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sandbox [Release] Vehicles Overhauling script
thy_ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, Vehicles Overhauling (VO) is a system of repairing, refueling, and rearming vehicles by proximity and with any asset of your choice. Also, the services are divided by doctrine: Ground, Air, and Nautical. Each doctrine and even service is easily turned Off or On, according to the editor's needs. If needed, the editor can allow repairing just for ground vehicles while unavailable for air ones, for example. Triggering or code via Eden Editor is needless. VO is configured through only one file, prioritizing implementation simplicity and quick change management that the mission editor might want. How to install / Documentation: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script/blob/main/_VO_Script_Documentation.pdf What to expect from VO script: Set what vehicle type has automatic access to ground, air, or nautical services (rearm, repair, refuel); Set what service each station (asset) will provide: repair, refuel, or rearm or all of them (full service); Every object/asset on Eden Editor can be traceable as a station automatically, it's up to the mission-editor; Once configured which assets are stations, on Eden you just drag and drop the asset and the script will track them; All repair, refueling, and rearming of Arma 3 and its DLCs and CDLCs assets are already tracked; All repair, refueling, and rearming of RHS and CUP assets are already tracked as well; 100% compatible with CBA+ACE. No code or triggers are needed on Eden Editor; Just one file to set your mission easily: fn_VO_management.sqf; A parking-helper system for planes/jets, no matter where or what is the plane station (including carriers); Script working as gold on hosted and dedicated servers; The script automatically recognizes assets and their roles from: Arma 3; Expansion Apex; DLC Tanks; DLC Helicopters; DLC Karts; DLC Laws of War; DLC Contact; CDLC Western Sahara; CDLC Reaction Forces; CDLC Expeditionary Forces; Mod RHS; Mod CUP. Demo: Main file > fn_VO_parameters.sqf: Dependencies: None! Download: From Github: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script From Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2758919670 Missions running it: Tanks & Helicopters (Light) Tanks Theater TvT Bradley Furious - - - - - - - - - - - Changelog: Dec 7th 2024 - v2.5: news, fixes and notes here. Known issues: Critical > RHS on > Air Doctrine > RHS airplanes are NOT rearming properly. ------ (RHS was abandoned, so sorry!) Important > Dedicated Server > If two or more players are in the same armed vehicle, the vehicle will rearm two or more times after spending some ammo ------ (WIP) Important > ACE on > Repairing > If the vehicle got damage only in wheels/tracks, guns and/or turret, the repairing doesn't run; Minor > ACE on > Repairing > If the vehicle starts to cook off with a repair station too close, the vehicle gets repaired, but still cooking. Cheers, thy -
NOTE: As of 19 August 2019, I will no longer be updating this forum. This is due to the forum becoming locked every time I update it. It is just untenable. Feel free to continue posting in the comments. The excellent single player mission by Rydygier was originally set on Altis. Official ports were provided for Chernarus, Lingor and Bornholm and links to those missions can be found on the Pilgrimage topic. Rydygier is currently busy with real life but has given permission for players to port the mission to other maps. The purpose of this page is to provide links to the unofficial ports of the mission that have been kept up to date. Some early ports have not been updated and may no longer work, so will not be featured here. When porting some players will add their own preferences into the mission, so they may vary slightly from the official missions and have extra features. Some maps, especially landlocked terrains, will require different mechanics to end the mission. The following missions have been updated to the latest version of Pilgrimage (1.95) Common Links - CUP Terrains - Core, CBA_A3 **** IMPORTANT NOTE - On landlocked terrains, where you start with a vehicle, you NEED that VEHICLE to finish the mission **** Al Rayak (Requirements CUP Core, G.O.S Al Rayak) - Al Rayak by Alky Lee Altis (Requirements - Cessna 185 Skywagon, Real World Weather, Advanced Rappelling ) - Altis by Pvt Partz (Notes) Anizay (Requirements - Anizay, CUP Core) - Anizay by Major Stiffy Australia (Requirements - Australia) Australia by Alky Lee Beketov (requires CUP Core, Beketov) Beketov by Major Stiffy Cambodia Real (Requirements - Apex, Prei Khmaoch Luong , Unsung Vietnam War Mod 3.2 , CUP Units 1.9.1, CUP Weapons 1.9.1, CUP Vehicles 1.9.1 , CBA 3.4.0.170627 , Asian Factions for CUP , Advanced Repelling ) - Cambodia REAL by Pvt Partz (Notes) Chernarus Redux (requires CUP Core, Chernarus Redux) Chernarus Redux by Major Stiffy *** New *** CLA Clafghan (Requires CUP Core, CLA Clafghan) CLA Clafghan by Major Stiffy Dingor (Requires CUP Core, Lingor + Dingor Island) Dingor by Alky Lee Isla