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custom sound breaks trigger?
JURAGAN replied to BikerJoe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/playSound -
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Getting listbox item index by coordinates
POLPOX replied to Schatten's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you don't want to make a new class, maybe you can use _itemHeight = _itemHeight - (_itemHeight mod pixelH)? -
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This is a scripted and randomized PVE scenario which you can play both alone and online with other players. You can load the scenario in both Everon and Arland. As of right now you can only be victorious (no defeat) in this scenario. This might change, see wish list further down. Workshop link Please do report back any problems you may have. I am also interested in other ideas, feedback, whatever you have to tell. The "elevator pitch" With friends, or alone, free the land from foreign forces occupying your lands. You play as FIA where both US and USSR has began capturing various locations, and it's up to you to eliminate these forces! Randomly generated content for each play-through. Main objective is to take all capture points (towns, docks, airport, some properties, etc.) Find better weapons by searching buildings within the capture points. Optional side-missions for additional rewards: Weaponized vehicles and friendly Ai reinforcements. Civilian Ai walks around various "populated areas" - towns, small properties, etc. Simple civilian Ai car traffic - for the immersion. Enemy reinforcements on most areas may occur within 10 minutes of a player attacking first enemy. Scoring system - This will make this scenario a little "arcade-like" - but this scenario is a game after all. Scores are shown in the top right corner of your screen. Gain points by eliminating enemies. Lose one point upon death. Lose one point upon murdering a civilian. Lose two points killing a team mate or any members from your faction (FIA.) This scenario is more or less Game Master friendly, you can however consider it as an "automatic game master" on its own. It is a benefit to have at least one game master to help aiding in the usual "Arma issues" that sometimes occur. But usually you should be fine playing without one. Wishlist / todo list for the scenario, moving forward Alarm sound when enemy reinforcements arrive. Encounters where enemies arrive while players drive on the road. Half-way implemented with the appearance of civilian Ai traffic. Manned road blockade - there's a good handful of Game master slots where this can be set up in advance, though not sure how to script that yet. Better "score UI" - for now it's only showing your score in the corner of the window, but having a button to press to (temporarily) show your (and your team mates) could be nice. US and USSR may attack each other, or FIA controlled areas. This might open up for a Defeat condition of this scenario, for now you can only be victorious. Continuing from previous point, base building similar to the official Conflict scenario. Other side mission rewards (not sure what yet, suggestions?) Additional side missions: Rescue. Assist friendly Ai forces. Other sabotage missions. Neutralize officers (or similar) Known issues Sometimes a player gets completely stuck in a vehicle, unable to interact with anything. Game Masters aren't even able to move around the player entities. Current resolution: Die and respawn appears to help, at least. Who am I? I am a male in my mid thirties from Norway who has enjoyed playing ArmA for the past ten years with my friends. I am a software engineer so making a scenario using for the most part scripts, only fell natural to me. Scripting for Reforger is the first time I attempt anything mod-related for any games. I would like to learn more about Enfusion Workbench eventually, but a man only has so much time to spare.
