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Posts posted by marki980908
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Looking good. ARMA discord is helpful
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I saw some people comment how to make this into a fulton/skyhook, however I have better idea. I know its better cuz I even could code it and I suck. Make a drone deploy a rope, spawn a balloon object onto a drone (just shitty 3d model off the net, no collision). Drone go to X altitude. Than it runs a check to see if compatible vehicle is in the area. Once the vehicle is within lets say 10m away from the drone, Attachto command attaches the drone to the aircraft and deletes the balloon. (drone should be invisible and without sound, you can make it invisible by setting its global texture to "" (as in blank).
Obviously you dont have to use a drone, thats just probably the easiest way I can think of to do it. Probably just spawning an object and increasing its altitude to lets say 50m could be easier instead of using a drone vehicle (i dont know how you made the whole rope thing, so thats why I am speculating).
Hope this helps -
Split second log into 2 lods?
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I would like files aswell
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Is there a link I can download this mod from? Current one doesnt work
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Understood, good luck, cant wait to have a new ship in arma
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Whats up with people abandoning their work
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On 9/8/2019 at 7:45 PM, Larrow said:h = [] spawn { _emitters = []; for "_i" from 0 to 360 step 45 do { _pos = player getPos[ 20, getDir player + _i ]; _source1 = "#particlesource" createVehicleLocal _pos; _source1 setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 10, [0, 0, 0], [0, 0, 0.5], 0, 1.277, 1, 0.025, [0.5, 8, 12, 15], [[1, 1, 1, 0.7],[1, 1, 1, 0.5], [1, 1, 1, 0.25], [1, 1, 1, 0]], [0.2], 1, 0.04, "", "", _this]; _source1 setParticleRandom [2, [0.3, 0.3, 0.3], [1.5, 1.5, 1], 20, 0.2, [0, 0, 0, 0.1], 0, 0, 360]; _source1 setDropInterval 0.2; _source2 = "#particlesource" createVehicleLocal _pos; _source2 setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 7, 0], "", "Billboard", 1, 5, [0, 0, 0], [0, 0, 0.5], 0, 1.277, 1, 0.025, [0.5, 8, 12, 15], [[1, 1, 1, 1],[1, 1, 1, 1], [1, 1, 1, 0.5], [1, 1, 1, 0]], [0.2], 1, 0.04, "", "", _this]; _source2 setParticleRandom [2, [0.3, 0.3, 0.3], [1.5, 1.5, 1], 20, 0.2, [0, 0, 0, 0.1], 0, 0, 360]; _source2 setDropInterval 0.15; _emitters append[ _source1, _source2 ]; }; uiSleep 120; { deleteVehicle _x; }forEach _emitters; };
I am trying to turn this into a script that I could just execute in vehicle init in Zeus Enhanced, but I am having "error invalid number in expression" error
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if you will at any point will think of abandoning the project I would suggest posting it, before than so people could either improve on it or find ways to still enjoy it. There are already too many abandoned projects with no links on this forum
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I am having an issue, I tried modifying Y-31 CSAT VTOL. Editing some coef, but mainly adding AWS capatibility as well as giving it a lot more munitions. Issue I ran into is this: Open Ramp option is no longer there, as well as more importantly, the radar is gone.