Duala (Requires CUP Core, Isla Duala) Isla Duala by Alky Lee Kujari (Requires CUP Core, Kujari) Kujari by Vafana Kujari by Major Stiffy Lingor (Requires CUP Core, Lingor + Dingor Island) Lingor by Major Stiffy Lythium (requires Lythium, JBad Buildings) - Lythium by Major Stiffy Livonia (Requires Contact DLC) - Livonia by Vafana Malden - Malden by Alky Lee Namalsk ( Requirements - Namalsk , Namalsk CUP Replace (Rail Patch), Namalsk Light Patch V2 ) - Namalsk by Pvt Partz (Notes) Napf - (Requires CUP Core , Napf) - Napf by Alky Lee Panthera - (Requires CUP Core, Island Panthera) - Panthera by Alky Lee Rosche - (Requires Rosche, MBG Buildings, CUP Core) - Rosche by Major Stiffy Staszów - (Requires CUP Core, CBA_A3, IFA3_AIO_Lite) - Staszów by Pvt Partz (Notes) Summa - (Requires CUP Core, Summa) - Summa by Major Stiffy Tanoa - Tanoa by Vafana Taunus - (Requirements - Taunus, Arma's Nature, CUP Terrains Complete, Eden Editor Objects) - Taunus by Pvt Partz (Notes) Vidda - (Requirement - Vidda ) - Vidda by Pvt Partz (Notes) The following missions still use an earlier version of Pilgrimage (1.95 beta 1) Altis - Altis by Major Stiffy Cambodia (Requires Prei Khmaoch Luong | ព្រៃខ្មោចលង ) - Cambodia by Major Stiffy Chernarus (Requires CUP Core) - Chernarus by Major Stiffy (Requires Open Chernarus) Chernarus Winter (Requires CUP Core, Chernarus Winter) - Chernarus Winter by Major Stiffy (Requires Open Chernarus), Chernarus Winter by Alky Lee Kerama Islands (Requires Kerama Islands & CUP Core) - Kerama Islands by Major Stiffy Kobbvatn (Requires Kobbvatn, CUP Core, CUP Terrains - CWA, CUP Terrains - Maps, Xin_Ponds, ) - Kobbvatn by Major Stiffy Malden - Malden by A2012V, Malden by Major Stiffy Sahrani (Requires CUP Terrains - Core, CUP Terrains - Maps) -- Sahrani by Major Stiffy,, Sahrani port by Vafana Stratis - Stratis by Major Stiffy Tanoa - Tanoa by rsoftokz, Tanoa by Major Stiffy Tembelan (Requires Tembelan) - Tembelan by Major Stiffy Vidda (Requires Vidda) - Vidda by Major Stiffy CO-OP Altis by Major Stiffy (wip 10) Cambodia by Major Stiffy Chernarus by Major Stiffy Chernarus Redux by Major Stiffy Lingor by Major Stiffy Lythium by Major Stiffy & Pvt Partz Malden by Major Stiffy Stratis by Major Stiffy Tanoa by Major Stiffy Other BI Forum Topics Pilgrimage, Silent---Unseen by Pvt Partz Pilgrimage Ported Variations by rsoftokz SP-COOP Pilgrimage TANOA Edition by rsoftokz Update Log
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Introduction The primary purpose of this mod is to complement RHS mods to allow 3CB mission makers, and the wider community, to add extra units, vehicles, and weapons to their missions By 3 Commando Brigade (http://www.3commandobrigade.com) Want to find out more about 3 Commando Brigade? Interested in joining us? Visit us on Discord (https://discord.gg/CcM6ybg) Contents For full details of this and all our mods, plus our contributors, please visit our website at https://3cbmod.wordpress.com/released-mods/3cb-factions/ This mod adds the following complete factions: BLUFOR Altis Armed Forces Altis Police Department African Desert Army African Desert Army Paramilitarie African Desert Civilians African Desert Civilian Militia African Desert Militia African Desert Police Afghan National Army Afghan National Army - Commandos Afghan National Army - Afghan Partnering Unit Afghan Border Police Afghan National Police Afghan National Police - Quick Reaction Force Afghan National Police - National Interdictional Unit Ardistan Army Chernarus Civilians Chernarus Local Defence Militia Chernarus Police Department Chernarussian Movement of the Blue Star Chernarussian Movement of the Blue Star - Winter Cold War (Early) US Forces Cold War (Late) US Forces Grozovia Armed Forces ION Services Karzeghistan Royal Guard Livonia Defence Force Livonia Forest Rangers Livonia Nationalist Militia Livonia Separatist Militia Malden Defence Force Middle East Civilians Middle East Insurgents NAPA (The National Party) NFA (Nogovan Freedom Alliance) Nogova Police Department Takistan Civilians Takistan National Army Takistan National Army - Special Forces Takistan National Police Takistan National Police - Quick Reaction Force Takistan National Police - Counter Insurgency Bureau Takistan Pro-Government Militia United Nations INDFOR Altis Armed Forces Altis Police Department African Desert Army African Desert Army Paramilitarie African Desert Civilians African Desert Civilian Militia African Desert Extremists African Desert Militia African Desert Police Ardistan Army Chernarus Civilians Chernarus Nationalist Militia Chernarus Police Department Chernarussian Movement of the Green Star Chernarussian Movement of the Green Star - Winter Grozovia Armed Forces ION Services Karzeghistan Royal Guard Livonia Defence Force Livonia Forest Rangers Livonia Nationalist Militia Livonia Separatist Militia Malden Defence Force Middle East Civilians Middle East Extremists Middle East Insurgents NAPA (The National Party) NFA (Nogovan Freedom Alliance) Nogova Police Department Takistan Civilians Takistan National Army Takistan National Army - Special Forces Takistan National Police