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samir17864

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Everything posted by samir17864

  1. samir17864

    Arma 3 Trainer and Enhancer 2.0

    Part2: About the 5 displays ... The player can show/hide all the displays at once or can show/hide each display separately. It is up to the player to keep these displays or hide it. Usually, these displays are helpful and will give good information to the player about the flow of the mission.
  2. samir17864

    Arma 3 Trainer and Enhancer 2.0

    Part1: 1- When the player start a single player mission nothing will happen, but once the use start to move, a welcoming notification will show: 2- When the player press / on the numpad the dialog will appear and also the 5 major displays (Current Task - Compas - Grid - My counter - Squad List). 3- Now the player can set things as he/she likes and when satisfied, he/she can press Esc to close the dialog and continue enjoy playing.
  3. Thank you @pierremgi, How to post images in here ?? insert other media is not accepting Dropbox links.
  4. We all know the problem of UAV drones when the UAV terminal operator give a landing order and the drone land by auto-pilot. After landing and the drone come to full stop, it will not respond to the UAV terminal operator once again ... I solved this problem using this code: [] spawn { while { true } do { { if ( isNil { _x getVariable "L_S_EH" } ) then { _x setVariable [ "L_S_EH", _x addEventHandler ["LandedStopped", { _UAVplane = _this select 0; player connectTerminalToUAV objNull; deleteVehicleCrew _UAVplane; createVehicleCrew _UAVplane;}] ]; }; } count (player nearEntities ["UAV", 15000]); }; }; The solution is simple: deleting the drone crew and create it once again will reset the drone and hence it will respond again normally to the UAV terminal operator. The above code work nice on GreyHawk drones. I tried this code with one GreyHawk drone 4 times and it works great: fly >>> shoot targets >>> auto-land >>> rearm >>> fly >>> shoot targets >>> auto-land >>> rearm >>> fly >>> shoot targets >>> auto-land >>> rearm >>> fly >>> shoot targets >>> auto-land But the above code does not work for MQ-12 Falcon helicopter drones, because LandedTouchDown , LandedStopped eventhandlers will not triggeer. Any suggestion? By the way, using player connectTerminalToUAV objNull; is important, because if the drone comes to full stop and the crew are deleted while the player in camera view, then the player will not be able to get back to the normal player view. So the above code will make sure that the player is disconnected from the drone and force get back to normal player view.
  5. Hi everyone, I am trying to make a mod called (Arma 3 Trainer and Enhancer) ... you can download it from here: https://www.dropbox.com/scl/fi/rby5lbm4ddi76dnmu0tax/ATE.rar?rlkey=i9y0w73r58kgyelw9hu8kqzi4&dl=0 I am getting this error when i am trying to open Eden Editor: https://www.dropbox.com/scl/fi/yavda03h8z4o10cw0kwno/20230730161048_1.jpg?rlkey=rimssbmxmy9seavpdyq3s0mk5&dl=0 try to install the mod locally and then start Arma 3 and open Eden Editor, and see by yourself. How to fix this error , and how i can make this mod run only in Single Player missions???? Thanks in advance for any help.
  6. samir17864

    Mod error message missing ;

