player to exit the vehicle at the point closest to where they are looking and in the same compartment. Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1841553455 GitHub: https://github.com/TFT8/addons/tree/master/%40Dismount Where You Look https://github.com/TFT8/addons/blob/master/tft_dismount/functions/fn_dismount.sqf
  4. 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
  5. 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.
  6. I need either a script or in trigger action that will kill AI units that leave the area. I want to also separate the types, example: I have an inner radius lets say 250 by 250 that AI infantry units must stay in. If they leave this area then they will die. Then I have an outer radius, 500 by 500, that allows AI Land vehicles to operate through, they are also allowed in the inner radius but if they leave the outer radius then they will be destroyed. The land vehicles include all land vehicles, not just tracked and tanks. I have thought of using multiple triggers to compare what is in the larger circle which is not in the smaller circle at which the trigger will kill the AI that is not within both triggers but I am not sure how to do that or if there is an easier way.
  7. Hey folks, I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects. A rescue basket and a life raft. I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help. Here is a model of the rescue basket I made https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052 I was able to implement it into Arma but I need to add some features and solve some problems with your help. Features I have to add: -basket floats on water (implemented) -basket can be slingloaded to a helicopter (implemented) -basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket (implemented) -basket has strobelights for night operation (not really implemented) -lights can be toggled Problems: -basket is static, it won't fall down if placed in the air (fixed) -i dont know how to get textures on the basket (worked around) -basket doesnt move if a vehicle crashed into it (fixed) -crew view position is not where its supposed to be -sling loading behaves odd -light sources don't relly emit light to the environment Basically I want the basket to be a Boat which can't be driven because it has no motor. This is the current config of the basket class cfgPatches { class Rescue_Basket { units[] = {"Rescue_Basket"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; class Life_Raft_8 { units[] = {"Life_Raft_8"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; }; class CfgVehicles { class Boat_F; class Rescue_Basket : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; }; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; }; };
  8. Hi, i got following script : _veh = "B_T_LSV_01_unarmed_olive_F" createVehicle position player; _veh setVariable ["BIS_enableRandomization", false]; _veh setDir _direction; _veh setPos _position; clearWeaponCargoGlobal _veh; clearMagazineCargoGlobal _veh; clearItemCargoGlobal _veh; player moveInDriver _veh; it spawns a vehicle and moves the player inside, what i want now is a script that delets the vehicle if i exec this script again, so if i exec this script again it delets my first vehicle form the script and spawns a new, so that every player got only 1 vehicle on map!. Thx for your help!
  9. Hi i am running Altis Life v5.0.0.0 I am setting up my admin menu with buttons so the admins have access to functions fast. I am looking for a way for the admins to impound a Vehicle via the button. Impound rather than destroy as the players will lose their vehicles. I have a button setup in my admin menu. Thank you
  10. Hey, I am in need of help with trigger conditions checking whether there are enemy units (OPFOR) present inside vehicles such as jets, helicopters or boats. The idea is to have the trigger check whether enemy aircraft (or boats, but that's really low priority and optional) is approaching a large location covered by a trigger (about 10+km in size) and when that happens, launch an alarm sound effect in a certain place on the map (possibly not the trigger itself, because they are supposed to be placed in different locations). The important thing is that it's not only OPFOR - present, as the activation type, but OPFOR units in aircraft-type vehicles. An extra nice-to-have feature (if even doable) would be to display a hint or any kind of message on the screen informing about the type of aircraft incoming (not necessarily the name of the specific type of aircraft, but rather its type, so in that case "helicopter" or "jet"). I would be grateful for help in defining this condition! Thanks! Adam
  11. GOM_fnc_vehicleTuning V1.01 Changelog: V1.01 Fixed GUI to not conflict with other scripts/mods that use default BI GUI classes 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 V1.01 Armaholic Known issues: None so far. Enjoy!
  12. I would like to disable the vehicle panels showing GPS, radar, and crew. I have tried using the showHUD command and its parameters, but it does not work for vehicles.
  13. I tryed to add the agm 65L to the Fir aws version of the EF2000 but i could select it ingame. i added "FIR_AGM65L_P_1rnd_M_eaws" to the weapons.hpp and magazines.hpp files.
