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Donnerstag, 21. August 2014
Operation Arrowhead - Editing » Nametags von JTS (v1.1)
Operation Arrowhead - Editing

Nametags von JTS (v1.1)
30.12.2013 - 13:00 von Miller




Nametags von JTS (v1.1)

JTS veröffentlichte sein Nametags Skript in den Bi-Foren. Ein Skript für SP und MP (MP bedeutet, dass die Namen nur von Spielern angezeigt werden).

Zitat

Features:
- Ability to change the colors
- Works in singleplayer and multiplayer
- Displays: Health of unit
- Displays: Vehicle-type of the unit
- Displays: Distance to the unit
- Works in ARMA 2 and ARMA 2: OA/CO

Description:
Made my nametags script . So. Despite the same colors as in mission 'Evolution' - this is my script. Made 2 examples - for SP and MP (for MP means, that names will be displayed only by players). You can change the colors. They are defined in local variable in the script. For now, it supports 30 players. You can change this if it's needed. Here is what you can change:

_ColorName = "#AAFFAA"; - Color of name
_ColorHealth = "#FFFFFF"; - Color of health
_ColorDistance = "#AAAAFF"; - Color of distance
_ColorVehicleType = "#FFFFFF"; - Color of vehicle-type of the unit, when he gets into vehicle



Download:
Nametags

Benötigt:
Operation Arrowhead



Quelle: Bi-Foren
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Operation Arrowhead - Editing » Civilian Assassins von wolfenswan - Update
Operation Arrowhead - Editing

Civilian Assassins von wolfenswan - Update
05.10.2013 - 20:15 von Miller




Civilian Assassins von wolfenswan - Update

***** Update *****

wolfenswan veröffentlichte eine neue Version für sein Civilian Assassins Script. Das Skript bewirkt, dass der Spieler oder die KI erst noch herrausfinden muss, ob ein Zivilist harmlos oder gefährlich ist.

Zitat
Urban combat against regular forces is fun, but what's even more fun is the tension of not knowing if those angry looking civilians are harmless or carrying heat.

This script allows you to turn either specific civilians, all civilians in the mission and/or all civilians spawned by the ALICE module into hidden sleepers (with either a fixed or random chance of triggering).

They will wait until either a set amount of units of a specific site OR a specific unit (a VIP for example) are in their trigger-area and will then engage the target after a short while.

There is no way of telling if a civilian is dangerous or not from a distance as they are considered "civilian" in in-game terms until the moment they pull a gun (where the script adds them to a group of the opposing faction).

Features:
- Turns a select number or a randomized amount of all civilians into potential assassins, attacking either a side or a specific target
- ALICE compatible

Changelog:
04-10-2013
- changed how the A3 civilians engage
- updated the way skill works

03-10-2013
- ptimize it's performance, clear it up and make it work nicer with ARMA 3.
- civilians do not loose their waypoints and other commands anymore before they actually start engaging a target.

22.03.2013
- updated the code with a more extensive (and hopefully clearer) documentation
- added some example lines.



Download:
Civilian Assassins (05.10.2013) ( 1 MB )

Benötigt:
Operation Arrowhead



Quelle: Armaholic.com
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Operation Arrowhead - Editing » AI Carrier Flight Operations (CFO) Script von panther42 - Update
Operation Arrowhead - Editing

AI Carrier Flight Operations (CFO) Script von panther42 - Update
12.08.2013 - 18:15 von Miller




AI Carrier Flight Operations (CFO) Script von panther42 - Update

***** Update *****
panther42 veröffentlichte ein Update für sein AI Carrier Flight Operations (CFO) Script in den Bi-Foren. Das Skript enthält KI Carrier-Flight Operations für das Starten und Landen von Flugzeugen auf USS Nimitz Flugzeugträger.

Zitat
Description:
AI Carrier Flight Operations - launching and recovery of aircraft on USS Nimitz Aircraft Carrier.