Here is the code:
Spoilerclass CfgPatches { class Y_32X_Stuff { author="Marki"; version=0.1; units[]= { "Y_32X_Infantry", "Y_32X_Vehicle" }; weapons[]={}; magazines[]={}; ammo[]={}; requiredVersion=1; requiredAddons[]={}; }; }; class CfgVehicles { class Air; class Plane: Air { class HitPoints; class NewTurret; }; class Plane_Base_F: Plane { class NewTurret: NewTurret { class ViewGunner; }; class Turrets; class ViewPilot; class AnimationSources; class HitPoints: HitPoints { class HitHull; }; class Components; class Eventhandlers; }; class y_32x_base: Plane_Base_F { }; class O_T_VTOL_02_infantry_grey_F: y_32x_base { }; class Y_32X_Infantry: O_T_VTOL_02_infantry_grey_F { author="Marki"; side=1; faction="Legendary_Aces"; vehicleclass="Planes"; scope=2; displayName="TMV-90 Infantry: Y-32 Captured (Saber)"; textureList[]={}; scopeCurator=2; hiddenSelectionsTextures[]= { "\MF_Plane_Configs\MF_Y_32X\data\vtoltdar1.paa", "\MF_Plane_Configs\MF_Y_32X\data\vtoltdar2.paa", "\MF_Plane_Configs\MF_Y_32X\data\vtoltdar3.paa", "\MF_Plane_Configs\MF_Y_32X\data\vtoltdar4.paa" }; crew="B_Fighter_Pilot_F"; radarTargetSize=1.1; armor=120; altFullForce=3000; altNoForce=15000; maximumLoad=6000; airBrakeFrictionCoef = 15.4; thrustCoef[]={1.62,1.37,1.35,1.34,1.43,1.42,1.4,1.3700001,1.29000001,0.5,0,0,0}; //unchanged rudderInfluence=0.966; rudderCoef[]={0.2,0.5,1,1.5,1.8,2.0999999,2.4000001,2.5,2.5999999,2.7,2.7,0.80000001,0.40000001}; rudderControlsSensitivityCoef=6; VTOLYawInfluence=12; init = "[(_this select 0)] exec ""\MF_Plane_Configs\MF_Y_32X\scripts\door.sqf"""; class eventhandlers { class FIR_AWS_Common_EH { Init = "[_this select 0,'yes'] execVM ""\FIR_AirWeaponSystem_US\Script\init\init.sqf"";"; }; }; class UserActions { class Aircraft_MFD_Open_N { displayName = "Open I-TGT System"; position = "pos cano"; radius = 15; shortcut = "User4"; condition = "('FIR_TGTPOD' in weapons this or 'Laserdesignator_pilotCamera' in weapons this) and player in this and isengineon this"; statement = "this execVM ""\FIR_AirWeaponSystem_US\Script\TGTSystem\FIR_AWS_MFD_N_Open.sqf"""; onlyforplayer = "false"; hideOnUse = 1; }; class ECM_ON { displayName = "ECM JAMMER ON"; position = "pos cano"; radius = 15; shortcut = "User2"; condition = "player in this and isengineon this and (this getvariable 'ECMJAMMER' == 'yes' or 'FIR_ECMPOD' in weapons this)"; statement = "[this] execVM ""\FIR_AirWeaponSystem_US\Script\ECM\ECM_ON.sqf"";"; onlyforplayer = "False"; hideOnUse = 1; }; }; class AMS_LiteOpen { displayName = "<t color='#739eff'>Open AMS Lite</t>"; position = "pos cano"; radius = 15; shortcut = "User3"; condition = "player in this and (speed this < 1)"; statement = "this execVM ""\FIR_AirWeaponSystem_US\Script\AMS\AMS_Lite\AMS_Lite_GUI_Open.sqf"""; onlyforplayer = "false"; priority = 6; hideOnUse = 1; }; class Components: Components { class TransportPylonsComponent { uiPicture="\A3\Air_F_Exp\VTOL_02\Data\UI\VTOL_02_3DEN_CA.paa"; class Pylons { class PylonLeft1 { attachment="PylonRack_4Rnd_LG_scalpel"; priority=5; hardpoints[]= { "UNI_SCALPEL", "B_GBU12", "B_AGM65_DUAL", "B_HARM_INT", "B_SDB_QUAD_RAIL", "EF2K_SRAAM", "O_KAB250_BOMB", "O_R73", "O_R77", "O_KH25", "O_BOMB_PYLON", "O_MISSILE_PYLON", "UNI_SCALPEL", "JS_JC_SU35_Pylon", "FIR_OPFOR_Combined_HP", "FIR_OPFOR_AA_HP", "B_BIM9X_RAIL", "B_BIM9X_DUAL_RAIL", "B_AMRAAM_D_RAIL", "B_AMRAAM_D_DUAL_RAIL", "B_AGM65_RAIL", "B_AGM65_DUAL_RAIL", "B_GBU12", "B_GBU12_DUAL_RAIL", "B_HARM_RAIL", "B_SDB_QUAD_RAIL", "B_BOMB_PYLON", "B_MISSILE_PYLON", "I_BOMB_PYLON", "I_MISSILE_PYLON", "UNI_GRIFFIN", "SCALPEL_1RND", "B_ASRAAM", "B_SDB_SINGLE" }; maxweight=10000; turret[]={0}; UIposition[]={0.34999999,0.16}; }; class PylonLeft2: PylonLeft1 { attachment="PylonRack_19Rnd_Rocket_Skyfire"; priority=4; hardpoints[]= { "UNI_SCALPEL", "B_GBU12", "B_AGM65_DUAL", "B_HARM_INT", "B_SDB_QUAD_RAIL", "EF2K_SRAAM", "O_KAB250_BOMB", "O_R73", "O_R77", "O_KH25", "O_BOMB_PYLON", "O_MISSILE_PYLON", "UNI_SCALPEL", "JS_JC_SU35_Pylon", "FIR_OPFOR_Combined_HP", "FIR_OPFOR_AA_HP", "B_BIM9X_RAIL", "B_BIM9X_DUAL_RAIL", "B_AMRAAM_D_RAIL", "B_AMRAAM_D_DUAL_RAIL", "B_AGM65_RAIL", "B_AGM65_DUAL_RAIL", "B_GBU12", "B_GBU12_DUAL_RAIL", "B_HARM_RAIL", "B_SDB_QUAD_RAIL", "B_BOMB_PYLON", "B_MISSILE_PYLON", "I_BOMB_PYLON", "I_MISSILE_PYLON", "UNI_GRIFFIN", "SCALPEL_1RND", "B_ASRAAM", "B_SDB_SINGLE" }; UIposition[]={0.33000001,0.20999999}; }; class PylonRight2: PylonLeft2 { mirroredMissilePos=2; UIposition[]={0.33000001,0.34}; }; class PylonRight1: PylonLeft1 { mirroredMissilePos=1; UIposition[]={0.34999999,0.38999999}; }; }; class presets { class Empty { displayName="$STR_empty"; attachment[]={}; }; class Default { displayName="$STR_vehicle_default"; attachment[]= { "PylonRack_4Rnd_LG_scalpel", "PylonRack_19Rnd_Rocket_Skyfire", "PylonRack_19Rnd_Rocket_Skyfire", "PylonRack_4Rnd_LG_scalpel" }; }; class AT { displayName="$STR_A3_cfgmagazines_titan_at_dns"; attachment[]= { "PylonRack_4Rnd_LG_scalpel", "PylonRack_4Rnd_LG_scalpel", "PylonRack_4Rnd_LG_scalpel", "PylonRack_4Rnd_LG_scalpel" }; }; class CAS { displayName="$STR_A3_CAS_PRESET_DISPLAYNAME"; attachment[]= { "PylonRack_19Rnd_Rocket_Skyfire", "PylonMissile_1Rnd_Bomb_03_F", "PylonMissile_1Rnd_Bomb_03_F", "PylonRack_19Rnd_Rocket_Skyfire" }; }; class HAT { displayName="$STR_A3_Heavy_AT_preset_displayName"; attachment[]= { "PylonRack_4Rnd_LG_scalpel", "PylonRack_1Rnd_Missile_AGM_01_F", "PylonRack_1Rnd_Missile_AGM_01_F", "PylonRack_4Rnd_LG_scalpel" }; }; }; }; }; }; class O_T_VTOL_02_vehicle_grey_F: y_32x_base { }; class Y_32X_Vehicle: O_T_VTOL_02_vehicle_grey_F { author="Marki"; side=1; faction="Legendary_Aces"; vehicleclass="Planes"; scope=2; displayName="TMV-90 Vehicle: Y-32 Captured (Saber)"; textureList[]={}; scopeCurator=2; hiddenSelectionsTextures[]= { "\MF_Plane_Configs\MF_Y_32X\data\vtoltdar1.paa", "\MF_Plane_Configs\MF_Y_32X\data\vtoltdar2.paa", "\MF_Plane_Configs\MF_Y_32X\data\vtoltdar3.paa", "\MF_Plane_Configs\MF_Y_32X\data\vtoltdar4.paa" }; crew="B_Fighter_Pilot_F"; radarTargetSize=1.1; armor=120; altFullForce=3000; altNoForce=15000; maximumLoad=6000; airBrakeFrictionCoef = 15.4; thrustCoef[]={1.62,1.37,1.35,1.34,1.43,1.42,1.4,1.3700001,1.29000001,0.5,0,0,0}; //unchanged