Takistan National Police - Quick Reaction Force Takistan National Police - Counter Insurgency Bureau Takistan Tribal Fighters United Nations OPFOR Altis Armed Forces Altis Police Department African Desert Army African Desert Army Paramilitarie African Desert Civilians African Desert Civilian Militia African Desert Extremists African Desert Militia African Desert Police Ardistan Army Chernarus Anti-Government Militia Chernarus Civilians Chernarus Police Department Chernarussian Movement of the Red Star Chernarussian Movement of the Red Star - Winter Cold War (Early) Soviet Forces Cold War (Late) Soviet Forces Grozovia Armed Forces ION Services Karzeghistan Royal Guard Livonia Defence Force Livonia Forest Rangers Livonia Nationalist Militia Livonia Separatist Militia Malden Defence Force Middle East Civilians Middle East Extremists Middle East Insurgents NAPA (The National Party) NFA (Nogovan Freedom Alliance) Nogova Police Department Takistan Civilians Takistan National Army Takistan National Army - Special Forces Takistan National Police Takistan National Police - Quick Reaction Force Takistan National Police - Counter Insurgency Bureau Takistan Insurgents CIVILIANS Chernarus Civilians Middle East Civilians Takistan Civilians African Desert Civilians In addition, this mod also adds extra vehicles to the following factions: AAF FIA RHS CDF Regulars RHS CDF National Guard RHS HIDF RHS US Army Finnish Defence Force Release notes 8.0.1 Added AAF uniform CSAT reskins alongside LDF uniforms to allow non-Contact DLC users to use CSAT uniforms Added Earpiece to Facewear and NVG slot to allow more combinations of gear Added Optional Black, Desert, Winter and Woodland textures to Radar system Added Optional Black, Desert, Winter and Woodland textures to SAM system Adjusted AR-10 optics eye position on 3D version Adjusted Bren Gun initial zoom when aiming down iron sights Adjusted V-22 to use Blackfish HMD Fixed Ababil pylon issue showing 'empty' when selecting weapons Fixed BMP-2, BMP-2K, and BRM1K Eden preview images Fixed CSAT BMP-3 commander being RHS Russian crewman Fixed CSAT crewmen using helicopter pilot helmets Fixed Eden Commander Turret PrimaryObserver drag in / out issue on 3CB Factions reskins of RHS tanks Fixed G36 Magazine proxy position Fixed G36 Magazine Wells still using STANAG magazines Fixed Kajman pylon issue showing 'empty' when selecting ATGMs Fixed M16A1 variants missing suppressors Fixed M1919A4 having option of invisible bipod Fixed Medical Drone having 40mm grenade pylon Fixed Mig-21, Mystere, and Trojan T-28 ailerons moving incorrectly Fixed M1117 turn out Fixed Missing Bren gun inventory images Fixed Missing DTK attachment on CSAT Africa AKMN + NPZ rifles Fixed Missing M72A1 ammo on Cold War US Early LAT and SF LAT gunner Fixed Naming of AR-10 optics Fixed Officer icons Fixed P320 ammunition type Fixed Pilot and Co-pilot being able to eject from T-28 Trojan Fixed PPSH stick magazine mass Fixed Shahed not disconnecting from terminal upon destruction Fixed Steyr Aug Magazine Wells still using STANAG magazines Fixed T-28 Trojan CAS rocket pods not showing selected firing rate Fixed Water Drones appearing in BIS CSAT Drone option in Eden Fixed Water Drones remote control from terminal and PIP terminal displays Swapped RPG26 for RPG18 on Cold War Soviet Early LAT gunner Release notes 8.0.0 Added AR-10 7.62mm rifle Added Carl Gustav M/45 submachine gun Added CDF reskins of UH-1H Added Civilian reskins for AN-2 Added Civilian reskins of UH-1H Added CSAT Factions in various environment camouflage Added Forklift to civilian factions Added HS-50 sniper rifle Added Katiba rifles in 5.56mm Added M1919 Browning machine gun Added M47 / Saeghe 2 AT launcher Added M72A1 / LAW66 launcher Added MAT-49 submachine gun Added MAZ 543 truck variants Added Middle East Civilians (MEC) to all sides Added Missing map icons for 3CB variants of RHS M113s Added more variants of the Modular Carrier Vest Added New optic ranging for AP and HE rounds on SPG-9 Hilux, Pickup, Land Rover and SPG Fishing Boat. Can be switched with +/- on keypad Added PKM static turrets to RHS CDF and Russian factions Added PPsh-41 35rnd stick magazines Added P320 Sig Sauer pistol Added QB rifles in 5.56mm Added ROV water drones Added RPD light machine gun Added RPK black with optics and suppressor and 40rnd 7.62 magazines Added Shahed to CSAT and Takistan Army Opfor side Added Super Hinds to a number of factions Added SVD magazines to CBA magazine well Added T28 Trojan to AAF, FIA, HIDF, ION and MDF factions Added Tec-9 pistol in Semi and Full auto variants Added Top rail to early M16 variants without rails for optics Added Uzi submachine gun and micro UZI submachine pistol Added V-22 Osprey variants Added Zoaf pistol Fixed AAF Indfor backpack classname issue Fixed Assault Pack naming throughout to match BIS convention Fixed Caps not having the same mass as BIS caps Fixed Caps without ear defenders/earpiece having ACE3 protection Fixed Eye position on FN FAL Para RIS Fixed Eye position on USP Pistol being too close Fixed GAF M88 uniform flags being flipped Fixed G3 variants without side