    Solved! 1- There was a mistake in defines.hpp 2- the 3 #includes should be in the top of Config.cpp
  7. Hi everyone, Is there any way to completely cancel lightning and thunder sound even when i set the overcast to 1 ?? I need to make the mission environment cloudy but without hearing thunder or seeing lightning ... Thanks in advance.
  8. How to do this by script ??
  9. Yes, I did note that and fixed it ... Thanks Major pierremgi ☺️
  10. Hello everyone, I have a script creating 2 waypoints, _wp1 and _wp2 200 meters far from each other ... I want to add a 3rd waypoint on the same vector between _wp1 and _wp2 and 200 meters far from _wp2 (in other words i want the 3 waypoints to form a straight line) ... How to do that ?? Thanks in advance 😊 wp1 ------------- 200m -------------------- wp2 ------------- 200m -------------------- wp3 (the 3 waypoints should form a straight line)
  11. here is the code the resulting code: _pos1 = [player, 200, 200, 5, 0, 20, 0] call BIS_fnc_findSafePos; _pos2 = [_pos1, 200, 200, 5, 0, 20, 0] call BIS_fnc_findSafePos; _wp1 = group player addWaypoint [_pos1, 0]; _wp2 = group player addWaypoint [_pos2, 1]; _pos3 = waypointPosition _wp2 getPos [200, waypointPosition _wp1 getDir waypointPosition _wp2]; _wp3 = group player addWaypoint [_pos3, 2]; Every time I run this code, it gives me 3 waypoints 200m separated from each other and they are all on straight line.
  12. _pos1 = [player, 200, 200, 5, 0, 20, 0] call BIS_fnc_findSafePos; _pos2 = [_pos1, 200, 200, 5, 0, 20, 0] call BIS_fnc_findSafePos; _wp1 = group player addWaypoint [_pos1, 0]; _wp2 = group player addWaypoint [_pos2, 1]; @Harzach: As you can see: position1 can be randomly anywhere 200m away from the player, position2 is also randomly 200m away from position1 ... I need position3 to be on the same straight line between position1 and position2. @pierremgi, it worked. this is great. 💚
  13. Hello everyone, I am trying to run a small script only after the player close the Virtual Garage display ... How to check if the user closed the Virtual Garage display? https://community.bistudio.com/wiki/BIS_fnc_garage
  14. I got it: _pos = player getPos [30,getDir player]; BIS_fnc_garage_center = createVehicle [ "Land_HelipadCircle_F", _pos, [], 0, "CAN_COLLIDE" ]; uinamespace setvariable ["bis_fnc_garage_defaultClass", "B_TargetSoldier" ]; ["Open",true] call BIS_fnc_garage; [missionNamespace, "garageClosed", {hint "Garage Closed";}] call BIS_fnc_addScriptedEventHandler; garageClosed is triggered when the Virtual Garage display is closed, and you can run whatever script you want ( in the above example hint "Garage Closed";) Oh, by the way the 3rd line (uinamespace setvariable ["bis_fnc_garage_defaultClass", "B_TargetSoldier" ];) will make the Virtual Garage open without adding any vehicle when it is first open, because the garage default class is set to something not available in the garage.
  15. Hello everyone, I am trying to add a special type of slider to a GUI dialog similar to the time slider in Edit Environment in Eden Editor https://pmc.editing.wiki/images/ArmA-3-Eden-Editor-Environment.png I have the dialog with many controls already added to it, but I don't know how to add that special type of time slider. I hope someone can guide me how to do that.
  16. That is exactly what I did ... I am working on it now, and I am going to make it more simple but it will give me a similar slider ... When I finish, I will post in here the full code that can be used in .hpp or .cpp files ... Thank you guys for your nice replies.
  17. samir17864

    [MP][CTI-COOP] Liberation (continued)