rudderInfluence=0.966; rudderCoef[]={0.2,0.5,1,1.5,1.8,2.0999999,2.4000001,2.5,2.5999999,2.7,2.7,0.80000001,0.40000001}; rudderControlsSensitivityCoef=6; VTOLYawInfluence=12; class eventhandlers { class Jerry_Rig_Door_Vehicle { Init = "[_this select 0,'yes'] execVM ""\MF_Plane_Configs\MF_Y_32X\scripts\door.sqf"";"; }; class FIR_AWS_Common_EH { Init = "[_this select 0,'yes'] execVM ""\FIR_AirWeaponSystem_US\Script\init\init.sqf"";"; }; }; class UserActions { class Aircraft_MFD_Open_N { displayName = "Open I-TGT System"; position = "pos cano"; radius = 15; shortcut = "User4"; condition = "('FIR_TGTPOD' in weapons this or 'Laserdesignator_pilotCamera' in weapons this) and player in this and isengineon this"; statement = "this execVM ""\FIR_AirWeaponSystem_US\Script\TGTSystem\FIR_AWS_MFD_N_Open.sqf"""; onlyforplayer = "false"; hideOnUse = 1; }; class ECM_ON { displayName = "ECM JAMMER ON"; position = "pos cano"; radius = 15; shortcut = "User2"; condition = "player in this and isengineon this and (this getvariable 'ECMJAMMER' == 'yes' or 'FIR_ECMPOD' in weapons this)"; statement = "[this] execVM ""\FIR_AirWeaponSystem_US\Script\ECM\ECM_ON.sqf"";"; onlyforplayer = "False"; hideOnUse = 1; }; }; class AMS_LiteOpen { displayName = "<t color='#739eff'>Open AMS Lite</t>"; position = "pos cano"; radius = 15; shortcut = "User3"; condition = "player in this and (speed this < 1)"; statement = "this execVM ""\FIR_AirWeaponSystem_US\Script\AMS\AMS_Lite\AMS_Lite_GUI_Open.sqf"""; onlyforplayer = "false"; priority = 6; hideOnUse = 1; }; class Components: Components { class TransportPylonsComponent { uiPicture="\A3\Air_F_Exp\VTOL_02\Data\UI\VTOL_02_3DEN_CA.paa"; class Pylons { class PylonLeft1 { attachment="PylonRack_4Rnd_LG_scalpel"; priority=5; hardpoints[]= { "UNI_SCALPEL", "B_GBU12", "B_AGM65_DUAL", "B_HARM_INT", "B_SDB_QUAD_RAIL", "EF2K_SRAAM", "O_KAB250_BOMB", "O_R73", "O_R77", "O_KH25", "O_BOMB_PYLON", "O_MISSILE_PYLON", "UNI_SCALPEL", "JS_JC_SU35_Pylon", "FIR_OPFOR_Combined_HP", "FIR_OPFOR_AA_HP", "B_BIM9X_RAIL", "B_BIM9X_DUAL_RAIL", "B_AMRAAM_D_RAIL", "B_AMRAAM_D_DUAL_RAIL", "B_AGM65_RAIL", "B_AGM65_DUAL_RAIL", "B_GBU12", "B_GBU12_DUAL_RAIL", "B_HARM_RAIL", "B_SDB_QUAD_RAIL", "B_BOMB_PYLON", "B_MISSILE_PYLON", "I_BOMB_PYLON", "I_MISSILE_PYLON", "UNI_GRIFFIN", "SCALPEL_1RND", "B_ASRAAM", "B_SDB_SINGLE" }; maxweight=10000; turret[]={0}; UIposition[]={0.34999999,0.16}; }; class PylonLeft2: PylonLeft1 { attachment="PylonRack_19Rnd_Rocket_Skyfire"; priority=4; hardpoints[]= { "UNI_SCALPEL", "B_GBU12", "B_AGM65_DUAL", "B_HARM_INT", "B_SDB_QUAD_RAIL", "EF2K_SRAAM", "O_KAB250_BOMB", "O_R73", "O_R77", "O_KH25", "O_BOMB_PYLON", "O_MISSILE_PYLON", "UNI_SCALPEL", "JS_JC_SU35_Pylon", "FIR_OPFOR_Combined_HP", "FIR_OPFOR_AA_HP", "B_BIM9X_RAIL", "B_BIM9X_DUAL_RAIL", "B_AMRAAM_D_RAIL", "B_AMRAAM_D_DUAL_RAIL", "B_AGM65_RAIL", "B_AGM65_DUAL_RAIL", "B_GBU12", "B_GBU12_DUAL_RAIL", "B_HARM_RAIL", "B_SDB_QUAD_RAIL", "B_BOMB_PYLON", "B_MISSILE_PYLON", "I_BOMB_PYLON", "I_MISSILE_PYLON", "UNI_GRIFFIN", "SCALPEL_1RND", "B_ASRAAM", "B_SDB_SINGLE" }; UIposition[]={0.33000001,0.20999999}; }; class PylonRight2: PylonLeft2 { mirroredMissilePos=2; UIposition[]={0.33000001,0.34}; }; class