  14. Pylon Preset Allocator for Plane by UNIT_normal This allows you to change between default presets and custom presets via GUI. Known Issues - If armament name is long, armament name will be displayed in 2 line. - Pylon name could be displayed wrong. Installation 1. Put PPAP folder on your mission folder. 2. Put stringtable.xml or copy & paste contents to your stringtable.xml. 3. Add this to init.sqf. [] execVM "PPAP\PPAP_init.sqf"; 4. Add this to description.ext. #include "PPAP\defines.hpp" #include "PPAP\PPAP_GUI_controls.hpp" #include "PPAP\PPAP_GUI_classes.hpp" Option - In PPAP_init.sqf, you can enable multiple check systems. Download https://drive.google.com/open?id=10K7WqDj0fTmi_mERGhBtMs7E_1mNiq3w Changelog It's my second GUI creation. I hope it works well! If you have any problem, please reply on here.
  15. G'day guys, I'm working on a small mod to retexture and improve the vanilla arma 3 vehicles. However am currently stuck at attaching items to the exterior of said vehicles. Currently I'm running everything inside my config.cpp file, and have the prowler retextured using: class B_T_LSV_01_unarmed_F; class Custom_Prowler: B_T_LSV_01_unarmed_F { side = 1; scope = 2; crew = "Custom_Unit"; faction = "Custom_Faction"; displayName = "Custom Prowler" hiddenSelections[] = {"Camo_1"}; hiddenSelectionsTextures[] = {"filepath.paa"}; class textureSources { class Prowler_Texture { displayName = "Prowler Texture"; author = "Grovesy"; textures[] = {"filepath.paa"}; materials[] = {}; factions[] = {"BLU_F","BLU_G_F"}; }; }; }; Now I'm pretty confident I could use the eventHandlers class and add some attachTo's in the init, but is there a cleaner/quicker way to attach the objects in the conifg.cpp? I have a composition.sqe file of how I want everything set up, but I'm unsure how I can manipulate that into my config.cpp My end goal is having a few jerry cans and other vanilla extras attached to the outside of the vehicles. Wanting them to look more like special ops, long range vehicles. Any help is appreciated, Cheers -Grovesy
  16. This script allows you to change camouflage and component via GUI. VAM supports most of vanilla vehicles even mod vehicles. You can apply custom textures by making exceptions. 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. - Some vehicles don't have default customizing value. Reset will not work in that case. Installation 1. Put VAM_GUI 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_GUI\VAM_GUI_init.sqf"; 4. Add this to description.ext. #include "VAM_GUI\defines.hpp" #include "VAM_GUI\VAM_GUI_controls.hpp" #include "VAM_GUI\VAM_GUI_classes.hpp" Option - In VAM_GUI_init.sqf, you can enable multiple check systems. (Near repair vehicle, In certain marker area, Near KP Liberation FOB area) Download https://drive.google.com/open?id=1PmzgAoIbtwWXLXpTbVxl8G9dEOfgGo32 (Two version is now merged.) Changelog It's my first GUI creation. It's not perfect but usable. If you have any problem, please reply on here.
  17. WombatInCombat

    Tatra 810 LDF

    Do you think its weird how the LDF uses Kamaz trucks despite their bad blood with Russia? Me too! Thats why I made this this addon https://steamcommunity.com/sharedfiles/filedetails/?id=1820464843
  18. 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
  19. Yes I know this post has been made before and there’s countless different ways to resolve this but I’m attempting using a largely different formula with no variable names. Without using a script or external file I’ve created signs with a init to spawn aircraft on to a trigger using the code [this, “Deploy A-10A”, ”\A3\Air_F_Jets\Plane_Fighter_01\Data\UI\Fighter01_icon_ca.paa”, “\A3\Air_F_Jets\Plane_Fighter_01\Data\UI\Fighter01_icon_ca.paa”, ”player distance _target < 6”, ”player distance _target < 6”, { }, { }, {createVehicle [“rhs_a10”, getPos aircraftpad, [ ], 0, “NONE”] setDir 270}, { }, [[0,0,0]], 3, 0, false, false ] remoteExec [“BIS_fnc_holdActionAdd”, 0, this]; the code here works works beautifully and creates the vehicle desired and is copied and pasted on to different signs with different vehicles inserted instead and scrolling on the sign prompts a option to spawn the vehicle on the trigger after holding space for 3 seconds now I’m trying to make a sign that uses the same code above but in the command to run clears the objects inside of it being anything currently blocking the pad preventing a new vehicle to be spawned on the trigger. I’ve tried almost everything but when it does let me save it in Arma with no errors it doesn’t work or the code provided no longer works for example I’ve done. [this, “Clear Pad”, ” “, ” “, ”player distance _target < 6”, ”player distance _target < 6”, { }, { }, {{deleteVehicle _x} forEach nearestObjects [[aircraftpad], ["all"], 5]}, { }, [[0,0,0]], 3, 0, false, false ] remoteExec [“BIS_fnc_holdActionAdd”, 0, this]; This ended up not removing the vehicle from the pad, I’ve been working on this with google for the past two days so figured I’d ask you brilliant people.