Changelog:
Update 20130811
- Corrected take off check - wrong index was used when 2 planes were on approach
- Changed LandedStopped EH - found out planes parking on Nimitz were leaving towards Kamenyy refuel/repair point...
- Helicopter radio variable check corrected. Was incorrectly set with three parameters(like setVariable)
- Removed deck6 and deck7 from available parking spots for planes - these are for helicopter/VTOL at this time
- Removed use of BIS_fnc_selectRandom (see issues here: BIS_fnc_selectRandom not so random?- using function from RUBE library instead

Update 20130810
- Fix to repair point check. I was removing fuel then checking if less than .5 - corrected check(all planes were stopping...)
- Changed all variables in case other mods were using same generic "names" - now all are preceeded by CFO_ "CFO_radio", "CFO_vertical", etc
- Changed request for landing(planes) to check if more than one plane landing on Nimitz, and wait until second plane is in final approach
- Corrected check for helicopter/VTOL landing.
- Changed LandedStopped eventHandler to remove the EH index before the most recently added if the count was > 0. I was originally removing the most current if > 0.
- Removed Rube library folder. Functions I am using are in the fn folder already
- Removed "leftover" USN_FP from mission - Thanks Due1337









Download:
AI Carrier Flight Operations (CFO) Script ( 1 MB )

Benötigt:
Operation Arrowhead






Quelle: Bi-Foren
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Operation Arrowhead - Editing » Infiltration Script Pack von spunFIN (v1.0)
Operation Arrowhead - Editing

Infiltration Script Pack von spunFIN (v1.0)
08.08.2013 - 21:32 von Miller




Infiltration Script Pack von spunFIN (v1.0)
spunFIN veröffentlichte sein Infiltration Script Pack. Das Script ermöglicht dem Spieler die Kleidung von Leichen zu nehmen um damit z.b. die feindlichen Kräfte zu infiltrieren.

Zitat
Description:
This is purely for SP. Idea is what it sounds like: player can take clothes from dead bodies and infiltrate that way to enemy forces. Infiltration has a cooling time, and it failes if any enemy knows about player before infiltration has succeeded, or if player - infiltrated as civilian - picks up a weapon or military vehicle. Weapons can be hidden into backpacks and vehicles.
Includes also hud dialog which shows current side and animated cooling meter.

Features:
animated infiltration hud (shows your side & coolometer)
cooling time for infiltration
change clothes -function for all dead bodies
you can infiltrate as bluefor, opfor, independent soldier or civilian
as civilian you will be revealed when you're seen carring a visible weapon, but you can hide them into backpacks or vehicles to avoid it
you will also be revealed when you get into military vehicle while being infiltrated as civilian
as infiltrated military person you will be revealed if you attack "friendly" units or civilians
if you change clothes while some enemy unit knows about you, infiltration fails

Note: This script assumes there's only 2 military sides; bluefor and opfor, and when player is 'revealed' he will join independent side.

Download:
Infiltration Script Pack ( 1 MB )

Benötigt:
Operation Arrowhead



Quelle: Armaholic.com
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Operation Arrowhead - Editing » Garrison Script von zorilya (v1.6)
Operation Arrowhead - Editing

Garrison Script von zorilya (v1.6)
11.05.2013 - 21:41 von Miller




Garrison Script von zorilya (v1.6)
zorilya veröffentlichte sein Breaching Script. Dieses Skript ermöglicht eine lebendige städtische Umwelt zu erstellen.

Zitat
Description:
This script will allow you to make a more lively urban environment where you have to check every window and door in every house rather than having in the back of your mind 'it's arma, AI don't go in buildings very well'. The units you put into buildings will remain there pretty well under fire but if you get bogged down they will come to you so bust in a clear 'em out. You can also use this to liven up a patrol route by setting the waypoint init with the script so the group gets there and garrisons a nearby building.

Features:
- allows placement of the M112 demolition charge (ace c4) on any surface.
- allows use of shotguns for breaching so breach and clear teams feel like less of a spare part :)
- should be fully multiplayer compatible. (please let me know of any issues you come across)







Download:
Garrison Script ( 1 MB )

Benötigt:
Operation Arrowhead




Quelle: Armaholic.com
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Operation Arrowhead - Editing » Airfield Support Script von Ozzyt109 - Update v2.1
Operation Arrowhead - Editing

Airfield Support Script von Ozzyt109 - Update v2.1
18.03.2013 - 19:30 von Miller




Airfield Support Script von Ozzyt109 - Update v2.1

***** Update *****
Ozzyt109 veröffentlichte ein Update für sein Airfield Support Script in den Bi-Foren. Das Script-Pack enthält mehrere Arten der Luftunterstützung in zwei Beispiel-Missionen: Hubschrauber-Transport, CAS, Medevac, Nachschub, Munitions und Fahrzeugabwurf per Fallschirm usw.

