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  • Bohemia Interactive Forums wrote:


    Hi All,

    I have an AI team that works its way through a town checking various locations. The human team provides Sniper overwatch. Currently the AI team holds at a locations until certain enemy groups are killed, it then progresses along its waypoint path. What I would like to do is that if the enemy group is killed, the AI team moves, if 15 mins passes, the team moves on regardless. I kind of have a way to do it in my head, but I can't quite formulate it.

    Any help appreciated

    Thanks




    Quelle: forums.bistudio.com/showthread…or-event&goto=newpost
  • Armaholic wrote:



    Dj Otacon released on the Armaholic forums a new version of his Ultimate Soldier mod set that provides to the player improvements using weapons and another features to improves the gameplay.

    Changes:
      Removed support for dedicated servers to prevent cheaters. Added @Half_sway: The sway is reduced to the 50% Tweaks & Fixes


    Dj Otacon Ultimate Soldier mod set v1.

    Read the full article on Armaholic




    Quelle: armaholic.com/page.php?id=26814
  • Bohemia Interactive Forums wrote:


    VDEBUG




    This is a tool for debugging missions in Arma 3.

    This script add actions to the player menu to help develop missions..

    VDEBUG: Enable the vdebug functions

    Teleport: make a teleport of the vehicle using the map.
    Captive: Makes the player and the vehicle "captive" to the enemy.
    Damage: Disable damage for the vehicle and player
    Repair: Repair the vehicle
    skiptime : Add 12h to the actual time
    grass_on: Add grass
    grass_off: Remove grass
    Destructor: Destroy every object added by the user/map-editor pointed by him.
    Arsenal: Gives acces to virtual arsenal
    Camera: Activate the splendid camera
    Position: Copy player's positon into clipboard

    Spawn Vehicles West side only
    Spawnquad: Spawn a quad near to the player.
    Spawnheli: Spawn a heli near to the player.
    Spawntank: Spawn a tank near to the player.
    Spawnboat: Spawn a armored boat near to the player
    Spawncrate: Spawn a supply crate with explosives

    Supports only SP/EDITOR/MP-COOP modes

    File:

    https://www.dropbox.com/sh/thnn354kn...Im1wV5O2a?dl=0




    Quelle: forums.bistudio.com/showthread…ug-(mod)&goto=newpost
  • News-Feed wrote:




    LAV-25 ArmA2 Port von Chairborne (v0.3b)

    ***** Update *****

    Chairborne veröffentlichte sein LAV-25 Addon in den Bi-Foren. Das Addon enthält eine Portierung des LAV-25 aus ArmA2.

    Zitat

    This is the first release of my LAV-25.
    As of now it's just a port of the Arma 2 Sample Vehicles from BIS with minor tweaks. I plan however to make some more modifications to make these vehicles actually enjoyable.

    Another small hotfix.
    This fix should make the LAV compatible with AGM.
    I was told the LAV-25 couldn't use both ammunition types with AGM, now it should be correct.
    Plus, now it also has FCS enabled.

    Changelog:
    v0.3ab
    - AGM autocannon compatibility
    - AGM FCS introduced

    v0.3a
    - Added Winter camo
    - Fixed deadstate animations

    v0.3
    - added pintle mounted M240 on new variant (LAV-25A2)
    - front panel should not raise when the vehicle gets damaged or destroyed anymore
    - wheels should finally touch the ground now
    - added desert skin
    - added menu icon in factions
    - added bikey and bisign



    Quelle: Bi-Foren




    Quelle: beta.arma3.de/include.php?path=news&contentid=1939
  • News-Feed wrote:




    Easy Hostage Script (E.H.S) von djotacon (v1.2)

    ***** Update *****

    djotacon veröffentlichte sein Easy Hostage Script in den Bi-Foren. Das Skript verwandeln eine Einheit in eine Geisel.

    Zitat

    Description:
    This script transform one unit in a hostage.

    Changelog:
    v1.1
    - Removed all actions from hostage when is free.
    - Changed captive to true when the hostage is secured.

    v1.1
    -Remove error divide by zero.
    -Code redone to avoid potential errors.
    - Tested on COOP/SP (Not tested under MP dedicated servers)
    - Code tweaks.
    - Update script path
    - Remove switchmove



    Quelle: Bi-Foren




    Quelle: beta.arma3.de/include.php?path=news&contentid=1201
  • News-Feed wrote:




    Hunter Six: Special Operations Unit von Lato1982 (21.09.14)

    ***** Update *****

    Lato1982 veröffentlichte seine Kampagne Hunter Six: Special Operations Unit Addon in den Bi-Foren. Die Kampagne besteht aus zwei Hauptzielen: Geiseln finden und retten, Rebellenanführer lokalisieren und eleminieren.

    Zitat

    Hunter Six: Special Operation Unit is a Single Player open map Campaign set in 2016 on Altis.

    The main idea is not to copy a linear Call of Duty campaign style, but instead to focus on the best features that ArmA series offers. The campaign offers a fully randomized open map campaign with two main objectives: locate and rescue the hostages and locate and eliminate the leader of the rebels. The decisions how to reach the goals are fully up to the player. Each playthrough will also offer a different objectives path to collect the intel on the main targets locations. The content is packed within one dynamic SP mission.