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uspr111 started following Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
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Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
uspr111 replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Hello , Sometimes, when I try to edit the ban.txt file on an active Arma 3 server, I get an error saying the file is in use. This doesn't happen every time, but it disrupts workflow. I suspect it might be related to the file being loaded when a banned player tries to connect, and then it remains locked. Is there anything that can be done to ensure the file is always available for editing? -
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the_one_and_only_Venator started following Performance after the latest Update yesterday
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Performance after the latest Update yesterday
the_one_and_only_Venator replied to the_one_and_only_Venator's topic in ARMA 3 - TROUBLESHOOTING
I have now reinstalled the game and the problem still exists. So I went back to Legacy 2.16 and it's gone. It must be something about the update of the editor. Since some things were definitely changed, like the object icons in 3d view now rotating and markers being visible now in 3d view. -
JURAGAN started following Load incapacitated player into vehicle
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Load incapacitated player into vehicle
JURAGAN posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, anyone can help for a code? to achieve : Auto load any incapacitated player into vehicle with distance <5 by add-action to the vehicle.Multi player -
Hi Folks, Thanks so much for all your efforts on this - much appreciated - looking forward to trying the update. Regards, Scott
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LAMBS Danger.fsm Current version 2.6.1 Requires CBA_A3 -- Changelog -- -- Changelog end -- Happy days! A new version of Arma and a new version of LAMBS Danger.fsm. Our extensive summer development branch/break (bréåux) has concluded, and we’re happy to update the main version. This release brings numerous enhancements to squad-level and vehicle-level tactics. Significant improvements have been made to how AI understands and uses vehicles. Expect to see armored vehicles employ smoke launchers more aggressively and utilize simple fire-team tactics for flanking and assaulting squads. Dismounted infantry is more aware of its role as a screen for armored vehicles and a tool to clear nearby buildings. While this feature isn’t perfect, it is considerably better than before. There is a long list of bug fixes (such as preventing AI from suppressing useless positions or dismounting when they ought not to or forgetting to clear CQB positions). Infantry path and stance selection has also been improved. Oh, and as a fair warning… MLRS artillery connected to the dynamic artillery system is… scary. Good luck out there! As always, the team is very thankful to our contributors and would like to extend special thanks to Rekterakathom, LordGolias, Augustakit, and Rautamiekka. STEAM Workshop --- GitHub --- Discord From the team diwako / joko / nkenny
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How to create a repeatable task?
Ibragim A replied to Gabriel Morte's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now I understand what you meant. Try to create the task before assigning it. That is, put another task state change module (and select Create in it), and another trigger that will work a little earlier than the one that assigns the task (use a timer for the assignment in the trigger itself). -
How to create a repeatable task?
Gabriel Morte replied to Gabriel Morte's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll try this later, of course, but it seems like we're talking about different things. Step by step: There is 1 cycle from the beginning, the first activation of the task. 1. My character enters the blue arrow trigger for the first time. 1.1. A navigation marker appears on the scene (0:40 sec.), it is located at the position where ModuleTaskCreate_F is located, and has the form (box). 2. My character enters the trigger with a red arrow for the first time, the task is completed. 2.1. The navigation marker disappears when the task is completed (0:46sec.) 3. Cycle 2, task reactivation, 3.1. Navigation marker no longer appears (0:51 sec.) How do I get the navigation marker back on reactivation? -
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Instagram Story Viewer Insacret is the ultimate Instagram Story Viewer that lets you watch IG stories anonymously. Watch stories privately and catch up on stories without leaving a trace. Compatible with Android and iOS. Start viewing now! Website: https://insacret.org
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How to create a repeatable task?
Ibragim A replied to Gabriel Morte's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You've done everything correctly. If you want to change the task type (icon) during the scenario, you'd better use this function: BIS_fnc_taskSetType TaskID is 1 in your scenario (as in the module). Available icons can be found here. -
Getting listbox item index by coordinates
Schatten replied to Schatten's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Unfortunately, this didn't help: #define LISTBOX_ITEM_H 1.75 * 4.32 * pixelGrid * pixelScale / (getResolution select 3) ... rowHeight = LISTBOX_ITEM_H; sizeEx = __EVAL(format ["%1 - (%1 mod pixelH)", LISTBOX_ITEM_H]); -
Hi! Regarding what you say I don't agree. The resources are still in the same places it hasn't changed. I'll give you some tips to get a lot of them. Regarding the CHEMICAL there are only 2 effective methods, -The 1st is to go to FISK FABRIKK and go to the top of the map in the "Boss' Office" if you boost to 350% with a x2 ticket and (recommendation insurance) you can come out of this simple building with 500 chemicals if you are alone easily. -The 2nd technique is to go to Sagbruk and hunt the 3 blue resource crates to open with a code ! In each you can have about 30 chemicals without boost so it's very profitable if you only do that. (You can also hunt blue crates on Fjellkanten in the church) The other maps have way too many blue crate spawn points to be profitable. The things to avoid are to divert yourself from your objective or to enter a useless fight that could cost you your life, for a "recoverer" the best help is caution!
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How to create a repeatable task?
