combinedarms.de

  • 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
  • News-Feed wrote:




    Resource War von A3 Resource War Team (v0.2.8)

    ***** Update *****

    blckeagls veröffentlichte sein Resource War Addon in den Bi-Foren. Das Addon enthält Open Sandbox "Sammeln von Ressourcen" Mod.

    Zitat

    Today I released my public pre-alpha version of Arma 3 Resource War. This mod has many features such as crafting and base building. It is a persistent world where user data is saved to the database and is an open world sandbox.

    The idea is to take over "select" resource locations on the map to control. You can then build your base around these resource locations and gather resources. Then you can use these resources to craft just about all items there are in the game. We have a real-world supply/demand economy where players set the price of their items for sale at the traders. The seller gets paid once a buy purchases their items.

    We are in a pre-alpha to get some people to on to play and help improve this mod. We are a small team of 2 people building this and need the support of people who love out idea to help the improvement and bug fixing.

    Changelog:
    v0.2.8
    - Fix small issue with new players placing claim markers.

    v0.2.7
    - Allowed Group Member to delete your building pieces
    - Added: Sandbag Walls, H-Barrier Walls, and Razorwire
    - Fixed Saving of ammo on players and vehicles. Now saves ammo count




    Download:
    Resource War




    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3073
  • Bohemia Interactive Forums wrote:


    CH Mobile Headquarters v0.9
    Download from Dropbox


    Description:
    This script modifies certain vehicles for use as a mobile headquarters. In other words it allows to teleport from the object at the base to one of the HQ vehicles deployed on the map. For now it supports these vehicles:
    - HEMTT Transport
    - Tempest Transport
    - Zamak Transport (CSAT)
    - Zamak Transport (AAF)
    - Truck (FIA)
    But you can configure any vehicle for use with this script. (see section "for advanced users")

    Features:
    - HQ composition for every faction
    - customizable HQ and cargo objects
    - immersive HQ deployment
    - can work with any custom vehicles and objects
    - different map markers for mobile and deployed HQ
    - immersive teleport to HQ
    - supports multiple HQs at a time

    Installation:
    Spoiler:
    1. Copy "CHHQ.sqf" into your mission folder.
    2. Place any object (for example: map or flag) in editor that will be used to teleport to HQ.
    3. Add following code in that object init line:
    PHP Code:

    null = [this, SIDE] execVM "CHHQ.sqf"

    Where SIDE is the name of the side (west, east or resistance) MHQ belongs to.
    4. Place one of the supported vehicles in editor.
    5. Add following code to the init line of that vehicle:
    PHP Code:

    null = [this, SIDE (optional)] execVM "CHHQ.sqf"

    Where SIDE is the name of the side (west, east or resistance) this MHQ will belong to. If SIDE is left empty, default vehicle side is used.
    6. (Optional) Add the following code in your "init.sqf" if you wish enable or disable map markers for HQs:
    PHP Code:

    CHHQ_showMarkers = false; // Set 'true' if you want real time map markers for all HQs on your side. (Default: true)


    For advanced users:
    Spoiler:
    You can add your own presets and edit existing ones for any HQ vehicle. Go to the bottom of the "CHHQ.sqf" and find line:
    PHP Code:

    switch (toLower typeOf _obj) do {

    Under this line are stored blocks of code with configuration of every supported vehicle. For example:
    PHP Code:

    case ("b_truck_01_transport_f"): { // Type of HQ vehicle this configuration is used for. Make sure you use only lower case letters!
    _composition = [["Land_Cargo20_grey_F",[4.11963,-0.677246,0.0971179],271.612]]; // Array of arrays that contains object composition for deployed HQ in format [String: type of object, Array: offset from HQ, Scalar: relative direction from HQ]
    _cargoInfo = ["Land_Cargo20_grey_F",[0.045,-2.31,1.15],270]; // Array that contains information about cargo attached to HQ in format [String: type of object, Array: offset from HQ, Scalar: relative direction from HQ]
    [_obj, _side, _cargoInfo, _composition] call CHHQ_fnc_startingSetup; // Functions that starts this script
    };

    To create your own object composition you can use my function below.
    Place in editor (preferably on an empty VR map) vehicle you would like to create composition for. Add some objects around it (you can use Zeus for that). Get in that vehicle and run this function:
    PHP Code:

    CHHQ_fnc_getOffset = {
    _veh = if (vehicle player isEqualTo player) then {nearestObject [player, "allVehicles"]} else {vehicle player};
    _objArray = [];
    _vehPos = getPos _veh;
    _vehDir = getDir _veh;
    {
    if !(
    _x isEqualTo _veh && _x isEqualTo player) then {
    _pos = getPos _x;
    _dir = getDir _x;
    _type = typeOf _x;
    _offset = [(_pos select 0) - (_vehPos select 0),(_pos select 1) - (_vehPos select 1),(_pos select 2) - (_vehPos select 2)];
    _diroffset = (_dir + 360 - _vehDir) % 360;
    _objArray pushBack [_type,_offset,_diroffset];
    };
    } forEach
    nearestObjects [player, [], 15];
    copyToClipboard str _objArray;
    };

    Object composition will be copied in your clipboard.

    Videos:
    Spoiler:



    Changelog:
    v0.9
    - beta release


    Download




    Quelle: forums.bistudio.com/showthread…quarters&goto=newpost
  • Users Online 2

    2 Guests - Record: 3,901 Users ()

    Legend:

    •  COA
    •  Administratoren
    •  Registrierte Benutzer
  • Statistic

    9225 News in 2 Categories (32.03 News Per Day)