    Hi Wyqer, There is a problem in build menu: Description of the problem: When open the build menu and go to Infantry Squads list you will see some items in this list active and some are not active, depending on your resources and units cap ... When you click on non-active item in that (Infantry Squads) list the menu keep working fine, but, When you click on active item (affordable) in that (Infantry Squads) list the menu will stop working, and you cannot change to another list (for example Infantry units or Light vehicles or Armored vehicles etc.) ... Further more, when you select an item from any other list (for example Infantry units list or Light vehicles list or Armored vehicles list etc.) that is on the bottom of the list (actually anything below item 6), and then when you click on Infantry Squads list you will NOT be able to build a squad even when click Build or Build crew. Solution: Step 1- Open the file (\presets\init_presets.sqf) in Notepad++ and then make a change to the code from line 93 to 100, like this: KPLIB_b_allSquads = [ ["blufor_squad_inf_light",200,0,0], ["blufor_squad_inf",300,0,0], ["blufor_squad_at",200,250,0], ["blufor_squad_aa",200,250,0], ["blufor_squad_recon",250,0,0], ["blufor_squad_para",200,0,0] ]; All what I did, is adding double-quotations around the names in that array ... Now these names changed from being variables to text strings. Step 2- Open the file (\scripts\client\build\do_build.sqf) in Notepad++ and then add this code after line 40: if (buildtype == 8) then { _classname = missionNamespace getVariable _classname; }; Now the code will look like this: _classname = ((KPLIB_buildList select buildtype) select buildindex) select 0; _price_s = ((KPLIB_buildList select buildtype) select buildindex) select 1; _price_a = ((KPLIB_buildList select buildtype) select buildindex) select 2; _price_f = ((KPLIB_buildList select buildtype) select buildindex) select 3; if (buildtype == 8) then { _classname = missionNamespace getVariable _classname; }; _nearfob = [] call KPLIB_fnc_getNearestFob; _storage_areas = (_nearfob nearobjects (GRLIB_fob_range * 2)) select {(_x getVariable ["KP_liberation_storage_type",-1]) == 0}; Then in the same file, change line 66, from this: if (_classname isEqualTo blufor_squad_para) then { to this: if (buildtype == 8 && buildindex == 5) then { Step 3- I pbo everything and play and try the build menu and the problem is gone. 👍 I hope this might help someone. By the way ... I am the one who made Arma Trainer and Enhancer 1.4 mode, and now I finished with new update for that mode (Arma Trainer and Enhancer 1.5) which will add full Zuse ability and teleport to SP (now I play KP liberation alone with full Zuse ability and teleport 😎).
  18. ok i will try to upload to steam
  19. Hi everyone, The original version of Arma Trainer and Enhancer is HERE This is new update for Arma Trainer and Enhancer (ATE) ... Version 1.3 Fixes: 1- Now, you don't have to move in order the ATE box (window) to appear. 2- Updated Markers option to: OFF - KNOW ABOUT ME - ALL SEEING EYE (Yellow for your squad - Blue for friendlies - Red for enemies). Also if any of your squad mates has health less than 75, the markers will be with red circle) (KNOW ABOUT ME: will show markers when any other player is aware about your presence). (ALL SEEING EYE: will show markers of all players even if they are not aware of your presence). 2- Added: Virtual Garage - Pressing Ctrl + Print Screen will open Virtual Garage. 3- Added: Compact Box - This will remove the list of cheat hotkeys. 4- Added: Elapsed time - This will show how many minutes you have been playing since the mission started. 5- Added: My kills - This will show how many players you killed in the mission. 6- Added: My Squad - This will show your squad name and how many players still alive in your squad. 7- Added: List of alive players in your squad + health + fatigue. 8- Added: List of dead player from your squad. Infinite Ammo option in this mod mean REALLY INFINITE, everything will be infinite, bullets, grenades, rockets, explosives, on foot or as Car or APC or Tank or Aircraft gunner, and also drones ... ALL infinite ... Just make sure that you switch Infinite Ammo option to ON. https://www.dropbox.com/s/7ynzy3qhu529sy4/20181228021602_1.jpg https://www.dropbox.com/s/xebefxnjhqy0cu6/20181228021638_1.jpg Installation: ------------------- 1- Download the RAR file from the link below. 2- Extract the content of the RAR file into your ARMA 3 directory. 3- Make your ARMA launcher load this mod ... There are many threads in this forum explaining to you how to make ARMA 3 run with mods. 4- Play a campaign mission or some other community created mission and enjoy. Download Here
