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  1. BOHEMIA INTERACTIVE

    1. BOHEMIA INTERACTIVE - NEWS

      Latest news from Bohemia Interactive

      117
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    2. BOHEMIA INTERACTIVE - JOBS

      Are you a modder? Take your skills to a whole new level: become a game developer.

      23
      posts
    3. BOHEMIA INTERACTIVE - GENERAL

      Discussion about Bohemia Interactive and its activities (other than OFP / Arma)

      13156
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  2. FEATURED GAMES

    1. 2289
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    2. DAYZ   (36525 visits to this link)

    3. 996096
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    5. YLANDS   (14128 visits to this link)

  3. MOBILE GAMES

    1. ARMA MOBILE OPS

      Build your base, put up some mighty defences and lead your military force through epic battles in Arma Mobile Ops, a military strategy game for iOS and Android.

      282
      posts
    2. 1229
      posts
    3. ARMA TACTICS

      Arma Tactics takes the best from the popular strategy genre... and goes mobile. The finest assets used in the critically acclaimed Armaâ„¢ series on PC now come to life on the Android mobile platform, in one of the best looking mobile games to date.

      221
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    4. ARMA 2 FIRING RANGE

      Arma 2 firing range is the ultimate firing range simulation utilizing accurate high-poly weapon models used in the award winning Arma 2 tactical shooter videogame. Pick a weapon from dozens available.

      242
      posts
  4. BOHEMIA INCUBATOR

    1. 14
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  5. OTHER BOHEMIA GAMES

    1. 4337
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    2. TAKE ON MARS

      Take On Mars places you in the seat of a Rover Operator, allowing you to control the various, fully simulated mobile Rovers and stationary Landers. With this scientific arsenal at your disposal, you will work your way through the numerous Science Missions in each location, unlocking the secrets of Mars' distant past.

      2295
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    3. 17503
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    4. 9525
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    5. 357611
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    6. 616247
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    7. 4943
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    8. 149
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  6. OFFTOPIC

    1. OFFTOPIC

      For discussions not strictly related to our games. Topics should ideally still be related in some way, for example: military, politics, science. Note that just because this is for offtopic it's not a case of "anything goes", silly topics and especially topics which don't have any scope for discussion will be closed/deleted.

      363364
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  • Topics

  • Posts

    • Sweet looking forward to flying the Valor.  
    • Arma 3 Contact will be localized and translated to the standard Arma 3 languages. In order for our localization team to effectively process feedback, we'd like to ask for your language-specific notes in this thread (or on Feedback Tracker of course). The first iterations of translations are starting to arrive to Dev-Branch, however, we should point out that our own localization testing in all languages is only just beginning. General expansion feedback is discussed in this thread.   Please include the following information where possible: Language (Czech, German, Polish, etc.) What is wrong? (including any incorrect text) What is your proposal? Reproduction steps Screenshot(s)   Thanks!
    • weaponDirection in the wiki gives this example: bob = createGroup east createUnit ["O_Soldier_F", [0,0,0], [], 0, "NONE"]; bob setVehiclePosition [player modelToWorld [0,100,0], [], 0, "NONE"]; onEachFrame { _beg = ASLToAGL eyePos bob; _endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 100)); drawLine3D [ _beg, _endE, [0,1,0,1]]; _endW = (_beg vectorAdd (bob weaponDirection currentWeapon bob vectorMultiply 100)); drawLine3D [_beg, _endW, [1,0,0,1]]; }; I don't understand vectors.  What does the "vectorMultiply 100" achieve in the above code?  Please explain.   My goal is to use weaponDirection to determine when an AI is pointing his weapon at a particular object.  This would be the AI unit equivalent to cursorTarget for a player (when player is aiming his weapon, not just looking).  How do I use weaponDirection to find first object intersected by AI's weapon direction?    Thanks in advance to all you whacky smart guys out there.
    • Hello, So I have a small problem (hopefully). As the title states, I want to delete a group of units when they've reached their waypoint the problem is that I don't know how to detect whether or not they've reached their waypoint and how to delete the units when the script detected them reaching the waypoint. Here's the code I used to create the move order: Patrol_Evac_1 commandMove (getMarkerPos "Move_Patrol_Evac_1"); Patrol_Evac_2 commandMove (getMarkerPos "Move_Patrol_Evac_2"); Patrol_Evac_3 commandMove (getMarkerPos "Move_Patrol_Evac_3"); They have as you can see different waypoints so they need to be deleted at different times.
    • a3\missions_f_epa\data\img\ORBAT\
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