Rafael09ed released an updated version of his Survivable Crashes Script on the BI forums.
Quote : This script allows the crew of a vehicle to survive it's destruction and escape with some damage taken. While designed for helicopters, any vehicle that would normally explode and kill all the crew members, would instead knock the players unconscious, eject them once next to the ground, deal some damage to the players, and then be woken up. Then in 60-120 seconds, the vehicle will explode if it had not already exploded on impact. Damage is added to players through ACE, making it a dependency. If there is interest in a non-ACE version, one could be made.
- Better crash impact
- Fixed Autorotation Warning SFX
version 1.1 - dev:
- No longer dependent on ACE 3
- New Visual Effects
- Some tweaking of variables
- Some refactoring
Zenophon informed us he released an updated version of his ArmA 3 Co-op Mission Framework 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 powerful. The functions cover everything from manipulating arrays to an extensive task system. Each one has been meticulously designed and tested to provide useful features with minimal bugs and issues. The framework is designed so that each function is a logical building block that achieves a straightforward effect. The strength of the framework is that each small part fits together neatly with others, allowing you to quickly implement your mission design intuitively.
The framework works with any map and requires no addons. It is compatible with any mod because you choose which functions execute. There is effectively no performance impact to compile the entire framework, and every function has been diligently optimized. All 150 public functions are also carefully documented in an exacting style, and many resources are provided to help you learn to use the framework.
The framework is created with these goals in mind:
Simple co-op fun for both players and mission makers
Bottom-up design using flexible pieces that you control
Truly random and dynamic missions without extra work for mission designers
Procedural mission design instead of manual placement using the editor
Eliminating large, static functions with assumptions about what you want in your mission
Server-oriented execution to create more efficient multiplayer missions
A simplification of locality and interacting with clients in multiplayer
A solid, powerful, and bug-free library to use as a foundation for your own code
Fixed: Zen_AddFastRope failed to fastrope the player in some cases in MP
Fixed: Zen_FindCenterPosition caused an error when the first argument was not an array
Fixed: Zen_OrderFastRope makes AI in the player's group fastrope from FFV positions
Fixed: Zen_OrderVehicleDrop makes a teleported object inherit the aircraft's velocity
Added: Zen_AreIndoors and Zen_AreNotIndoors optional argument to use a more complex check
Improved: Zen_FindBuildingPositions gives points a buffer distance from walls and ledges
Improved: Zen_FindBuildingPositions does not return positions on the wrong side of a wall (i.e. outside the building)
Improved: Zen_SpawnParachute makes the parachute move with a fraction of the object's previous velocity
Documentation: Fixed paramsArray did not autocomplete
Documentation: Updated for Zen_AreIndoors and Zen_AreNotIndoors
Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.58 stable commands
Quote : Fireworks script showcase on ALTIS, for when you feel like celebrating.
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.
Thank you and have fun!
Grumpy Old Man released his GOM fnc vehicleTuning script on the BI forums.
Quote : Gives certain players the ability to upgrade cars.
This one was fun to work on, did it in roughly 2 afternoons, turned out ok.
The dialog has improved quite a bit in the last few hours, the video doesn't show all features.
Allows certain players to upgrade cars.
Ability to increase acceleration with nitro injection.
Ability to fine tune the powerband of the nitro.
Ability to increase top speed far beyond legal limits.
Ability to reduce a vehicles weight to further increase acceleration.
Ability to install brakes to eventually come to a halt in case of a traffic stop.
Ability to refill used up Nitro bottles and also repair and refuel the vehicle.
Nitro will be used up after some time.
Increased fuel usage during active nitro injection so the engine doesn't run dry.
Increased engine wear during active nitro injection because the engine most certainly does run dry.
Measurement of acceleration, 0-100km/h / 0-60mph, eighth and quarter mile times and average horsepower are being displayed in the diary.
Quote : Nuke showcase on Stratis, creates a nuke effect. 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.
Celludriel informed us he released an updated version of his DynCap script on the BI forums.
Quote : This script will spawn at a given location a building or object that a player or ai can capture for their side. An objective icon will spawn on the map with the color of the currently owning side. Capture can only be done by on foot infantry. There are other implementations where vehicles can capture as well but this decreases the challenge rating of capturing a point. This was a creative decision of mine, I might make it parameterizable if wanted or you can fork my work and do it yourself.
Refactored code to make use of CfgFunctions
Refactored GUI to make it easier to include and hopefully prevent conflicts with other libraries
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