combinedarms.de

  • Bohemia Interactive Forums wrote:





    Hey Bi Forums! Here's the Uprising!
    "The Uprising" is a mod based on Half-Life 2 universe.

    What is the Uprising?

    "The Uprising is an ongoing conflict fought between Earth's Human resistance network and the Combine Empire. The war takes place about 20 years after the Black Mesa Incident and Seven Hour War, during the Combine's occupation of Earth." (Half-life wikia on "The Uprising")


    This mod will be featuring Half Life 2 factions, vehicles, weapons, and even a map.


    Members of our beloved Dev team
    Lehy: Producer, Textures, minor scripts, converting models
    Aive12: Design & Graphics
    DaSergeant: Models, Textures, minor scripts
    MaxJoiner: Scripts, Rigging, importing materials into Arma


    IMAGES!
    http://media.moddb.com/images/mods/1.../AR2Render.png
    http://media.moddb.com/images/mods/1...7/AR-2_SSW.png
    http://media.moddb.com/images/mods/1...277/dodge1.png
    http://media.moddb.com/images/mods/1.../Screen324.png
    http://media.moddb.com/images/mods/1...7_13.15.07.png



    Follow us on MODDB! www.moddb.com/mods/the-uprising-arma-3
    Armaholic: www.armaholic.com/forums.php?m=posts&q=30375



    WE NEED YOUR HELP!
    Right now we are a team composed by 4 elements. If you like our idea, and want to collaborate
    feel free to contact me. You will get the earliest alpha we can assemble if you will contribute!
    We need modellers, terrain builders, and scripters!
    Thank you, hope you like our content.


    Please, feel free to comment and ask me stuff. I am really proud of the work we have done in such small time, and i'll be happy to share it with you.




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


    Hi,

    I'm designing my own character without making any models (just reskinning already made model within the game)

    My problem is that the factions I made for the unit is not appearing?

    Here is my config:
    PHP Code:

