combinedarms.de

  • Bohemia Interactive Forums wrote:


    Hello all. Can someone tell me how to check if a unit is dead or alive?


    Just a joke... The real question is: I have multiple missions that are connected to one campaign. This setup works, no problems, etc. Now I have a few text strings that are being used in every mission of that campaign, but I don't want to edit every single mission file every time I am changing something in that text string. The best solution for this issue would be to have one "global" stringtable file that covers these strings... I have no idea how to do this, though, or if this is possible at all.

    BIS is using the stringtable.xml which can be found inside all the languages_*.pbo files. So yeah... can I do something similar with my campaign missions? It's really annoying having to edit every file, not to forget that this is a source of typing errors / slightly different texts at different times.




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


    So someome asked me how to detect if a position is in a rectangle area without having to use a marker, i searched to give him a link but could not find a small working function, so i wrote and tested one. I thought i share it for anyone in the future searching for the same function:

    The functions needs (Parameters):
    1) A position, either getPos or getPosATL ect. IMPORTANT - Use the same method (getPos, getPosATL ect.) to get positions of the area and to get postion of player ect
    _myPos = getPos player;
    2) An array containing 4 positions that makes the box
    I used 4 flag objects to test the box:
    _myBox = [getPos flag1,getPos flag2,getPos flag3,getPos flag4];

    The function returns boolean (true/false) if the position is in the box

    So:
    _isPlayerInArea = [getPos player,_myBox] call isPosIn2DArea;


    isPosIn2DArea = {
    //Author: Henrik Hansen
    private ["_maxx","_maxy","_minx","_miny","_pos","_box"];
    _pos = _this select 0;_box = _this select 1;
    _maxx = (_box select 0) select 0;_minx = _maxx;
    _maxy = (_box select 0) select 1;_miny = _maxy;
    {
    if ((_x select 0) < _minx) then {_minx=(_x select 0)};
    if ((_x select 0) > _maxx) then {_maxx=(_x select 0)};
    if ((_x select 1) < _miny) then {_miny=(_x select 1)};
    if ((_x select 1) > _maxy) then {_maxy=(_x select 1)};
    } forEach _box;
    ( ((_pos select 0) <= _maxx) && ((_pos select 0) >= _minx) && ((_pos select 1) <= _maxy) && ((_pos select 1) >= _miny) )
    };//function

    Here is the test code i used, it will make a hint every second saying on screen if you are in or outside the box:

    [] spawn {
    private ["_myBox"];
    _myBox = [getPos flag1,getPos flag2,getPos flag3,getPos flag4];
    while {true} do {
    if ([getPos player,_myBox] call isPosIn2DArea) then {hint "In Box"} else {hint "Outside Box"};
    sleep 1;
    };//while
    };//spawn

    enjoy




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


    I found some classes, but how can i limit maximum values for gamma and brightness? For example it's 1.5 for brightness now and 2.5 for gamma. Where can i change this maxvalues?

    PHP Code:

    class CA_TextBrightness: CA_TextDisplayMode
    {
    style=1;
    idc=1003;
    text="$STR_DISP_OPT_BRIGHT";
    x="0 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
    y="8.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    w="8 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
    h="1 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    };
    class
    CA_SliderBrightness: RscXSliderH
    {
    idc=112;
    x="8 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
    y="8.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    w="8 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
    h="1 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    tooltip="$STR_A3_RscDisplayOptionsVideo_CA_SliderBrightness_tooltip";
    };
    class
    CA_ValueBrightness: RscEdit
    {
    idc=111;
    style=0;
    maxChars=3;
    x="16.2 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
    y="8.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    w="2.5 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
    h="1 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    };
    class
    CA_TextGamma: CA_TextDisplayMode
    {
    idc=1005;
    text="$STR_DISP_OPT_GAMMA";
    x="0 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
    y="10 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    w="8 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
    h="1 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    };
    class
    CA_SliderGamma: CA_SliderBrightness
    {
    idc=110;
    x="8 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
    y="10 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    w="8 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
    h="1 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    tooltip="$STR_A3_RscDisplayOptionsVideo_CA_SliderGamma_tooltip";
    };
    class
    CA_ValueGamma: RscEdit
    {
    idc=109;
    style=0;
    maxChars=3;
    x="16.2 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
    y="10 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    w="2.5 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
    h="1 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    };





    Quelle: forums.bistudio.com/showthread…nd-gamma&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    This one bothers me as I don't understand the logic behind the situation.

