combinedarms.de

  • Bohemia Interactive Forums wrote:


    Hello. I have a problem creating this and I need assistance. I am doing this for the upcoming mod release I work on.

    Here it is. I have a model of a soldier, and he has a rank pallet on his chest. It is defined as hiddenselection called "rank".

    What I want to do?

    I have created rank images based on the Arma3 current ranking for my soldiers army. I can assign one of those images or make them random, but that is not what I want to achieve. I want predefined rank image to appear based on players ( or AI ) rank assigned in editor or the mission. It really needs to display players rank with proper image in hiddenselection named rank and update it if rank changes. It also needs to be JIP/respawn compatible.

    I was thinking if AGM or Alive or MCC mods can do it with overhead rank image displayed, it can be done for this too. It just needs a bit of good scripting in which I am not that good to make something like this completely on my own.

    Any ideas anyone will be very much appreciated.




    Quelle: forums.bistudio.com/showthread…d-)-rank&goto=newpost
  • Bohemia Interactive Forums wrote:


    A3G Spectator Cam

    This is a simple camera script that you can put in any mission, regardless if you use any mods or not, however it was originally made to be used with AGM.



    Features
    • tags units of all factions
    • marks unconscious units with a circle instead of a dot (if you use AGM)
    • 3 camera modes: free, 3rd person, 1st person
    • 3 vision modes: normal, nightvision, thermal vision
    • displays condition of units (fatigue, blood level and pain)
    • compatible with Acre and TFAR
    • close groups get marked individually, distant groups are shown with a group symbol
    • displays how many players are left alive and how many are unconscious (useful for admins!)
    • automatically ends mission when last player dies

    Usage
    • download the ZIP file from my GitHub
    • copy the description.ext and the a3g-spectatorcam folder in your missions folder
    • if you already have a description.ext open the spoiler
    Spoiler:
    • copy the contents of my description.ext into yours
    • make sure you don't have any duplicate settings like
      Code:

      respawn = 1;
      ...
      respawn = 3;

    • make sure you don't declare CfgFunctions or RscTitles twice but instead merge them:
      Code:

      Don't:
      class CfgFunctions {
      #include "somefile.hpp"
      };
      ...
      class CfgFunctions {
      #include "a3g-spectatorcam\CfgFunctions.hpp"
      };

      Code:

      Do:
      class CfgFunctions {
      #include "a3g-spectatorcam\CfgFunctions.hpp"
      #include "somefile.hpp"
      };


    That's it! Once the camera starts up a help dialog will show you how to control the camera.
    There might still be some bugs and I will continue work on this, but it works quite well already. If you have any suggestions or feature requests let me know, your best bet would be creating an issue on Github.




    Quelle: forums.bistudio.com/showthread…ator-Cam&goto=newpost
  • Bohemia Interactive Forums wrote:


    So I've just made the plunge so to speak and rented my first server. And boy is it different than just trying to host your own games off your PC.

    Anyway I'm in the process of uploading the mods I need to the server so everything runs smoothly. Now my internet isn't that great and the interfact of the server host isn't great either only allowing me to upload files 1gig or less at a time (mods have to be uploaded in ZIP format)

    anyway my squad uses about 45 mods ranging from realism mods like AGM, to All In Arma Terrain, as well as a bunch of vehicle packs, weapons and uniform packs.

    Now i know I don't need to upload mods like JSRS or blastcore to the server. And I know I need to upload mods like Task Force Radio and AGM. But what about mods like weapons packs?

    Do i need the server to see my SMA weapons? and my Tryk Multiplay uniforms? Does the server need to be running the HLC weapons packs in order for there to be no problems?

    Or can I get away with just uploading Server based mods like RHS Escalation, AGM, Task Force, MCC, Alive and CBA?




    Quelle: forums.bistudio.com/showthread…e-server&goto=newpost
  • Bohemia Interactive Forums wrote:


    ARMA MUSIC PACK by:Rnzi







    Author: Rnzi

    Author Website: http://www.bf2.com.cn

    Requirements: No addons required

    Version: 1.0

    Signed: yes

    Short description: this addons have all of Arma_Cold_War---ARMA2 OA music,and working in zeus and mcc or VTS.


    description:
    My English is not good,I'm doing my best on it.so,just only Short description


    Included files:
    Arma_2_British_Armed_Forces_music.pbo
    Arma_2_Eagle_Wing_music.pbo
    Arma_2_music.pbo
    Arma_2_Operation_Arrowhead_music.pbo
    Arma_2_Private_Military_Company_music.pbo
    Arma_Armed_Assault_music.pbo
    Arma_Cold_War_Assault_music.pbo
    Arma_Queens_Gambit_music.pbo
    Arma_Resistance_music.pbo


