combinedarms.de

  • Bohemia Interactive Forums wrote:


    Ok as the title says we are looking for a Arma 3 Map Developer to help us finish our upcoming mod . We had a Map developer who made us a map but due to unfortunate events he had to step down for awhile . So what we need is someone who is good at building maps , and who is willing to help us finish our mod .

    Now you are probably wondering what mod are they talking about , Well we are going to be a upcoming life mod . We are not using Tonic's Code we have created our own Framework from scratch for this mod . We have custom buildings , cars , and other stuff . We are currently almost finished and ready to go in to alpha but due to no map developer we are stuck . Our website is www.NerdsRPG.com now if you are interested in joining a Awesome community and a
    Awesome development team then you can PM me here or you can contact me on our website via pm Lucian Lachance our you can join our team speak and join the help channel and request to talk to me Lucien Lachance or Mike Baxter .


    Thanks for taking the time to read this

    Lucien Lachance




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


    Hello, this is my first post concerning anything coming from me.... so wish me luck with the wording!

    I am a student, and I am declaring my majors in the engineering field. My school graciously provided us with the latest version of Solidworks 2014-2015. We normally use it to create parts and 3D print them for our robotics team, but sometimes we have some down time and can make what we like. Now I have no clue if this program will work with the ArmA 3 game engine, but a buddy of mine and I got together and decided to make something pretty cool. We figured why not make the Starship Enterprise and see where it takes us. The original plan was to make 3D models of it and show it off, or as a project to show as a portfolio. So I present to you two renders that I finished today:

    http://imgur.com/YcCF4c6

    http://imgur.com/i7x4m1H

    Not everything on it is down to detail, but I think it's pretty solid considering... well considering we are students and we we're going off of a paper blueprint for measurements. The main fuselage is basically down to the exact thing, but the side engines are lacking features. I have little experience with Java code, and that little experience is a starters class they offer at my school. I am posting this to hopefully get some peoples attention, I know there was someone who made a Star Trek mod. I am not asking for people to just help me with all the coding and textures, but if someone is really interested, I would be more than happy to team up, and even expand on the model in the future.

    Probably my first question to the community, is it even possible to get this in game? I know Solidworks as a engineering program, so I am a little hesitant.

    If anyone would like extra angles, let me know and I will whip my computer into rendering mode.




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


    Hi,
    I'm trying to get a function working where the target will take damage at a reduced rate, and will go down at a certain damage threshold. I got in the init:
    Code:

    this addEventHandler["handleDamage",{_this call fn_hit;}];
    This didn't work at all, I placed everything of the function in comment and just made it call bis_fnc_endmission, and that didn't work either.

    I made a non-function version of the function as well, I got that working using:
    Code:

    this addEventHandler["handleDamage",{_this execVM "Damage.sqf";}];
    In the execVM script, instead of returning the damage, I am using setdamage to injure the target. The target however sometimes regains health because of how the eventhandler works (going through all the body parts individually). How can I make the call function work? And is there a better eventhandler for this or should the function where damage is returned instead of using setdamage fix this as well?




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


    In order to avoid irrelevant answers, a quick rundown of how things work. Skip this if you already know these stuff.

    When you shoot a soldier/vehicle, you deal damage to the part you hit and possibly to other parts as well. Then, based on some config values the "overall" damage of the vehicle is updated as well.

    In the end, each vehicle tracks the damage value of each of its parts, as well as an "overall" damage value.

    When the "overall" damage reaches 1, vehicle is destroyed.

    Each part can reach a maximum of 1 damage, which will then affect the vehicle behavior (maybe also with values of less than 1, my research didn't go that far), and some parts reaching 1 will also destroy the vehicle, but I'm not sure what it's based on either (config values? Hard-coded stuff? My research didn't go that far).

    The calculation of the damage dealt to each part and the damage dealt to the "overall" seem to be 2 completely separate calculations dependent on different independent config values.

    The question

    Is there anything that can set the overall damage of a unit without affecting its individual part damage?

    Using setDamage will also set the damage of all parts to the given value.

    What I'm trying to do is prototype a damage system that overrides the current "passthrough" system (at least for infantry), and modify the "overall" damage based on damage dealt to parts in a way that works around needing to use the "passthrough" config value on one hand, while on the other hand allow taking the individual part's armor into account (which is currently ignored). This will then allow creating an improved and more intuitive representation of protective equipment, as the current system is completely messed up.

    However, if I can't set the "overall" damage to a value of my choice without affecting the overall damage, I'll have to make something dirtier which will make the "overall" damage always 0 and set it to 1 once you're dead, which will break compatibility with any scripts that use getDamage to check for damage, and I'd like to avoid that if possible.