rails having side rail attachment options Fixed HK33 accuracy difference Fixed Incorrectly named ammo on Hilux Rocket variant Fixed Incorrectly named APD Land Rover variants Fixed Incorrectly named LDF M240 groups to UKM Fixed Incorrectly named TKP Indfor Hilux M2 variant Fixed Invisible MELB helicopters in NATO, CSAT and AAF factions when in Zeus Fixed M113 turnout FFV issue Fixed Magazinewell compatibilities on weapons Fixed Missing ammunition on FIA M240 Gunner and Ammo bearer Fixed Missing MILAN bags from Virtual Arsenal Fixed Missing Picture-in-Picture on Bell 412 / Griffon FLIR screens Fixed Multiple Binlog errors Fixed MP5A2 and A3 variants not hiding front grip when flashlight attachment added Fixed MP5 Surefire flashlight brightness Fixed MP510 from being able to load BIS 9mm magazines Fixed Position of external 3rd person camera on Chieftain and M60 tanks Fixed SKS .rvmat fog issue Fixed SSH-68 helmet naming throughout Fixed Unavailable exterior AAV getin FFV positions Removed G36 magazines from CBA STANAG magazine well group Removed Steyr Aug magazines from CBA STANAG magazine well group Replaced Bren Gun models with better versions Replaced Soviet Early and Late uniforms and kit with better RHS versions Screenshots Download Current version 8.0.1, released 8/4/2024 Download from: Steam Workshop License and Disclaimer For details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
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Introduction Vehicles of the British Royal Marines Commandos and other UK Armed Forces. By 3 Commando Brigade (http://www.3commandobrigade.com) Contents Bulldog - Armoured Personnel Carrier Coyote - Tactical Support Vehicle Husky - Tactical Support Vehicle Jackal 2 - Light Patrol / Fire-Support Vehicle Land Rovers - Soft Vehicle (including Panama ROV) HX (MAN) Truck - Logistics Support Vehicle Panther CLV - Command and Liaison Vehicle Warrior - Infantry Fighting Vehicle Offshore Raiding Craft - Rigid Hull Inflatable Assault Boat Apache - Helicopter Merlin - Helicopter Wildcat - Helicopter Reaper - Drone For full details of this and all our mods, plus our contributors, please visit our website at https://3cbmod.wordpress.com/released-mods/3cb-baf-vehicles/ CHANGE LOG VERSION 10.2 Added pylons to Wildcat, Apache and Reaper Integrated pylon weapon selection into the servicing/logistics menu Added ability to specify preset pylons to be added/removed via a missionNamespace variable (UK3CB_BAF_Vehicles_Servicing_PylonPresets) Added ability to restrict the pylon rearm between unrestricted (default and existing behaviour), presets only, and current armament only Added ability to specify a whitelist/blacklist of pylon armaments per-point Added CRV7 General Purpose Flechette(GPF) ammo Improved weapon positioning on all pylons Improved handling of Warrior Improved exit locations from rear of Warrior Improved flight dynamics of Reaper Added "convertible" option to MAN truck Added servicing menu to Panama Fixed driver error on Snatch Improved rear top cover on Snatch Added cargo version of the Chinook Improved engine and tyre noise on Husky Videos Download Current version 10.2, released 5 Jan 2022 Download from: Steam Workshop License and Disclaimer For details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
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Description Weapon shop Gear shop Units shop Vehicles shop Dealer, trader... Installation/Usage/Download/Updates GitHub Notes Works in MP If you use RHS, weapons name in editor can't be used in the shop, see post #62 Screenshot Click Me Armaholic Armaholic Topic
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"My name is Steve R. Hawkins, intelligence sergeant..." More than 20 years ago, this sentence introduced thousands of players to one of the greatest games ever produced by the Czech gaming industry. And although Vietcong (2003) made by Pterodon and Illusion Softworks is now basically abandonware, we who grew up on it have not forgotten its name. This modest modification is my way to thank all those who helped to create Vietcong, all those years ago. Basic information: - PvE campaign for 4-6 players - Difficulty: Challenging - Category: Roleplay, Infantry, Special Forces - Dubbing: Yes - Setting: Vietnam War Description Vietcong COOP is a PvE campaign for 4-6 players, available in English and Czech language. Although it is theoretically possible to play with less than 4 players, this may negatively affect your gaming experience. All 16 missions are using the original voice acting taken from Vietcong (2003) and were designed with roleplay in mind. Features: 1. 16 missions for 6 players, divided into 3 chapters, with over 30 hours of playable content 2. The unique co-op format of the original Vietcong campaign 3. Original English (or Czech) dubbing 4. Briefings, armory, option to start a mission from a custom starting point 5. Additional mission "Red Dawn" For the best experience, it is strongly recommended to use this collection of mods: https://steamcommunity.com/sharedfiles/filedetails/?id=3294234750 Requirements: Arma 3 Creator DLC: S.O.G. Prairie Fire (https://store.steampowered.com/app/1227700/Arma_3_Creator_DLC_SOG_Prairie_Fire/) StaminaPLUS (https://steamcommunity.com/workshop/filedetails/?id=2365681222) RHSPKL (https://steamcommunity.com/workshop/filedetails/?id=1978754337) ----------------------------------------------------------------------------------------------------------------- Link to the English version: https://steamcommunity.com/sharedfiles/filedetails/?id=3317055096 Link to the Czech version: https://steamcommunity.com/sharedfiles/filedetails/?id=3294283095