    Overview:
    On the eve of civil war in Greece, a Navy Special Unit - HUNTER SIX is sent to Altis to locate and rescue two missing CIA agents, who were tracking the rebel separatist leader, that calls himself the Messiah.

    escription:
    Hunter Six: Special Operation Unit is a Single Player open map Campaign set in 2016 on Altis. The main idea is not to copy a linear Call of Duty campaign style, but instead to focus on the best features that ArmA series offers.

    The campaign offers a fully randomized open map campaign with two main objectives: locate and rescue the hostages and locate and eliminate the leader of the rebels. The decisions how to reach the goals are fully up to the player. Each playthrough will also offer a different objectives path to collect the intel on the main targets locations. The content is packed within one dynamic SP mission.

    Key Features
    - open world, fully randomized mini campaign (each playthrough is a different scenario)
    - teammates level up system increases their combat skill
    - teammates individual perks have an actual influence on your team
    - teammates fatigue system (operators need to get back to the base and rest)
    - talk to your teammates to learn facts from their personal life
    teammates permadeath
    - squad selection, medal & ribbon awards and a squad statistics screen
    -- a reputation system that verifies if the locals are going to help you or join the rebels
    - dynamic day/night cycle with sleeping (skip time) option
    - new Transport and Close Air Support system via radio
    -- interview the locals, gather intel and plan your next move against the rebels
    - search bodies to collect intel

    Inspired by:
    Tom Clancy's Ghost Recon (2001)
    ArmA 2 - Manhattan mission
    Books by Howard E. Wasdin, Marcus Luttrell, Chris Kyle, Mark Owen and Brandon Webb.

    Changelog:
    21.09.14
    FIXED:
    - disappearing gear after clicking rearm

    20.09.14
    FIXED:
    - rearming caused regroup issue
    - correct Priest task notification

    v1.0
    ADDED:
    - climatic mission ending
    - mission debrief with the Joint Special Operations Commander
    - flashlights for the squad, with an option to order on/off (before you can use the NVGs)
    - some rebels also use flashlights now
    - ambient life at Olympus Air Base
    - rare ambient civilian vehicles
    - enemy pickups patrols
    - new handy rearm system, under squad selection menu
    - complete biographies and background stories for all operators
    - new perk ‘Brothers Bond’ for the Wallace brothers
    - Frost can now repair broken vehicles
    - Messiah characteristic look
    - in game SAVE GAME feature for unlimited saves
    - notification that you cannot call a chopper, if it’s out of service

    FIXED:
    - NVGs are now equipped properly after 3rd June
    - helicopters now rearm, refuel and repair each time at base
    - helicopters wait longer after a drop off to not hurt the operators
    - EOD specialists spots the IEDs earlier
    - all operators start with proper gear



    Quelle: Bi-Foren




    Quelle: beta.arma3.de/include.php?path=news&contentid=2385
  • Armaholic wrote:



    Zenophon informed us he released an updated version of his Co-op Mission Framework and SQF Library on the BI forums.

      Quote :
      Ladies and gentlemen, Armaholics of all ages, I am proud to present a work over a year in the making: Zenophon's ArmA 3 Co-op Mission Framework. My framework is a library of over 190 SQF functions organized into a carefully designed API that is both easy to use and extremely

      Read the full article on Armaholic




    Quelle: armaholic.com/page.php?id=26195
  • Bohemia Interactive Forums wrote:


    So... I've been reading a few threads but none of the information contained in them answers my question:

    I'm trying to create a mission which includes un-grouped soldiers positioned randomly. I want them to automatically join me (my group) when I come within 5m of them.

    My attempts so far have not worked:

    Attempt 1)
    Having placed a unit (LostSoldier1) approx. 20m away from me (Myself), I entered the following in LostSoldier1's init field:
    Code:

    meters = LostSoldier1 distance Myself;if (meters<5) then {LostSoldier1 join Myself};
    Upon myself approaching LostSoldier1, nothing happened.

    Attempt 2)
    In the init field of Myself I entered:
    Code:

    grp_ALPHA = group this;
    I created a trigger of radius 50 next to LostSoldier1. Activation=BLUFOR, Type=None, Activation=
    Code:

    m = LostSoldier1 distance Myself; if (m<5) then {};
    On Act=
    Code:

    [LostSoldier1] join grp_ALPHA;
    Does nothing as above.

    Would anyone have any suggestions?




    Quelle: forums.bistudio.com/showthread…ur-group&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    I have a simple altimeter script that I would like to use when parachuting out of helicopters. It works great when I'm in the helicopter and once my parachute is deployed, but I would like it to also display when I am free falling to know when to open my parachute.

    ---

    show_altimeter script:

    if !(isNull player) then {
    private ["_soldier","_altitude","_text","_dsp"];
    _soldier = _this select 0;

    while {(!(vehicle player == player))} do {
    sleep 1;
    _altitude = (getPosATL _soldier) select 2;
    _text = format["%1 %2","" + "Altitude:" + "" + "
    ",_altitude];
    _dsp = [_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText;
    };
    terminate nulsalt;
    };

    ---

    while {(!(vehicle player == player))} do {

    I believe that this is the line that needs to be changed but I don't know what replaces that.




    Quelle: forums.bistudio.com/showthread…-Vehicle&amp;goto=newpost
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