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  • Bohemia Interactive Forums wrote:


    I know that title is rather cryptic, but bear with me. If this works like I think it will, it will be awesome. First go into the editor, pick any map, put a player down, and save it with any name.

    Now download this script (Dropbox) and place it in your mission folder. Rename it all you want and then execVM it from your player's init line. (or even just rename it to init and let the game run it for you)

    Enjoy! For fun screenshot the hint and post it! (you can blot out your name of course, oops spoilers!)




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


    Hey there,

    not sure if this should be in some addon related subforum or here. I'm having this problem in a mission so I thought this place is as good as any.

    Anyway, I've been working with (unbinarised) RVMATs, SMDIs, NOHQs and stuff before - but only on a campaign or addon level. I'm basically clearing the CSAT dots off a uniform to make a custom texture look better using setObjectMaterial. However, the RVMAT throws errors when I write in relative paths to find both NOHQ and SMDI files. Works fine when storing that stuff in the Campaigns dir or an addon folder but this time it will be a simple SP/MP mission.

    Any of you brilliant minds knows a fix or workaround for this issue?

    For reference, the unbinarised RVMAT, important stuff marked in red:
    Code:

    class StageTI
    {
    texture="a3\characters_f\opfor\data\clothing_ti_ca.paa";
    };
    ambient[]={1,1,1,1};
    diffuse[]={1,1,1,1};
    forcedDiffuse[]={0,0,0,0};
    emmisive[]={0,0,0,1};
    specular[]={1,1,1,1};
    specularPower=100;
    PixelShaderID="Super";
    VertexShaderID="Super";
    class Stage1
    {
    texture="images\OpforClothing_GreyNOHQ.paa";
    uvSource="tex";
    class uvTransform
    {
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,0};
    pos[]={0,0,0};
    };
    };
    class Stage2
    {
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource="tex";
    class uvTransform
    {
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,0};
    pos[]={0,0,0};
    };
    };
    class Stage3
    {
    texture="#(argb,8,8,3)color(0,0,0,0,MC)";
    uvSource="tex";
    class uvTransform
    {
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,0};
    pos[]={0,0,0};
    };
    };
    class Stage4
    {
    texture="#(argb,8,8,3)color(1,1,1,1,AS)";
    uvSource="tex";
    class uvTransform
    {
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,0};
    pos[]={0,0,0};
    };
    };
    class Stage5
    {
    texture="images\OpforClothing_GreySMDI.paa";
    uvSource="tex";
    class uvTransform
    {
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,0};
    pos[]={0,0,0};
    };
    };
    class Stage6
    {
    texture="#(ai,64,64,1)fresnel(1,0.7)";
    uvSource="none";
    };
    class Stage7
    {
    texture="a3\data_f\env_co.paa";
    uvSource="tex";
    class uvTransform
    {
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,0};
    pos[]={0,0,0};
    };
    };

    Please also note that adding an additional \ in front of the path doesn't help either.

    Thanks for any help!




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


    So, i saw a video an it brought up a very important question. With all the content in game, there still feels to be something missing. Now, before you jump to conclusions, i'd like to say that this is not a speculation thread, but more of an educated research thread to bring up some interesting assets that could be put to use, based on what type of asset it is, what it does, what place it has in the Armaverse, and how effective it would be. I will first start off with the APC for NATO. The AMV-7 Marshall i think it's called. It's got a main cannon and coaxial machinegun. Now, usually APC's and different varients for different purposes. So, whats missing? A main HQ (or MHQ), and this real life version that uses Hellfires, and the existing in game weaker rockets called, the DAGR.



    As for the AAF, they have the Strider (German Fennek MRAP), so what's with the strider? How about this.



    I forgot what it's called, but it's a Fennek equipped with Stingers (ok, that doesn't sound to educated ill be honest, can't recall the name right now) but anyhow, i think you get the point. So basically, if there are vehicles, lets see what you guys can come up with for different version of said vehicle, and what place they have. Seeing as the Fennek is an amphibious vehicle, i'd imagine AAF special forces pulling off AA units out t sea to surprise the enemy where they least expect it. From the sea.