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Lowlands Warrior mod Discussion (Releases)
Crielaard posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Lowlands Warrior team has decided to start releasing Alpha stage mods in order to get more feedback on the content and maybe encourage more modders to join the team History Back in the early 2000's LLW started as a mod for the original Rainbow Six series, creating a large arsenal of NL Army/Marines weapons. Shortly afterwards they started creating content for Operations:Flashpoint (aka Arma: Cold War Assault) They released a large pack with terrains, vehicles, aircraft, weapons and units which what THE only dutch armed forces mod around at the time. Current plan The LLW team is not as big as in the old days. Many have stopped modding. Although, those who still have a bit of spare time dream about doing what was done before, this time in Arma 3. (Or 4?) Whatever we are creating now will be released here in the following posts. We hope every one will enjoy the mods, even while in early development stage. Website: Going through an overhaul...- 76 replies
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Disclaimer: probably one of the hardest missions to complete I have made. Download, Mission briefing, loadout, and more: https://steamcommunity.com/sharedfiles/filedetails/?id=2034213374 Languages supported: English and Portuguese. Cheers, thy_
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I'm creating a scenario in the Western Sahara DLC Sefrou-Ramal map. I've placed a 6-man squad and 2 vehicles, then removed the pre-populated crew from the vehicles and added my squad in, 3 men in each vehicle. I've set the player character to be the driver of vehicle 1 and I want vehicle 2 to follow me wherever I drive to. Despite the fact that all members of the squad would follow the player character if the squad was on foot, this does not translate when you place them in a vehicle. Presumably there is a sequence of things to do to achieve this but all I've read so far has ended in failure ☹️ Please can someone help! Thanks in advance
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- arma-3
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Respawn Expressions Issue(s)
EveryEmpireFalls posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! First | The basic premise of what I am attempting to do is two-fold. A) respawn existing vehicles (of different types - i.e. some jets, some helicopters, some ground vehicles), with the same custom pylons - for the jets/helis - set by the pylon/dynamic loadout editor in 3den. This part works fine thus far (see below). And B) apply unlimited ammo on a delay (i.e. it takes 45 seconds for the ammo to restore) to both the original vehicle and its respawned clone. The main trouble I am having is getting unlimited ammo to work with the new, respawned vehicles. Second | A code dump and summary of what is where: The code below is my unlimited ammo expression in the existing F/A-181 (and other vehicles). Ideally, the missiles & bombs refresh on a delay, hence the {sleep 45} segment. This part works perfectly for my purposes. this addEventHandler ["Fired",{[_this select 0,getNumber (configFile/"CfgAmmo"/(_this select 4)/"explosive")] spawn {if (_this select 1==1) then {sleep 45};_this select 0 setVehicleAmmo 1}}]; This code is present in the expression of a Game Logic and synced to all relevant air vehicles. It works perfectly for my purposes; no errors and functions as intended. [this] call { if (!isServer) exitWith {}; params ["_thisObject"]; _vehs = synchronizedObjects _thisObject; _initScript = { params ["_vehicle", ["_pylons", "none"]]; if (typeName _pylons == typeName []) then { private _pylonPaths = (configProperties [configFile >> "CfgVehicles" >> typeOf _vehicle >> "Components" >> "TransportPylonsComponent" >> "Pylons", "isClass _x"]) apply { getArray (_x >> "turret") }; { _vehicle removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach getPylonMagazines _vehicle; { _vehicle setPylonLoadout [_forEachIndex + 1, _x, true, _pylonPaths select _forEachIndex] } forEach _pylons; }; }; { [_x] call _initScript; } forEach _vehs; [_vehs, _initScript] spawn { params ["_vehs", "_initScript"]; sleep 1; _respawnlist = []; { _respawnlist = _respawnlist + [[_x, position _x, [vectorDir _x, vectorUp _x], getPylonMagazines _x]] } forEach _vehs; while { true } do { sleep 1; { _veh = _x # 0; _respawnpos = _x # 1; _playerdistance = 200; { if (_veh distance _x < _playerdistance) then { _playerdistance = _veh distance _x }; } forEach allPlayers; if (!alive _veh || (_veh distance _respawnpos > 20 && _playerdistance > 20)) then { _vehType = typeOf _veh; [_veh, _respawnlist] spawn { params ["_veh", "_respawnlist"]; deleteVehicleCrew _veh; _veh lock true; _inSpawn = false; waitUntil { sleep 0.5; _inSpawn = false; { _respawnpos = _x # 1; if ((_veh distance _respawnpos) < 30) exitWith { _inSpawn = true; }; } forEach _respawnlist; _inSpawn || ((speed _veh == 0) && (isTouchingGround _veh)); }; if (!