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  • Bohemia Interactive Forums wrote:




    The old 101st Airborne Dog Company has decided to move on from A2 I44.
    We are based on realism and strive for a active and quality unit. The unit will portray “101st Airborne Division, 3rd Brigade Combat Team, 2nd Battalion, 506th Infantry Regiment, Delta Company”

    The Roster is a realism based structure and has a variety of roles which any enlisted man can train for in the Advanced Individual Training (AIT).
    We will strive to become a well organized unit that can take on any enemy in either COOP or TvT. Our unit history contains many won battles in Invasion 1944, and many more will be won on the modern battlefield.

    So what are the requirements to join 101st Airborne?

    A copy of ArmA 3 is needed along with a Microphone and Teamspeak 3.

    101st Airborne requires all members to be active on Teamspeak 3 to log activity within the unit, This shows commitment and dedication to the unit, This can go along way in terms of respect and roles.

    Minimum Age is 17 or younger if mature enough (minimum 16), We strive for Maturity and with Age that helps.

    Join our teamspeak and play or talk with us: 85.236.107.21:10267


    Mods that you will need to play in Events with 101st Airborne are :






    Required
    @A3MP
    @agm
    @ASDG_JR
    @av_mods
    @CAF_AG
    @CAF_AG_AudioPatch
    @camofaces
    @CBA_A3
    @DAR_HMMWV
    @FHQ_Accessories
    @kyo_mh47e_a3
    @MBG_CinderCity
    @NATO_Russian_SF_Weapons
    @prpl_BenelliM4
    @RH_M4_A3
    @rh_pistol_a3
    @sti_weapons
    @tao_foldmap_a3
    @task_force_radio
    @Trixie_Launchers
    @trixie_recon
    @us_helos_kimi
    @usaf





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


    i usually make this situation or code editor based,
    i mean using the editor but i feel very excausted to put it 4 trigger only
    to make this wounded event
    so im trying to make it easier with script but im new, so..

    what is the right step by step to make this situation work via script?
    below is the script i want to accomplish

    PHP Code:

    if (damage _this >= 0.9) then
    {
    [
    east,-2] call BIS_fnc_respawnTickets;
    _this SetUnitPos "down";
    _this switchMove "AinjPpneMrunSnonWnonDb_still";
    _This disableAI "ANIM";
    _this setCaptive true;
    _this globalchat "REBEL Ai Wounded -2";
    sleep 30;
    if (
    damage _this >= 0.9) then
    {
    _this hideobject true;
    _this setposATL getposATL base;
    } else {
    false};
    }else
    {
    false};





    Quelle: forums.bistudio.com/showthread…o-put-it&goto=newpost
  • Bohemia Interactive Forums wrote:


    If I set a variable to the missionNameSpace in a client script, is it accessible in a server side script? Something is telling me this is one of the reasons namespaces and set / get - variable are so great. On the other hand, for myself, it goes against MP logic. I don't have too much experience using namespaces and set/get - variable. Is this legit? Thanks.

    Client Script
    Code:

    if (isDedicated) exitWith {};
    waitUntil {!(isNull player)}:

    // ----- Client code

    missionNameSpace setvariable ["MNSVARIABLE","SOMETHING1"];

    Server Script
    Code:

    if (!(isServer)) exitWith {};

    _myValue = missionNameSpace getvariable ["MNSVARIABLE",""];

    switch _myValue do {
    case "SOMETHING1":{/* CODE */};
    case "SOMETHING2":{/* CODE */};
    case "SOMETHING3":{/* CODE */};
    default {/* CODE */};
    };





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


    http://cloud-4.steampowered.com/ugc/...11068A22A006C/ (873 kB)

    I simply have no clutter showing up in-game. I have been working at this issue to try and get some form of clutter in the past day, I've swapped out different p3ds, redone my cfgclutter.hpp, config.cpp and cfgsurface.hpp to no avail.