    Special Thanks:
    ted_hou


    Changelog:
    v1.0 first out


    download:
    https://www.dropbox.com/s/3v2rmo67mb...C_PACK.7z?dl=0




    Quelle: forums.bistudio.com/showthread…sic-Pack&goto=newpost
  • Bohemia Interactive Forums - ARMA 3 - ADDONS & MODS: COMPLETE wrote:


    ARMA MUSIC PACK by:Rnzi







    Author: Rnzi

    Author Website: http://www.bf2.com.cn

    Requirements: No addons required

    Version: 1.0

    Signed: yes

    Short description: this addons have all of Arma_Cold_War---ARMA2 OA music,and working in zeus and mcc or VTS.


    description:
    My English is not good,I'm doing my best on it.so,just only Short description


    Included files:
    Arma_2_British_Armed_Forces_music.pbo
    Arma_2_Eagle_Wing_music.pbo
    Arma_2_music.pbo
    Arma_2_Operation_Arrowhead_music.pbo
    Arma_2_Private_Military_Company_music.pbo
    Arma_Armed_Assault_music.pbo
    Arma_Cold_War_Assault_music.pbo
    Arma_Queens_Gambit_music.pbo
    Arma_Resistance_music.pbo


    Special Thanks:
    ted_hou


    Changelog:
    v1.0 first out


    download:
    https://www.dropbox.com/s/3v2rmo67mb...C_PACK.7z?dl=0




    Quelle: forums.bistudio.com/showthread…sic-Pack&goto=newpost
  • Bohemia Interactive Forums wrote:


    use ArmA3 Tools Addon Builder for binarize and sign your addons

    do not use any bikey dated prior to ArmA3 release
    do not use ArmA2 Tools for binarize and signing

    make a new bikey !

    ignoring this information can result in very strange behavior of dedicated servers using verify signatures v2
    like: server not appears online, randomly kicking players, after server shutdown you have to kill process manual etc.




    Quelle: forums.bistudio.com/showthread…gnatures&goto=newpost
  • Bohemia Interactive Forums wrote:


    So I have My co op test mission as is it has 6 random objectives and a secondary drop the tower objective that spawn in at the random location where I placed the markers. The primary objective is to clear out all enemy within the area and the task should complete but after killing all units it doesn't flip, the secondary objective works just fine though. Here is the script hope someone can tell me what to adjust to make it work thanks.

    /* //////////////////////////////////////////////
    Author: J.Shock

    File: JSHK_patrols.sqf

    Description: Creates randomly positioned and sized patrols throughout a defined radius of an AO
    using a marker as the center position.

    Parameters:
    1- Center position: (array) (default: empty array)
    2- Radius to spawn units: (integer) (default: 300)
    3- Number of foot patrol groups: (integer) (default: 5)
    4- Number of vehicle patrol groups: (integer) (default: 3)
    5- Number of mechanized patrol groups: (integer) (default: 2)
    6- Number of armor patrol groups: (integer) (default: 2)
    7- Number of air patrol groups: (integer) (default: 1)
    8- Side: (side) (default: EAST)

    Return: Spawned units.

    Example Call line: ["mrkName",200,5,3,2,2,1,EAST] execVM "JSHK_patrols.sqf";

    *///////////////////////////////////////////////
    private ["_configGrps","_AOmarker","_radius","_numPatrols", "_units","_center"];

    _AOmarker = [_this, 0, [], [[]]] call BIS_fnc_param;
    _radius = [_this, 1, 300, [0]] call BIS_fnc_param;
    _numFootPatrols = [_this, 2, 5, [0]] call BIS_fnc_param;
    _numVehPatrols = [_this, 3, 3, [0]] call BIS_fnc_param;
    _numArmorPatrols = [_this, 4, 2, [0]] call BIS_fnc_param;
    _numMechPatrols = [_this, 5, 2, [0]] call BIS_fnc_param;
    _numAirPatrols = [_this, 6, 1, [0]] call BIS_fnc_param;
    _side = [_this, 7, EAST, [WEST]] call BIS_fnc_param;

    _footUnits = ["OIA_InfSentry", "OIA_InfTeam", "OIA_InfTeam_AT", "OIA_InfTeam_AA"];
    _vehUnits = ["O_MRAP_02_hmg_F","O_MRAP_02_gmg_F"];
    _armorUnits = ["O_MBT_02_cannon_F"];
    _mechUnits = ["O_APC_Wheeled_02_rcws_F","O_APC_Tracked_02_cannon _F"];
    _airUnits = ["O_Heli_Attack_02_black_F"];

    _center = createCenter _side;