_inSpawn) then { sleep 30 }; deleteVehicle _veh; }; sleep 10; _newveh = _vehType createVehicle _respawnpos; _newveh setPos _respawnpos; _newveh setVectorDirAndUp (_x # 2);[_newveh, _x # 3] call _initScript; _respawnlist set [_forEachIndex, [_newveh, _respawnpos, _x # 2, _x # 3]]; }; } forEach _respawnlist; }; }; }; This is the current code present in the "System Specific - Vehicle Respawn" Module expression (not its Init). It does not work at all. params ["_newVeh", "_oldVeh"]; [_newVeh addEventHandler ["Fired", { [_newVeh select 0, getNumber (configFile/"CfgAmmo"/(_newVeh select 4)/"explosive")] spawn { if (_newVeh select 1 >= 0) then { sleep 5 }; _newVeh select 0 setVehicleAmmo 1 } }]] call BIS_fnc_initVehicle; The Vehicle Respawn Module: It throws the no errors upon mission launch and no errors upon vehicle respawn. My friends and I suspect it is not even executing properly. Here are a few screencaps of the 3den editor of the scene in question if it helps you: // Overview of the whole airfield. The Vehicle Respawn Module on the Right by the center of the airfiled is exlusively linked to ground vehicles. It respawns the vehicles fine but without the unlimited ammo. // The test F/A-181. // The Game Logic. // My two primary test subjects (Left is experimental; Right is the control). As you can see, the left F/A-181 is the primary test subject for the Vehicle Respawn Module, as it is synced to both the Vehicle Respawn and the Game Logic. The right F/A-181 (and all other air vehicles) is synced only to the Game Logic. Both jets initially spawn with the proper pylons/dynamic loadouts and unlimited ammo, as expected vis-a-vis the 3den editor settings. Both jets respawn with the proper pylons/dynamic loadouts. Neither jet respawns with unlimited ammo, currently. I feel close to solving this, but I am blind to what I am missing/adding unnecessarily. I have tried numerous other variations with even less luck. I am sure there is some redundancy between the Vehicle Respawn Module and the game logic, and I would appreciate any simplifications there. However, that is a secondary concern. Thanks for reading this far! Hopefully, you can help me and anyone else who wants to do this. -
problems with aircraft controls and looking around
The Zoteboat posted a topic in ARMA 3 - TROUBLESHOOTING
Hey all, I have recently started using choppers and planes using my mouse in keyboard. However, since I use "mouse up", "down" etc. both for the "Look" and "Aim" controls, I am basically unable to properly fly any vehicle without first deleting all the Aim controls first. This in turn leads to a bug (?) that makes my character look around even though I am in another menu (like my inventory, a map, gimbal camera etc.), which tends to very quickly become annoying, as well as disorienting when flying. I use the helicopter control scheme used by CallMehTommeh in this video If any more info on my control scheme or setup are required, I would be happy to provide. The goal is to have a controllable aircraft scheme without having by character spaz out while in a menu Cheers! -
Issues with AI driver vehicle control
The Zoteboat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey there, I am looking for a simple way to stop the player (in the gunner's position) from giving orders to an AI driver when pressing the WASD keys (the good old "forward", "left" etc.) I have created a simple convoy mission, everything works fine (the vehicles follow each other, stay where they are meant to stay, stop at the correct place etc.), but pressing one of the aforementioned keys immediately switches the control of the vehicle to the player in the gunner position, the AI driver completely stops following the vehicle in front and the whole mission is thrown off. I have tried googling it but the solutions either did not work (like giving the AI a higher rank than the player) or were completely incomprehensible for a newbie like me. Unfortunately, just not pressing the WASD keys is not a solution as I play with people who think it is hilarious to always ram other vehicles like it's top gear. Any help would be appreciated. TL;DR : need help stopping the player in the gunner position from commandeering a vehicle driven by an AI- 10 replies
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- ai command
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all vehicles are glitching into the ground slightly. can watch a vics bottom part of tracks disappear into the ground and then pop back up over and over again. when the track glitches into ground you are not able to get in it until it pops back up above the ground. after a while the vehicles are all damaged .
