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  1. Past hour
  2. Hi, I'm currently trying to create a trigger that will play sound for locally for one specific player who will enter it. This is being made for a multiplayer mission. My current trigger: []spawn { while {true} do { if (Y inArea t1) then { playSound "geiger"; uiSleep 1.6; }; }; }; The trigger activation is set to a custom condition. (Y inArea t1) My player is "Y", the trigger is "T1" and the sound which I'm looping is "geiger". Help.
  3. Today
  4. I looking for squad, currently a new comer to this game, want to join in a squad with players that have handful experience so that I can learn more from them! I hope someone can teach me more about arma3! Thank for everyone who can help me with that! (looking for squad!)
  5. Yesterday
  6. This is from one of my mission files : // ============================================================================================ // Warlords Faction & Cost Settings Below // ============================================================================================ // https://community.bistudio.com/wiki/Arma_3:_MP_Warlords#:~:text=Warlords%20for%20Arma%203%20is,up%20your%20own%20Warlords%20scenario. // ============================================================================================ // Overriding asset costs - uncomment if you want to use // ============================================================================================ /* class CfgWLAssetCostOverride { B_Soldier_F = 50; // --- example asset classname Scan = 200; // --- sector scan Airdrop = 200; // --- airdrop FastTravel = 200; // --- fast travel LastLoadout = 200; // --- last loadout Arsenal = 200; // --- arsenal FundsTransfer = 200; // --- funds transfer ResetVoting = 200; // --- voting reset }; */ // ============================================================================================ // Blacklisting assets from AI purchase lists // ============================================================================================ WLAIRequisitonBlacklist[] = { "vn_b_men_aircrew_18", "vn_b_men_aircrew_19", "vn_b_men_aircrew_20", "vn_b_men_aircrew_17", "vn_b_men_aircrew_08", "vn_b_men_aircrew_26", "vn_b_men_aircrew_25", "vn_b_men_army_22", "vn_b_men_aircrew_05", "vn_b_men_army_26", "vn_b_men_aircrew_22", "vn_b_men_jetpilot_04", "vn_b_men_jetpilot_06", "vn_b_men_aircrew_23", "vn_b_men_aircrew_24", "vn_b_men_aircrew_21", "vn_b_men_jetpilot_03", "vn_b_men_jetpilot_05", "vn_b_men_aircrew_02", "vn_b_men_jetpilot_10", "vn_b_men_jetpilot_02", "vn_b_men_aircrew_03", "vn_b_men_aircrew_04", "vn_b_men_aircrew_01", "vn_b_men_jetpilot_09", "vn_b_men_jetpilot_01", "vn_b_men_aircrew_10", "vn_b_men_aircrew_14", "vn_b_men_jetpilot_08", "vn_b_men_aircrew_11", "vn_b_men_aircrew_15", "vn_b_men_aircrew_12", "vn_b_men_aircrew_16", "vn_b_men_aircrew_09", "vn_b_men_aircrew_13", "vn_b_men_jetpilot_07", "vn_b_men_seal_28", "vn_b_men_seal_29", "vn_b_men_seal_30", "vn_b_men_seal_31", "vn_b_men_seal_32", "vn_b_men_seal_33", "vn_b_men_seal_34", "vn_b_men_seal_35", "vn_b_men_seal_36", "vn_o_men_nva_65_38", "vn_o_men_nva_65_39", "vn_o_men_nva_65_40", "vn_o_men_nva_65_35", "vn_o_men_nva_65_36", "vn_o_men_nva_65_37", "vn_o_men_nva_41", "vn_o_men_nva_41", "vn_o_men_nva_42", "vn_o_men_nva_37", "vn_o_men_nva_38", "vn_o_men_nva_39", "vn_o_men_aircrew_02", "vn_o_men_aircrew_03", "vn_o_men_aircrew_04", "vn_o_men_aircrew_01", "vn_o_men_aircrew_07", "vn_o_men_aircrew_08", "vn_o_men_aircrew_05", "vn_o_men_aircrew_06", "vn_i_men_army_14", "vn_i_men_army_13", "vn_i_men_aircrew_03", "vn_i_men_army_23", "vn_i_men_army_24", "vn_i_men_army_25", "vn_i_men_army_22", "vn_i_men_aircrew_01" }; // ============================================================================================ // Requisition Presets // ============================================================================================ class CfgWLRequisitionPresets { class SOGDefaultAll { class WEST { class Infantry { class vn_b_men_army_07 { cost = 125; requirements[]={}; }; class vn_b_men_army_17 { cost = 125; requirements[]={}; }; class vn_b_men_army_03 { cost = 125; requirements[]={}; }; class vn_b_men_army_10 { cost = 150; requirements[]={}; }; class vn_b_men_army_11 { cost = 250; requirements[]={}; }; class vn_b_men_army_24 { cost = 100; requirements[]={}; }; class vn_b_men_army_23 { cost = 100; requirements[]={}; }; class vn_b_men_army_25 { cost = 100; requirements[]={}; }; class vn_b_men_army_13 { cost = 100; requirements[]={}; }; class vn_b_men_army_12 { cost = 150; requirements[]={}; }; class vn_b_men_army_06 { cost = 150; requirements[]={}; }; class vn_b_men_army_27 { cost = 150; requirements[]={}; }; class vn_b_men_army_15 { cost = 100; requirements[]={}; }; class vn_b_men_army_16 { cost = 100; requirements[]={}; }; class vn_b_men_army_18 { cost = 100; requirements[]={}; }; class vn_b_men_army_19 { cost = 100; requirements[]={}; }; class vn_b_men_army_20 { cost = 100; requirements[]={}; }; class vn_b_men_army_21 { cost = 100; requirements[]={}; }; class vn_b_men_army_30 { cost = 100; requirements[]={}; }; class vn_b_men_army_09 { cost = 100; requirements[]={}; }; class vn_b_men_army_05 { cost = 200; requirements[]={}; }; }; class Vehicles { class vn_b_wheeled_m151_01 { cost = 2750; requirements[]={}; }; class vn_b_wheeled_m151_02 { cost = 2750; requirements[]={}; }; class vn_b_wheeled_m54_01 { cost = 3500; requirements[]={}; }; class vn_b_wheeled_m54_02 { cost = 3500; requirements[]={}; }; class vn_b_wheeled_m151_mg_02 { cost = 3750; requirements[]={}; }; class vn_b_wheeled_m151_mg_03 { cost = 3750; requirements[]={}; }; class vn_b_wheeled_m151_mg_04 { cost = 5000; requirements[]={}; }; class vn_b_wheeled_m151_mg_05 { cost = 5500; requirements[]={}; }; class vn_b_wheeled_m54_ammo { cost = 4750; requirements[]={}; }; class vn_b_wheeled_m54_fuel { cost = 4750; requirements[]={}; }; class vn_b_wheeled_m54_repair { cost = 4750; requirements[]={}; }; class vn_b_wheeled_m54_mg_03 { cost = 7000; requirements[]={}; }; class vn_b_wheeled_m54_mg_01 { cost = 7000; requirements[]={}; }; class vn_b_wheeled_m54_mg_02 { cost = 8500; requirements[]={}; }; class vn_b_armor_m41_01_01 { cost = 11000; requirements[]={}; }; }; class Aircraft { class vn_b_air_oh6a_01 { cost = 5000; requirements[]={"H"}; }; class vn_b_air_oh6a_07 { cost = 9500; requirements[]={"H"}; }; class vn_b_air_oh6a_05 { cost = 9500; requirements[]={"H"}; }; class vn_b_air_oh6a_02 { cost = 9500; requirements[]={"H"}; }; class vn_b_air_oh6a_03 { cost = 9500; requirements[]={"H"}; }; class vn_b_air_uh1c_07_01 { cost = 15000; requirements[]={"H"}; }; class vn_b_air_uh1c_06_01 { cost = 19000; requirements[]={"H"}; }; class vn_b_air_uh1c_04_01 { cost = 19000; requirements[]={"H"}; }; class vn_b_air_uh1c_02_01 { cost = 19000; requirements[]={"H"}; }; class vn_b_air_uh1c_05_01 { cost = 19000; requirements[]={"H"}; }; class vn_b_air_uh1c_01_01 { cost = 19000; requirements[]={"H"}; }; class vn_b_air_uh1d_02_01 { cost = 19000; requirements[]={"H"}; }; class vn_b_air_ah1g_05 { cost = 22000; requirements[]={"H"}; }; class vn_b_air_ah1g_02 { cost = 22000; requirements[]={"H"}; }; class vn_b_air_ah1g_03 { cost = 