Armitxes informed us he released an updated version of his Visual Studio Code - SQF Plugin on the BI forums.
Quote : Microsoft Visual Studio Code is a new, but already very known Code Editor. For those who don't know VS Code, it's pretty much like Sublime Text.
I've made a SQF Plugin for VS Code, there isn't any documentation about Plugins released yet as VS Code is in a preview state - means you can expect much more features to come but may also encounter some bugs.
Works on Linux, OS X and Windows.
Since the latest patches, the extension is developed by suggestions. You request - we do. Everyone is allowed to contribute to the project. If you have any ideas or even wish to participate you should check out our GitHub page.
Make sure to leave a rating at the Marketplace if you like the editor, it helps a lot!
Quote : FallingStar and Meteor script showcase on ALTIS: create an unique atmosphere in your missions.
Un-pbo the mission and read the comments or watch the video tutorial for more information.
You can use, adapt and/or modify the script as you see fit.
If you find nice ways to modify the script for better effects let me know.
Tested on dedicated but not in MP, any feedback will be greatly appreciated.
At some point, I got annoyed of having to walk really close to a door and sometimes even having to scroll, if my default action is something different, to get the right action to finally open it. Maybe there's some people out there feeling similarly.
all doors open and close automatically
usable in Singleplayer (client side) or in Multiplayer (server side only)
support for dynamic locations where this script should only work
support for side specific locations, where this script only works for players of the respective side
actions for the following features:
- enable/disable automatically closing doors
- enable/disable "Automated Doors" completely
- irreversibly* remove all actions related to "Automated Doors"
globally force doors to stay open, no matter what the player's actions say
can be terminated and restarted without trigger-leftovers or action-leftovers
minimized server load due to need-based dynamic object management
Quote : I created this map icon set for Cold War Rearmed² because the default ArmA2 icons just were not good enough anymore.
The icons are based on a draft I found in some magazine years ago. I scanned them and finally found time to fix them up and made own additions.
Eventually this set will be useful for some more people so I decided to share it with whoever is interested.
As you have noticed already, there’s many more icons than in stock ArmA are. By using these icons, you have different icons for e.g. a light anti-tank-gunner, for an AT-gunner and a heavy AT-gunner. There’s an icon for a light machine gunner as well as a machine gunner and so on. The only problem is that the units still have the icon even when they have no more anti-tank-weapon or machine gun. But that’s the same with the default icons. Nothing can be done here, unfortunately.
The source file is available on request, but you need CorelDraw to edit them as I’ve done them there years ago.
Finally, please note that these icons are for addon/mod creators only. These files are of no use for a mission designer at all.
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