combinedarms.de

  • Bohemia Interactive Forums wrote:


    Hello Everyone.

    I would like to know whether it will be possible to have a specific object to override the global object view distance set in game via the video settings menu.
    The idea behind it will be to have some landmarks on the terrain and have them visible from any point on the map overriding for example a view distance of 500m just for that particular object.

    eg. You are 2500m away from the landmark with a set view distance of 500m, and the landmark is still visible because it overrides the global object view distance.




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



    MAN UP AND JOIN THE SEALS!



    So you're looking for that one badass unit that seperates themselves from the rest? You could be interested because you wanna be part of a team,
    or blow some time. Let me tell you today SEAL Team 10 is more than worth your time! SEAL Team 10 is everything you expect and even more.

    SEAL Team 10 is a Realism Unit for ArmA 3. we are a group of ArmA 3 players who play the game realistically
    and act as serious as we can get. In SEAL Team 10 everyone is family and no one will be isolated from the group.
    Also we do realistic SEAL ops that test your skill in Arma and we conduct BUD/S training on sundays. As a unit we
    are about 2 months old, and still going strong. If your looking for a bad ass unit that operates with the act of surprising
    the enemy then this unit is meant for you !

    What type of player is SEAL Team 10 looking for?


    We are looking for a mature and responsible type of player. Someone who can handle taking care of himself and getting along with anyone.
    When going through our BUD/S class we will test your mental ability to see how you are as a person and a player. In order to become a part
    of our group you need to be able to be active and serious at any time told to. We will not force you to come to our events but if you do not without
    posting an excuse ahead of time, disciplinary actions will be taken.

    What MOS is available ?
    -SEAL Operators
    -SEAL Corpsman
    -SEAL Communicators
    -SEAL Heavy weapons operators
    -SEAL Recon Team Leads
    And MANY more!


    Requirements:

    1. Must be the age of 16
    1.a Exceptions can be made for younger players if serious

    2. Must have a legit copy of ArmA 3 and willing to download mods.

    3. Not be a hacker

    4. be a serious player

    5. be respectful at all times to public and unit members

    6. Must have Teamspeak 3:ts67.gameservers.com:9288

    Navy SEAL information:

    SEAL Team 10 is one of many units operating under the Navy SEAL group.

    The U.S. Navy's Sea, Air, and Land (SEAL) forces are the elite special operations forces (or Special Forces) of the United States Navy.
    They are commonly utilized in unconventional warfare, foreign internal defense, direct action, counter-terrorism, and special reconnaissance operations.

    Motto: "The only easy day was yesterday!" or "It pays to be a winner!”

    Clan information:

    Website: http://sealteam10arma3.enjin.com/
    Teamspeak 3: ts67.gameservers.com:9288

    If any other questions contact Kasper(Blake) here:
    http://sealteam10arma3.enjin.com/profile/7684408

    Thanks, ST10 Staff and SEALS




    Quelle: forums.bistudio.com/showthread…therHood&goto=newpost
  • News-Feed wrote:




    LAxemann's "Climb" (Enables Casic Climbing in ArmA3) von LAxemann (v1.52)

    ***** Update *****


    LAxemann veröffentlichte sein Climb Addon in den Bi-Foren. Das Addon ergänzt die Funktionalität des Kletterns in ArmA3.

    Zitat

    What it does?
    "Climb" adds basic climbing functionality to the game.
    You can climb by pressing shift and double-tapping a key which you can define in the userconfig (C by default).
    "Climb" isn't meant to turn ArmA into a free-running paradise and I therefore tried to keep the
    climbing as realistic/ reasonable as possible.

    A small summary:
    • Climb by pressing shift and double-tapping the key you specify in the userconfig
    • The maximum height you're able to climb is based on your current weight load
    • Climbing will increase your fatigue, also based on your current load (That said, it's very exhausting anyway )
    • You won't be able to climb at all in case you're too heavy-loaded
    • You won't be able to climb with a launcher on your back
    • You won't be able to climb if you're too injured

    The climbing isn't pretty but does it's job surprisingly well.

    Changelog:
    v1.52
    - Userconfig can now be removed!

    v1.51
    - Fixed some ASL stuff



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=1849
  • Bohemia Interactive Forums wrote:


    Making my 1st detailed CO-OP mission. Up until now I've only used in-editor modules, ALiVE and some scripts I've gotten from here or Armaholic.
    After brainstorming an idea, I realised I need to plan this out better, so I know what I need to write.