22000; requirements[]={"H"}; }; class vn_b_air_ah1g_04 { cost = 22000; requirements[]={"H"}; }; class vn_b_air_ah1g_01 { cost = 22000; requirements[]={"H"}; }; class vn_b_air_ah1g_07 { cost = 22000; requirements[]={"H"}; }; class vn_b_air_ah1g_08 { cost = 22000; requirements[]={"H"}; }; class vn_b_air_ah1g_09 { cost = 22000; requirements[]={"H"}; }; class vn_b_air_ah1g_06 { cost = 22000; requirements[]={"H"}; }; class vn_b_air_ah1g_10 { cost = 22000; requirements[]={"H"}; }; class vn_b_air_f4c_bmb { cost = 25000; requirements[]={"A"}; }; class vn_b_air_f4c_cap { cost = 25000; requirements[]={"A"}; }; class vn_b_air_f4c_cas { cost = 25000; requirements[]={"A"}; }; class vn_b_air_f4c_ehcas { cost = 25000; requirements[]={"A"}; }; class vn_b_air_f4c_gbu { cost = 25000; requirements[]={"A"}; }; class vn_b_air_f4c_hbmb { cost = 25000; requirements[]={"A"}; }; class vn_b_air_f4c_hcas { cost = 25000; requirements[]={"A"}; }; class vn_b_air_f4c_lbmb { cost = 25000; requirements[]={"A"}; }; class vn_b_air_f4c_lrbmb { cost = 25000; requirements[]={"A"}; }; class vn_b_air_f4c_mbmb { cost = 25000; requirements[]={"A"}; }; class vn_b_air_f4c_ucas { cost = 25000; requirements[]={"A"}; }; class vn_b_air_f4c_mr { cost = 30000; requirements[]={"A"}; }; class vn_b_air_f4c_at { cost = 30000; requirements[]={"A"}; }; class vn_b_air_f4c_cbu { cost = 30000; requirements[]={"A"}; }; class vn_b_air_f4c_chico { cost = 30000; requirements[]={"A"}; }; class vn_b_air_f4c_sead { cost = 30000; requirements[]={"A"}; }; }; class Naval { class vn_b_boat_06_01 { cost = 3000; requirements[]={"W"}; }; class vn_b_boat_05_01 { cost = 5750; requirements[]={"W"}; }; }; class Gear { class vn_b_ammobox_full_10 { cost = 100; requirements[]={}; }; class vn_b_ammobox_full_02 { cost = 200; requirements[]={}; }; class vn_b_ammobox_full_04 { cost = 300; requirements[]={}; }; class vn_b_ammobox_full_03 { cost = 350; requirements[]={}; }; }; class Defences { class vn_b_army_static_m1919a6 { cost = 250; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_b_army_static_m1919a4_high { cost = 500; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_b_army_static_m1919a4_low { cost = 500; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_b_army_static_m2_high { cost = 500; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_b_army_static_m2_low { cost = 500; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_b_army_static_m60_high { cost = 500; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_b_army_static_m60_low { cost = 500; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_b_navy_static_l70mk2 { cost = 600; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_b_army_static_mortar_m2 { cost = 750; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_b_army_static_mortar_m29 { cost = 750; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_b_army_static_tow { cost = 750; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_b_army_static_m45 { cost = 5000; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_b_navy_static_l60mk3 { cost = 5250; requirements[]={}; offset[]={0, 5.3, 0}; }; }; }; class EAST { class Infantry { class vn_o_men_nva_07 { cost = 125; requirements[]={}; }; class vn_o_men_nva_08 { cost = 125; requirements[]={}; }; class vn_o_men_nva_11 { cost = 150; requirements[]={}; }; class vn_o_men_nva_43 { cost = 300; requirements[]={}; }; class vn_o_men_nva_14 { cost = 250; requirements[]={}; }; class vn_o_men_nva_10 { cost = 150; requirements[]={}; }; class vn_o_men_nva_06 { cost = 100; requirements[]={}; }; class vn_o_men_nva_05 { cost = 100; requirements[]={}; }; class