    Using the following code in the ArmA3's debug console, you'll get the "Continue" button of your in-mission menu:
    Code:

    _control = findDisplay 49 displayCtrl 2;
    You can even manipulate its position (ctrlSetPosition), text (ctrlSetText) or whatever.

    Yet, executing ctrlVisible 2 does always return false. The same thing happens with any other control on any default display. Try it yourself:
    Code:

    _allControls = [];
    for "_i" from 0 to 10000 do
    {
    _display = findDisplay _i;
    if(!isNull _display) then
    {
    for "_j" from 0 to 10000 do
    {
    if(!isNull (_display displayCtrl _j)) then
    {
    _allControls pushBack [_i, _j, ctrlVisible _j];
    };
    };
    };
    };

    //at this point _allControls contains information about all controls of all findable displays

    if({if(_x select 2) exitWith {copyToClipboard str _x; true}; false} count _allControls isEqualTo 1) then
    {
    hintSilent "Visible control found!";
    }
    else
    {
    hintSilent "No visible controls.";
    };

    Kudos to Killzone_Kid for his SQF to BBCode Converter.

    If you see a hint saying "Visible control found!", congratulations - the item this code found will be in your clipboard.

    I don't get any visible control unless it's one of my own creations. What am I missing? I'd be glad if you could help me here.

    Kind regards,
    Johnny




    Quelle: forums.bistudio.com/showthread…ame-IDCs&amp;goto=newpost
  • Bohemia Interactive Forums wrote:



    Project 85 2.1 Relased
    21/12/14

    It’s finally ready !


    We dedicade this relase to our biggest supporter and contributor named Vilas !

    P85 version 2.1 is mod mainly based on vilas assets with rewritten config to be ACE compatible. As we started to work with this mod, we were not determined to ever relase it for many reasons. One of them was a lot of rumors about vilas and his prejudices to ACE team and even to other polish community. The turning point was when vilas wrote to me about some others things and then we started to talk about his mods. Everything went smoothly enough that today we are able to relase without any stress.

    As our clan is focused on realistic gameplay we tried to do our best and do as much research as possible. For sure a lot of people may be surprised when they will see many different languages in their game, but this is just one of our few features. Remember that few weapons are still being in use as a placeholders.

    Hope this mod will find a place on your hard drives and hopefully not in a 8)

    FEATURES:
    - Countless ACE compatible vehicles: lots of tanks, cars, IFVs and APCs for every factions (many national retextures included)
    - Countless retextures of soldiers for every faction compatible with ACE magic boxes
    - Lot of extra weapons (East Weapon Pack and West/Latin America Weapons packs are included)
    - Realism enhancements: in most cases the equipment (for soldiers and vehicles) is referenced on our findings for example some IFVs may have Anti-tank in its inventory. Also we have no idea how community will react to 2d textures for tank’s crews (feedback on that case would be cool)
    - ACRE compatible (Now a lot of vehicles have radio’s attached to them, and you are able to use it when you are in vehicle)
    - 3 sides: NATO (US Army, British Army, Bundeswehr, Danish Army + Turkish and Greek placeholders) Warsaw Pact (Soviet Army, Polish People's Army, Czechoslovak People Army, Bulgarian Army), Partisans (IRA and placeholders for fictional partisans) - for full list with screenshots and class names check our wiki

    ROADMAP:
    - Our core will be getting MLODS from vilas to polish existing models and add more options to vehicles for example national decals or animations of raising the barrel when reloading in Russian tanks
    - Edit and create new models for example creating IT-1 from T-64
    - Make more 2D interior textures and add more realistic sights
    - Add scripts for vehicle and cannons towing
    - Rewrite whole mod to prepare it for porting to Arma 3

    INSTALATION:
    Extract @p85ace into Arma 2 OA directory then add the mods to the start up by adding -Mod=@p85ace; to the launch options. Remember: if you want to play P85 you need mods that are in requirements.

