• Bohemia Interactive Forums wrote:

    im sure lots of you have seen the type of vehicles used by Islamist and other type of rebel forces now fighting in places like iraq , yemen and libya.
    being a former libyan rebel myself i figured arma 3 modders should make such vehicles used by these rebels to give an authentic feel to fighting rebel
    forces in arma 3.

    see the problem with arma 3 is that it provides only one lame technical (the vehicle of choice for these groups) the kind these rebels use (from personal experiance)
    are much heavier in caliber ... for example they use a Toyota land cruiser pickup with a twin barrel KPV 14.5mm AA gun ... quite popular these days lol
    then there is the same toyota but sporting a twin barrel zsu-23 , occasionally you see a toyota hilux or a mitsubishi pick up armed with a single barreled 14.5mm KPV aa gun.
    beyond AA guns (faced down towards ground targets) there are also various pick up trucks (preferably a Toyota land cruiser...what can i say they can take a beating) armed with an M40 recoiless gun .. used mostly for anti armour and for troops
    hiding inside buildings. beyond all that there are actual army vehicles like the BM21 Grad truck and T55s and all that stuff but they arnt used as much as technicals... their high speed along with the weapons
    mounted on them provided ..atleast in libya ..with a fast , effective , quickly replaceable weapon that packs a bunch when used in combined tactics.

    so my point is i really wish to see such a mod come together...ive noticed a few ISIS mods out there but they relate to infantry only...u need the vehicles i mentioned to make there rebel
    groups come full circle

  • Bohemia Interactive Forums wrote:

    version 0.1.0

    Ineptifex is a script (or a collection of scripts - but not an addon) designed to function as an AI director or governor or something. It will assign waypoints to instruct groups as well as manage some of their particulars, including stance, RoE, formation, and speed, based on known hostile contacts and Areas of Interest created by the user in the editor or programmatically through the API.

    It's not done yet, there are a few important features that still need to be implemented and it has not been subject to very much testing. But, at this point, infantry combat seems to work fairly well.

    I'm making it public because I hope some people can benefit from it at this stage, or at least see if it's the sort of thing that might serve them in the future. It could also use some testing. And I am interested in hearing any feedback or suggestions.

    The source code is available here: (At the moment, the project directory structure is in the format of Arma mission - note the mission.sqm file at the root. Eventually, this will be changed, but at this point it's kind of handy to name the clone Something.Altis.)

    The only dependency is Arma 3 minimum version 1.32.

    A very simple 12 man casual co-op mission (with respawning) that uses ineptifex is available at:

  • Bohemia Interactive Forums wrote:

    Hi to all this is my unit reesking config

    class BT_Heavy_Leader: BT_BDU_Cuadros_Base {
    scope = 2;
    author = "Logan83";
    displayName = "Coordinador de Operaciones";
    icon = "iconManLeader";
    detectSkill = 40;
    nakedUniform = "U_BT_BASE_BasicBody";
    uniformClass = "U_BT_BDU_TAN_2";
    hiddenSelections[] = {"Camo"};
    hiddenSelectionsTextures[] = {"\LG83_BT\textures\Uniforms\U_BT_BDU_TAN_2.paa"};
    Items[] = {"optic_MRCO"};
    RespawnItems[] = {"optic_MRCO"};
    weapons[] = {"arifle_mas_ak_74m_sf","hgun_mas_acp_F","Throw","Put","Binocular"};
    respawnWeapons[] = {"arifle_mas_ak_74m_sf","hgun_mas_acp_F","Throw","Put","Binocular"};
    magazines[] = {"30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_T_mag","12Rnd_mas_45acp_Mag","12Rnd_mas_45acp_Mag","12Rnd_mas_45acp_Mag","SmokeShell","SmokeShellRed","SmokeShellGreen","HandGrenade","I_IR_Grenade"};
    respawnMagazines[] = {"30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_T_mag","12Rnd_mas_45acp_Mag","12Rnd_mas_45acp_Mag","12Rnd_mas_45acp_Mag","SmokeShell","SmokeShellRed","SmokeShellGreen","HandGrenade","I_IR_Grenade"};
    linkeditems[] = {"optic_MRCO","H_BT_Cap_headphones_Brn","V_BT_Vest_Marpat_Battle","NVGoggles_mas","G_Aviator","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"};
    respawnlinkeditems[] = {"optic_MRCO","H_BT_Cap_headphones_Brn","V_BT_Vest_Marpat_Battle","NVGoggles_mas","G_Aviator","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"};

    using the lines Items[] = {"optic_MRCO"}; and RespawnItems[] = {"optic_MRCO"};" i put that optic in the units gear, but i want to put the optic in the unit weapon directly. How can do this? thanks

  • Bohemia Interactive Forums wrote:

    All right, I feel kinda silly because I think I should be able to deal with this, but, as it seems, this problem is beyond my knowledge.