vn_o_men_nva_04 { cost = 100; requirements[]={}; }; class vn_o_men_nva_03 { cost = 100; requirements[]={}; }; class vn_o_men_nva_02 { cost = 100; requirements[]={}; }; class vn_o_men_nva_38 { cost = 100; requirements[]={}; }; class vn_o_men_nva_37 { cost = 100; requirements[]={}; }; class vn_o_men_nva_39 { cost = 100; requirements[]={}; }; class vn_o_men_nva_09 { cost = 125; requirements[]={}; }; }; class Vehicles { class vn_o_bicycle_01 { cost = 100; requirements[]={}; }; class vn_o_wheeled_z157_01 { cost = 3500; requirements[]={}; }; class vn_o_wheeled_z157_02 { cost = 3500; requirements[]={}; }; class vn_o_wheeled_z157_mg_01 { cost = 3750; requirements[]={}; }; class vn_o_wheeled_z157_mg_02 { cost = 6125; requirements[]={}; }; class vn_o_wheeled_z157_ammo { cost = 4750; requirements[]={}; }; class vn_o_wheeled_z157_fuel { cost = 4750; requirements[]={}; }; class vn_o_wheeled_z157_repair { cost = 4750; requirements[]={}; }; class vn_o_wheeled_z157_03 { cost = 4000; requirements[]={}; }; class vn_o_wheeled_btr40_01 { cost = 5000; requirements[]={}; }; class vn_o_wheeled_btr40_mg_02 { cost = 7000; requirements[]={}; }; class vn_o_wheeled_btr40_mg_01 { cost = 7000; requirements[]={}; }; class vn_o_wheeled_btr40_mg_03 { cost = 8500; requirements[]={}; }; class vn_o_armor_type63_01 { cost = 11000; requirements[]={}; }; class vn_o_armor_m41_01 { cost = 11000; requirements[]={}; }; }; class Aircraft { class vn_o_air_mi2_01_01 { cost = 5000; requirements[]={"H"}; }; class vn_o_air_mi2_03_01 { cost = 5750; requirements[]={"H"}; }; class vn_o_air_mi2_05_03 { cost = 16000; requirements[]={"H"}; }; class vn_o_air_mi2_04_05 { cost = 16000; requirements[]={"H"}; }; class vn_o_air_mi2_05_01 { cost = 16000; requirements[]={"H"}; }; class vn_o_air_mi2_05_06 { cost = 16000; requirements[]={"H"}; }; class vn_o_air_mi2_03_06 { cost = 16000; requirements[]={"H"}; }; class vn_o_air_mi2_03_03 { cost = 16000; requirements[]={"H"}; }; }; class Naval { class vn_o_boat_04_02 { cost = 5500; requirements[]={"W"}; }; class vn_o_boat_03_02 { cost = 7550; requirements[]={"W"}; }; }; class Gear { class vn_o_ammobox_full_01 { cost = 100; requirements[]={}; }; class vn_o_ammobox_full_02 { cost = 300; requirements[]={}; }; class vn_o_ammobox_full_04 { cost = 350; requirements[]={}; }; class vn_o_ammobox_full_03 { cost = 500; requirements[]={}; }; }; class Defences { class vn_o_nva_spiderhole_02 { cost = 50; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_spiderhole_01 { cost = 50; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_spiderhole_03 { cost = 100; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_dshkm_high_02 { cost = 250; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_dshkm_high_01 { cost = 250; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_pk_high { cost = 500; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_pk_low { cost = 500; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_dshkm_low_01 { cost = 750; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_rpd_high { cost = 750; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_type56rr { cost = 750; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_d44 { cost = 3500; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_d44_01 { cost = 3500; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_zpu4 { cost = 5000; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_navy_static_v11m { cost = 5000; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_mortar_type63 { cost = 750; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_mortar_type53 { cost = 750; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_nva_static_at3 { cost = 750; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_o_static_rsna75 { cost = 8500; requirements[]={}; offset[]={0, 5.3, 0}; }; class vn_sa2 { cost = 6875; requirements[]={}; offset[]={0, 5.3, 0}; }; }; }; }; }; // ============================================================================================ // Faction Assets // ============================================================================================ class CfgWLFactionAssets { class WEST // --- BLUFOR { class InfantryUnits { class vn_b_men_army_28 {}; class vn_b_men_army_03 {}; class vn_b_men_army_07 {}; class vn_b_men_army_17 {}; class vn_b_men_army_04 {}; class vn_b_men_army_12 {}; class vn_b_men_army_06 {}; class vn_b_men_army_27 {}; class vn_b_men_army_08 {}; class vn_b_men_army_10 {}; class vn_b_men_army_15 {}; class vn_b_men_army_16 {}; class vn_b_men_army_18 {}; class vn_b_men_army_19 {}; class vn_b_men_army_20 {}; class vn_b_men_army_21 {}; }; }; class EAST // --- OPFOR { class InfantryUnits { class vn_o_men_nva_08 {}; class vn_o_men_nva_07 {}; class vn_o_men_nva_32 {}; class vn_o_men_nva_43 {}; class vn_o_men_nva_01 {}; class vn_o_men_nva_14 {}; class vn_o_men_nva_11 {}; class vn_o_men_nva_13 {}; class vn_o_men_nva_10 {}; class vn_o_men_nva_06 {}; class vn_o_men_nva_03 {}; class vn_o_men_nva_02 {}; class vn_o_men_nva_05 {}; class vn_o_men_nva_04 {}; class vn_o_men_nva_12 {}; }; }; class INDEP { class InfantryUnits { class vn_i_men_ranger_01 {}; class vn_i_men_ranger_14 {}; class vn_i_men_ranger_03 {}; class vn_i_men_ranger_04 {}; class vn_i_men_ranger_05 {}; class vn_i_men_ranger_06 {}; class vn_i_men_ranger_07 {}; class vn_i_men_ranger_08 {}; class vn_i_men_ranger_09 {}; class vn_i_men_ranger_10 {}; class vn_i_men_ranger_12 {}; class vn_i_men_ranger_16 {}; class vn_i_men_ranger_17 {}; class vn_i_men_ranger_18 {}; class vn_i_men_ranger_19 {}; class vn_i_men_ranger_20 {}; class vn_i_men_ranger_21 {}; class vn_i_men_ranger_11 {}; }; class InfantryGroups { groups[] = { "'Indep' >> 'VN_ARVN' >> 'vn_i_group_men_ranger' >> 'vn_i_group_men_ranger_03'", "'Indep' >> 'VN_ARVN' >> 'vn_i_group_men_ranger' >> 'vn_i_group_men_ranger_04'", "'Indep' >> 'VN_ARVN' >> 'vn_i_group_men_ranger' >> 'vn_i_group_men_ranger_05'" }; }; class MotorizedGroups { groups[] = { "'Indep' >> 'VN_ARVN' >> 'vn_i_group_motor_army' >> 'vn_i_group_motor_army_01'", "'Indep' >> 'VN_ARVN' >> 'vn_i_group_motor_army' >> 'vn_i_group_motor_army_02'", "'Indep' >> 'VN_ARVN' >> 'vn_i_group_motor_army' >> 'vn_i_group_motor_army_03'", "'Indep' >> 'VN_ARVN' >> 'vn_i_group_motor_army' >> 'vn_i_group_motor_army_04'" }; }; class MechanizedGroups { groups[] = { "'Indep' >> 'VN_ARVN' >> 'vn_i_group_mech_army' >> 'vn_i_group_mech_army_01'", "'Indep' >> 'VN_ARVN' >> 'vn_i_group_mech_army' >> 'vn_i_group_mech_army_02'", "'Indep' >> 'VN_ARVN' >> 'vn_i_group_mech_army' >> 'vn_i_group_mech_army_03'", "'Indep' >> 'VN_ARVN' >> 'vn_i_group_mech_army' >> 'vn_i_group_mech_army_04'" }; }; class ArmoredGroups { groups[] = { "'Indep' >> 'VN_ARVN' >> 'vn_i_group_armor_army' >> 'vn_i_group_armor_army_01'", "'Indep' >> 'VN_ARVN' >> 'vn_i_group_armor_army' >> 'vn_i_group_armor_army_02'", "'Indep' >> 'VN_ARVN' >> 'vn_i_group_armor_army' >> 'vn_i_group_armor_army_03'" }; }; }; }; // ============================================================================================
  7. At the end of the day this is just a loop: while {true} do { switch (random x) do { //get random task }; waitUntil { task complete || timeout}; call cleanupTask; };
  8. bigshot

