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  1. BOHEMIA INTERACTIVE

    1. BOHEMIA INTERACTIVE - NEWS

      Latest news from Bohemia Interactive

      118
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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
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    3. BOHEMIA INTERACTIVE - GENERAL

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

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  2. FEATURED GAMES

    1. 8050
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    2. DAYZ   (75410 visits to this link)

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    5. YLANDS   (22979 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.

      275
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    2. 1277
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    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.

      209
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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.

      235
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  4. BOHEMIA INCUBATOR

    1. 14
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  5. OTHER BOHEMIA GAMES

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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.

      2300
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    3. 17507
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    6. 617031
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    7. 4948
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    8. 150
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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.

      363958
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  • Topics

  • Posts

    • @Siege-A lost track a little of what's currently going to be in the vest pack.  Are we likely to see AVS and JPC?  And if so, will there be coyote brown versions?
    • Understood, not expecting it soon. Thank you for your answer
    • Server I am part of is currently using TADST server launcher, our server manager keeps saying that our server cant have more mods than we currently have (36 mods) because "the command line will be overloaded".
      I have access to the server now. Can someone explain what command line is, what how does it become overloaded and how does one check what is the limit of it?
    • Hi I have been trying to create a Attack and Defend so far I things have been moving along nicely but I have been having issues with spawning Ifirts for the Attackers. When I am just testing the script by myself it will only spawn one ifirt because there is only one Opfor player. But if someone else is playing with me it will spawn two Ifirts. Even though there will still only be one Opfor Player.   TL;DR Trying to use allPlayers select {side _x == east}; to count the number of players on OPFOR to then spawn Ifirts for them. For some reason it always spawns one extra then what it actually needs?     TeleportArea.Sqf This at the moment is mostly pointless but in the future will hold all the different areas for spawning.   TeleportArea = "TeleportArea\TestArea.sqf"; NatoUnits = allPlayers select {side _x == west};  OpforUnits = allPlayers select {side _x == east};    execVM "RoundStartTimer.sqf";   TestArea.Sqf player removeAction weaponSafety; NatoUnits = allPlayers select {side _x == west};  OpforUnits = allPlayers select {side _x == east}; _Pos = [11362,11442]; { _x setpos [11682 + random [-5,0,5],11917 + random [-5,0,5],1] } forEach NatoUnits;
        { _x setpos [11362 + 10,11442 + 10,1]; GetinVechicle = VechicleSpawn createVehicle [11362 + 10, 11442 +10]; _x MoveInDriver GetinVechicle;   } forEach OpforUnits;   [300] execVM "GameTimer.sqf";   The highlighted areas in TestArea is what I belive is causing the issue. But I don't know why.    I am fairly new to Arma 3 mission File scripting... Infact this is my first Mission file. So I do apologize if this may seem trival.     Thanks, JarrodsC
    • Thanks for your reply beno_83au, so your saying change the global and local coordinate space for the transformation widget, to the box which is the model?         I have it set on the global the globe icon and i can manipulate the objects with the red/green/blue arrows already, and it will stay, however once i have the position set and want to raise/lower or move forward or back that object then the object snaps black into its original position then i have to redo it over again and compensate for the distance that is needed which takes a few to several attempts to get it right.   I'll try the model and see what happens, thanks for the suggestion.   Edit.. So after messing with the control for a bit im able to switch back and forth between raising, lowering, turning, and adjusting the object for rotation, i think this will do the trick, even though i was switching or toggling through these already apon pressing the keyboard, i never used the second function for raising, and moving in and out.     Its interesting after all these years the things you still seem to learn in this game. Thanks 🙂
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