    Here are my files, I would appreciate if someone could diagnose any errors in them.

    config.cpp
    Spoiler:
    Code:

    #define _ARMA_

    //class config.bin{
    class CfgPatches
    {
    class AUS_Map_Kapooka
    {
    units[] = {"Kapooka"};
    weapons[] = {};
    requiredVersion = 1.0;
    version = "1";
    requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data"};
    //fileName = "TutorialMap.pbo";
    author = "Cole"; //Author Name
    };
    };
    class CfgWorlds
    {
    class CAWorld;
    class Stratis: CAWorld //replace later, just for quick testing
    {
    class Grid;
    class DefaultClutter;
    };
    class Kapooka: Stratis //as said, replace later, just for quick testing
    {
    cutscenes[] = {};
    description = "ARTC Kapooka"; //Name of the Islands
    worldName = "AUS\Kapooka\kapooka.wrp"; //location of .wrp file
    startTime = "12:00";
    startDate = "22/10/2014";
    startWeather = 0.2;
    startFog = 0.0;
    forecastWeather = 0.6;
    forecastFog = 0.0;
    centerPosition[] = {2560,2560,500};
    seagullPos[] = {2560,2560,500};
    longitude = 147.3021;
    latitude = 35.1521; //south is positive
    elevationOffset = 2000;
    envTexture = "A3\Data_f\env_land_ca.tga";
    minTreesInForestSquare = 2;
    minRocksInRockSquare = 2;
    newRoadsShape = ""; //<- Roads
    class SecondaryAirports {};

    /*
    class OutsideTerrain // Debug (?)
    {
    satellite = "jsp\abc_sample\Data\s_satout_co.paa";
    enableTerrainSynth = 1;
    class Layers
    {
    class Layer0
    {
    nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.paa";
    texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa";
    };
    };
    };
    */

    class Grid: Grid
    {
    offsetX = 0;
    offsetY = 5120;
    class Zoom1
    {
    zoomMax = 0.15;
    format = "XY";
    formatX = "000";
    formatY = "000";
    stepX = 100;
    stepY = -100;
    };
    class Zoom2
    {
    zoomMax = 0.85;
    format = "XY";
    formatX = "00";
    formatY = "00";
    stepX = 1000;
    stepY = -1000;
    };
    class Zoom3
    {
    zoomMax = 1e+030.0;
    format = "XY";
    formatX = "0";
    formatY = "0";
    stepX = 10000;
    stepY = -10000;
    };
    };
    #include "cfgClutter.hpp"
    class Names
    {

    };
    };
    };
    class CfgWorldList
    {
    class Kapooka{};
    };
    class CfgMissions
    {
    class Cutscenes
    {

    };
    };


    //SURFACES
    #include "cfgSurfaces.hpp"



    cfgsurfaces.hpp
    Spoiler:
    Code:

    class CfgSurfaces
    {
    class Default {};
    class gdt_dry_grass_surface : Default
    {
    files = "gdt_dry_grass*";
    rough = 0.1;
    dust = 0.03;
    soundEnviron = "grass";
    character = "DryLongGrass_Character";
    soundHit = "soft_ground";
    };
    };

    class CfgSurfaceCharacters
    {
    class DryLongGrass_Character
    {
    probability[]={1.0};
    names[]={"AUS_Tall_Dead"};
    };
    };



    cfgClutter.hpp
    Spoiler:
    Code:

    class Clutter
    {
    class AUS_Tall_Dead: DefaultClutter
    {
    model = "a3\plants_f\Clutter\c_GrassTall.p3d";
    affectedByWind = 0.4;
    swLighting = 1;
    scaleMin = 0.9;
    scaleMax = 1.3;
    };
    };



    layers.cfg
    Spoiler:
    Code:

    class Layers
    {
    class gdt_dry_grass_co
    {
    texture = "Kapooka\data\middle_mco.paa";
    material = "Kapooka\data\gdt_dry_grass.rvmat";
    };
    };

    class Legend
    {
    picture="Kapooka\source\mapLegend.png";
    class Colors
    {
    gdt_dry_grass_co[]={{0,255,0}};
    };
    };





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


    CFB Skins is a mod that reskins some of the base arma units and weapons to add a flavour of the Canadian Armed Forces. An attempt has been made to keep the skins and the equipment as closely modelled as possible (within the confines of the existing ARMA equipment) to weapons and vehicles that are in use with contemporary forces.

    Check out the wiki: https://github.com/astruyk/CFB_Skins/wiki

    Or the GitHub project: https://github.com/astruyk/CFB_Skins

    Download

    CFB Skins 1.0.0

    Changelog

    Changelog is available here.

    License

    This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/




    Quelle: forums.bistudio.com/showthread…e-thread&amp;goto=newpost
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