combinedarms.de

  • Bohemia Interactive Forums wrote:


    So I have searched all over till my head hurts for a simple example of how to make this happen. I am making a co op missions where I have 10 objectives spread out on the map of Altis basically clear the towns as in Domination or Invade and Annex. What I need help with is setting it up so that the objective location and the task is produced randomly with a different town each time the map restarts and to where the tasks only shows the one assigned. Being able to make this Jip compatible as well I am using DAC to generate the AO's so then that creates another issue with how to make the DAC zone fire randomly with the random task. Would also like to know how to make a secondary objective within each zone. Any help would be greatly appreciated thanks.




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


    Yeah, no idea how to correctly title this thread.

    The issue is this: i noticed that some of my armored vehicles are facing their turrets towards west all the time, as if they expect an enemy to jump out of cover any second. The deal is though, there is not a single enemy in this area. The enemy actually is in the east. Yet the gunners seem to be unable to grasp this. I am not 100% sure if this really affects their ability to target the true enemy, but in any case it just looks stupid...

    I don't really want to force their direction with doWatch, etc. So the real question is: What can I do? What causes this behaviour? How can I tell my armored pals that the enemy is in the other direction without forcing a single target onto them?




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


    The 4th J.S.O.C. is a joint operations unit based around tactical realism. We have been around since the alpha and have gone by a couple different names. We primarily do ops in large scale on various different terrains, we have a variety of different mods to make sure our players get the most immersion and realism! We are always willing to help someone set up mods! We have multiple positions available on different squads, so whether you prefer combat search and rescue, direct action, unconventional warfare, recon, or a little bit of everything i'm sure we'll have something to satisfy your needs for combat!





    Requirements:
    1. Must have a working microphone or be able to acquire one soon after joining the clan.
    2. Have teamspeak 3 or be willing to download it. (We base all communications off of teamspeak 3 alongside task force radio.)
    3. Age limit- We limit our age to basically no squeakers, so long as you're mature we'll see what you got!
    4. Be willing to download mods, we can assist with this if need be.

    If you have any questions feel free to p.m. me on here or add my steam account (aviax)! We have a good group of solid players and we're always looking to expand, so if tactical realism in a chill environment sounds good to you then check us out!




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


    I asked around on IRC and tried to find some YouTube tutorials but failed.

    I've managed to use the Splendid Camera, the Zeus camera and also the Spectator camera (wow so many cameras) but I couldn't figure how to have very precise and slow X+Y+Z+rotation/pitch movement. Preferably something with smoothing. Like they used for the Splendid Split karts DLC video, or how Dslyecxi used for his tutorial videos.

    The best I managed to get was with Splendid camera, if you hold the LMB and slowly move the mouse around, it will accelerate in the direction, but you still can't rotate/pitch/Z smoothly.

    All help is appreciated!




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


    Hey everyone:

    As you know, I did the MTVR , HMMWV, and MaxxPro MRAP mods for A3, which were quite nice, but all have a few issues, mostly physx and damage related.

    No, I didn't abandon these mods, But I have no time to work on them anymore. But I am far from gone. I was graciously asked to do 3d assets for the RHS: Escalation mod, which is rather time consuming, plus university and work. So, because coding was never my strong point, I'm releasing the full, textured, working, unbinarized versions of these models to the community. You can add new variants, fix the issues, see how I made them etc etc. Most of the content is BIS property; the armor kits are mine, but free to use. The Maxxpro is a combo of original modeling and Naman's old model, although not much remains.

    So, thank you everyone and hopefully someone eager can improve these even more.

    MTVR:

    https://mega.co.nz/#!wQhFBALQ!d-vsGf...u8T2zlJYOdpA-o

    HMMWV:

    https://mega.co.nz/#!0UAwHAaT!JmlvRV...kznC2tlM8xHU4Y

    MaxxPro:

    https://mega.co.nz/#!ZZ4jDToQ!I1pP6A...U75lXyHlO4YrwQ

    So, I'm not sure if this is the right spot, they are infact completed, but none the less, a mod can kindly move the topic if it is not.

    So thanks everyone, and enjoy!

    Also, in case you are wondering what I've been doing at RHS, look forward to these original assets I've been hard at work on:

    FMTV (M1083A1P2) and HEMTT A2 (M978 / M977 / M985 A2)

    https://dl.dropboxusercontent.com/u/...1-43-37-79.png (4941 kB)

    Richards




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


    Hey everyone:

    As you know, I did the MTVR , HMMWV, and MaxxPro MRAP mods for A3, which were quite nice, but all have a few issues, mostly physx and damage related.