PylonRight1: PylonLeft1 { mirroredMissilePos=1; UIposition[]={0.34999999,0.38999999}; }; }; class presets { class Empty { displayName="$STR_empty"; attachment[]={}; }; class Default { displayName="$STR_vehicle_default"; attachment[]= { "PylonRack_4Rnd_LG_scalpel", "PylonRack_19Rnd_Rocket_Skyfire", "PylonRack_19Rnd_Rocket_Skyfire", "PylonRack_4Rnd_LG_scalpel" }; }; class AT { displayName="$STR_A3_cfgmagazines_titan_at_dns"; attachment[]= { "PylonRack_4Rnd_LG_scalpel", "PylonRack_4Rnd_LG_scalpel", "PylonRack_4Rnd_LG_scalpel", "PylonRack_4Rnd_LG_scalpel" }; }; class CAS { displayName="$STR_A3_CAS_PRESET_DISPLAYNAME"; attachment[]= { "PylonRack_19Rnd_Rocket_Skyfire", "PylonMissile_1Rnd_Bomb_03_F", "PylonMissile_1Rnd_Bomb_03_F", "PylonRack_19Rnd_Rocket_Skyfire" }; }; class HAT { displayName="$STR_A3_Heavy_AT_preset_displayName"; attachment[]= { "PylonRack_4Rnd_LG_scalpel", "PylonRack_1Rnd_Missile_AGM_01_F", "PylonRack_1Rnd_Missile_AGM_01_F", "PylonRack_4Rnd_LG_scalpel" }; }; }; }; }; }; }; class cfgMods { author="CR Marki"; timepacked="1654972984"; };
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Essentially, when I have a specific NVG equipped I want to get an option in ACE Self Interact to be able to replace my NVG with a different NVG
class Ace_Mf_Divisiontech_Category_Main_Red_NVG { displayName = "Division Tech"; condition = "count (['MF_Division_Beacon_Red_1_NVG', 'MF_Division_Beacon_Red_2_NVG','MF_Division_Beacon_Red_3_NVG','MF_Division_Beacon_Red_4_NVG','MF_Division_Beacon_Red_5_NVG','MF_Division_Beacon_Red_6_NVG','MF_Division_Beacon_Red_7_NVG','MF_Division_Beacon_Red_8_NVG','MF_Division_Beacon_Red_9_NVG','MF_Division_Beacon_Red_10_NVG'] arrayIntersect assignedItems _player) > 0;" icon = "DivisionBeacon\data\beacon_categories_red.paa"; class Ace_Mf_Divisiontech_Category_Red_1_NVG { displayName = "Adjust Strap (1)"; condition = assignedItems player in ["MF_Division_Beacon_Red_1_NVG", "MF_Division_Beacon_Red_2_NVG","MF_Division_Beacon_Red_3_NVG","MF_Division_Beacon_Red_4_NVG","MF_Division_Beacon_Red_5_NVG","MF_Division_Beacon_Red_6_NVG","MF_Division_Beacon_Red_7_NVG","MF_Division_Beacon_Red_8_NVG","MF_Division_Beacon_Red_9_NVG","MF_Division_Beacon_Red_10_NVG"]; exceptions[] = {}; statement = "params ['_target','_player','_actionParams']; _player addItem 'MF_Division_Beacon_Orange_1_NVG'; _player assignItem 'MF_Division_Beacon_Orange_1_NVG';" icon = "DivisionBeacon\data\beacon_categories_red.paa"; }; class Ace_Mf_Divisiontech_Category_Red_2_NVG { displayName = "Adjust Strap (2)"; condition = assignedItems player in ["MF_Division_Beacon_Red_1_NVG", "MF_Division_Beacon_Red_2_NVG","MF_Division_Beacon_Red_3_NVG","MF_Division_Beacon_Red_4_NVG","MF_Division_Beacon_Red_5_NVG","MF_Division_Beacon_Red_6_NVG","MF_Division_Beacon_Red_7_NVG","MF_Division_Beacon_Red_8_NVG","MF_Division_Beacon_Red_9_NVG","MF_Division_Beacon_Red_10_NVG"]; exceptions[] = {}; statement = " params ['_target','_player','_actionParams']; _player addItem 'MF_Division_Beacon_Orange_2_NVG'; _player assignItem 'MF_Division_Beacon_Orange_2_NVG';" icon = "DivisionBeacon\data\beacon_categories_red.paa"; }; ...