    class defaultUserActions;
    class
    CfgPatches
    {
    class
    Rnw_China_Units_mod
    {
    units[]={};
    weapons[]={};
    requiredVersion=0.1;
    requiredAddons[]=
    {
    "A3_Characters_F_INDEP",
    "A3_Characters_F_BLUFOR"
    };
    };
    };
    class
    CfgFactionClasses
    {
    class
    china_faction
    {
    icon="max_police_mod\data\max_robbers_faction_ca.paa";
    displayName="CHN";
    priority=2;
    side=0;
    };
    };
    class
    CfgVehicleClasses
    {
    class
    china_faction_units
    {
    displayName="Chinese Units";
    };
    };
    class
    cfgVehicles
    {
    class
    B_G_Soldier_M_F;
    class
    Rnw_Chn_Soldier: B_G_Soldier_M_F
    {
    _generalMacro="B_G_Soldier_M_F";
    scope=2;
    side=0;
    faction="china_faction";
    vehicleClass="china_faction_units";
    identityTypes[]=
    {
    "Language_EN_EP1",
    "Head_NATO",
    "NoGlasses"
    };
    faceType="Man_A3";
    genericNames="NATOMen";
    displayName="Chinese Soldier";
    icon="iconManSoldier";
    author="Rawner135";
    backpack="";
    uniformClass="chn_soldier_clothing";
    weapons[]=
    {
    "arifle_MX_ACO_F"
    };
    respawnweapons[]=
    {
    "arifle_MX_ACO_F"
    };
    respawnmagazines[]=
    {
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag"
    };
    magazines[]=
    {
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag",
    "30Rnd_65x39_caseless_mag"
    };
    linkeditems[]=
    {
    "Rnw_Chn_Helmet",
    "Rnw_chn_vest",
    "ItemMap",
    "ItemWatch",
    "ItemRadio"
    };
    respawnLinkedItems[]=
    {
    "Rnw_Chn_Helmet",
    "Rnw_chn_vest",
    "ItemMap",
    "ItemWatch",
    "ItemRadio"
    };
    };
    };
    class
    cfgWeapons
    {
    class
    ItemCore;
    class
    iteminfo;
    class
    InventoryItem_Base_F;
    class
    HeadgearItem;
    class
    Uniform_Base;
    class
    UniformItem;
    class
    Vest_Camo_Base;
    class
    U_B_CombatUniform_mcam_vest;
    class
    vest_base;
    class
    VestItem;
    class Default;
    class
    Rnw_chn_vest: Vest_Camo_Base
    {
    scope=2;
    displayName="Chinese vest";
    picture="\max_police_mod\Data\ui\icon_vest";
    model="\A3\Characters_F\BLUFOR\equip_b_vest01";
    hiddenSelections[]=
    {
    "camo"
    };
    hiddenSelectionsTextures[]=
    {
    "characters\textures\vests_chn_co.paa"
    };
    class
    ItemInfo: VestItem
    {
    uniformModel="\A3\Characters_F_Beta\INDEP\equip_IA_vest01";
    containerClass="Supply100";
    mass=50;
    armor="5*0.5";
    passThrough=0.69999999;
    hiddenSelections[]=
    {
    "camo"
    };
    };
    };
    class
    Rnw_Chn_Helmet: ItemCore
    {
    scope=2;
    weaponPoolAvailable=1;
    displayName="Chinese Helmet";
    picture="\max_police_mod\Data\ui\icon_helmet";
    model="\a3\characters_f\BLUFOR\headgear_b_helmet_light";
    hiddenSelections[]=
    {
    "camo"
    };
    hiddenSelectionsTextures[]=
    {
    "characters\textures\headgear_helmet_chn_co.paa"
    };
    class
    ItemInfo: HeadgearItem
    {
    mass=20;
    uniformModel="\a3\characters_f_Beta\INDEP\headgear_helmet_canvas";
    modelSides[]={3,1};
    armor="3*0.5";
    passThrough=0.69999999;
    hiddenSelections[]=
    {
    "camo"
    };
    };
    };
    class
    chn_soldier_clothing: Uniform_Base
    {
    scope=2;
    displayName="Chinese Uniform";
    picture="\max_police_mod\Data\ui\icon_uniform";
    model="\A3\Characters_F_beta\indep\ia_soldier_01";
    hiddenSelections[]=
    {
    "camo"
    };
    hiddenSelectionsTextures[]=
    {
    "characters\textures\clothing_chn_co.paa"
    };
    class
    ItemInfo: UniformItem
    {
    uniformModel="-";
    uniformClass="Rnw_Chn_Soldier";
    containerClass="Supply50";
    mass=80;
    };
    };
    };

    thanks,


    Ranwer135


    NOTE: You may see the MaxJoiner mod destination there, I am using his config as a guide for starters!




    Quelle: forums.bistudio.com/showthread…ed-help!&goto=newpost
  • Bohemia Interactive Forums wrote:


    I'm having an issue with locality on a dedicated server.
    Can someone please help me out?

    I have a random objective generator (simple random number generator, with a switch statement) which calls the corresponding SQF for each objective type.
    This is activated through a radio trigger for the team leader.

    Unfortunately, I have hints and BIS_fnc_showNotification's in there, which work in the editor and for the radio activator in multiplayer....but they do not show up for everyone else.

    How can I still keep the objective generator script only activated by one unit, but also:

    1. Show hints and bis_fnc_showNotification's for each player.
    2. Run addActions and CreateUnits globally (if the player runs these, they are local and of course don't function accordingly for other players).

    Thank you!




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


    Hey,
    First I want to say that I am german and maybe my grammar could be incorrect.

    I am having a DayZ Server and I added some AI units to my player group, but there is no command menu. Normally you can select with spacebar the units and give orders, but that does not work for DayZ. I think that is repressed by DayZ. My idea, I would add the command menu manually. But I can not find it into the arma pbo's.
    Thats my question, where can I find the files for the command menu.




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


    Hi,

    I was fooling around in the editor with a night, heavy rain, thunder, setting in the empty Altis and i thought about something.
    (Yes...DayZ influence involved...)