    ---------- Post added at 23:10 ---------- Previous post was at 23:07 ----------

    EDIT: Moderator, may i ask for this thread be moved to General Discussion, minor misplacement on my part.




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


    So, i saw a video an it brought up a very important question. With all the content in game, there still feels to be something missing. Now, before you jump to conclusions, i'd like to say that this is not a speculation thread, but more of an educated research thread to bring up some interesting assets that could be put to use, based on what type of asset it is, what it does, what place it has in the Armaverse, and how effective it would be. I will first start off with the APC for NATO. The AMV-7 Marshall i think it's called. It's got a main cannon and coaxial machinegun. Now, usually APC's and different varients for different purposes. So, whats missing? A main HQ (or MHQ), and this real life version that uses Hellfires, and the existing in game weaker rockets called, the DAGR.



    As for the AAF, they have the Strider (German Fennek MRAP), so what's with the strider? How about this.



    I forgot what it's called, but it's a Fennek equipped with Stingers (ok, that doesn't sound to educated ill be honest, can't recall the name right now) but anyhow, i think you get the point. So basically, if there are vehicles, lets see what you guys can come up with for different version of said vehicle, and what place they have. Seeing as the Fennek is an amphibious vehicle, i'd imagine AAF special forces pulling off AA units out t sea to surprise the enemy where they least expect it. From the sea.

    ---------- Post added at 23:10 ---------- Previous post was at 23:07 ----------

    EDIT: Moderator, may i ask for this thread be moved to General Discussion, minor misplacement on my part.




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


    Hey guys,

    I'm new in the scripting scene. ;) I made new missions for my Server. If the player need to re-read what they have to do, they should be able to see a dialog. So I created a new Dialog.

    Code:

    class auftrag {
    idd = 99998;
    movingEnable = false;
    enableSimulation = true;

    class controlsBackground
    {
    class background: RscText
    {
    idc = 1001;
    x = 0.164844 * safezoneW + safezoneX;
    y = 0.148 * safezoneH + safezoneY;
    w = 0.696094 * safezoneW;
    h = 0.759 * safezoneH;
    colorBackground[] = {0,0,0,0.4};
    };
    class autor: RscText
    {
    idc = 1006;
    text = "by [IBG] Clan"; //--- ToDo: Localize;
    x = 0.752656 * safezoneW + safezoneX;
    y = 0.885 * safezoneH + safezoneY;
    w = 0.108281 * safezoneW;
    h = 0.022 * safezoneH;
    colorBackground[] = {0,0,0,0.6};
    };

    };


