Breaking Even Arma 3

2020. 1. 23. 19:01카테고리 없음

Breaking Even Arma 3

MaxSpeed = 100; slowSpeedForwardCoef normalSpeedForwardCoefCoefficients of that are used to limit the actual maximum speed depending on which - 'Car Forward', 'Car Slow Forward' or 'Car Fast Forward' - action is used. 'Car Fast Forward' uses directly the maxSpeed value. slowSpeedForwardCoef is set to 0.3 by default. normalSpeedForwardCoef is set to 0.85 by default.

default speed coefficient for fast movement is 1 meaning that full throttle is applied and maximal speed is maxSpeed of the vehicle (it is going to apply less throttle upon reaching the limit). SlowSpeedForwardCoef = EVAL ( 30 / 100 ); normalSpeedForwardCoef = EVAL ( 50 / 100 ); waterLeakinessShould be the amount of water in liters that goes into selected object per second.This is set to zero by engine for all vehicles with simulation of a ship or having canFloat = 1; (until they are toppled or destroyed, then config value takes precedence).WaterLeakiness = 10; seems to be a good value to start with for all kinds of vehicles no matter the size.: float // or sink.: = 0. Latency = 1.0; switchTimeThe switch time describes how long it takes (in seconds) for a gear change to be completed.It is impossible to change gear immediately in a real car.Manual gears, for example, require neutral to be engaged for a short time before engaging the desired target gear.While the gear change is being completed the car will be in neutral.A good trick might be to penalise players that use an automatic gear box by increasing the gear switch time.: float.: = 0.: 0.01.

DifferentialType = 'alllimited'; frontRearSplitIf a 4-wheel drive differential is chosen (open or limited slip) this option allows the drive torque to be split unevenly between the front and rear wheels.Choosing a value of 0.5 delivers an equal split of the torque between the front and rear wheels; that is, the total torque delivered to the front wheels is equal to the total torque delivered to the rear wheels. Choosing a value greater than 0.5 delivers more torque to the front wheels while choosing a value less than 0.5 delivers more torque to the rear wheels.This value is ignored for front-wheel drive and rear-wheel drive differentials.: float.: 0.1.: 0.5. MOI = 40; dampingRate dampingRateDamaged dampingRateDestroyedThese values describe how quickly a freely spinning wheel will come to rest.The damping rate describes the rate at which a freely spinning wheel loses rotational speed.Here, a freely spinning wheel is one that experiences no forces except for the damping forces arising from the wheel's internal bearings.Higher damping rates result in the wheel coming to rest in shorter times, while lower damping rates result in the wheel maintaining speed for longer.Values in range (0.25, 2) seem like sensible values. Experimentation is always a good idea, even outside this range.Always exercise some caution with very small damping rates.

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In particular, a damping rate of exactly 0 should be avoided.: float.: 0.: 0.1. DampersBumpCoef = 0.3; maxCompression maxDroopThese values describe the maximum compression and elongation in metres that the spring can support.The total travel distance along the spring direction that is allowed is the sum of maxCompression and maxDroop.A simple way to illustrate the maximum droop and compression values is to consider a car that is suspended in mid-air so that none of the wheels are touching the ground.The wheels will naturally fall downwards from their rest position until the maximum droop is reached.The spring cannot be elongated beyond this point. Now consider that the wheel is pushed upwards, first to its rest position, then further pushed until the spring can no longer be compressed.The displacement from the rest position is the maximum compression of the spring.It is important to choose the maximum compression value so that the wheel is never placed where the visual mesh of the wheel intersects the visual meshes of the car chassis.Ideally, these values will be exported from the 3D modeller.: float.: = 0 // Important: If one of the values is zero, the other must be greater than zero.: 0.15.

Contents.An event handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.See also for special event triggered scripts.Basic Event HandlersThe object-based Event Handler is always executed on the computer where it was added.Commands:.Standard. 1.00 ControlsShiftedTriggers when controls of vehicle are shifted (pilot-co-pilot, co-pilot-pilot). Works for both, 'Take' and 'Release' controls actions.Event only triggers on PC where vehicle is and EH was added.Notes:. If helicopter is to the server and co-pilot takes controls, the helicopter changes locality to co-pilot PC.This means that if 'ControlsShifted' EH was added on both server and client, 'Take Controls' action will trigger EH on the server PC, but subsequent co-pilot 'Release Controls' action will trigger it on co-pilot's PC.

The great thing about the arma series is all the mods for it, The game has so much utility regardless how much you buy it for. You can play Breaking point, City life, Epoch, and many more different mods that are all different and are all fun. Currently trying to decide if I want to play as a survivalist or as a ranger.

When added to remote unit or vehicle, event handler will fire only if said entity is within range to the camera. Range is determined by fired ammo's highest visibleFire and audibleFire config value. In case of units muzzle attachment coefficients are applied too.Triggered when the unit fires a weapon.This EH will not trigger if a unit fires out of a vehicle. For those cases an EH has to be attached to that particular vehicle.When 'Manual Fire' is used, the gunner is if gunner is not present or the gunner is not the one who fires.To check if 'Manual Fire' is on, use.

The actual shot instigator could be retrieved with command. 1.65 instigator: - Person who pulled the triggerHitPartRuns when the object it was added to gets injured/damaged.It returns the position and component that was hit on the object within a nested array, this is because the model may have more than one selection name for the hit component(i.e.

1.65 instigator: - Person who pulled the triggerMPKilledTriggered when the unit is killed. EH can be added on any machine and EH code will trigger globally on every connected client and server.This EH is clever enough to be triggered globally only once even if added on all clients or a single client that is then disconnected, EH will still trigger globally only once. unit: - Object the event handler is assigned to. killer: - Object that killed the unitContains the unit itself in case of collisions. 0.50 MusicStopTriggers when sound finished playing, after being executed with command.Note that EH will not be triggered if you force stop the music with '.This event handler needs to be added with command and removed with. className: - class name of currently played sound.

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Breaking Even Arma 3 Download

handlerID: - EH id returned by.Eden EditorCommands:.Full article - and its sub-category - see alsoPublic Variable Broadcast EventCommands:.Triggers when variable EH is associated with is sent over network via, or commands.

Breaking Even Arma 3