    No, I didn't abandon these mods, But I have no time to work on them anymore. But I am far from gone. I was graciously asked to do 3d assets for the RHS: Escalation mod, which is rather time consuming, plus university and work. So, because coding was never my strong point, I'm releasing the full, textured, working, unbinarized versions of these models to the community. You can add new variants, fix the issues, see how I made them etc etc. Most of the content is BIS property; the armor kits are mine, but free to use. The Maxxpro is a combo of original modeling and Naman's old model, although not much remains.

    So, thank you everyone and hopefully someone eager can improve these even more.

    MTVR:

    https://mega.co.nz/#!wQhFBALQ!d-vsGf...u8T2zlJYOdpA-o

    HMMWV:

    https://mega.co.nz/#!0UAwHAaT!JmlvRV...kznC2tlM8xHU4Y

    MaxxPro:

    https://mega.co.nz/#!ZZ4jDToQ!I1pP6A...U75lXyHlO4YrwQ

    So, I'm not sure if this is the right spot, they are infact completed, but none the less, a mod can kindly move the topic if it is not.

    So thanks everyone, and enjoy!

    Also, in case you are wondering what I've been doing at RHS, look forward to these original assets I've been hard at work on:

    FMTV (M1083A1P2) and HEMTT A2 (M978 / M977 / M985 A2)

    https://dl.dropboxusercontent.com/u/...1-43-37-79.png (4941 kB)

    Richards




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


    Hello,

    I am looking for a more subtle way of disabling the radar. At the moment I am displaying a gray square over the radar to hide it completely. But I would like something less "aggressive" for player. I would like to remove the red/green/yellow dots and keep the incoming AA missile dots and the gunner/pilot heading V-shape indicators.

    I tried something with the newest script commands without success.

    I tried disable/delete all controls to see if there is a way to control them but the radar dots are still displayed: screenshot

    Code:

    {
    _x ctrlSetFade 1;
    _x ctrlCommit 0
    } forEach allControls (uiNamespace getvariable "rscunitinfo");

    {
    {
    _x ctrlSetFade 1;
    _x ctrlCommit 0
    } forEach allControls _x;
    } foreach alldisplays; ""

    {
    {
    ctrldelete _x;
    } forEach allControls _x;
    } foreach alldisplays; ""

    (uiNamespace getvariable "rscunitinfo" displayCtrl 148) ctrlSetFade 1; (uiNamespace getvariable "rscunitinfo" displayCtrl 148) ctrlCommit 0



    Most of the radar elements are defined in ui_f.pbo > config.bin > CA_Radar which I can easily make invisible but I still can't find the element corresponding to the colored dots. They must be controlled by a script that I couldn't find.

    Thanks in advance for any help with this.




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


    If you want a unit to be marked as "Destroyed", i have read somewhere a post (copypasted from use LAxemann's post) that you have to use it as the following:

    Usage:
    [YOUR ORBAT PATH, "mil_destroy", [1,0,0,1], 1.2,1.2,45] call BIS_fnc_ORBATAddGroupOverlay;

    Example:
    [missionconfigfile >> "CfgORBAT" >> "3Squ", "mil_destroy", [1,0,0,1], 1.2,1.2,45] call BIS_fnc_ORBATAddGroupOverlay;

    I'm not exactly sure i understand where to put this text, as if i put this inside, example an ORBAT Group, nothing appears and it gives me the error "[bis_fnc_ORBATAnimate] Group 'config.bin' not found in ORBAT"

    I made sure to change the "3Squ" to my own variation, squad1, but still nothing appears, if anyone could help me out on it it would be great and thanks in advance.




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


    Hello,
    I'm kinda starting to look into A3 now, researching mods and so on. As a mission maker and as a player I never had and I will never have interest in touching any of those futuristic units/weapons/vehicles from A3 - I will play only on content provided by mods.

    Thus my request:
    I'd like to hide all this futuristic stuff from my mission editor - it's cluttering my screen and I will never touch it (it all sucks anyways, lel).

    Any possible addon for this?




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


    Hello I was just wondering if anyone knows of or how to make a script for a server so that you can lock vehicles, when you lock the vehicle only the owner can unlock it and after server restart the vehicle still belongs to that player and only they can unlock it? Maybe something where the player has a key on them, and if they die the key can be taken from them or/and they can chose to share the key so other people can use that vehicle?




    Quelle: forums.bistudio.com/showthread…Vehicles&goto=newpost
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