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Sonntag, 20. Mai 2018
ArmA3 Editing » SHK_startingPositionRandomizer von Shuko (v0.5)
ArmA3 Editing

SHK_startingPositionRandomizer von Shuko (v0.5)
27.09.2013 - 10:28 von miller




SHK_startingPositionRandomizer von Shuko (v0.5)

Shuko veröffentlichte sein SHK_startingPositionRandomizer Skript in den Bi-Foren. Das Skript wählt zufällig wählt eine Start-Ort für jede Seite, aus vordefinierten im Editor platzierten Markern.

Zitat

Since you guys insist on using my silly scripts, I've been forced to update this one as well. As usual, it's a port from A2, so it's most likely buggy, and certainly hard to use!

The Arma 2 thread

SHK_startingPositionRandomizer.sqf
SHK_startingPositionRandomizer.Stratis.zip

Example video made for Kyllikki members



Quelle: Bi-Foren
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ArmA3 Addons (News) » MX Series Black Edition von GDSN (v1.0)
ArmA3 Addons (News)

MX Series Black Edition von GDSN (v1.0)
26.09.2013 - 10:02 von miller




MX Series Black Edition von GDSN (v1.0)

GDSN veröffentlichte sein MX Series Black Edition Addon in den Bi-Foren. Das Addon enthält eine Retxtur in Schwarz für die Waffen der MX-Serie.

Zitat

MX Series Black Edition

Description
This simple but much wanted addon retextures all weapons in the MX series to give a beautiful black finish.



Quelle: Bi-Foren
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ArmA3 Addons (News) » FUTARM: Altis/Stratis Inspired Digital Camo von BloodoftheScribe (v1.5)
ArmA3 Addons (News)

FUTARM: Altis/Stratis Inspired Digital Camo von BloodoftheScribe (v1.5)
25.09.2013 - 20:38 von miller




FUTARM: Altis/Stratis Inspired Digital Camo von BloodoftheScribe (v1.0)


BloodoftheScribe veröffentlichte sein FUTARM: Altis/Stratis Inspired Digital Camo Addon in den Bi-Foren. Das Addon enthält eine Re-Textur der NATO-Einheiten mit einer digitalen Tarnung.

Zitat

Description
A Re-texture of the NATO uniforms, Vests, Headgear, and Hunters With a digital camouflage engineered from scratch in Photoshop using Altis/Stratis terrain color palettes. This digital camo was inspired by breakthrough technology in the camouflage industry which uses complex algorithms of digital shapes and depth to trick the human brain into seeing something other than what is actually there.

What it Includes
• Men(Infantry):
- Squad Leader
- Team Leader
- Rifleman (with different uniform variants)
- Rifleman Light
- Rifleman(AT)
- Grenadier
- Autorifleman
- Combat Medic
- Combat Engineer
- Marksman
- UAV Operator

• Backpacks
- Standard Kitbag
- Anti-Tank Kitbag
- Medic Kitbag
- Engineer Kitbag

• Vehicles
- Hunter (unarmed)
- Hunter HMG
- Hunter GMG

• Ammo Box

Changelog:
- Added Desert Camo
- Fixed Woodland backpack color
- Fixed NV goggles not starting on units
- Removed the textures for the ENG, AT, and MED backpacks to reduce size.
- Backpacks Still use FUTARM basic backpack textures.
- Fixed FUTARM ammobox not showing all uniforms (Error in the classname).
- Fixed other minor things I can't think of right now.



Quelle: Bi-Foren
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ArmA3 Addons (News) » FN FAL from ArmA2 von Slatts (v1.1)
ArmA3 Addons (News)

FN FAL from ArmA2 von Slatts (v1.1)
24.09.2013 - 11:29 von miller




FN FAL from ArmA2 von Slatts (v1.1)

Slatts veröffentlichte sein FN FAL Addon in den Bi-Foren. Das Addon ist eine schnelle Portierung der Waffe aus ArmA2 .