    I made a mission and wanted to test it, but instead of the official name I get only the common foldername.Altis, which isn't very nice to look at and makes a bad first impression.
    I know that this name can be changed in the Intel section and I quadruple-checked on that, both in the editor and in the mission.sqm. I do have a custom name of the mission set up properly, but the game doesn't pick it up for some reason.

    So I restarted Arma, deleted all saves of the said mission, renamed the folder of the mission, I even made a stringtable.csv and tried to change the name with that. No visible effects.

    Then I restarted Arma again, deleted all saves of the mission, unsubscribed from all steam missions, triple-checked my launch settings, deleted the .pbo and tried to save the mission again with it's proper name. And once again, I only got the ugly xxxxxx.Altis instead of a custom text.

    I opened a different mission on Altis, added a name in the intel section, saved it. It was fine and worked as it should. Then I tried to save the cursed mission again, no luck in changing it's name.
    Lastly, I copied the folder with the mission and saved with a different folder name. It didn't help.

    Am I correct that the displayed mission name is defined in mission.sqm in this part?
    class Intel
    briefingName="Mission name";
    For some strange reason, the game still shows me the foldername.Altis, but only with this mission. What could it cause? Is it possible that the game generated an error in the mission.sqm and cannot read it now?
    Btw. the mission works perfectly in the editor even with -showscripterrors and this whole issue appeared only now. It worked 5 days ago, when I saved the latest beta version. I only added a few sounds and some triggers since then.

    Any help is welcome!

  • Bohemia Interactive Forums wrote:

    I found alot of Task related posts, but not the solution to this problem.

    I have 5 tasks that I created using modules in editor. They are synched to all 10 playable units for my Group Respawn mission. Setting current tasks and setting task states works fine for all these tasks placed via the editor.

    However, I have an additional task that I only want to reveal during mission play, so I am creating and assigning that via a script. I have this code in a function that I call with bis_func_mp:


    task7 = player createSimpleTask ["Protect the Ship!"];
    _td = "The VBIED target is the ship! We must prevent the boats from hitting the ship. This is our top priority. "+ SHIP_PATH_TEXT;
    task7 setSimpleTaskDescription [_td,"Protect the Ship!",""];
    task7 setTaskState "Assigned";
    player setCurrentTask task7;

    This works for current player except I am not seeing the nice task notification when I assign the task. And more importantly, after getting killed when i spawn to the next playable unit, I do not see this new task at all.

    What gives?

    I thought maybe that since editor placed modules that are synched to all playable units work, then maybe I should change this code to assign to all playable units. In the code below GG is a global array containing all 10 playable units:


    {task7 = _x createSimpleTask ["Protect the Ship!"]; } foreach GG;
    _td = "The VBIED target is the ship! We must prevent the boats from hitting the ship. This is our top priority. "+ SHIP_PATH_TEXT;
    task7 setSimpleTaskDescription [_td,"Protect the Ship!",""];
    task7 setTaskState "Assigned";
    {_x setCurrentTask task7;} foreach GG;

    I hoped the code above would create and assign new tasks to all playable units. But in this case only the Task is created. This Task has a name but does not have a description. And it is not assigned as current. And it does not show up for a respawned player.

    Any suggestions?

  • Bohemia Interactive Forums wrote:

    Hello, Id' like to share my problems to know if someone already had this or can help me.
    I was working in the afternoon on terrain builder: I put some grass and I saw that in buldozer the grass was perfectly on the ground. With that, I could make a square of grass and do a copy-paste work. Perfectly.
    The night I restart terrain builder to work in the same area, I put a little grass clump, it was just above the ground like 50cm. Well, I put down on the ground and tried to copy-paste it to have the same grass at ground level, but it pasted in the air.
    So my problem is that if I have to put a little grass clump, and put it down manually, one clump per clump, I would have finished the map in 5 years.

    What can I do?

  • Bohemia Interactive Forums wrote:

    Is playActionNow Local or Global? In the wiki it has both the Local and Global icons, but I'm not sure what that means. In MP, will I have to execute this in all clients so all players see the animation associated with this action:

    _rescuer playActionNow "GestureGo";

    Or will I have to bis_fnc_mp this sucker?

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