the reason why conditions are different for Ace_Mf_Divisiontech_Category_Main_Red_NVG and Ace_Mf_Division_Category_Red_1_NVG is because I was testing to see if any of those 2 conditions work and none did.
Right now I can equip MF_DIvision_Beacon_Red_1_NVG, but nothing shows up in ACE Interact
Also I get this error while ingame:
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Sounds good
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Is it just me or ACE 3 Extension (Animations and Actions) does not work on servers? It prevents missions from loading.
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On 3/22/2022 at 10:38 PM, johnnyboy said:Hey dude. Since I don't use zues, all I can say is probably. Your mission would have to run all the init.sqf stuff in my sample mission, and then you would have to create units and run the giant scripts on them like the giants that are editor placed in sample mission. But exactly how to do that, I don't know. Sorry, but I don't have time to figure that out for you. Good luck sir!
It is fine, I noticed some other dudes might have an answer in this thread, so thats why I asked
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Sorry for bothering this tread again, but is there a way to spawn those giants in zeus manually? I saw someone above supposidly was doing that? And by in zeus I mean using Zeus Enhanced
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I tried to use addon builder to pack a pbo. I was able to do that however the mod contains .hpp and .sqf files. When I pack the mod, those files get deleted. So I added exceptions for those files in options, however what happens now, is that game doesnt recognize the pbo. When ever I boot up it says "nameofthemod.pbo not found". Like wtf?
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2 hours ago, Harzach said:It's 2x2x4 meters.
Setting its scale value to "2" makes it 4x4x8 meters.
You were never told there would be no math. 🙂
Does not help when you have no idea how big in meters is the thing you are "protecting"
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20 minutes ago, Harzach said:Invisible wall (Land_InvisibleBarrier_F).
I thought the same thing, but how will I know how to scale it? Or make it semi visible.
Its a force shield. So I would probably spawn a sphere as cosmetic thing, and surround the area at the borders by invisible walls. But I do not know to what size to scale it if I cant see it -
Evening, so I am trying to make a energy/force field in one of my missions. Helper spheres look promising and scaling them and covering something with them looks nice aswell. However, they do not have collision. Anyone have any other ideas how to archieve simular effects?
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26 minutes ago, froggyluv said:Thanks, however in the begining I need the boat to be stationary, and I will need it to go into a straight line anyway, I wonder if there is a way to do it all in zeus if possible instead of eden (I have zeus enhanced)
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I need a boat swim directly straight at about 5kmph. I hate that even if I tell ai to do it and there are no obstructions whatsoever it decides to wiggle.
It can be done over scripting if anything, its fine, but what would be the best way to do it? -
Is there are still a way to get this?
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I am trying to create false radar signatures for an aircraft. Basically I want to make it harder for jet pilots to lock onto targets.
What I tried so far is attach a bunch of set scale 0.01 aircraft to the back of a regular jet of same type so when enemy aims at it, it will have 4/5 chance to lock onto the decoy aircraft (1x main aircraft and 4x attached [set scale 0.01]). However when testing this in an enemy aircraft, when pressing R, the enemy aircraft auto locks onto the "main" aircraft and when pressing R afterwards it doesn't cycle to others. Are attacked vehicles exempt from target cycle?A ny other ideas how to do something similar or improve upon current attempt etc? -
Arent there free open source assets for chairs beds, medical rooms etc you could use
Arma Toolbox for Blender - Arma 2/3 exporter script
in ARMA 3 - COMMUNITY MADE UTILITIES
Posted
Apparently, when I go to Addons, and press install, select a zip file and it tells me:
"Modules Installed () from 'C:\\Users\\admin\\Downloads\\ArmAToolbox-master.zip' into 'C:\\Users\\admin\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\scripts\\addons'"
But no Arma Toolbox appears in addins window to enable.