Zitat

A quick and simple port of the FN FAL with rail to Arma 3. Compatible with vanilla and FHQ (not required)optics. Picture: http://i296.photobucket.com/albums/m...ps1d10076d.png



Quelle: Bi-Foren
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ArmA3 Addons (News) » Glass Cockpit with XSHI Arma 3 Plugin von annerjb (v0.1)
ArmA3 Addons (News)

Glass Cockpit with XSHI Arma 3 Plugin von annerjb (v0.1)
24.09.2013 - 10:41 von miller




Glass Cockpit with XSHI Arma 3 Plugin von annerjb (v0.1)

annerjb veröffentlichte sein Glass Cockpit with XSHI Arma 3 Plugin Addon in den Bi-Foren. Das Addon ermöglicht es während des Fliegens, auf einem separaten Monitor ​​XHSI zu öffnen und die Instrumente anzeigen zulassen.

Zitat

Description:
This addon allows you to open on a separate monitor (on the same PC for now) XHSI. This allows you to have your GLASS Instruments on a separate screen while you are flying.

Currently supported data values are:
- Avionics Power
- Heading
- nightvision on
- elevation
- elevation sea level
- Airspeed
- time
- windDir (does nothing AFAIK)
- windspeed
- fuel quantity
- Pitch
- bank
- Engine Component Damage (to flicker avionics when they are damaged)
- Current Waypoint heading and distance.

Future Values are:
- Airframe Stall
- engine rpm
- landing gear position
- vertical speed
- Engine torque??



Quelle: Bi-Foren
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ArmA3 Editing » CTF Template von Silens (v1.01)
ArmA3 Editing

CTF Template von Silens (v1.01)
22.09.2013 - 23:19 von miller




CTF Template von Silens (v1.01)

Silens veröffentlichte sein CTF Template in den Bi-Foren. Das Download-Archiv enthält ein Basic Capture the Flag Template (Vorlagen-Mission).

Zitat

Description
Basic Capture the Flag template based off the Chakal's Arma CTF template with most of it moved to scripts and added some things.

Features
- Standard CTF - Opfor vs Blufor - Flag must be at flag pole in order to cap, team that reaches cap limit wins, or if time runs out higher score team wins, or they can also tie.
- Scoreboard - Including round timer, score keeper, and flag status (At Base, with a player, or dropped(well you cant really drop the flag but when the flag carrier dies the flag remains with the body until picked up or body despawns)
- 3D icon on the flag carriers (this is due to the fact that there is no other way to tell who has the flag otherwise, but it can be turned off in mission parameters if desired, the distance that the icons are visible at can also be changed) Screenshot of scoreboard and flag carrier icon - http://i.imgur.com/6DfAlXU.jpg (181 kB)
- Flag capper score - Separate points can be given to the player that caps the flag, default is 5 points.
- The UAV intro uses the flag markers to orbit around, if you join blufor you will see blufor flag and if you join opfor you will see opfor flag.
- Sound effects for events.

Changelog:
v1.01
Added map markers with aeroson's Dynamic Player Marker script. Flag carrier markers are on by default (can be changed in parameters) and can be seen by both teams, additionally team/vehicle markers can be turned on in parameters also (default state is off).




Download:
CTF Template




Quelle: Bi-Foren
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ArmA3 Addons (News) » Mp7 von GvsE (v2.21)
ArmA3 Addons (News)

Mp7 von GvsE (v2.21)
22.09.2013 - 19:28 von miller




Mp7 von GvsE (v2.21)

GvsE veröffentlichte sein Mp7 Addon in den Bi-Foren. Eine Portiertung des MP7 Addon aus ArmA2 von Christian.1987.

Zitat

This is my port of Christian.1987's mp7, originally released for Arma2. Compatible with attachments from FHQ Accessories.
Thanks to Pomigit, it comes with several different camo variants.

Changelog:
v2.21:
- recoil fixed
v2.2:
- rewritten config (courtesy of Robalo!)
- new variants: with folded stock and grip, and as a sidearm
- rate of fire sped up and suppressed sound reverted to BIS smg sound
- damage slightly increased to bring it between 9mm and .acp round
- recoil slightly changed
- loudness of unsuppressed shots adjusted
- better reload animation (known issue: magazine animation a bit off in sidearm version)



Download:
Mp7 ( 736.5 MB )




Quelle: Bi-Foren
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ArmA3 Editing » AI Spawn Script Pack von spunFIN (v0.90)
ArmA3 Editing

AI Spawn Script Pack von spunFIN (v0.90)
22.09.2013 - 18:20 von miller




AI Spawn Script Pack von spunFIN (v0.90)

spunFIN veröffentlichte sein AI Spawn Script Pack in den Bi-Foren. Das Pack enthält verschiedene Skripte für eigene Missionen, u.a. dynamische KI, Hubschrauber Transportiert, Fallschirmsprung etc..

