combinedarms.de

  • Armaholic wrote:



    Murciélago has submitted a mission engine, for Arma 3, created from scratch to bring the CTF missions to the next level.

      Quote Murciélago :
      Capture The Flag 2.0 system is based on backpakc-flag mechanics. I created the CTF 2.0 mission engine not only to be solid, light and network friendly, this new system also allows to introduce new features:

      Template... This is the icing of the cake! This CTF game engine is a template. With a few changes you can introduce all the Capture The Flag 2.0 features to you

      Read the full article on Armaholic




    Quelle: armaholic.com/page.php?id=27118
  • Armaholic wrote:



    cookbros.racing has submited a new version of this cooperative mission for Arma 3. Both island versions are included in the package.

    Changelog:
      Pre-setting switched to ranked mode to avoid always lowskill players / noobs connect for two minutes use tanks and put them somewhere in the wasteland so nobody can find and use them anymore


    TAC-OPS Domination Co-40 (@) v2.9e Final 10-24-2014

    Read the full article on Armaholic




    Quelle: armaholic.com/page.php?id=22608
  • Bohemia Interactive Forums wrote:


    Hey all, does anyone know how or of a MOD that allows to control an AI pilot to fly the way you want them to?

    Example is i play SP missions where i tell the pilot to fly somewhere as i control the guns. Problem is the pilot starts to descend to 50m every time so if i want to be able to look over a hill and what not i cannot. I looked at an older AI HELI Control script but i couldn't get it to work. Any help would be appreciated

    SCript attempted to use:
    http://forums.bistudio.com/showthrea...li-Control-1-0




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


    Hearts and Minds



    I'd like to announce my entry in the MANW contest :cool:

    Hearts and Minds is a cooperative mission that aims to recreate a post war environment.
    CSAT forces retreated from Altis and NATO deployed units and vehicles to help the local population.
    A new formed group, known as "Oplitas", is againts the NATO intervention and it is ready to fight back.

    The mission has a lot of features:
    • Medical system
    • Logistic system
    • Deafness simulation
    • Interaction system
    • IED
    • Suiciders
    • Dynamic caching system
    • Civilian interaction
    • Reputation system
    • Something I forgot for sure


    You main task is to defeat the "Oplitas" group and restore peace and order in Altis.
    The militia has an unknown number in the island that need to be destroyed.
    They have also ammo caches in various locations, destroy them to weaken its power.

    Bad actions cause bad effetcs.
    Infact there's a reputation system: helping the local population, fighting the "Oplitas", disarming IED will rise your reputation; killing civilians, losing vehicles, respawns will decrease your repution.
    At the beginning you have a very low reputation level, so civilians won't help you revealing important information about Oplitas, they will likely lie instead.

    Any support or feedback is always welcome and appreciated!

    DownLoad link: *Soon




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


    I'm running into a problem on my Rk62 addon. In buldozer that fire mode switch is working as intended but after packing it and testing in-game it's totally ignoring it's position and axis. I think the problem is in packing tools since Addon Builder broke every other animation after last patch but BINPbo and Mikero's Pbo project aren't fixing this one problem either.

    https://dl.dropboxusercontent.com/u/...0-24_00001.jpg (246 kB)
    https://dl.dropboxusercontent.com/u/...0-24_00002.jpg (251 kB)