    NOTE: This isn't an extension release, all mods included should be removed or just not run when playing P85 version 2.1
    NOTE2: Mod was tested only on 1.63 and we won’t downgrade it.

    CREDITS:
    Vilas - original author of this mod, he gave us rights to rewrite his mod and offers assistance with development
    Old P85 development team and all contributors for this mod
    Spoiler:

    - Vilas: models, textures, configs, normalmaps, materials, wounds and destruction system, most weapons, units and vehicles;
    - ShadowNX: soviet units textures;
    - Yaciek: models, textures, normalmaps, units wounds and weapons system, OFP textures merging, getting permision form LWP Mod to use their work from OFP;
    - Ejay and Crazy Husars team – A1 missionmaking, help with configs, lots of help and M1 Abrams textures;
    - Col. Faulkner – optics and much advice, british soldiers webbing and helmet;
    - Rygugu – M60A3 and T-55, together with textures and materials;
    - Modul – static guns animations;
    - OVG, ZGuba
    - TPM91 - sounds;
    - community - 2S1 optics, help, consultations;
    - SV5000 - config help, icons;
    - WLD427 - artillery help;
    - topas - bunch of textures, original author of logo;
    - Dimitri Harkov - config help

    Mukcep - for giving his MLODS to public (WOP, LOCW and much more)
    NightIntruder for sharing with us MLODS of re-edited mukcep's planes an12, an26 and Tornado (original authors: Ivory / Dezkit) as well as conversion of mig21 and ch21 (sounds: Sgt. Savage) into Arma (original authors: Ivan Jurcaga (Mig-21MF), Mick Posch (CH-21))
    Swedish Forces Mod Team - for giving us rights to rewrite their configs to make it full compatible with ACE (already not in use)
    Franze - for giving us his Su-17/22M4 MLODS
    Marseille77 - for giving us rights to use his DDR vehicle retextures
    colonel stagler - for giving us rights to use his Irish Republican Army insurgents
    Goose - for being our historical advisor
    PJO - for testing and constant feedback

    OUR TEAM:
    Project Lead: Damian
    2D - Artists: Krzychol, Ruski, Warhog
    Import & Configs: Damian, Keeway, Ruski
    Wiki: Ansupio
    Trailer: Warhog (Montage); Damian, Kacper (Actors); Charles (Translation)

    Download Links:
    MEGA #1

    Mods Requied:
    GLT Missilebox
    RKSL FlareSystem
    ACE
    All ACEX Packs

    Other medias:







    Licence Agreement:
    By downloading and using the Project 85 you hereby agree to the following license agreement.
    http://creativecommons.org/licenses/by-nc-nd/3.0



    Donation button for Vilas




    Quelle: forums.bistudio.com/showthread…ased-!!!&amp;goto=newpost
  • News-Feed wrote:




    UK Special Forces von massi (v1.4)

    ***** 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:
    v1.4
    - added some new weapons from NATO SF\Spetsnaz weapon's pack
    - added vehicles from NATO SF\Spetsnaz Vehicles's pack : Land Rovers, CH47, Static Weapons
    - added more retextured vehicles : CAS Plane, Tank, Warrior APC, MLRS, Arty MBT
    - added new OPS CORE, peltors and reworked MICH helmets thanks to Voodoo.
    - added flag poles and flag markers
    - fixed: flag position
    - improved: units loadout and groups



    Quelle: Bi-Foren




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




    =VQI= SpookWarCom von Goblin (v0.0.2 Apha)


    Goblin veröffentlichte sein =VQI= SpookWarCom Addon in den Bi-Foren. Das Addon enthält ein ArmA III Modulsystem und fügt dem Spiel zahlreiche Spec-Ops Elemente und Gameplay-Optionen hinzu, z.b. Taucher-Addon (siehe =VQI= Diver System )

    Zitat

    SpookWarCom is an ArmA III Module System that is designed to add numerous elements of Spec-Ops, Black-Ops, You-Were-Never-Here-Ops, and other darker immersion and gameplay options for the player who wants that ominous 'deep behind enemy lines' feel conducting secret operations in the most dangerous countries in the world.