Gabriel Morte replied to Gabriel Morte's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes of course, I recorded a video, hope it helps. https://drive.google.com/file/d/1sCaxdoWJKXO2L_6Kkv8KWENWmkc63BOv/view?usp=sharing -
kibaBG started following Firewill Standalone Series Release Thread
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Firewill Standalone Series Release Thread
kibaBG replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am trying to make the anti-radiation missiles work for Enhanced MiG29S mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2987850906) which uses FIR AWS. Anti radiation missile Kh-25MP does not lock any radars (vanilla, FIR, etc) with keys R or key T. Maybe I do something wrong? -
Getting listbox item index by coordinates
Schatten replied to Schatten's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, you suggest changing sizeEx in my listbox config, right? If so, can I fix this gap in my function? I'm asking because I would like my dialogs to be as vanilla as possible, so I wouldn't like to change sizeEx. I also wouldn't like sizes of listboxes and, accordingly, the dialog to change when switching between tabs. -
Getting listbox item index by coordinates
POLPOX replied to Schatten's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ListBox's sizeEx will be rounded into pixel perfect. Which means if sizeEx has a modulo (sizeEx mod pixelH != 0) there can be a gap between your coordinates and real height. sizeEx = rowHeight - (rowHeight mod pixelH) is a workaround. -
Schatten started following Getting listbox item index by coordinates
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Getting listbox item index by coordinates
Schatten posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! I wrote a function to get listbox item index by coordinates. It works fine if listbox height is a multiple of row height, otherwise a small error appears, which is especially noticeable at the end of listbox. Could anyone help solve this issue? -
BikerJoe started following custom sound breaks trigger?
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Hey guys and gals, Hoping someone on here can help me. Currently doing up a multiplayer mission for some friends and everything was working out fine until I added some custom sounds, just a s9oldier greeting an officer and pointing him the way... Trigger Details are Condition: call{PL in thislist;} On Activation: soldier1 DisableAI "ANIM"; soldier1 playmovenow "Acts_Pointing_Right"; playsound "soldier1"; It was working until I added the " playsound "soldier1"; " line to the code. Basically did as this vid suggested
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Yeah... But I hate how light created by reflectors goes through ShadowLOD... I remember it wasn't so during the Arma 3 beta era... lighting was better then... Some updates... Right now the ship isn't that useful for landing operations because it can deploy only RHIBs and CRRCs. This weekend I had RL Issues and I haven't been able to dedicate much time to the ship as I need a certain state of mind to tackle things like animations and scripting. I have consulted the official data of the portuguese navy (Marinha Portuguesa) and it says the NRP Joao will be able to operate with 10 meters landing craft. At the moment I have modeled the port/starbord deck enclosures for 7.5 meters boats. I would have to increase the length of the doors in order to make the ship compatible with gunboats and 10 meters landing craft. I've got my hands on the deckplans of a 10 meter LCVP and I will probably model if I get bored of trying to model the bigger ship
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How to create a repeatable task?
Ibragim A replied to Gabriel Morte's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I didn't understand you, explain in more detail what exactly you mean. Read this page for more details: Task Framework Arma 3 -
EricJ Helicopter Pack RC108 - Removed M260 Rocket pods from MH-60/92 DAPs - Added a 19-round M261 rocket launcher taken from my UH-1Y mod. Currently only the M151 HE is used for the warhead. This is only available on the MH-60/92 DAPs. https://drive.google.com/file/d/1-oJUt5YZb1kJ_36PASBPBcbxYR3w7sj0/view?usp=sharing
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How to create a repeatable task?
Gabriel Morte replied to Gabriel Morte's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the tip, it works, but how do I refresh the task marker/label? The list is selected (box) -
How to create a repeatable task?
Ibragim A replied to Gabriel Morte's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If your goal is to have one task that can be executed, then assigned again, then executed again, and so on... then you just need to put a module for creating a task (ModuleTaskCreate_F), then sync it with two other modules (ModuleTaskSetState_F in one of them choose assign, and in the other complete), and each of these two modules (ModuleTaskSetState_F) sync with a separate trigger. And each time you fulfill the trigger condition, the task will either be assigned or completed.