Zitat

Every now and then I find questions about this here on bistudio forums, so I thought I'd finally make a thread for it.

What?
Script pack that makes it fast and easy to add dynamic AI in your mission. AI group transported with chopper, para group, militarized area, buildings filled with soldiers, and ambient combat! It has also caching functionality and lots of stuff to be customized.

Main scripts:
• Ambient Combat
Spawns random groups and vehicles around player/object and makes them patrol around it. You can define how many groups there is at the same time, how far they spawn, spawning delay, AI skill levels, do AI groups communicate, how far from "defined center" they dissapear, and other stuff.
Every vehicle is counted as one group, so if 'groups' argument is set to 2, there might spawn only 2 vehicles, eventhough vehicles spawns with 30% probability. Once group is dead or distance between group and center object is more than defined max distance, group will be deleted and new one is created. Groups will spawn equally for all teams.
You can also define markers where AmbientCombat wont spawn units and which it tries to avoid when patrolling.
AmbientCombat can also be deleted with external script, which has it's own features to offer you different solutions.
• Militarize
Fills area with units. You can define the area size, units side, does soldiers or ground vehicles or both spawn, will they stay still or patrol inside area, how much there will spawn units, AI skill levels, and other stuff.
• FillHouse
Fills nearest building, OR all buildings in defined range, with soldiers. You can define side of soldiers, will they patrol or not, how will they patrol (only inside of building or also outside), spawning percentage, area radius, AI skill levels, and other stuff.
• ReinforcementChopper
Spawns chopper which transports infantry group where ever you like and leaves after that. You can define side, does chopper land exactly on target or will it find suitable place, how far chopper comes from, from what direction it comes from, will it unload infantry group straight away or will it react against possible threats before that.
And for infantry group you can choose its target, which can either be a single marker, array of markers (if so, you can set it also to cycle these markers), or unit/object, group size, AI skill levels, and other stuff.
• HeliParadrop
Creates snazzy AI paradrop from chopper with various options, for example distance, direction, flyheight, drop distance, parachute open height, target, and many more!

How to use?
Extract LV folder into your mission folder. Use flash app, documentation or example missions to set it up on your mission.



Quelle: Bi-Foren
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ArmA3 Addons (News) » WW AIMenu von Windwalking (v2.15)
ArmA3 Addons (News)

WW AIMenu von Windwalking (v2.15)
22.09.2013 - 16:29 von miller




WW AIMenu von Windwalking (v2.15)

Windwalking veröffentlichte sein WW AIMenu Addon in den Bi-Foren.

Zitat

What is WW AIMenu
This is a really simple mod that adds a few needed commands for otherwise either buggy or incomplete behavior for friendly AI units in group. I can't live without those commands, but I am not sure of how useful the mod will be for most of you. I was hesitant of sharing this, but decided to do it anyway. I am keeping this mod as a platform to add other AI commands. So if you do have any ideas you want to add to the mod, please do share it with me here.

Features:
• Adds explosives list of all the explosives in the selected units. Point where you want them to be planted and the unit will place it there. You will get the set off if there is on in your action menu.
• Safe mode heal. This heal command will allow the selected units to heal themselves up. If there is a medic, the medic will go around and heal everyone. If there are no medics, the units will share their extra First aid with others if they have it.
• Combat mode heal. For this command, units will try to heal themselves up using first aid first. If there is a medic and the unit is not too far away, he will pop smoke if the unit's health is too low and will attempt to heal him. Units will attempt to share their first aid only if the distance is not too far off.
• A rearm command that actually works. Point at the object you want them to rearm at and select that command.
• Opens inventory for units to whatever object you point at. Allows inventory to be opened between units. If you are looking at the unit itself, it will open the inventory where it stands. Same if no appropriate object is in your cursor
• Adds control on engine on and off for all AI controlled vehicles in your group
• Adds control on weapon accessories for AI like lights on/off supressor on/off and IRLaser on/off
• Unstuck command for any units or vehicles the AI is in. If no units are selected, it unstucks the player.
• Landing AI piloted heli on designated position. The AI pilot will fly to the designated area and land there. position is selected on the map.
• Clearing buildings of threats. AI will attempt to clear the whole building then come out.
• Add multiple waypoints for units to go to in order
• Control in flight height for Aircrafts
• Order AI to fly around an area. Choose the radius and the position.
• A very featured waypoint system for units
• Ability to eject from helicopters and use the parachute automatically