    class controls

    {
    class Title_Background: RscText
    {
    idc = 1000;
    text = "Bornholm Life: Aufträge"; //--- ToDo: Localize;
    x = 0.165 * safezoneW + safezoneX;
    y = 0.1209 * safezoneH + safezoneY;
    w = 0.696094 * safezoneW;
    h = 0.022 * safezoneH;
    colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
    };
    class af_1: RscText
    {
    idc = 1002;
    text = "Aufträge"; //--- ToDo: Localize;
    x = 0.206094 * safezoneW + safezoneX;
    y = 0.203 * safezoneH + safezoneY;
    w = 0.531094 * safezoneW;
    h = 0.022 * safezoneH;
    colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
    };
    class auf1: RscText
    {
    idc = 1007;
    text = "Auftrag 1"; //--- ToDo: Localize;
    x = 0.283437 * safezoneW + safezoneX;
    y = 0.289 * safezoneH + safezoneY;
    w = 0.422812 * safezoneW;
    h = 0.022 * safezoneH;
    colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
    };
    class auf2: RscText
    {
    idc = 1008;
    text = "Auftrag 2"; //--- ToDo: Localize;
    x = 0.283437 * safezoneW + safezoneX;
    y = 0.46567 * safezoneH + safezoneY;
    w = 0.422812 * safezoneW;
    h = 0.022 * safezoneH;
    colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
    };
    class auf3: RscText
    {
    idc = 1009;
    text = "Auftrag 3"; //--- ToDo: Localize;
    x = 0.283437 * safezoneW + safezoneX;
    y = 0.6192 * safezoneH + safezoneY;
    w = 0.422812 * safezoneW;
    h = 0.022 * safezoneH;
    colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
    };
    class aff_1: RscText
    {
    idc = 1003;
    text = "--leer--"; //--- ToDo: Localize;
    x = 0.283437 * safezoneW + safezoneX;
    y = 0.313 * safezoneH + safezoneY;
    w = 0.422812 * safezoneW;
    h = 0.132 * safezoneH;
    colorBackground[] = {0,0,0,0.6};
    };
    class RscText_1004: RscText
    {
    idc = 1004;
    text = "--leer--"; //--- ToDo: Localize;
    x = 0.283437 * safezoneW + safezoneX;
    y = 0.489 * safezoneH + safezoneY;
    w = 0.422812 * safezoneW;
    h = 0.121 * safezoneH;
    colorBackground[] = {0,0,0,0.6};
    };
    class RscText_1005: RscText
    {
    idc = 1005;
    text = "--leer--"; //--- ToDo: Localize;
    x = 0.283437 * safezoneW + safezoneX;
    y = 0.643 * safezoneH + safezoneY;
    w = 0.422812 * safezoneW;
    h = 0.132 * safezoneH;
    colorBackground[] = {0,0,0,0.6};
    };
    class close: RscButtonMenu
    {
    idc = 2400;
    text = $STR_global_close;
    x = 0.164844 * safezoneW + safezoneX;
    y = 0.913 * safezoneH + safezoneY;
    w = 0.0515625 * safezoneW;
    h = 0.022 * safezoneH;
    tooltip = "Klicken Sie hier, um die Aufträge zu schließen.";
    action = "closeDialog 0;";
    };
    class delete_1: RscButtonMenu
    {
    idc = 2401;
    text = "löschen"; //--- ToDo: Localize;
    x = 0.644375 * safezoneW + safezoneX;
    y = 0.423 * safezoneH + safezoneY;
    w = 0.061875 * safezoneW;
    h = 0.022 * safezoneH;
    tooltip = "Auftrag löschen";
    colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
    };
    class delete_2: RscButtonMenu
    {
    idc = 2402;
    text = "löschen"; //--- ToDo: Localize;
    x = 0.644375 * safezoneW + safezoneX;
    y = 0.588 * safezoneH + safezoneY;
    w = 0.061875 * safezoneW;
    h = 0.022 * safezoneH;
    tooltip = "Auftrag löschen";
    colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
    };
    class delete_3: RscButtonMenu
    {
    idc = 2403;
    text = "löschen"; //--- ToDo: Localize;
    x = 0.644375 * safezoneW + safezoneX;
    y = 0.753 * safezoneH + safezoneY;
    w = 0.061875 * safezoneW;
    h = 0.022 * safezoneH;
    tooltip = "Auftrag löschen";
    colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", "(profilenamespace getvariable ['GUI_BCG_RGB_A',0.7])"};
    };
    };
    };

    If they became a new mission, the manual must be in the dialog.
    But I don't know hoc I can do that.

    Here's a little mission start:

    Code:

    _unit = _this select 0;
    _action = _this select 2;

    ((findDisplay 99998) displayctrl 1003) ctrlSetText "Hallo, ich brauche Medizin für einen verletzten Soldaten. Hast du welche? Mein Freund wohnt außerhalb. Ich gib dir seine Position. Er müsste sich in Gudhjem herumtreiben.";

    hintC "Hallo, ich brauche Medizin für einen verletzten Soldaten. Hast du welche? Mein Freund wohnt außerhalb. Ich gib dir seine Position. Er müsste sich in Gudhjem herumtreiben.";

    _unit removeAction _action;

    //[]execVM "core\jobs\TextChange.sqf";


    sleep 10;

    But the Code "((findDisplay 99998) displayctrl 1003) ctrlSetText........" doesn't work.

    Anybody know how I can solve my problem.

    Do not be surprised about the language, I'm from Germany :D

    Oliver0l




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


    Good afternoon,

    Great mission!! One issue: I requested a fire team and a rifle squad. It substracted the cp's from my "bank". It said to Left Control + space to access these units. So, I press them both (together) and nothing? It appears that there are more units next to the HQ. but I cant access any of them
    Am I missing something?