    If you got a moment and are willing, I would appreciate if anyone can "proof" my logic and tell me where I might have trouble or have made a logical error.
    Also, if anyone could tell me what kind of level of scripting I'm looking at having to write to be able to pull this off. EG: Advanced stuff, or mostly intermediate or whatever.

    Any advice is greatly appreciated.

    These are the mission Tasks I plan to use, written in plain english, but with a Conditional statement style. Hoping it will make it easier to learn how to write the scripts....

    Mission Tasks Script/Module? Detail
    Return vehicles to depot Waypoint; named vehicles; in-editor script when all vehicles are empty inside DEPOT marker and player has not entered Report In trigger, then task success, else failed
    Report in! Waypoint; in-editor script when all players are in trigger, task success and trigger Mission Briefing
    !Mission Briefing* Radio chat; add tasks; prompt to view map; show mission intel markers (orders to assault and secure town from AAF forces) trigger all *mission tasks
    *Gear up if all players use Supply Box prior to leaving 'HQ' marker, then task success, else task failed
    *Head to Hunter if all players enter Hunter before leaving 'HQ' marker, then task success, else task failed
    *Move to Staging Area if all players reach trigger without firing on enemy, then success, else failed
    *Advance on Foot to town if all players enter 'TOWN' marker without Hunter, then success, else failed
    *Assault and Secure town if all AAF troops !alive in 'TOWN' marker, then success and (wait 45) triggers new mission orders
    *Await further orders if all players remained in 'TOWN' marker until new mission orders task, then success, else failed
    New mission orders via radio^ Radio chat; add tasks; prompt to view map; show mission intel markers (new orders to assassinate HVT at AAF outpost) trigger all ^mission tasks
    ^Board Hummingbird if all players enter Hummingbird, then success
    ^Arrive at OP if all players exit Hummingbird at OP, then success
    ^Recon AO if a player spots all enemy named armor OR artillery destroys named armor before group enters 'AAF_BASE' marker, then success, else failed
    ^Locate HVT if a player spots HVT prior to entering 'AAF_BASE' marker, then success, else failed
    ^Call in Artillery if artillery fires rounds inside 'AAF_BASE' marker, then success, else failed
    ^Confim Kill on HVT# if all AAF troops !alive in 'AAF_BASE' marker, then HQ radio-chat "find HVT quickly" // if player uses action "HVT Kill Confirmed" on !alive HVT within 60 seconds, then success and trigger Locate Intel task, else Radio chat from SL "cannot locate HVT" and remove action from HVT unit and task failed and trigger Locate Intel task
    #Locate Intel~ if named building is destroyed, then SL radio-chat "negative building destroyed" and task failed and trigger RTB task // if a player enters 'INTEL' marker within 60 seconds, then success and trigger Retrieve Intel task and RTB task, else SL Radio chat "cannot locate Intel" and task failed and trigger RTB task
    ~Retrieve Intel Using laptop intel script from Armaholic if a players uses Action "Retrieve Intel" on intel object before leaving 'AAF_BASE' marker, then success, else failed
    RTB If all players enter Hummingbird and hummingbird flies to waypoint, then success and mission end




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


    Currently I'm working on this mission where we have two platoons of tanks. And each platoon has a CRV-6e Bobcat as a supportive tank. I want the CRV-6e come repair my tank when it's damaged, but I don't know how to script that and I can't find any anything relevant by pressing those complicated F1~~F12 or #1~~0 buttons. Looks like right now the only way repairing happens is when someone shouts loudly, "status red!", then those CRV-6es will come, but that's too late. Need a script that tells CRV-6es to come repair AI and player's vehicles upon their some sort of radio request. And I noticed that CRV-6e doesn't have enough ammo, for example when it supplies a cheetah it will supply 2 missiles and that's it. This amount is really not enough. So need the script to change amount of ammo that CRV-6e can carry as well. Anyone knows how to do this and would like to help me?




