Megahurt has submitted this cooperative mission where a Rapid Deployment FOB is tasked to destroy and capture ISIS assets.
- Quote Megahurt :
Players man a Rapid Deployment FOB in Takistan against ISIS. Perform airstrikes, hostage rescues, gather intel, assassinate ISIS leaders and sieze Isis payroll assets in a fast moving continuing operation that evolves as your team performs tasks successfully in order to move on to the next objective. Standard insurgency goa
Read the full article on Armaholic
I have a script that creates a "ghost vehicle" using createVehicleLocal and allows the player to position it around him until he spawns the real one.
But if there are mines in the area they are triggered by the ghost vehicle.
How can I avoid triggering mines with the "ghost vehicle"? I don't want to position it 2m above the ground as this looks funny.
Is there a way to deactivate the mines? If so, I could do so when the "ghost vehicle" is within a certain range? Otherwise I guess I have to use allMines within a certain range, store them, delete them and then re-createMine once the vehicle is out of range?
BTW I noticed there is a mineActive command, but aren't all mines active once they are placed? How can you make them "non-active"?
Hello I need help.
I have no idea how to use the "ADDONS" portion of the launcher. I know it shows sorting and preset saving, but I cant figure out how to use them properely, the page is blank.
Everything else in Parameters is straight forward if youre familiar with the old school method of using them. (c:////arma3.exe -param1 -param2)
The thing is I am trying to write a wiki article and I would like it to be as complete as possible, then hopefully others will find it useful too.
https://community.bistudio.com/wiki/Arma_3_Launcher (what I have so far WIP)
Thank you in advance! :)
I hope my question is clear enough.
I would like to know if it is possible to edit the exit point of a vehicle in the config.cpp
For exemple (and this is just an exmple), instead of exiting a Zamak by the back, I would like to make it exitable by the sides...
Do you have some clues ?
What is the easiest way to outfit ones main 4/man - 6/man unit. I find myself going through each solider at the start of each mission . This can be time consuming. Is there a way to create your unit then save it as a template to just copy and paste into new missions (from which you can semi tweak if needed from there). How do most go about this. Thanks.
Just as the title says. I know how to create DAC zones when there is a user defined name i.e. z1 etc, but what if I pass an array of positions and want to create DAC zones for each of those positions? i.e.Code:
_array = nearestLocations [player,["NameCity","NameVillage","StrongpointArea"],3000];
for "_i" from 0 to (count _array - 1) do
_a = _array select _i;
_b = position _a;
["z1",[1,0,0] is the part I need to figure out how to do inside the script. so how then would I create an array of triggers w/o having to manually createTrigger and all the other trigger commands since any variables passes inside the trigger have to be global.
I just saw this awesome piece of news and I thought it would be worth sharing:
Can ‘sexual consent’ app Good2Go really reduce assaults on campus?Quote:
Want to be sure you’re not raping someone? There’s an app for that. Good2Go, is a free “consent” mobile phone app that “targets college-age adults”. Because “don’t rape” is a lesson best left until college, apparently.
I'm having a weird problem. In a few missions I'm spawning flying planes. While the code works fine in 50% of the cases the planes just crash on start in the other half of the cases. They just fall down. I assume this has something to do with setDir in combination with the velocity they have when being spawned as "Fly". E.g. the oginal velocity pulls the machine north but the setDir turns it around so the pilot can't stabilise the machine and it crashes. For reference, some example code from one of my missions below:Code:
_pos = getMarkerPos "mCSATAirSpawn0";
_dir = markerDir "mCSATAirSpawn0";
_grpPlane = createGroup east;
_plane = createVehicle ["O_Plane_CAS_02_F", _pos, , 0, "FLY"];
_plane setDir _dir;
[_plane, _grpPlane] call BIS_fnc_spawnCrew;
Any help appreciated!
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All error messages that you get will be automatically removed after the Helicopter DLC update on November 4th, 2014.
You can toggle through the PIP MFD by pressing on your G key (or the key assigned to landing gear on helicopters/planes).
VERSION 0.1 ALPHA
Doors now open/close from the position you enter from.
Windshield wipers now work automatically if rain is present
Cyclic animations now effect the Horizontal Rotors
Rudder animations now effect the Tail Rotors
Throttle now effect the Horizontal Rotors
Horizontal Rotors are inclined down when engine is off.
You can now fold the rotors when engine is off.
Formation Lights have been added.
Collision Lights have been upgraded.
Lights have been added.
Sound has been improved to A3 Standards
Hands and feet now move with inputs (RotorLib)
Changing to Hydras automatically brings down HUD
Added SlingLoading Support
Can now shoot from the seat near the gunner position (FFV)
There is now a master arm weapon
You can toggle PIP by pressing G.
New MFD displays
Fast rope animations added (for later implementation)
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