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  2. Whitey01

    Ausstehende Updates

    CUP Core CUP Vehicles CUP Weapons CUP Units Werden derzeit auf Version 1.13.0 geupdatet.
  3. Gill93


    Sounds good to me :) hey guys did you see that CUP was updated once again they added new weapons, attachments, clothing and a ton of fixes/compatibilities you guys should check it out.
  4. ((get3DENSelected 'object') # 0) setObjectTexture "texturePath"; Executing that in the debug console (found under Tools, or Ctrl-D) while having a object selected should work. If you enable filepatching in the launch options, then you should be able to point texturePath at something outside your mission directory.
  5. acebelew

    Apex Framework

    I added my lines to fn_clientEventKilled.sqf if this is not a good location let me know ~
  6. looking incredible. you've got those mountains really looking like mountains. not just hills at a steeper angle, but mountains. very nice, very much looking forward to this.
  7. Requesting information about how Monster/Creature/Zombie units are created for the various mods out there such as Ravage/Velociraptor/Max's Alien/ALIAS Anomalies. Specifically, I'm curious as to how the few people who do develop these get started and what the planning process is for the entities that are out there. What do you use as a base? Are they using Agents as a base for these creatures and then simply applying various models/SFX (Ravage Zombies/Ghosts)? How is the AI handled? Do they simply acquire a target and begin moving toward it, with a script handing out "damage" when they enter what is conceivably melee range? How do the regular AI know how to handle them as hostile? Are they flagged as renegades? If someone were to attempt to create an entity of this type, to be used in a multiplayer setting, what would be the pitfalls to avoid (mainly with code, but also with design in general if you know of any red-flag level bad ideas)? Ravage has a nameSound associated with it's zombies, "Walker" from the Radio Protocol. How was this done? For example: I had a look at the scripting that was included in the Ravage showcase mission "Ghost Hunters". From that I gathered that the Ghosts are Ravage zombies with the "headless" character option and dressed in a ghille suit. They then have a semi-transparent texture applied to them and some render settings to adjust their material further. When hit, they emit a spark SFX and play a sound. They also have an AT-Mine attached to their pelvis, which is set with damage/collision/show model disabled, so that they don't actually explode, but they do allow the Ghost to show up on your "Ghost Detector" (a Mine Detector). If I remember, the mine is deleted if the Ghost is "killed". I realise this is a pretty huge topic that covers a lot of areas. I'm mainly looking for a general overview and design considerations for making weird entity/creature things work. I would especially like to hear from Halek, ALIAS, Max, Ryan, etc. as all of these people have published products under their belts, though if any ARMA wizards out there can speak intelligently about how to get started down this road. That would be great too. It's probably too much to ask for a tutorial/guide with pictures describing "How to Make a Generic Monster", but this is knowledge that seems to really be lacking among the community, at least that I have been able to find, and I know that it would be appreciated for those of us who aren't afraid of some scripting, if only we knew what we needed to tell ARMA to do.
  8. I wouldn't buy anything with less than 12 threads and with less than 8 GB vRAM. No future for only 8 cores/threads and 6 GB vRAM. Ryzen 5 3600, Ryzen 7 3700X or i9-9900K. RX 590 Sapphire Nitro+, RX 5700 Red Devil, RX 5700 XT Red Devil and RX 5700 XT Sapphire Nitro+.
  9. Today
  10. https://community.bistudio.com/wiki/setObjectTexture will do what you ask but only if the vehicle has hidden selection textures check with https://community.bistudio.com/wiki/getObjectTextures
  11. Belanglos


    So I've just ordered new parts. When they arrive I'll change parts one by one to see what really caused the problems. Maybe someone with similar hardware can profit from that in the future.
  12. DEH4NK

    DMS - Defent's Mission System

  13. Thanks Jester 🙂 -- Here is a stream-of-consciousness overview of the tweaks and changes done to the core pathfinding and selection process which will be live in version 2.0
  14. I'm reposting this in a different forum because it had no response in the A3 Modelling forum. --- Is there a script to define the texture paths in the editor for a specific vehicle for preview and screenshot purposes? I'm developing a lot of custom vehicle skins for our Exile servers and am constantly having to re-pack and re-launch, then spawn the vehicle and apply the skin at the vehicle customs trader. It would be a lot quicker if I could test and update the skins in the editor. It would also allow me to better position the vehicles for greenscreen editing the preview images for our website. The skin textures, when complete, get packed into our community Steam mod but they temporarily are packed into the mission file until they are ready for prime time. Ideally, though this may be a longshot, it would be great if I could point to image files directly on my system during development.
  15. Tankbuster

    Dismount Where You Look

    That's pretty much how I did it.
  16. hello synnr, i will look for this in the next version. But for the moment, i have not enough time. Stay tune.
  17. Steel_Dragon

    GF Cargo Airdrops Script

    After testing for a few hours it is looking good thanks again for the help.
  18. haleks


    Fear not, the effects should be minimal and mostly for immersion. My previous statement was a bit inaccurate : the problem is more a matter of how they react, actually. I'm under the impression that it takes several seconds for the AI to react, or to pinpoint the gunshot origin - during that time lap they just stand still, and they only switch to "danger" once they see the shooter. It looks underwhelming... The goal is just to have them show some kinda surprise right away, and make them switch to danger before they see/pinpoint the shooter. 😉
  19. Kuljack

    New Player

    Some maps are longer than others, due to the length of the map. I believe supply drops come around the 10 min mark? Then radiation take about 10-15mins to cover board. You can run away from it toward one of the final exits to max loot during a run. You can even stay within it for awhile, but it slowly minimizes your max health so it’s a good idea to leave to have enough time to extract before that runs out. A couple times I misjudged the time I had left getting greedy, best to head to extraction if your bar is half way radiated.
  20. BTW, are you gonna add AOR1 camo for crye uniform?
  21. here are some screenshots look at the angle of the blades moreover, it may not look as weird on the pictures, but ingame it really is
  22. jgaz-uk

    GF Cargo Airdrops Script

    In the test mission, now started getting a string error line 30 message. this is since recent CBA & big CUP update. something to do with markers?
  23. Very beautiful island
  24. Hellow Larrow, I found an intersting function BIS_fnc_3DENExportSQF in Eden editor. It works like your script with some difference (link: https://community.bistudio.com/wiki/BIS_fnc_3DENExportSQF). I cant figure out how to use black list units or layers. Mabye you know how to do it ? For example I have mission with layers witn names BASE and MISSION. How I can convert to sqf only MISSION layer and not convert BASE layer. Code: [ true, true, [0,0,0], true ] call BIS_fnc_3DENExportSQF;. Thanks.
  25. Have you looked at eos? You could easily configure the markers using that script. Check it out.
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