  20. Hi everyone, This is my first mod in ARMA 3 ... I call it Arma Trainer and Enhancer (ATE) ... This is the first version ... This mod is meant to be used ONLY in single player campaign and missions ... I advise you NOT to use it in Multiplayer ... This mod will: 1- Add a box to your screen ONLY while you are truly playing ... To make this box appear you MUST move ... If the mission started and you NEVER move, then the box will not appear ... Sooooo, MOVE to make the mod work. The box will contain a list of cheating option to be used while in "game". Elapsed time "playing" in a mission. Your kills. Your squad call sign. Number of alive members in your squad. List of alive members in your squad (unit number + name + current health + current stamina). (Check Note-1 below) List of dead members who were in your squad and now there are dead. (this might not work in some vanilla ARMA campaign missions). 2- 3D mark different players with different colors (blue: BLUFOR or friendlies ... red: OPFOR or enemies ... Yellow: Your own squad members) ... These 3D markers will not appear if the unit is more than 800 meters far from you ... These 3D Markers will appear ONLY ONLY IF the units KNOWS about your presence in the area ... So, if there is an enemy unit walking nearby and there is No 3D marker on that unit, it means that unit is still not aware of your presence ... You can toggle these 3D markers ON or OFF ... These 3D markers are meant to enhance the "game" and bring some balance to your "playing" experience while you fight these crazy AI units. I know, some people will not like this feature, some will like it, so, it is up to you: like it or not like it ... You can toggle these 3D markers ON or OFF by pressing [ Insert ] on your keyboard. 3- Add the missing feature in the vanilla ARMA 3, which is: Auto healing ... This mod will add a healing round to your squad every 2 minutes ... If the unit get wounded and the health is less than 75, then the unit will heal "himself" only if "he" has a Medikit or First Aid Kit, otherwise, healing will depend on the presence of Combat Life Saver nearby (range of 300 meters) ... If the unit is wounded and has NO Medikit nor First Aid Kit and there is a Combat Life Saver in range of 300 meters, then the Combat Life Saver will move to get close to that wounded unit and heal "him" (of course this is ONLY IF the Combat Life Saver has a Medikit or First Aid Kit, if not, then forget it, that wounded unit will not get healed) ... This process keep repeating every 2 minutes ... I hope you understand the auto healing process of this mod ...Now you can forget about ordering your squad members to heal themselves, because they will do this by themselves and/or the Combat Life Saver will do his job without waiting for your orders ... Isn't that what we all wanted ?? Now you have it. The cheating options available are: Markers: ON/OFF. God mode : ON/OFF. Stamina: ON/OFF. Weapons sway: ON/OFF. Weapon recoil: ON/OFF. Grass: Visible/Hidden. Animals: Visible/Hidden. Infinite Ammo: ON/OFF (Check Note-2 below). Toggle the mod box. (Show or hide ATE box). Open Virtual Arsenal. Note-1: Health of wounded units will appear in yellow color. This will make you aware of which units are wounded in your squad. Note-2: Unlike some other mods, the infinite Ammo option in this mod mean REALLY INFINITE, everything will be infinite, ammo, grenades, rockets, explosives, on foot or as Car or APC or Tank or Aircraft gunner, and also drones ... ALL infinite ... Just make sure that you switch Infinite Ammo option to ON. Installation: ------------------- 1- Download the RAR file from the link below. 2- Extract the content of the RAR file into your ARMA 3 directory. 3- Make your ARMA launcher load this mod ... There are many threads in this forum explaining to you how to make ARAM run with mods. 4- Play a campaign mission or some other community created mission, and when the mission starts, MOVE yourself, and ATE will start working and the box will appear ... Enjoy. To Do in near future: -------------------------------- 1- Add Virtual Garage. 2- Add auto re-arm feature to AI units of your squad (everybody is tired of babysitting AI units :P) 3- Add Grenade throw notifier. (this is damn hard) All thanks to tRiKy_ch ... He is the one who guided me in the right direction to improve my skills in making this mod. Download here
  21. I have no idea if t is possible to change VAA key binding ... As far as I know, U is hard coded within the code of VAA.
  22. Centollo James, By default VAA can be opened by pressing U on your keyboard ... but I made ATE open VAA with PAUSE, because some missions use the U key for other purpose, or, some missions disable the use of U key.
  23. Hello Centollo James, Now I was able to repeat the problem you are facing ... Without VAA mod running with your game, then pressing PAUSE will NOT work ... You can download VAA from here: http://www.armaholic.com/page.php?id=26269 Download VAA mod, and run Arma with CBA + VAA + ATE and check if your problem will be solved.
  24. Do you have Virtual Arsenal mod installed ?? Try to run ARMA with CBA latest version + Virtual Arsenal latest version + ATE and see if everything works fine. Also try to run ARAM with only CBA + Virtual Arsenal (without ATE), play any official mission and try to open the virtual arsenal by pressing U, if it load fast, then it is ATE problem, if it remain take time to load or not loading, then there is something wrong with your ARMA installation. Finally, try to update and verify your ARAM files from inside steam.
  25. I downloaded the Hetman War Stories ... I already tried to play it, and ATE is working fine with it ... The whole concept of this Hetman War Stories is not clear to me, it seems like generating random missions ... I tried the Hetman War Stories with and without ATE. If you like, I can record a video to prove to you that it is working. There will be a new version of ATE coming soon ... Right now, I am working on AUTO-REARM for AI units plus adding some other enhancements, like >>>> user key bindings, compact box, clear destination, super health for squad teammates. I will be glad to hear any suggestions to improve ATE.
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