Aktuelle UmfrageZur Zeit sind leider keine Abstimmungen aktiv.
Archiv
|
| Operation Arrowhead - Editing » Civilian Assassins von wolfenswan (20.03.13) |
Civilian Assassins von wolfenswan (20.03.13)
21.03.2013 - 20:15 von Miller
Civilian Assassins von wolfenswan (20.03.13)wolfenswan veröffentlichte 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 |
Quelle: Armaholic.com
|
|
|
 |
| Operation Arrowhead - Editing » Airfield Support Script von Ozzyt109 - Update v2.1 |
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. |
Quelle: Bi-Foren
|
|
|
 |
| Operation Arrowhead - Editing » Light weight status HUD von Iceman77 (v1.0 Fix 3) |
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.
|
Quelle: Bi-Foren
|
|
|
 |
| Operation Arrowhead - Editing » ACE Weapon Suppressors Script von Kempco - Update v1.6 |
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
|
|
|
 |
| Operation Arrowhead - Editing » Shiny HALO Script von alleycat (v1.0) |
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 |
Quelle: Bi-Foren
|
|
|
 |
| Operation Arrowhead - Editing » Secondary Ops Dialog for SP Script von Iceman77 (v2.0) |
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.
|
Quelle: Bi-Foren
|
|
|
 |
| Operation Arrowhead - Editing » Working AI Mortars Script von Zonekiller (v1.0) |
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 |
Quelle: Bi-Foren
|
|
|
 |
| Operation Arrowhead - Editing » HOG Mechanic Script von hogmason (v2.0) |
HOG Mechanic Script von hogmason (v2.0)
29.11.2012 - 22:05 von Miller
HOG Mechanic Script von hogmason (v2.0)hogmason veröffentlichte sein HOG Mechanic Script. Dieses Skript ermöglicht dem Spieler, unter gewissen Vorrausetzungen Fahrzeuge zu reparieren.
Zitat This script gives the player the ability to repair vehicles if a few requirments are met.
Requirments:
1) player is an engineer
2) player has a laser designator
3) player has gone to the Mechanic shed and selected the get repair skill option.
Changelog:
v2.0
- Changed from player needing a laserdesignator to use repair and refuel to player needing a spare tyre to repair and a Fuel can to refuel.
- Fixed a variable issue
- Sepperated Repair and Refuel to 2 seperate events. |
Quelle: Bi-Foren
|
|
|
 |
| Operation Arrowhead - Editing » Realistic Paradrop von DAP - Update v2.10 |
Realistic Paradrop von DAP - Update v2.10
11.11.2012 - 18:00 von Miller
Realistic Paradrop von DAP - Update v2.10
***** Update *****DAP veröffentlichte eine neue Version seines Fallschirmspringer Script Realistic Paradrop in den Bi-Foren. Dieses Skript soll den Fallschirmsprung für den Spieler (und KI) realistischer machen. Die neue Version funktioniert auch im MP.
Zitat This script allows the player (and AI) to make a parachute jump, like it happens in real life.
SUPPORTED PLANES:
- C-130
- AN-72
- IL-76
UPDATE
REALISTIC PARADROP SCRIPT:
Version: 2.10
Changelog:
- Fixed: The player could be killed with a sharp turn of the airplane in multiplayer.
- Added: Additional scripts for switching between cargo and jump positions and manual ramp control for C-130 (Demo mission - Onboard.Utes).
Full instructions included in archive. |
Quelle: Bi-Foren
|
|
|
 |
| Operation Arrowhead - Editing » Übersichtsblatt Bundeswehrfahrzeugkennung von Marseille77 (v1.0) |
Übersichtsblatt Bundeswehrfahrzeugkennung von Marseille77 (v1.0)
18.08.2012 - 20:08 von Miller
Übersichtsblatt Bundeswehrfahrzeugkennung von Marseille77 (v1.0)Marseille77 veröffentlichte sein Übersichtsblatt Bundeswehrfahrzeugkennung in unseren Foren.
Zitat Heute habe ich mal spontan ein Übersichtsblatt zum Thema Bundeswehrfahrzeugkennung hochgeladen für alle, die an diesen Fahrzeugen arbeiten und hochaufgelöste Vorlagen für ihre Fahrzeuge suchen.
Das Pack beeinhaltet ein PDF, PNG und SVG Variante. SVG kann z.B. mit dem freien Inkscape Editor geöffnet werden, der Vektorengrafiken bearbeitet. |
Quelle: ArmA2Base Foren
|
|
|
 |
| Operation Arrowhead - Editing » Simple Developer Console von Muzzleflash (v3) |
Simple Developer Console von Muzzleflash (v3)
11.06.2012 - 19:06 von Miller
Simple Developer Console von Muzzleflash (v3)Muzzleflash veröffentlichte seine Simple Developer Console in den Bi-Foren.
Zitat Simple Developer Console by Muzzleflash
Yup it is another debug console. I got tired with the others. Too bloated or annoying in some way so I created my own with just the features I need. Maybe someone else can use it (maybe you?).
It supports saving and loading snippets (in game only though) and you can specify where to run the code.
Here's how it looks: |
Quelle: Bi-Foren
|
|
|
 |
| Operation Arrowhead - Editing » Shotfinder Script von Tacticalgamer.com (v2.0) |
Shotfinder Script von Tacticalgamer.com (v2.0)
18.04.2012 - 17:38 von Miller
Shotfinder Script von Tacticalgamer.com (v2.0)
Zephyrdark veröffentlichte sein Shotfinder Script Script in den Bi-Foren. Mit diesem Skript können Fahrzeuge mit einem Shot Detection System ausgestattet werden.
Zitat Summary:
This script enables vehicles to be equipped with a Shot Detection System. The system is currently only able to detect RPG shots within 300m of the vehicle. The system will display a visual representation of the direction that the RPG was fired through the means of a clock-face and text stating the direction in clock-bearing.
The system is based after the Boomerang Shot Detection that is currently in service around the world today. The script does not represent the system as true to real life, but uses it as a basis to work from.
This script is ACE ready and will detect the various RPG projectiles included by the ACE Mod.
To Do:
* Add ability to detect rifle and other hand-held weapon shots
* Look into possible JIP issues
* Create Soldier mounted version with appropriate images and functionality
* Create non-vehicle based version for placement as a base defense system
* Make Boomerang model and turn into addon??
Credit:
Scripting by Blackpython (Base script) & Hawke (Dialog)
Audio by Unkl and Blackpython
Images by LowSpeedHighDrag
|
Quelle: Assaultmissionstudio.de, Bi-Foren
|
|
|
 |
|
|