    _units = [];

    if (_numFootPatrols > 0) then
    {
    for "_i" from 1 to (_numFootPatrols) step 1 do
    {
    _configGrp = _footUnits call BIS_fnc_selectRandom;
    _rndPos = [[[_AOmarker, _radius], []], ["water", "out"]] call BIS_fnc_randomPos;
    _grp = [_rndPos, _center, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> (_configGrp))] call BIS_fnc_spawnGroup;
    [_grp, (_AOmarker), (random(50)+75)] call BIS_fnc_taskPatrol;
    //{_units pushBack _x} forEach units _grp;
    sleep 0.05;
    };
    };

    if (_numVehPatrols > 0) then
    {
    for "_i" from 1 to (_numVehPatrols) step 1 do
    {
    _rndVeh = _vehUnits call BIS_fnc_selectRandom;
    _rndPos = [_AOmarker,50,_radius,5,0,0.5,0,[],[]] call BIS_fnc_findSafePos;
    _veh = [_rndPos,random(359),_rndVeh,_center] call BIS_fnc_spawnVehicle;
    [(_veh select 2),(_AOmarker),(random(50)+100)] call BIS_fnc_taskPatrol;
    // {_units pushBack _x} forEach ((_veh select 1) + (_veh select 0));
    sleep 0.05;
    };
    };

    if (_numArmorPatrols > 0) then
    {
    for "_i" from 1 to (_numArmorPatrols) step 1 do
    {
    _rndVeh = _armorUnits call BIS_fnc_selectRandom;
    _rndPos = [_AOmarker,50,_radius,5,0,0.5,0,[],[]] call BIS_fnc_findSafePos;
    _veh = [_rndPos,random(359),_rndVeh,_center] call BIS_fnc_spawnVehicle;
    [(_veh select 2),(_AOmarker),(random(50)+100)] call BIS_fnc_taskPatrol;
    //{_units pushBack _x} forEach ((_veh select 1) + (_veh select 0));
    sleep 0.05;
    };
    };

    if (_numMechPatrols > 0) then
    {
    for "_i" from 1 to (_numMechPatrols) step 1 do
    {
    _rndVeh = _mechUnits call BIS_fnc_selectRandom;
    _rndPos = [_AOmarker,50,_radius,5,0,0.5,0,[],[]] call BIS_fnc_findSafePos;
    _veh = [_rndPos,random(359),_rndVeh,_center] call BIS_fnc_spawnVehicle;
    [(_veh select 2),(_AOmarker),(random(50)+100)] call BIS_fnc_taskPatrol;
    // {_units pushBack _x} forEach ((_veh select 1) + (_veh select 0));
    sleep 0.05;
    };
    };

    if (_numAirPatrols > 0) then
    {
    for "_i" from 1 to (_numAirPatrols) step 1 do
    {
    _rndVeh = _airUnits call BIS_fnc_selectRandom;
    _rndPos = [_AOmarker,50,_radius,5,0,0.5,0,[],[]] call BIS_fnc_findSafePos;
    _veh = createVehicle [_rndVeh,_rndPos,[],0,"FLY"];
    createVehicleCrew _veh;
    [(group _veh),(_AOmarker),(random(50)+100)] call BIS_fnc_taskPatrol;
    //{_units pushBack _x} forEach (crew _veh pushBack _veh);
    sleep 0.05;
    };
    };




    Quelle: forums.bistudio.com/showthread…mpletion&goto=newpost
  • News-Feed wrote:




    UK Special Forces von massi (v1.5)

    ***** Update *****


    massi veröffentlichte sein UK Special Forces Addon in den Bi-Foren. Das Retextur-Addon der NATO-Einheiten und Fahrzeuge soll UK Forces Special Operations Einheiten in verschiedenen Camos darstellen.

    Zitat

    This addon is a retexture of NATO, and Independent units and vehicles, It adds several camouflage uniforms plus custom made headgear and retextured gear in order to represent UK Forces Special Operations units in following types :
    - SAS-SBS(woodland): for temperate and wooden areas, with DPM Woodland, US woodland black and green shirts camo variants.
    - SAS-SBS(desert): for arid and desert environments, with DPM Desert, US desert DCU tan and grey shirts camo variants.
    - SAS-SBS(multicam): SF operators in MTP camo for every kind of environment from desert to temperate and wooden areas with tan and green shirts camo variants.
    - SFSG(MTP): SFSG operators in MTP camo for every kind of environment from desert to temperate and wooden areas.
    - SF(DA): for CQB\ Direct Action wearing coverall.
    - SF\SFSG(Arctic): for snow and arctic environments.
    - SF\SFSG(Vehicles): A3 vehicles adapted with UK SF\SFSG gear and crew: Quad, MRAPs, APC, Boat, Speedboat, SDV, static weapons, CH49, littlebirds, offroads, truck.
    - SF\SFSG(Support): Ammo bearers units, pilot and crew.
    - SF\SFSG(Para): SF units equipped with parachutes ready to be deployed fom the sky.
    - SF\SFSG(Divers): SF divers units ready to be deployed fom the sea.
    - SF\SFSG(Snipers): SF snipers and spotters in ghillie suite multicam, desert, woodland and arctic.
    I used what I found on web as reference sources.