Zitat
Version 2.1
New Features.
- los based recce (got all of them working in a seperate test, just need to implement)
- A10 strafe (works with any stock jet and most addons)
- reworked medevac (more real based of extracting rather than fixing insitu)
US army, Takistan Army versions. (hopefully)

I plan on releasing this weekend I know I have said that a few times now but I had recently lost faith inthe game after a load of dead ends. however Arma 3 is awesome and I want to start implementing where possible. As such after this weekend I am going to start trying merging and will only release minor hotfixes to the Arma 2 version.

With this change of track I hope to correct issues faster than I have currently and thank you all for the support provided.







Download:
Airfield Support Script v2.1 ( 4.7 MB )

Benötigt:
Operation Arrowhead




Quelle: Bi-Foren
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Operation Arrowhead - Editing » Light weight status HUD von Iceman77 (v1.0 Fix 3)
Operation Arrowhead - Editing

Light weight status HUD von Iceman77 (v1.0 Fix 3)
12.02.2013 - 20:00 von Miller




Light weight status HUD von Iceman77 (v1.0 Fix 3)
Iceman77 veröffentlichte sein Light weight status HUD Script in den Bi-Foren. Das Skript zeigt am rechten unteren Bildschirm ein HUD mit einigen Infos (Gesundheitsanzeige, Himmelsrichtung und FPS) an.

Zitat
Here's a light weight status HUD I made for the lower right corner of the screen.

- FIX #1: Direction indicator works with vehicles now too.
- FIX #2: Camera Zoom now works with vehicles. Included installation readme. Took out un-needed bits of code and cleaned up the scripts in general. For people who may want to learn from this.
- FIX #3: Users now have the ability to toggle the status HUD on/off with Page Down.



Download:
Light weight status HUD v1.0 Fix 3 ( 1 MB )

Benötigt:
Operation Arrowhead




Quelle: Bi-Foren
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Operation Arrowhead - Editing » Team Roster Script von Crackman (v1.0)
Operation Arrowhead - Editing

Team Roster Script von Crackman (v1.0)
06.02.2013 - 22:13 von Miller




Team Roster Script von Crackman (v1.0)

Crackman veröffentlichte sein Team Roster Script. Das Skript ermöglicht es den Spielern, andere Spieler und ihre jeweiligen Rollen in ihrem Team sehen.

Zitat
Description:
This script will make an entry in the map screen that will show all players and their unit's description, so leaders can now who their subordinates are, vice versa, and so on..



Quelle: Armaholic.com
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Operation Arrowhead - Editing » ACE Weapon Suppressors Script von Kempco - Update v1.6
Operation Arrowhead - Editing

ACE Weapon Suppressors Script von Kempco - Update v1.6
05.02.2013 - 18:00 von Miller




ACE Weapon Suppressors Script von Kempco - Update v1.6

***** Update *****
Kempco veröffentlichte ein Update für sein ACE Weapon Suppressors Script in den Bi-Foren. Mit diesem Skript kann der Spieler (oder die Spieler) über ein Menü die primäre Waffe mit einem Schalldämpfer auszurüsten. Das Download-Archiv enthält eine Script und Mod-Version.

Zitat
This script allows the players to equip a suppressor to a weapon provided that weapon has a suppressible version and it is the primary weapon. H. Access to this option is provided via the ACE self-interaction menu.

Weapons Included:
• All Arma 2 and Arma OA primary weapons
• All ACE 2 and ACEX primary weapons
• RH HK416 Pack (by Robert Hammer)
• RH M14 Pack (by Robert Hammer)
• RH MGS Pack (by Robert Hammer)
• RH MK18 pack (by Robert Hammer)
• M4/M16 Rearmed (by Robert Hammer)
• Design mastery M4s (by Hogthar & Mlacix)
• FHQ Remington Weapon Pack v1.1 (by Alwarren)
• L119A1 Pack v2.01 (by Lennard)
• UFK Weapons Pack v1.1 (by the UK Forces Team)
• RH Pistol pack Remake (by Robbert Hammer)
• RH SMG pack (by Robbert Hammer)

Changelog:
v1.6
- Added: ACR DLC Weapons (NOT Added to Weapons Crate. cgfPatch reference needed).
- Fixed: (ACE version) "ACE_AKMS" and "ACE_AKMS_SD".
- Fixed: (ACE version) Option would be available while player was in a vehicle.