Changelog:
v2.15
- Fixed a bug with Land helicopter command, now it properly cancels when returning to formation or ordered to move away. - - Works only if farther away than 120m from the landing zone. Thats the only workaround I could find.
- Added a marker on the map where the heli is ordered to land
- Units will now move in formation when using Set Waypoint (That wasnt simple!!!!)
- You can now cancel clearing building using return to formation
- You can now select waypoints much more precisely even if close to each others.
*known issue* units will loop trying to clear barracks buildings. I will look into it.
- added a 1m flight profile for helis
- Increased the maximum number of waypoint groups possible to 12



Quelle: Bi-Foren
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ArmA3 Addons (News) » AV IndUs (US Army inspired units) von AlexVestin (v1.6)
ArmA3 Addons (News)

AV IndUs (US Army inspired units) von AlexVestin (v1.6)
19.09.2013 - 23:05 von miller




AV IndUs (US Army inspired units) von AlexVestin (v1.6)



AlexVestin veröffentlichte sein AV IndUs (US Army inspired units) Addon in den Bi-Foren.

Zitat

A few BlueFor units created to look like US Army soldiers.
There are lots of weapons added that is currently in service. Like the M4 or the AT4 launcher.

All weapons have good custom sounds to make it a bit more immersive.
AV_IndUs = (AlexVestin, Independent uniforms, US soldiers)
They are currently listed under NATO/"MEN (IndUs)"




Quelle: Bi-Foren
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ArmA3 Editing » Night's Unit Templates von Nightmare515 (v1.0)
ArmA3 Editing

Night's Unit Templates von Nightmare515 (v1.0)
19.09.2013 - 16:30 von miller




Night's Unit Templates von Nightmare515 (v1.0)

Nightmare515 veröffentlichte sein Night's Unit Templates Addon in den Bi-Foren. Ein Template für NATO, FIA und CSAT Einheiten.

Zitat

Night's Unit Templates
Hey! These are my templates for units I've been working on for the past few months since Beta. Currently I have NATO, FIA, and CSAT templates done, and AAF should be up soon.
Each template group contains their in-game types, such as divers, recon, etc.

*NOTE: THESE ARE SCRIPTS, NOT AN ADDON*

Contents
* NATO Templates (Divers, Infantry, Recon, Independent, Snipers, Support)
* CSAT Templates (Divers, Infantry, Recon, Snipers Support)
* FIA Templates (Infantry)



Quelle: Bi-Foren
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ArmA3 Addons (News) » Zeu CfgAIskill von Terox (v1.0)
ArmA3 Addons (News)

Zeu CfgAIskill von Terox (v1.0)
18.09.2013 - 23:15 von miller




Zeu CfgAIskill von Terox (v1.0)

Terox veröffentlichte sein Zeu CfgAIskill Addon in den Bi-Foren. Das Addon definiert die "CfgAIskills" Class Werte in der Config.

Zitat

1. This addon redefines the "CfgAIskills" class values in the config and is much more powerful in scope than my previously released Zeu_Serverskill addon which only edited values using Setskill.
2. This addon is designed for Serverside or Single player only.
3. It does not require any other addons
4. It changes the upper and lower values that Setskill or the mission editor unit skill slider can use
5. This addon effects
• Editor placed A,I
• Respawning A.I
• A.I Created dynamically via scripts
6. This addon DOES NOT effect
• Multiplayer AI local to the clients (I could create a clientside version but the values would be non editable and unless I define for example a gamelogic to be placed in the mission, the client would not require it as the mission would not have any addon dependancy



Quelle: Bi-Foren
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