    Field of war [CTI] [SP/MP]

    Thanks for the tips, I will try again soon! **EDIT - by the way....is there a losing condition for Blufor, or can only Blufor win & end the mission? (im assuming the win condition is capturing all the red zones?)
  9. How to set weapons control like in Red Orchestra ?
  10. Vald77r

    Ravage

    Is it possible to fix the appearance of rusty vehicles and add the ability for bots to use weapons with an underbarrel grenade launcher (bots do not have ammunition)?
  11. harry26548

    Camp Pendleton Terrain

    To add on to what Kiwi said, you are only limited by cell size and total cells. For example, our terrain is roughly 30.2kmx30.2km with a cells size of, I think, 2
  12. First Sea Lord Kiwi

    Camp Pendleton Terrain

    it will be the entire base. so approximately 30 x 30 km. we will not be recreating Oceanside or San Clemente, they will be barren hills. We will not be recreating base housing (for the most part) or any schools. The naval weapons station will not be recreated either other than the road, it too will be barren hills.
  13. Gunter Severloh

    Arma3 Videos

  14. Update v5.5.1 Changelog - New vehicle M1117 "Quardian" ASV (original model by cleggy and all credits goes to him). Note : this vehicle is Cleggy's property and has been released, slightly improved by me, under Arma Public License Share Alike (APL-SA) https://www.bohemia.net/community/licenses/arma-public-license-share-alike here https://steamcommunity.com/sharedfiles/filedetails/?id=2813030770 - as well as part of my mod (original files included too). I've tried to contact Cleggy for this, but seems he is away from BI forums since 2019. On any case he will be back and if he wants me to remove that, I'll do it.
  15. The repair option is in the scroll menu , you have to hold down space to repair (And point to the damaged vehicle) It's the params with [Note group limit] that effect on how many groups there are on map at the same time. And the "Resistance town strength" and "Random resistance town strength" parameters effect on the resistance enemy count in towns Did you tweak any of those params? Because I'm thinking it's either a bug or arma group limit reached or just resistance count set on low thx for the response! 🙂
  16. Good to know. Might be useful if they did something like a reddit AMA so we can get a picture of what's to come and what isn't.
  17. haleks

    Ravage

    Problem solved! \o/ I've redone the whole thing, it does feel more natural now : the script pauses itself if the player uses the mouse wheel while pressing the forward/back keys. Just scroll up without touching those keys to enable it again. Don't forget to update Autowalk in Reforger'sWorkshop! The mod description has been updated as well. 😉
  18. Was about to post that I´m having trouble logging into Workbench, and could´nt seem to figure out why. Problem was solved by logging into the account in ArmA Reforger (top right corner*) - which directly translated to workbench. *Hint: Although it asks for your username, what it really want´s is your email 😉 The forgot password button from inside workbench leads to the same profile as these forums use: https://accounts.bistudio.com/profile/login Obviously i have an account here, and i also tried logging out and in again to see if my pw´s were correct (they were not, now they are). error msg from workbench: BACKEND (E): [RestApi] ID:[10] Error Code:404 - Not Found, ApiCode: BACKEND (E): Identity authentication failed - Error Code=404 BACKEND (E): Error response: {"platform":"bi-account","token":"i removed the 256-bit token (?)"} BACKEND (E): [RestApi] ID:[11] Error Code:400 - Bad Request, ApiCode:
  19. bigshot

    crCTI Kastenbier Edition

    Is this version currently working as of May, 2022? Does it require a dedi? Also, I didnt notice any explanation of how this version differs of it's features, etc....so can anyone tell me if this has AI commander and can be played by yourself where you recruit units into your group?
  20. bigshot

    Field of war [CTI] [SP/MP]

    How does one use the repair trait to repair a player vehicle? I've unlocked the trait but how does the vehicle I'm in actually get repaired? Also, as I go about the towns I notice it's mostly quiet, not much enemy around...whereas the old Warfare/CTI missions to have a few dozen bots in many of the towns...which starting param should i play with to adjust it so theres more enemy around the map generally speaking?
  21. The first Dev Report has been published, it mentions these forum boards have not been forgotten and will be live very soon. https://reforger.armaplatform.com/news/dev-report-1
  22. pierremgi