    Just place any of the Modules you want to use on the Map, and set your options. Works great with ALiVE, AGM, RHS, MEC, TPW, CSE, AB, and any other Mods you want to run with SpookWarCom. Use as many or as few modules as you prefer. Very user friendly. Designed mostly for Spec-Ops, but standard infantry and all other gameplay styles, are of course, possible.

    Under the command of JSOC and overseen by the CIA and MI6, you will be conducting clandestine operations around the globe in both an official and unofficial capacity. The most secretive Special Forces consisting of the best operatives throughout the entire combined Spec-Ops community.

    Features:
    - Classified: Eyes-Only
    - You Do Not Exist
    - Feet First into Hell
    - One Shot, One Kill
    - Pretty Pink Mist
    - Brave Men, Dark Waters

    Changelog:
    v0.0.2 alpha
    SOCOM
    - Fixed: Several Missions
    - Fixed: SATCOM (daylight optics)

    HALO
    - Fixed: Config Sound Error
    - Fixed: Config Animation Error

    Diver
    - Fixed: Config Sound Error
    - Fixed: Config Animation Error

    Sniper
    - Fixed: Config System Text



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&amp;contentid=2742
  • News-Feed wrote:




    NATO SF and Russian Spetsnaz Weapons von massi (v1.5)


    massi veröffentlichte sein NATO SF and Russian Spetsnaz Weapons Addon in den Bi-Foren. Das Addon enthält verschiedene Waffen und Ausrüstung für Special-Forces Soldaten (NATO SF Waffen, Spetsnaz GRU Waffen)

    Zitat

    This addon is meant to equip my US, UK and Italian NATO SF and GRU Spetsnaz units with realistic modern weapons in use today.
    Most of the weapons are Vilas MLODS released to the pubblic modified and ported to A3 by me with his permission, the other models are A1/A2/OA released MLODs modified and adapted to A3 by me, with the precious help of Alwarren in model config and config.

    The weapons that equip my SF units will be found in the editor in 3 ammo boxes divided by sides as follow:
    • NATO SF Weapons:
    - M4A1, M4A1 M203, M4A1 AG36 black, desert, woodland and CQB versions
    - HK416, HK416 M203, HK416 AG36 black, desert, woodland and CQB versions
    - M16, M16 M203 black versions
    - G3, G3 M203 fixed and folding stock versions
    - FN FAL, FN FAL M203
    - HK417, SR25 black, desert and woodland versions
    - M24 black, desert and woodland versions
    - M107 black, desert and woodland versions
    - M249 black, desert and woodland versions
    - MK48(placeholder) black, desert and woodland versions
    - M240 black
    - MP5A5, MP5SD6 black, desert, woodland and underwater versions
    - Beretta M9, Glock 17, USP, ACP.
    - Benelli M1014 shotgun.
    - Anti-Tank launchers: M136 AT-4, M3 MAAWS.
    - Anti-Air launcher: FIM-92 Stinger.

    • Spetsnaz GRU Weapons:
    - AK74M, AK74M GL black and camo versions
    - AK74M, AK74M GL SF Rails versions black and camo
    - AKS74, AKS74 GL versions
    - AKMS, AKMS GL black and camo versions
    - AKM, AKM GL versions
    - SVD
    - KSVK black and camo versions
    - RPK
    - PKM
    - Zastava M70s , M72 and M91
    - AK74U black and camo versions
    - Bizon
    - Makarov.
    - Saiga 12 shotgun.
    - Anti-Tank launchers: RPG 7, RPG 18.
    - Anti-Air launcher: SA-7 Strela.