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


    So I have some groups with some hidden units in them (hidden from the main editor and Zeus) that show up in the editor but not in Zeus. I feel like this is a relatively simple fix but slapping scopeCurator=2; and scope=2; didn't seem to help any. Here's a sample of my group config:

    PHP Code:

    class TEC_Infantry_WL {
    name = "Infantry (Woodland)";
    scopeCurator=2;
    class
    TEC_InfSquad_WL {
    faction = "TEC_CSAT";
    name = "Rifle Squad";
    side = 0;
    scope=2;
    scopeCurator=2;
    class
    Unit0 {
    position[] = {0, 0, 0};
    rank = "SERGEANT";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_SL_F";
    };
    class
    Unit1 {
    position[] = {5, -5, 0};
    rank = "SERGEANT";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_TL_F";
    };
    class
    Unit2 {
    position[] = {-5, -5, 0};
    rank = "CORPORAL";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AR_F";
    };
    class
    Unit3 {
    position[] = {10, -10, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AR_F";
    };
    class
    Unit4 {
    position[] = {-10, -10, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AAR_F"; //Hidden unit
    scope=2;
    };
    class
    Unit5 {
    position[] = {15, -15, 0};
    rank = "CORPORAL";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_LAT_F";
    };
    class
    Unit6 {
    position[] = {-15, -15, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_medic_Woodland_F";
    };
    class
    Unit7 {
    position[] = {20, -20, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_F";
    };
    };

    class
    TEC_WeapSquad_WL {
    faction = "TEC_CSAT";
    name = "Weapons Squad";
    side = 0;
    scope=2;
    scopeCurator=2;
    class
    Unit0 {
    position[] = {0, 0, 0};
    rank = "SERGEANT";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_SL_F";
    };
    class
    Unit1 {
    position[] = {5, -5, 0};
    rank = "SERGEANT";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AR_F";
    };
    class
    Unit2 {
    position[] = {-5, -5, 0};
    rank = "CORPORAL";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AAR_F"; //Hidden unit
    scope=2;
    };
    class
    Unit3 {
    position[] = {10, -10, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AT_F";
    };
    class
    Unit4 {
    position[] = {-10, -10, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AAT_F"; //Hidden unit
    scope=2;
    };
    class
    Unit5 {
    position[] = {15, -15, 0};
    rank = "CORPORAL";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_F";
    };
    class
    Unit6 {
    position[] = {-15, -15, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_Soldier_Woodland_A_F";
    };
    class
    Unit7 {
    position[] = {20, -20, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_Medic_Woodland_F";
    };
    };

    class
    TEC_InfTeam_WL {
    faction = "TEC_CSAT";
    name = "Fire Team"; //Appears in Curator
    side = 0;
    class
    Unit0 {
    position[] = {0, 0, 0};
    rank = "SERGEANT";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_TL_F";
    };
    class
    Unit1 {
    position[] = {5, -5, 0};
    rank = "CORPORAL";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AR_F";
    };
    class
    Unit2 {
    position[] = {-5, -5, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_GL_F";
    };
    class
    Unit3 {
    position[] = {10, -10, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_LAT_F";
    };
    };

    class
    TEC_ATTeam_WL {
    faction = "TEC_CSAT";
    name = "Anti-Armor Team";
    side = 0;
    scope=2;
    scopeCurator=2;
    class
    Unit0 {
    position[] = {0, 0, 0};
    rank = "SERGEANT";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_TL_F";
    };
    class
    Unit1 {
    position[] = {5, -5, 0};
    rank = "CORPORAL";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AT_F";
    };
    class
    Unit2 {
    position[] = {-5, -5, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AT_F";
    };
    class
    Unit3 {
    position[] = {10, -10, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AAT_F"; //Hidden unit
    scope=2;
    };
    };

    class
    TEC_AATeam_WL {
    faction = "TEC_CSAT";
    name = "Anti-Air Team";
    side = 0;
    scope=2;
    scopeCurator=2;
    class
    Unit0 {
    position[] = {0, 0, 0};
    rank = "SERGEANT";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_TL_F";
    };
    class
    Unit1 {
    position[] = {5, -5, 0};
    rank = "CORPORAL";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AA_F";
    };
    class
    Unit2 {
    position[] = {-5, -5, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AA_F";
    };
    class
    Unit3 {
    position[] = {10, -10, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_AAA_F"; //Hidden unit
    scope=2;
    };
    };

    class
    TEC_InfSentry_WL {
    faction = "TEC_CSAT";
    name = "Sentry"; //Appears in Curator
    side = 0;
    class
    Unit0 {
    position[] = {0, 0, 0};
    rank = "CORPORAL";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_GL_F";
    };
    class
    Unit1 {
    position[] = {5, -5, 0};
    rank = "PRIVATE";
    side = 0;
    vehicle = "TEC_O_soldier_Woodland_F";
    };
    };
    };

    Ideally, I'd like to get this working without unhiding my hidden units in the editor and Zeus (when they're by themselves.)




    Quelle: forums.bistudio.com/showthread…en-Units&goto=newpost
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