    Warlords

    You need to tweak the "speaker" of the units: - for edited units, just choose the voice attribute in object identity menu (attributes of the unit). - for spawned units (WL sector or bought AIs), you need to write a little loop like this (depending on faction): in init.sqf (must run everywhere): [] spawn { while {true} do { private "_spk"; sleep 2; { call { if (faction _x isEqualTo "OPF_SFIA_lxWS") exitWith { _spk = selectRandom ["Male01RUS","Male02RUS","Male03RUS"]; _x setSpeaker _spk; }; if (faction _x in ["OPF_TURA_lxWS","IND_C_F"]) exitWith { _spk = selectRandom ["Male01PER","Male02PER","Male03PER"]; _x setSpeaker _spk; }; }; _x setVariable ["passedVoice",TRUE] } forEach (allUnits select {isNil {_x getVariable "passedVoice"}}); }; }; - Now, if your units are respawnable, you need an extra code (in init.sqf also): addMissionEventHandler ["EntityRespawned", { params ["_unit","_corpse"]; _unit setSpeaker speaker _unit; }];
  23. Hi, I have a question - is there a reason why there are no flak vests (the 1990s ones) in Tropentarn instead of Flecktarn?
  24. Nasi0s

    Warlords

    Hello guyz! I need your help plz. HOW I can make my bots (soldiers) when i choose red team speak English in the radio? I need to listen them and understand what they say. I hope for your replie.
  25. private _v_z = abs((velocity _vec) select 2); using 'abs' will convert your negative value into positive values, it's handy when dealing with such matters.
  26. Thanks for the suggestion, will have a look. Currently I see all kinds of variables spinning around my head. Must take a break.
  27. Hello there. Arma 3 Preset Generator is an open source web app that allows you to create, share, customize and download launcher presets based on a list of steam workshop IDs provided via URL. You can find the source on github (github.com/a-sync/arma3pregen) and a continuously deployed instance at arma3pregen.devs.space. (check below for usage examples) Features preset sharing made effortless 💚 optional mods can be customized on a simple UI on the fly outputs standard Arma 3 Launcher preset files remembers previously selected optional mods Listed IDs are evaluated from left to right in order. Mods inherit the optional flag from collections but the last state in order affecting a mod takes precendece when rendering the UI. This means that you can override the optional flags of certain items in collections to extend / restrict them, in other words it allows you to mix and combine existing collections and mods to customize the required and optional presets in any way you like. The selected optional mods are remembered client side in relation to the preset name. You should also take advantage of the workshop collection feature and create permanent links with workshop IDs pointing to the currently used required and optional collections. (see examples) Sources All the preset information (name, included DLCs, required and optional mods) is stored in the app URL. The steam workshop is considered the single source of truth. Options Preset name Append a custom preset name / file name to the URL after `?` and before `#`. Only alphanumeric characters + `_` is allowed. Workshop IDs (collection, mod) Append a `,` separated list of workshop collection and/or mod IDs to the end of the app URL. Only numbers and the optional `*` prefix/suffix is allowed. Optional mods Append or prepend a `*` to flag an ID optional. Local mod IDs IDs starting with `@` are added to the preset as local mods. Only alphanumeric characters + `_` and the optional `*` prefix/suffix is allowed. DLC / CDLC mod IDs Items starting with `!` are added to the preset as DLC/CDLC AppIDs. Only numbers and the optional `*` prefix/suffix is allowed. Examples FNF: arma3pregen.devs.space/?FNF#1551644814,1551648858* FNF WW2: arma3pregen.devs.space/?FNF_WW2#1769913157,2120184260* 77th JSOC: arma3pregen.devs.space/?77th_JSOC#879092974* C4G RHS: arma3pregen.devs.space/?C4G_RHS#1290398866,*861133494,*945476727,*1180534892,*1180533757 Custom: arma3pregen.devs.space/?My_Custom_Vietnam_Modlist_2022q2#!1227700,450814997,463939057,@my_local_mod,*333310405,*@optional_local_mod,*!288520 glhf
  28. momo12320

    ~ ArmA 3 Sound Modding 101 ~

    So the range curve determines the distances at which the audio is heard (I'm guessing that everything between the 0 and the 1 (in the y value) is audible and the intensity depends on the y value) while the volume curve determines the volume at which it is heard in relation to the distance, though both factor in when the audio is actually played? Am I then supposed to use the range curve for distances and the volume curve for loudness (Preferably or is it both 🤔)?
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