    • Optics and gear:
    - Pisto suppressor
    - Rifle Suppressor
    - Acog, Aimpoint, Sniper optics (NV capable), ANPEQ15 laser pointer
    - PSO, PSO Sniper (NV capable)
    Backpacks: for my unit's addons

    Features:
    - Those weapons are meant to equip my US, UK, Italian SF and GRU Spetsnaz units
    - Weapons have custom ammo and magazines
    - Weapons have custom UI pics
    - Weapons have A3 features : optics, torch, suppressors and IR capable, rotating muzzleflashes, custom handanims and anims.
    - Weapons have dedicated ammocrates
    - The pack includes few dedicated optics (PSO, Acog, Aimpoint, Sniper optic) and suppressors
    - The pack includes unit's dedicated backpacks for my addons
    - Dedicated launchers (M136, MAAWS, RPG7, RPG18, Stinger, Strela)
    - Classlist and PDF GUIDE included in folder
    - Optional ASDG Joint Rails config included in folder.

    Changelog:
    v1.5
    - Added LRR AWM Sniper rifle
    - Added G36C rifle
    - Added M60E4 Machinegun
    - Added M14 and Lee Einfield
    - Added AS VAL rifle with underwater version
    - Added VSS Vintorez rifle
    - Added METIS, M72 LAW (retex RPG18), SMAW, custom Titan short with different warheads
    - Added different warheads for the other launchers plus small fixies
    - Added : Rifles have animated fire selectors and improved GL sights
    - Added : Balaclavas, masks, wraps, NVG to equip my units packs
    - Added : Flag poles and flag markers for my unit's addons
    - Improved some of the weapons models.
    - Fixed reported issues.
    - Updated: optional ASDG Joint Rails config.







    Download:
    NATO SF and Russian Spetsnaz Weapons

    Benötigt:
    FHQ Accessories Pack
    (Nur bei Verwendung der optionalen FHQ accessories config)



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&amp;contentid=1135
  • News-Feed wrote:




    Nato SF and Russian Spetsnaz Vehicles von massi (v1.0)


    massi veröffentlichte sein Nato SF and Russian Spetsnaz Vehicles Addon in den Bi-Foren. Das Addon enthält verschiedene US, englische, italienische, NATO Special-Forces, afrikanischen und GRU Spetsnaz Fahrzeuge.

    Zitat

    This addon is meant to equip my US, UK and Italian NATO SF, African and GRU Spetsnaz units with realistic vehicles in use. The vehicles that will equip my SF units will be found also in the editor, available for standard BI factions as follow:
    - TANKs (IND/OPF): T55, T34, T72s, ZSU thanks to Reyhard
    - BMP1/BMP2 (IND/OPF): thanks to Reyhard
    - BRDM2/BTR60 (IND/OPF): thanks to Sudden
    - UAZ (IND/OPF): Dshk, M2, SPG9, AGS30, unarmed thanks to Aplion's MLODs, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - HILUX ARMED PICK-UP (FIA): Dshk, M2, SPG9, AGS30, unarmed, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - LAND ROVERS (IND/BLU): M2, MK19, TOW, SPG9, unarmed thanks to Aplion's MLODs, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - HMMVW (BLU): M2, MK19, TOW, M134, Special Ops M134/Mk19, unarmed thanks to Aplion's MLODs, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - CH47 (BLU): thanks to Aplion's MLODs, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - UH1Y (BLU): armed/unarmed thanks to Aplion's MLODs, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - UH60M (BLU): standard/spec ops/MEV thanks to Aplion's MLODs, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - Mi8/Mi8 MTV (IND/OPF): thanks to Sudden, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - Mi24 (IND/OPF): thanks to Sudden, with WORKING FIRING FROM VEHICLE AND SLING-LOAD FEATURES
    - STATIC WEAPONS (IND/OPF/BLU/FIA): dshk, M2, Kord, AGS, Mk19, M119, D30, ZPU, Stinger, Strela, Mortars, SPG9, Metis, Tow thanks to Reyhard
    I used what I found on web as reference sources.

    Features:
    - Those vehicles are meant to equip my unit's packs
    - Wheeled vehicles have Firing from Vehicles and Sling-Load features enabled
    - Helicopters have Firing from Vehicles, Sling-Load, and sling load cam features enabled
    - Helicopters should be compatible with advanced flight models (still need help on this)
    - Classnames list included in folder



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&amp;contentid=2741
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