    Since creating a complete, detailed mod it would take huge amount of work, how about trying to put something similar into practice but with a different approach, if it helps psychologically, simple (simplistic) but solid steps towards a great result, which doesn't have to be a 1:1 copy of something else.
    Thinking about it this way, could also leave the creators room for a decision to take it further to also become a MP mod later on, or just a SP with many things added after they have "the base" of it.

    1. POPULATING THE MAP, NPCs

    So, the first thing that came to my mind was, hmmm, how do we populate this place...then i thought about googling: "arma 3 generate civilians" and i found a script that does that: https://www.youtube.com/watch?v=mSqvIavO8BA

    That's one step in the process, now with that script's (or similar one) abilities + some tweaks (spawning system tweaks too if necessary) to make it spawn also "OPFOR", we could have civilians which would be friendly to you and wander around looking for help and protection because their lack of skills otherwise they will simply get killed and "OPFOR" which would be hostile, like "bandits" for example, combined with another "type" of civilians (would be use the same civilians models) which would be the "infected" (or whatever you want to call them), having animations like in "Left 4 Dead" for example, with some tweaks to the textures to give them a proper look.

    When "OPFOR" and the "infected" meet, they will fight each other (and you, of course, if they please to take their time), the only friendlies (for you) are the "non-infected" civilians.
    The "OPFOR" will have random standard gear, classes, going around either lonewolves or small, variating in numbers, groups or standard squads, so you have something to loot after you kill them.
    The "non-infected" civilians, i guess they could get a pistol and civilian clothing since they are just, well, casual civilians. (speaking about it, maybe they could also use some in-game voices like "i need help" (and similar ones used in the main game when you get wounded) when a hostile is withing a certain distance from them AND you also being in a certain range, for example, a civilian spots a enemy, "infected" or "OPFOR" at 100m and you are in 100m from the enemy or the civilian, automatically, at random, he will shout one of those lines (the ones mentioned above)
    As in the video above, all 3 categories of NPCs will spawn mainly in the towns and as well in the outskirts but a lot less per X distance compared to the towns, having more room for maneuver to move from A to B.

    P.S

    How about Arma 3 standard military squads wandering around also, as "the last pros" remaining willing to help.
    I guess there would be 4 factions now, "opfor" (bandits, random standard gear, classes, going around either lonewolves or small, variating in numbers, groups or standard squads), "infected" ("zombies", or standard civilians with a re-texture and weird animations), "non-infected" ("clean", friendly, civilians with casual clothes and a handgun) and "blufor" (similar to the guys from "The last ship").

    2. LOOT

    The "loot", food (meat from wild animals like the rabbits), health packs, water, weapons, gear, etc and all those things necessary for the players will spawn in more "distinctive" buildings, like police stations, shops/stores, wrecks (these (wrecks) would go along with the existent assets from the main map), gas stations, scrap yards, in those houses from the outskirts which are 2 or 3 "per hill"/in the open fields, etc etc etc (you get the point), thus, less frustration caused by placing loot in random houses with no orientation by having already a "preset" of buildings in mind, which i mentioned above.
    Campfires are nice, i guess the meat can be cooked like that with wood picked up from around trees in town, or from almost everywhere in the outskirts.


    3. WEAPONS + MAIN CHARACTER

    This being a "basic" concept, i guess for a start the default weapons will be enough, there are plenty of weapon mods out there.
    As for the main character, just the usual dude looking around for some clothes/gear to put on, some model already present in the main game. (as with the weapons, there are mods out there)



    So, to sum this up, i have no knowledge of Arma 3 modding but putting it this way, in steps like 1 2 3, in a simplistic manner, i guess it can help along the way the guys that could put something like this into practice.
    It's just a basic concept, of course, i could write until the forum crashes but it's not about creating a game from the ground up.


    To close, the steps of the process put in a simple way:


    1. NPCs

    A script that would spawn the factions, "OPFOR", the "non-infected" civilians", the "infected civilians" and the "BLUFOR" (as i detailed all of these above) and categorize them as A, B, C, D and their respective role in the world.
    The "infected" are the only ones that require bonus work, the "left 4 dead" type animations of the casual zombies + a basic re-texture.