    Features:
    - Units are equipped with M4A1, M249, Mk48, M240, SR25, M107, Browning HP and Glock from my NATO SF\Spetsnaz weapons pack.
    - Units are equipped with custom helmets and headgear.
    - Uniforms have more "SF" look, with different camos and plain colors shirts combinations.
    - Heavy gear assault units for all the camos.
    - Recon units for all the camos in 2 version "heavy" (Helmets and NVGs) and "light" (soft headgear).
    - Ghillie suite snipers and spotter units for all the camos.
    - Paras and Divers units already equipped with parachutes and diver gear respectively.
    - Retextured A3 vehicles: Quad, MRAPs, APC, Boat, Speedboat, SDV, static weapons, CH49, littlebirds, offroads, truck wich have custom crews and gear loadout.
    - Units have their own uniforms and gear items in all camo to make them interchangeable.
    - Divers have their backpack with uniform, chest rig and helmet inside already to make them change clothes once ashore, plus their normal stuff (NOT WORKING ATM).
    - There are 2 weapon boxes one contain all weapons ammo and items, the other contains all the uniforms, gears, and helmet stuff, you can place them in missions to quick configure your loadout.
    - Wide variety of groups in the editor.
    - Classlist included in folder.

    Changelog:
    v1.5
    - added some new weapons from NATO SF\Spetsnaz weapon's pack (L119 CQB and MP7 handguns)
    - added optional config to remove NATO SF Spetsnaz VEHICLES dependancy (read instructions can cause issues!)
    - adjusted OPS CORE size to reflect RL counterparts
    - improved: units loadout



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=264
  • News-Feed wrote:




    Sukhoi Su-34 Fullback von Sabre[Dust] (v0.5 Beta)

    ***** Update *****


    Sabre[Dust] veröffentlichte sein Sukhoi Su-34 Fullback Addon in den Bi-Foren. Das Addon enthält verschiedene Su-34.

    Zitat

    All of this is a work in progress - It is not yet signed, as I may change the flight characteristics. Let's consider this a public alpha test. The Textures are just quick n dirty. Keep in mind that they will change. looking forward to feedback from you all.

    About:
    DarkSideSixOfficial asked for this in my C130 thread. First attempt I thought no, this is too much work. Then I gave it another shot and it went pretty well on the 2nd try. I think I even might figure out how weapon proxies work finally. It will never be even close to other planes like the SU-35 but I will do my best to make a working and useful plane.

    Features:
    - Su34 Fullback with
    - A3 exhausts
    - added A3 lights and position/collision lights
    - copilot, bit useless atm, can take controls tho
    - Speedbrake
    - Adjusted flightmodel
    - CAS and CAP loadouts (copy/pasted from the vanilla birds)
    - Zeus compatible, AI can take off and fight air and ground targets

    Changelog:
    v0.50
    plane flies straight now (thanks BravoM5)
    more loadouts
    Laser Pointer (thanks Eggbeast!!)
    Damage Visuals (thanks Eggbeast)



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2879
  • News-Feed wrote:




    Paddle Mod von Feint (v2.5)

    ***** Update *****


    Feint veröffentlichte sein Paddle Mod Addon in den Bi-Foren. Das Addon ermöglicht es, Boote vom Typ Zodiac vorwärts, rückwärts, Drehen und auf der Stelle zubewegen.

    Zitat

    The Paddle Mod modifies the Zodiac-style boats and other boats dependent on them. This addon will allow you to paddle forward and backward as well as turning the boat in place. It will improve the effectiveness of the rudder, will increase the engine power slightly and will allow you to enable and disable a kill switch for the engine so that when the engine is disabled you can steer while paddling.

    The classname modified is “Rubber_duck_base_F” found in “A3_Boat_F_Boat_Transport_01″.

    NEW FEATURES (VER 2.5):
    - ADDED: You can now slide the boat left and right when stopped with two new keybindings
    - ADDED: You can now use the shortcut keys to shorten and lengthen the rope when holding the rope bag (shift arrows up and down)
    - FIXED: Fixed a strange Zeus compatibility issue where you couldn't pick up the bag after using the Virtual Arsenal



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=1875
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