v1.5
- Changed: (Addon version only) CBA is required
- Changed: (Addon version only) Module disables the use of suppressors instead of enabling them.
- Added: Script will terminate if it detects player has addon version running.
- Added: Bis weapons in ammo crate are added according to DLCs detected.

v1.4
- New: No Addons required!
- New: Pistols are now supported
- New: Sound effects (Idea courtesy of st-alpha)
- New: Script version now requires sound config be defined in Description.
- New: Demo mission included for both the addon and script versions.
- New: Addon version now requires a (JTK) Suppressors Module be placed on the map.
- New: JTK SF Weapons Crate/Script: Includes unsuppressed versions of all suppressible weapons according to your addons.
- Added: RH Pistol pack Remake (by Robbert Hammer)
- Added: RH SMG pack (by Robbert Hammer)
- Added: "ace_akms_sd","ace_ak74m_sd","ace_ak74m_sd_kobra_f ","ace_aks74_un"



Quelle: Bi-Foren
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Operation Arrowhead - Editing » Shiny HALO Script von alleycat (v1.0)
Operation Arrowhead - Editing

Shiny HALO Script von alleycat (v1.0)
29.01.2013 - 16:42 von Miller




Shiny HALO Script von alleycat (v1.0)
alleycat veröffentlichte sein Shiny HALO Script in den Bi-Foren. Das Download-Archiv enthält ein einfach zu bedienendes Halo Script mit Beispielmission. Der eingebaute Höhenmesser warnt, wenn die Höhe zu niedrig ist.

Zitat
Shiny HALO script
- Easy to use
- comes with shiny altimeter that shows a colored warning if the altitude is too low
- Works in SP, MP



Download:
Shiny HALO Script von alleycat (v1.0) ( 1 MB )

Benötigt:
Operation Arrowhead



Quelle: Bi-Foren
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Operation Arrowhead - Editing » Secondary Ops Dialog for SP Script von Iceman77 (v2.0)
Operation Arrowhead - Editing

Secondary Ops Dialog for SP Script von Iceman77 (v2.0)
16.01.2013 - 22:00 von Miller




Secondary Ops Dialog for SP Script von Iceman77 (v2.0)
Iceman77 veröffentlichte sein Secondary Ops Dialog for SP Script in den Bi-Foren. Durch das Skript kann Spieler per Dialog-Box Aufgaben akzeptieren oder ablehnen.

Zitat
I've completed my first ever dialog. SecOps is a side objectives dialog I decided to do for a SP campaign. The player can choose to accept or decline an objective. It's fully customizable. Add your own picture,script, objective title & objective overview/description. Easily, edit for adding additional objectives.You can see how to call the dialog in the example mission. I recommend previewing the example mission, and then go into the dialogs\GUIPopup.sqf for further details.

Changelog:
v2.0
- To prevent the dialog possibly getting a player killed, the game world halts/freezes when the SecOps dialog is opened.
- Using external .hpps now instead of description.ext.
- Shortened up the dialog overall.SecOps is now easier to customize. You can now pass the objective title, objective description and the objective picture to the dialog. Also, users can pass an action to the buttons (call a script).
- Multiple dialogs no longer have to be defined if one wants to use SecOps popup dialog for more than one objective.Only one .SQF file is needed to edit for custom use.



Download:
Secondary Ops Dialog for SP Script ( 1 MB )

Benötigt:
Operation Arrowhead




Quelle: Bi-Foren
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Operation Arrowhead - Editing » Working AI Mortars Script von Zonekiller (v1.0)
Operation Arrowhead - Editing

Working AI Mortars Script von Zonekiller (v1.0)
16.01.2013 - 20:00 von Miller




Working AI Mortars Script von Zonekiller (v1.0)
Zonekiller veröffentlichte sein Working AI Mortars Skript in den Bi-Foren. Das Skript enthält funktionierende KI Mortars.

Zitat
WORKING AI MORTARS - works with all mortars
Do you like the idea of Mortars but it sucked how they dont fire well they do now and all in real time
they can even hit a moving target as they zero onto it.

just copy the mortar folder to your mission and add this in the init of the mortar ---
_nil = this execVM "mortar\mortar.sqf"; ---

Have fun with this

Download:
Working AI Mortars Script ( 1 MB )

Benötigt:
Operation Arrowhead





Quelle: Bi-Foren
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