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Since the T-100x dropped, I wanted to see if I could take the charging along with the railgun onto a plane to use as an EML like in Ace Combat. I'm pretty new to modding and scripting, so as of now, im just trying to copy and paste the Futura's config into the aircraft's. Right now, i have the weapon classes, but not the charging mechanic
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Hey all. Perhaps you can help me with a problem. I've used the setObjectTexture command to great success on vehicles placed in EDEN, placing them and then putting something like setObjectTexture [0, "textures\police_heli.paa"]; in their init field. Bingo, the (in this case) helicopter is there, and it is wearing it's appropriate skin/texture. The problem is respawning. When the vehicle is destroyed, it respawns just fine (I am using the BIS respawn module in EDEN, linked to the vehicle in question). The problem is, that when the vehicle respawns, it respawns with a random skin/texture. Sometimes it's black, sometimes it's tiger-stripe, etc. I've searched the forums and google to no avail to try to fix this. All I want, is for when the vehicle is respawned, to have the same (custom) textures it started with.
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Feedback Tracker Ticket https://feedback.bistudio.com/T166919 - BTR is missing viewport functionallity from previous games dating back to OFP (Hoping just an in-work technical issue) - BTR commander periscope is non-functional - Pressing "Right Click" would focus players view on the viewport and zoom it in to fullscreen (same as all previous ArmA tittles) - Using "ScrollWheel" while "Focused" on a viewport/optic would cycle forward and back through avaiable view ports / gunner / commander optics similar to Enlisted or Red Orchestra 2 - Bonus: smooth animated transitions between viewports / optics (see Enlisted / RO2) - Thank you for reading!
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How to make a turret rotate with a script.
Coucoul38 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I'm changing the player's vehicle with a script, and I want the turret of the new vehicle to face the same way as the old one did. Before changing the vehicle, I'm getting the old turret's aiming position with this: _turretDirection = eyePos vehicle _x; And to make the new turret rotate I tried this : _veh unitTurret(_x) lookAt _turretDirection; and this: _x lookAt _turretDirection; but it doesn't work. -
After trying for weeks with my scripting and googling everything to find some answers, I am still without success. The script should be small and simple, I knew scripting isn’t easy but I can’t believe this hurts so much. I'm trying to make a script that will count all the dead units and destroyed vehicles of one side and put it in the trigger and activate it via radio. _count = {side _x == resistance} count allunits; hintSilent format ["Alive AAF Units: %1", _count]; // Count all alive units of Resistance side, it works fine. 0 = [] spawn {while {true} do {sleep 0.1;} _aafScore = {getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "side") == 2} count allDeadMen; hintSilent format ["Dead AAF Units: %1", _aafScore]}; // Count all dead units but it works not fine.
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- alldeadmen
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Dynamic Vehicle Sounds The mod aim to fill the blanks in Arma by adding new sounds for immersion. Features: Not Compatible with: https://forums.bohemia.net/forums/topic/238508-truck-reverse-parking-sound/ (Obsolete) Notes: -the mod is SP compatible only ...for now -some works for both Ai and Player vehicles. -The Sounds are separated into different PBOs, you can remove the ones you dont like. -this mod is compatible with every other Sound mod so far. Not everything is covered in the videos, read the features list for more details Download: Dynamic Vehicle Sounds V2.0 workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=2826840641 Credits: -AirShark -GEORGE FLOROS GR -Sammael -Tally -Sharp Special Thanks to: Drebin, POLPOX, NikkoJT and Lou amoung many in Arma discord for the help.
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Hello. I've had a problem with many vehicles lately. The AI is not shooting vehicles that are marked as "MRAP". I should mention that the AIs with a rocket launcher or an AT can and will shoot at the intended vehicle. The other AIs are literally ignoring the vehicle and just going away even when the gunner is shooting at them. I've already seen a couple people with this problem on MRAPs, and I can fully understand that the AI is programmed to consider a vehicle too strong for them to shoot at it, BUT I have a mod, that's called "Pedagne Mod" (it's an Italian mod that ads a lot of Italian vehicles) and there are vehicles that are certainly not too strong. The Italian army uses the VTML Lince a lot, and that's why I want to use it too. I invite you to see an image of the Lince on Google so that you can get an idea of what I'm talking about. I'm not using any kind of AI mod. Only LAMBS sometimes. I've tried searching the config.ccp file in the Lince but I couldn't find anything relevant. Please help, I'm literally going crazy.