    Thanks for any help!




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


    hi guys,

    i currently try to learn how to build proper models and getting them into the game. i made quite some progress lately but now i ran into a problem i can't find a solution.
    well i guess a video shows it best:
    https://www.youtube.com/watch?x-yt-c...-ts=1422579428

    it is most probably something really obvious and/or stupid, but i just can't find it out. i tried to search for a solution here and googled it aswell. i found the advice to move the glass faces to the top(it was said it's the source of 90% of glass problems), which i did, but it didn't work.
    the door, the glass textures and the configs i took from the samplemodel.
    my guess, and that is the guess of a noob, is that i screwed something up in either the config.cpp or the model.cfg.

    any advice is welcome, thanks in advance :)




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


    I was reminiscing when watching the old 'Joint Operations' videos about the good old days gaming, when it suddenly struck me what 'immersive' sounds Arma is seriously missing. Yep, that's the desperate pleas for help from our seriously and mortally injured comrades whilst in battle. Whether cries for help, moans and groans or pleas, the reality is when in battle and your comrade gets hit you'll hear him or her call out for help or just whimper as they succumb to their inevitable fate.


    Sure, it's a distraction and annoyance, but it's also realistic... Adding these sounds may IMO encourage players to play as medics to help stop those meandering cries for help whilst fulfilling a role that many don't want to undertake.




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


    by febriannas.
    REWORKED SYSTEM AND SCRIPT from SCRATCH, WITH BIS LIBRARY THAT I LEARNED AND GET CRAZY IN A LIMITED A TIME.
    can only work and learn on friday night to sunday night before i go back to the academy.

    VOBAmod - VANGUARD OF BATTLEAROUND mod for arma3. New kind of gameplay CONCEPT across the FPS genre, skill and teamwork in a tactical paced arcade style 5v5, hopefuly become a DLC, or maybe better, BECOME A STANDALONE game. VOBA ARMA3 mod from BATTLEAROUND.

    ---------------------------------------------------------------------------------------------------
    1.BATTLEAROUND between REBEL faction and LEGION faction through a city map full of UNKNOWN INSURGENT army.
    2.5v5 PVP MULTIPLAYER Match.
    3.Three available victory condition in one game that can be reached, your team need extra planing and tactics.
    ---------------------------------------------------------------------------------------------------
    -starting INTELPOINT is 50,
    -find UNKNOWN INSURGENT officer in 8 suspected area,
    -dont kill it make him wounded and INTERROGATE to gain 15 INTELPOINT,
    -when squad leader wounded will decrease INTELPOINT -1, nnothing happen with the minion.
    -when squad leader respawned will decrease INTELPOINT -2, same thing with minion.
    -try to heal up when wounded and prepare wisely.

    -ADVANCE
    Victory if your team INTELPOINT reach 150.
    -INSURGENCY
    Victory if your team destroy 2 of 3 sectors, each sector need 25 INTELPOINT, 75-100-125.
    -ANIHILATE
    Victory if your enemy team INTELPOINT reach 0.
    ---------------------------------------------------------------------------------------------------
    4.each squad consist of four soldier - 1 leader 3 minions.
    5.you can switch up control between leader to any minion.
    6.all three minions which is
    -MEDIC, you can request first aid to him
    -AMMO, you can request magazine to him
    -REPAIR, you can request rocket and high explosive to him and he also can repair vehicle obviously.

    7.each team have 16 VANGUARD (HERO) that has its own advantage and ability.
    -VEHICLE (truck,hmg,armored,etc)
    -KIT (backpack, rpg rocket, etc)
    -SKILL (paradrop, night cycle, artillery, mobile HQ,etc)

    8.you can change your VANGUARD at base to adapt with battle situation and gain more tactical benefits with each their ability.

    9. unknown insurgent defending crates around the map that will drop loot when killed to make more advantage, main base is no fire zone.
    ----------------------------------------------------------------------------------------------------

    VOBA v021 PreALPHA CONCEPT still need more to do,
    like make it as a standalone game and ask other publisher or developer,
    if this mod is not winning the makearmanotwar competition.

    any comment, any bugs, any question, any suggestion, any help offer
    can be emailed to me at
    battlearound@gmail.com
    or just drop something down at the thread.
    -----------------------------------------------------------------------------------------------------------------------------------
    >>DOWNLOAD or join us at voba.battlearound.com
    PvP Vanguard of battlearound [ VOBA v021 new ground up rework from scratch script ]
    -----------------------------------------------------------------------------------------------------------------------------------

    9 of 16 AVAILABLE [ PHASE 1 ] VANGUARD:

    1.AIRBORNE
    2.GRENADIER
    3.PARAMEDIC
    4.RANGER
    5.ROCKETEER
    6.SPECOPS
    7.STATICAL
    8.TECHIE
    9.TRUCKER
    10.AIRFORCE
    11.HACKER
    12.RECONS
    13.UncoveredSoon
    14.UncoveredSoon
    15.UncoveredSoon
    16.UncoveredSoon

    [ PHASE 2,3 ] VANGUARD:
    UNDER NEGOTIATION..