    Here's my model.cfg:
    Spoiler:
    class CfgSkeletons
    {
    class rk62_skeleton
    {
    pivotsModel="";
    isDiscrete=0;
    skeletonInherit="";
    skeletonBones[]=
    {
    "trigger","",
    "bolt","",
    "bolt_catch","",
    "magazine","",
    "bullets","magazine",
    "magazine_release","",
    "FireMode","",
    "muzzleFlash",""
    };
    };
    };
    class CfgModels
    {
    class Rifle;
    class rk62Base: Rifle
    {
    skeletonName="rk62_skeleton";
    sectionsInherit="Rifle";
    sections[]=
    {
    "Camo"
    };
    class Animations
    {
    class MuzzleFlashROT
    {
    type="rotationX";
    source="ammoRandom"; //use ammo count as phase for animation
    sourceAddress="loop"; //loop when phase out of bounds
    selection="muzzleFlash"; //selection we want to rotate
    axis=""; //no own axis - center of rotation is computed from selection
    centerFirstVertex=true; //use first vertex of selection as center of rotation
    minValue=0;
    maxValue=4; //rotation angle will be 360/4 = 90 degrees
    angle0="rad 0";
    angle1="rad 360";
    };
    class trigger
    {
    type="rotationZ";
    source="reload";
    sourceAddress="clamp";
    selection="trigger";
    axis="trigger_axis";
    memory=1;
    minValue=0;
    maxValue="1";
    angle0="0";
    angle1="rad -10";
    };
    class bolt
    {
    type="translation";
    source="reload";
    sourceAddress="clamp";
    selection="bolt";
    axis="bolt_axis";
    memory=1;
    minValue=0.5;
    maxValue=1;
    offset0=0;
    offset1=0.5;
    };
    class bolt_2: bolt
    {
    minValue=0;
    maxValue=0.5;
    offset0=0;
    offset1=0.5;
    };
    class no_magazine
    {
    type="hide";
    source="hasMagazine";
    selection="magazine";
    minValue=0;
    maxValue=1;
    hideValue=0.5;
    unhideValue=-1;
    };
    class magazine_hide
    {
    type="hide";
    source="reloadMagazine";
    selection="magazine";
    minValue=0;
    maxValue=1;
    hideValue=0.34999999;
    unhideValue=0.55000001;
    };
    class magazine_reload_move_0
    {
    type="rotationZ";
    source="reloadMagazine";
    selection="magazine_release";
    axis="magazine_release_axis";
    memory=1;
    minValue=0;
    maxValue=0.15000001;
    angle0=0;
    angle1="(rad 10)";
    };
    class magazine_reload_move_1
    {
    type="rotationZ";
    source="reloadMagazine";
    selection="magazine";
    axis="magazine_rot_axis";
    memory=1;
    minValue=0.15000001;
    maxValue=0.30000001;
    angle0=0;
    angle1="(rad 23)";
    };
    class magazine_reload_move_2
    {
    type="translation";
    source="reloadMagazine";
    selection="magazine";
    axis="magazine_axis";
    memory=1;
    minValue=0.30000001;
    maxValue=0.5;
    offset0=0;
    offset1=1;
    };
    class magazine_reload_move_3: magazine_reload_move_2
    {
    minValue=0.5;
    maxValue=0.55000001;
    offset0=0;
    offset1=-1;
    };
    class magazine_reload_move_4: magazine_reload_move_1
    {
    memory=1;
    minValue=0.55000001;
    maxValue=0.60000002;
    angle0=0;
    angle1="(rad -23)";
    };
    class magazine_reload_move_5: magazine_reload_move_0
    {
    minValue=0.55000001;
    maxValue=0.60000002;
    angle0=0;
    angle1="(rad -10)";
    };
    class bolt_reload_begin
    {
    type="translation";
    source="reloadMagazine";
    selection="bolt";
    axis="bolt_axis";
    memory=1;
    minValue=0.72000003;
    maxValue=0.77999997;
    offset0=0;
    offset1=1;
    };
    class bolt_reload_end: bolt_reload_begin
    {
    minValue=0.80000001;
    maxValue=0.83999997;
    offset0=0;
    offset1=-1;
    };
    class fire_mode
    {
    type="rotationZ";
    source="weaponMode";
    memory=1;
    animPeriod=0;
    selection="fireMode";
    axis="fireMode_axis";
    minValue=0;
    maxValue=0.25;
    minPhase=0;
    maxPhase=0.25;
    angle0=0.22;
    angle1=0.34999999;
    };
    };
    };
    class rk62: rk62Base
    {
    };
    };




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


    Hopefully someone can answer this in time (i know its pretty late)

    Ive been doing trademark research recently, and have noticed that pretty much everything is trademarked. AMRAAM is a trademark, Sidewinder is a trademark, F-35 is a trademark, Lightning II is a trademark,
    heck, pretty much every addon submission i look at i can find something that is trademarked (USS-iowa PHALANX is trademarked, TFAR Falcon III is a trademark, Bundeswehr MP7 G36 Aimpoint all trademarks... and so on)

    everything is a trademark... Will this stuff get us disqualified?

    edit: looks like i totally fubared the title somehow. oh well.




    Quelle: forums.bistudio.com/showthread…720-Ciws&goto=newpost
  • Bohemia Interactive Forums wrote:


    Im trying to publish my project but im unable to upload the new PBO to the workshop.
    No matter what i do, the workshop submission (http://steamcommunity.com/sharedfile.../?id=306002630) keeps using the 5.1mb placeholder file i uploaded a few months ago to create the workshop page.

    here's a screenshot from publisher showing the 150mb PBO and the success
    http://i.imgur.com/Z7wRILN.png (181 kB)




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


    ArmAGeddon is a Coop Multiplayer game mode.
    You have to flee Altis while the island is sinking!
    CSAT forces are fleeing as well and you have to try to steal a vehicle to escape. Tornadoes, earthquakes, meteor falls etc. will spice up your journey!

    It is still Work in Progress and we are aware of some issues:
    - visual glitch with the tornado (sometimes on dedicated server)
    - Damage vehicles tend to explode when players take them

    Please report any bug in this thread

    If you like it, please show your support on the MANW page:
    http://makearmanotwar.com/entry/eba3yzQZev#.VEo9D_msVif

    To play the mission you need the addon:
    https://www.mediafire.com/?9m0dvtdn358h257 (v 1.0)
    For server admins or players who want to try in local, here is the mission:
    https://www.mediafire.com/?9w6xg9izudg9se3 (v 1.0)

    media:






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