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One more basic script for your PvP or TvT missions. 🙃 SD is an Arma 3 script that's a smart protection against damage for players, vehicles, and AI units when they are within pre-defined zones. The protected zones have automatic removal of wrecks and rolled-over vehicles, in addition to small automation relating to the protected zone's integrity. Super-Dome script works both at the server layer and on each player's machine, allowing the editor to turn resources ON and OFF. Creation concept: turn specific game zones into safe places for players, areas proof against their enemies and themselves. How to install / Documentation: https://github.com/aldolammel/Arma-3-Super-Dome-Script/blob/main/_SD_Script_Documentation.pdf What to expect from SD script: No dependencies from mods or other scripts; SD works with two layers: player protection is managed by client-side, meanwhile vehicles and AI units by server-side; NEW! No need to set variables on Eden or anywhere else; Set up to 10 protected zones easily with drag-and-drop Eden markers; Turn ON/OFF the protected zones to cover all vehicles and static-weapons (turrets) inside; Turn ON/OFF the protected zones to cover all AI units inside; Turn ON/OFF the protected zones to cover all players by side; NEW! Support to Eden Respawn Vehicle Module; Auto-removal for wrecks and rolled over vehicles in the zone; IMPROVED! Smart speed limit (to disable the protection and accept hard collisions) and wreck delete when inside the zone; IMPROVED! Debugging: friendly feedback messages; Debugging: automatic errors handling; IMPROVED! Full documentation available. Check the file above on GitHub. Dependencies: None. Download: From Github: https://github.com/aldolammel/Arma-3-Super-Dome-Script From Steam Workshop (missions with no respawn): https://steamcommunity.com/sharedfiles/filedetails/?id=3068011817 From Steam Workshop (missions with respawn): https://steamcommunity.com/sharedfiles/filedetails/?id=3078633743 Missions running it: Tanks & Helicopters Light; - - - - - - - - - - - Changelog: Nov, 11th 2023, v1.5.1: changelog. Known issues: Bug > At dedicated-servers running maps with Eden Vehicle Respawn module working sometimes protected vehicles are not really protected. (WIP) Bug > when Eden Vehicle Respawn Module is working with lot of vehicles, Super-Dome nor that module works fine; Not support vehicle respawn: after the original vehicle blows up, the new copy won't be protected anymore; When a vehicle rolls over 2 or more times inside the protected zone, the anti-rollover system stops working properly (Hot fix soon).
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Hello I was searching for documentation to ARMA 3 Editor module "Zone Protection". It is calling BIS_fnc_moduleZoneProtection I cannot find any description or use cases. If my hunch is right, it should be a functionality used to create an area where damage is not applied to objects / characters? However BI wiki is very much empty on this module or function. Using function viewer i had a look into the code of the function but i am very much a newbie on arma scripting. While i understood from the code that the module can be synced only with Locations logic entities - documentnation on Locations is equally shabby. I tried in a single player scenario to place a location entity and sync it with this module. To my understanding some area should have been displayed on map but nothing happened. It had no effect. So i would be grateful if somebody experienced could explain. Thank you very much! P.S: Sorry if a topic exists somewhere on the forum explaining it - i was unable to find it.
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Defending History Brought to you by John Kalo and zigTtzag(zTt) What you get when you defend your morals? A bounty on your head! 1.] Hypothesis: A country named Skopia. A country which has no history. A country that instead of trying to achieve history worth accomplishments chooses the easy and immoral way out. That is to claim Greeces history. Skopia puts aside all historical evidence suggesting elsewise and claims its people are the successors of the Macedonians. Even though their strategy is disgusting, they cleverly use propaganda in schools and elsewhere. The problem would not be an issue for Greece since Skopia has no grounds for their claims. The politicians of Greece however are traitors and after centuries have now started to agree with Skopia claims. Of course not all people from Skopia are neither ignorant nor immoral. Former Prime Minister Ashtov claims Skopia has nothing to do with the Macedonians. A moral man. A man which has a bounty on his head… 2.] Important details: a)In SP you should be the THE GROUP LEADER of the BFD TRANSPORT team. b)This mission has low replayability. Once and if you manage to complete the mission successfully you might never play it again. c)The convoy should NOT speed up. Speeding up can cause arriving at the delivery point in a hijacked pickup truck d)You should NOT DISABLE AI units that are in your team. Those units should exist for your convenience. e)The convoy vehicles have got BULLETPROOF windows and tires. Bulletproof. Not invisible. Thanks @pierremgi for helping. f)Small objects have a small area where the action is shown. g)Due to the Arma 3 pathfinding, if the VIP does not get into a vehicle tell him to go elsewhere first and in the vehicle afterwards. h)Respawn:Instant 3.]Requirements: 3.1]Players' skills: Serious combat abilities and basic organizing skills. 3.2]Technical: Arma 3 Apex, CBA, ASR AI3 4.]Bugs: 4.1]Minor: None 4.2]Serious: None 5.]Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. 6.]Website SubLink: here 7.]Direct Download link: https://dl.orangedox.com/Arma-3-Missions-Pack-1/defending_history.malden.pbo?dl=1 Your feedback about things we can improve or things that we should keep is really important so you providing it would be great. If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits. Enjoy
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Protection zone with a trigger
reapertitanium posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi everyone, I've tried, by many ways, to make a protection zone. It means a zone where players don't take damage and the projectiles, like bullets and grenades, disappears. I want to make it activated by a trigger. Do you have a suggestions ? Or maybe a code completly prepared. :) Thanks a lot.- 15 replies
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Hi guys, as you may already noticed, soldier protection feature is currently undergoing certain changes dedicated to development branch only to improve the significance of gear you're actually wearing. We're trying hard to avoid any odd or unrealistic behavior and we are continually fixing those unpleasant issues that you've stumbled upon and kindly reported to us. Our goal is to bring diversity in types, meaningful in use and certainly the most realistic in behavior of the advanced soldier protection gear, expected to be military standard in the near future of our game setting. Hopefully, you will enjoy the upcoming improvements as much as we do and of course, be welcomed to share your opinions, observations and feelings upon the subject to help us in this effort. Thank you.
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CWC & Resistance campaigns - retrospective, comparison
Polygon posted a topic in ARMA 3 - OFFICIAL MISSIONS
Almost everybody is praising CWC and Resistance campaigns, presented back in 2001-02. Why they're considered special? What made them so? What could BIS learn / already did / will do? I'd like to make several points on CWC, how it affected the genre: first serious military story-driven campaign? large scale battles. multiple roles - from infantry to pilot, blackop. varied environments - 1985 conflict spanned across 3 diverse islands. tough, unforgiving gameplay style. difficult choices to make early. good gameplay design - flexible missions, varied endings. player's character progression: not statistical (skills depending on measurable parameters, adding up, etc.), but official/mental - ranks up, survival. excellent premise, storyline, average characters (fitting for military title?). atmosphere (believe it or not - bad graphics is part of it). multiple endings - no stupid cliffhangers. Now onto Resistance, which inherited a lot from CWC spiritually and mechanically: a personal, touching story. survival elements - scavenging, team management. great characters (though, a lot about them remained secret). sense of progression - becoming a leader, establishing an opposing force, advancing. not so political, official. Obviously, each campaign has its own + and -. In some cases, both camps lack military / human logic, probably due to gameplay, also cliches. I'd say CWC was better simply due to its scale. How does / will A3 campaign compare to these? Too early to compare fully, though. Add your own remarks on the topic. Perhaps I've missed something. This thread serves as a restrospective. I could go on into detail further, analyze each mission of CWC & RES, but it'd be 12 years late. :D