  20. Can't add second transmission ratio for vehicle: class complexGearbox { GearboxRatios[] = {"R1", -4.97, "N", 0, "D1", 4.15, "D2", 2.86, "D3", 1.92, "D4", 1.35, "D5", 0.83, "D6", 0.63}; TransmissionRatios[] = {"High", 8.53, "Low", 5}; gearBoxMode = "auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; transmissionDelay = 1; }; Nothing changes and can't find any hotkey's records. Syntax?
  21. It is outdated. Use GUI version instead. 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
  22. Medical Attention

    HOW DO I SPAWN VEHICLES

    ok so how do i spawn vehicles i saw one on a map and people spawned them in and im wondering if it spawns automatically or if it spawns via player i just need to know and if it is automatically spawns then what map and settings is it because i wanna fly a helicopter with my friends to attack the enemys
  23. 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. An adapted version is now included in the MGI advanced Modules addon.
  24. Hey guys, as i bought the Creator DLC, i first edited the new Wefelingen map in the EDEN Editor for a little nice base for my ZEUS missions. When i had it finished, i uploaded it to my Nitrado Server via FileZilla. As i joined in the lobby, the lobby started "flashing" with errors in the bottom left corner. I already put the "-mod:gm" in the modification field. And i tried it again with no assets or other buildings. I simply have the spawn and the roles on the map. I tried it with the winter map and the normal map. As i cant edit the files i dont know how to fix it. The only mods i have loaded are: - Achilles - CBA_A3 I hope you can help me 🙂
  25. Hello everyone. I am the mission creator of a medium sized Arma 3 group. Our group is organized into 3 divisions, doing "their" kind of gameplay - being Spec.Ops, regular grunts and combined arms, and the air division. I am looking for a way to let the combined arms group be able to utilize vehicles to a much larger exctent than what they currently can do, as any vehicle requires minimum 2, preferably 3 people to operate. If we want it to be an IFV, we're quickly looking at needing 9 people to fully man 1 IFV. This is currently leaving us with basicly just using 1 vehicle - where we would like to operate at least 2 or 3 in a group. Now, BI has apparently made it so that in singleplayer or in locally hosted games - that you can operate any vehicle from a gunner/commander position in the vehicle, as long as there is an AI in the driver seat (i.e. controlling the driver). As long as you do this in singleplayer/locally hosted games - the control of the vehicle is smoth and precise. Almost like driving a tank in the Battlefield series. However, when doing the same on a dedicated server the controls gets really wonky and the AI driver just simply cannot compute the same detail of control it seems. Where in singleplayer its basicly like driving any other vehicle yourself - while on the dedicated they can only make 40+ degree turns - which makes it impossible to even stay on a simple road. Now, i fully understand that many people play this game for its realism - so do i - but the reason why i love this game is that it is first and foremost a sandbox, where you can form the game to fit your own needs and desires. My group is a MilSim group, but a casual one at that, and far from anything resembling "realsim". But that is our choice, and how we like to play Arma. We also only play vs AI's, having a Zeus controlling them for us during missions, which is set in an ongoing narrative and story which unfolds over several campaigns. Any reservations or opinions about the "overpoweredness" of being able to fill two roles of a tank as a single player is sort of void, because we're not looking at balance or pure realism in this sense - we're looking for a solution which enables more people of our group to have fun in our games (lets face it, if your stuck as the driver the entire game...you need to be a special kind of interested in driving, else it will be one long and boring mission, and we end up in a situation where "who needs to fall on the sword this mission to let everyone else have fun with a vehicle backing them up" kind of thing). For regular unarmored vehicles this is not going to be used, as those are for the most part just filling the role of transports - taking our players into the missions, being ditched at a safe place, upon where the mission begins. Often they need to go back to said vehicle to get out of the mission - but as said, im looking for this primarily to free up player slots from the most unpopular role to have in any mission where armored vehicles are going to be used - the driver seat. Im not looking for opinions, im looking for solutions, tips or tricks. Im glad BI has sorted this for singleplayer as such, but it seemingly does not work the same way on a dedicated server, which is what i need it to do. Thanks for any advice, help or solutions you may provide me with! //Ulfgaar
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