    Thanks.. Bill




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


    Hi,

    I'm using VAS in-game by using MCC. I loadout my AI units with the MX-GL and plenty of GL-grenades. But my AI almost never use them. Occasionally one of them might send a grenade but that's about it. I gave them all about 30 pieces, so no reason to save them up or anything. They should spam those things in heated battle.
    Anyone knows what's up with this? Maybe there's a mod which makes them more useful in terms of what I want?

    Thanks and cheers!




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




    EWK HMMWV's (HAFM Extension) von MrEwok (v0.3.6 Alpha)

    ***** Update *****

    MrEwok veröffentlichte sein EWK HMMWV's (HAFM Extension) Pack in den Bi-Foren. Das Addon enthält verschiedene M1151 HMMWV Fahrzeuge als Erweiterungs-Pack für das HAFM - ArmA 2 HMMWVs Import Addon von Aplion.

    Zitat

    It 's simply an extention pack for HAFM_HMMWV's (http://forums.bistudio.com/showthrea...-HMMWVs-import)
    - Default ArmA 3 weapons
    - Default ArmA 3 Units (crew)
    - Default ArmA 3 sounds
    - Working mirrors (PIP)
    -TFAR Support
    - XmedSys objects in vehicle inventory
    - Openable Doors (and some useless anims like openable medibox and trunk in medevac)

    ClassNames:
    - M1151_M2_Deployment
    - M1151_M2_Gyrocam
    - M1151_M2_Gyrocam_Deployment
    - M1151_M2_Deployment_Jtac
    - M1151_M2_Deployment_AT4(it have modeled AT4 attached on it and have 2 AT4 in Inventory (From STI launchers)
    - M1151_M2_Deployment_Bumper (armored version based on FRAG6)
    - HMMWV_Light
    - HMMWV_Medevac
    - M997A2_Ambulance (textures in progress)
    - M997A2_Ambulance_Tan (textures in progress)
    - M998_Terminal (textures, anims and interior in progress)
    - M1114_Armored (textures in progress)
    - M998A2_sov

    Changelog:
    v0.3.6
    - Fixed Frag6 inside bags
    - Fixed zeus compatibilty
    - Fixed M1114 gunner proxy on all lod's
    - Added deployable camonet (desert/woodland) on M1151_M2_Deployment



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2391
  • News-Feed wrote:




    Dynamic weather Script and Addon: tort_DynamicWeather von tortuosit (v1.3.1)

    ***** Update *****

    tortuosit veröffentlichte sein Dynamic Weather Script in den Bi-Foren. Das Skript / Addon erstellt dynamisches Wetter, konfigurierbar, Presets, Wettertrends und Min und Max-Werte.

    Zitat

    I used this script for my personal needs, maybe it is useful for someone.

    The script/addon creates dynamic and semi random weather based on a random seed, is heavily configurable, has starting presets, weather trends and min/max values. Standard behaviour is that script lets weather cycle between min and max values. But you can also pin the weather at a specific level with the "constant" trend.
    Random weather outbreaks can occur depending on your settings.

    - Presets are respecting min/max values.
    - Rain is controlled by ArmA.
    - Generally, fog levels are more likely to be low.
    - Semi-Randomness, it uses a random or user defined random seed (always logged to rpt): with the same seed number and arguments you will get the same weather progression.

    Weather changes / trend changes are executed every 30 minutes with no brute force, i.e. no abrupt changes and no cpu spikes (except at startup). After all, especially cloud/overcast change is slow in ArmA.

    Script is for SP usage, I'm planning to expand it to MP. The script is derived from a script of forum user Meatball.

    Changelog:
    v1.3.1
    - Adresses above setovercast problem.
    - "oscillate" trend (jumps permanently from full cloud to zero clouds) was broken by design. Fixed.
    - You can now alt-tab to Arma 3\userconfig\tort_DynamicWeather\tort_islands.sqf, edit it, return to your mission and your changes will be applied after mod restart (which is in the 0-8-1 support menu).



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=1870
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