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Vehicle Disappearing On Play
Wickedsick-d9d5dcd406895451 posted a topic in Arma Reforger - Workbench
Hello, I've been working on creating a new vehicle and following the https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation tutorial. The car has been working fine with everything until I got to the setting up the differentials section. As soon as I add torque to the differentials, my car will disappear when I test. But if I remove the differential value and set it back to 0.00 it appears. Any ideas? Thanks in advance. -
feedback Getting out of drivers seat or driver being killed, should not automatically turn off the engine
welcome to hell posted a topic in Arma Reforger - General
Feedback Tracker Ticket https://feedback.bistudio.com/T166734 After about 50 hours playing Conflict and Game Master with some convoy missions there is no way to keep an engine running when exiting the drivers seat except to switch to passenger seat before leaving the vehicle. - When exiting the drivers seat the engine should not automatically turn off - When driver is killed the engine should not automatically turn off - Under-fire the extra few seconds of engine start combined with Entry animation really matters and often makes the difference between getting away or getting headshotted while trying to start the engine. - This is problematic because it does not give player the flexibility to keep engine running if that is players intent. - It is easy enough to Tap "R" before Tapping "X" to leave the vehicle with engine off if that is players intent. - This small detail makes vehicle gameplay more immersive. - Please at least make it an option configurable in the Settings menu for Reforger / Arma 4. -Thank you for reading! -
Add-on for WW4 EXTENDED, an unofficial expansion for WW4 v2.5 (by Sanctuary) Requirements WW4 v2.5 WW4 Extended v1.0 or greater (full installation) WW4 Extended: Cold War Kegetys' Winter Nogojev v1.1 Download Version 1.3 - https://www.mediafire.com/download/yd1tit11htfdnhz/WW4EXT_ARCTIC_v13.zip OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_ARCTIC_v13.zip Patch 1.3.1 Install after the main download. - https://www.mediafire.com/download/cyxy87v31kwmgy6/WW4EXT_ARCTIC_v131_patch.zip OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_ARCTIC_Patch_v1.3.1.zip Hotfix Install after the patch. https://copy.com/ONYWMvPAi4CgV39v Arctic is now also bundled in the new WW4 Extended installer. You can find download links here if you want an automated, no hassle, way to install all this. Manual installation Shortcut method Delete any previous installation of this expansion (by deleting the WW4EXT_ARCTIC folder) Decompress the zip file and place the WW4EXT_ARCTIC folder inside your ARMA Cold War Assault one. Create a shortcut of the ColdWarAssault.exe file. Right click on the new shortcut and click on Properties. In the Properties window add the following line in the Target text field, just after the path to ColdWarAssault.exe : -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW;WW4EXT_ARCTIC; Launch the game by using the new shortcut. Steam method If you don't want to use shortcuts and use the Steam version: Delete any previous installation of this expansion (by deleting the WW4EXT_ARCTIC folder) Decompress the zip file and place the WW4EXT_ARCTIC folder inside your ARMA Cold War Assault one . In your games list right click on Arma: Cold War Assault and select Properties. In the Properties window click on the SET LAUNCH OPTIONS... button. Write this in the text field: -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW;WW4EXT_ARCTIC Click OK. Click Close. Click Play. If you want to skip the OFP intro you can add -nosplash before the -mod line, like this: -nosplash -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW;WW4EXT_ARCTIC Editor Categories You can find the units and vehicles in: You can also find premade groups with those units in the GROUPS (F2) window. Available winter islands for OFP/CWA Check this list: http://ofp-faguss.com/islands.php?type=Winter&reviewed=Any&sort=Rating&order=DESC Screenshots Album (v1.0): https://imgur.com/a/hWHzJ Changelog Credits - Sanctuary (WW4!) - Kegetys (Winter Nogojev sounds and vehicle models and textures) - krzychuzokecia (help on several aspects for v1.2 release) - Apocalypse83 (feedback and testing)
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EDITED on Oct 13th, 2022: Folks, here is the best solution I have developed to rearm ground vehicles (works fine with nautical too but not really reliable with air vehicles, mainly from RHS, CUP, etc), so feel free to check the code and point fixes, changes, improvements. THY_VO_functions.hpp fn_VO_parameters.sqf fn_VO_globalFunctions.sqf fn_VO_coreGrd.sqf Download the current solution: https://drive.google.com/file/d/1Ls2ZYb3ibb8mRZYJ7u4p_KBZwwGt04Hx/view?usp=sharing
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Welcome to Vandeanson’s Apocalypse All info is kept up to date below: Workshop Vandeanson's Apocalypse DISCORD
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