    2. LOOT

    This is just about patience when placing the stuff around in the way i mentioned above + the campfire thing which i guess i won't be that big of a deal.


    3. WEAPONS + MAIN CHARACTER

    Nothing more to add.


    Thanks for taking the time to read, if i will remember something else, maybe i will edit here and there later.




    Quelle: forums.bistudio.com/showthread…a-SP-Mod&goto=newpost
  • Bohemia Interactive Forums wrote:



    by massi

    NATO SF and RUSSIAN SPETSNAZ VEHICLES for A3


    Hi all,
    This new pack contains a set of vehicles to equip my units pack.
    The vehicles are avaible also for standard BI faction anyway.
    Description
    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:
    Quote:

    - 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:

    Quote:

    - 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

    Installation.
    Put the addon in "mod folder" of your preference and load it trough steam app properties.
    In Editor you'll find:

    BI Faction >> Vehicles (OLD) >> Vehicles

    BI Faction >> Static (OLD) >> Static Weapons


    Requirements.
    Arma3

    Changelog.
    Quote:

    v 1.0 date 19/DEC/2014
    - first release
    Bugs.
    No problems found so far.

    Further Improvements.

    - Trying to improve vehicles config values (Need Help).

    - Trying to improve advanced flight models on chopper (Need Help).

    CREDITS !!!
    Reyhard: thanks a lot for giving permission to include his great Tanks (T55-T34-T72- ZSU), APC (BMP1-BMP2) and Static weapons, and thanks a lot for releasing the MLODs those were an invaluable source!

    Sudden: thanks a lot for giving permission to include his great BTR60, BRDM2, Mi24 and Mi8 !

    Aplion: thanks a lot for releasing all the MLODs of choppers (UH60, UH1Y, CH47) and wheeled vehicles (UAZ, LR, HMMVW) those were an invaluable source!

    Thanks to all who helped on the forum solving issues!

    Thanks a lot to all of them, since without them I would have never been able to release this pack!


    Thanks a lot to BI for their great Arma 3 Alpha !

    Thanks to all Arma community for great support !
    Download Links:
    http://www.mediafire.com/download/zd...les_v__1.0.zip

    BI forum thread:


    Vehicles included in the pack:

















    Hope you'll enjoy these vehicles !

    Best Regards
    Massi




    Quelle: forums.bistudio.com/showthread…S-for-A3&goto=newpost
  • Bohemia Interactive Forums wrote:


    Is there a way to disable the sound for bandaging yourself,and for ai also.

    Im having an issue,a really annoying bug where whenever i heal(not always but frequent enough) the sound for bandaging yourself loops,and never stops.

    Im at a loss,iv attempted to remove mods one by one etc for a week now.Nothing seems to fix it,so im asking if there is a cheaper way to do it,just disable sound for healing/bandaging.

    Thanks guys




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


    okey so im using a list box for the inventory and when the player is trying to drop an item that he select from the inventory it needs to call the item array and get the right object that will drop on the ground. i tryed alot of thinks but i just dont know how to do it.

    Dialog:
    PHP Code:

    {
    _itemAmount = [_x select 0] call RPP_Inventory_Count;
    _item = lbAdd [1500, format ["%1 (x%2)",_x select 0, _x select 1]];
    lbSetData [1500, _item, _x select 1];
    } foreach
    RPP_Inventory

    Selecton part:
    PHP Code:

    if (lbCurSel 1500 == -1) exitWith {
    systemChat "Please Select an item to drop.";
    };
    _item = RPP_Inventory select (lbCurSel 1500);
    _name = _item select 0;
    _amount = round(parseNumber(ctrlText 1400));

    Item Array:

    PHP Code:

    RPP_Items =
    [
    [
    "Cash","Cash",1,1,false,0,"Land_money_F"], //The last part here with the land_money_f is the object that i want to drop on the ground
    ["RepairKit","Repair Kit",75,60,true,10,"item_toolkit"]
    ];





    Quelle: forums.bistudio.com/showthread…ther-one&goto=newpost
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