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


    by febriannas.
    REWORKED SYSTEM AND SCRIPT from SCRATCH, WITH BIS LIBRARY THAT I LEARNED AND GET CRAZY IN A LIMITED A TIME.
    can only work and learn on friday night to sunday night before i go back to the academy.

    VOBAmod - VANGUARD OF BATTLEAROUND mod for arma3. New kind of gameplay CONCEPT across the FPS genre, skill and teamwork in a tactical paced arcade style 5v5, hopefuly become a DLC, or maybe better, BECOME A STANDALONE game. VOBA ARMA3 mod from BATTLEAROUND.

    ---------------------------------------------------------------------------------------------------
    1.BATTLEAROUND between REBEL faction and LEGION faction through a city map full of UNKNOWN INSURGENT army.
    2.5v5 PVP MULTIPLAYER Match.
    3.Three available victory condition in one game that can be reached, your team need extra planing and tactics.
    ---------------------------------------------------------------------------------------------------
    -starting INTELPOINT is 50,
    -find UNKNOWN INSURGENT officer in 8 suspected area,
    -dont kill it make him wounded and INTERROGATE to gain 15 INTELPOINT,
    -when squad leader wounded will decrease INTELPOINT -1, nnothing happen with the minion.
    -when squad leader respawned will decrease INTELPOINT -2, same thing with minion.
    -try to heal up when wounded and prepare wisely.

    -ADVANCE
    Victory if your team INTELPOINT reach 150.
    -INSURGENCY
    Victory if your team destroy 2 of 3 sectors, each sector need 25 INTELPOINT, 75-100-125.
    -ANIHILATE
    Victory if your enemy team INTELPOINT reach 0.
    ---------------------------------------------------------------------------------------------------
    4.each squad consist of four soldier - 1 leader 3 minions.
    5.you can switch up control between leader to any minion.
    6.all three minions which is
    -MEDIC, you can request first aid to him
    -AMMO, you can request magazine to him
    -REPAIR, you can request rocket and high explosive to him and he also can repair vehicle obviously.

    7.each team have 16 VANGUARD (HERO) that has its own advantage and ability.
    -VEHICLE (truck,hmg,armored,etc)
    -KIT (backpack, rpg rocket, etc)
    -SKILL (paradrop, night cycle, artillery, mobile HQ,etc)

    8.you can change your VANGUARD at base to adapt with battle situation and gain more tactical benefits with each their ability.

    9. unknown insurgent defending crates around the map that will drop loot when killed to make more advantage, main base is no fire zone.
    ----------------------------------------------------------------------------------------------------

    VOBA v021 PreALPHA CONCEPT still need more to do,
    like make it as a standalone game and ask other publisher or developer,
    if this mod is not winning the makearmanotwar competition.

    any comment, any bugs, any question, any suggestion, any help offer
    can be emailed to me at
    battlearound@gmail.com
    or just drop something down at the thread.
    -----------------------------------------------------------------------------------------------------------------------------------
    >>DOWNLOAD or join us at voba.battlearound.com
    PvP Vanguard of battlearound [ VOBA v021 new ground up rework from scratch script ]
    -----------------------------------------------------------------------------------------------------------------------------------

    9 of 16 AVAILABLE [ PHASE 1 ] VANGUARD:

    1.AIRBORNE
    2.GRENADIER
    3.PARAMEDIC
    4.RANGER
    5.ROCKETEER
    6.SPECOPS
    7.STATICAL
    8.TECHIE
    9.TRUCKER
    10.AIRFORCE
    11.HACKER
    12.RECONS
    13.UncoveredSoon
    14.UncoveredSoon
    15.UncoveredSoon
    16.UncoveredSoon

    [ PHASE 2,3 ] VANGUARD:
    UNDER NEGOTIATION..




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


    Hey guys, something for the Americans this time. ;)

    Couple of wip shots of the SR 25 I'm working on, there will also be a carbine version being worked on soon, with the shorter barrel and buttstock, exciting stuff!

    I haven't decided what I'm doing with the hole sections yet, on the front hand guard, I know I'll have to compromise on the low poly version but, we'll see, I'm sure I'll come up with something satisfactory!













    Any questions or concerns let me know!




    Quelle: forums.bistudio.com/showthread…r-25-wip&goto=newpost
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