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Everything posted by marki980908
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I am looking for a script that could do something like this, but yellow. And maybe a little bit higher. Situation: I am making a mission and a certain area of the map, needs to be "contaminated".
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Arma Toolbox for Blender - Arma 2/3 exporter script
marki980908 replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
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. -
Uniform retexture not showing up
marki980908 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Evening, I am trying to retexture Parade uniform, but I have no idea what I am doing wrong And here is my code more or less in regards of Cfg Vehicles My character is basically naked after trying to equip the uniform -
I have been zeusing for a private arma unit for a long time, recently I was told there is such thing as public zeus. I remember in old days you could load out Archilles and have expanded zeus functions. However today I tried loading only Zeus Enhanced, it required CBA, tried Archilles, it required CBA. Downloaded old version of achilles which didnt require CBA, Server didint allow me to join it. Is there a way to use expanded zeus on Public Zeus servers?
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Hello, I am curious, is there a way I can stop looping script using text chat? For example: Script like: if (!isServer) exitWith {}; [] spawn { while{true} do { this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.9,0.1,0.9,0.3)"]; sleep 1; this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.9,0.1,0.1,0.3)"]; sleep 1; this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.1,0.9,0.1,0.3)"]; sleep 1; this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.5,0.1,0.5,0.5)"]; sleep 1; this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.1,0.1,0.9,0.3)"]; sleep 1; this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.1,0.5,0.5,0.5)"]; sleep 1; this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.9,0.9,0.1,0.6)"]; sleep 1; }; }; Would it be possible to for example type in chat smth like "terminate script" and it would stop looping, or well, stop in general?
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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
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Split second log into 2 lods?
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Hover Tank: Mephisto
marki980908 replied to Circumsoldier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would like files aswell -
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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Detonate/spawn a Smoke sreen/shell from a trigger
marki980908 replied to WWThomahawkWW's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
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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help Y-32 Components loose radar, help
marki980908 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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: -
help Equip nightvision item via ACE interaction
marki980908 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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: -
Sounds good
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ACE 3 Extension Mod (Anim & Actions) + (Placeables)
marki980908 replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it just me or ACE 3 Extension (Animations and Actions) does not work on servers? It prevents missions from loading.- 142 replies
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v1 script released JBOY Giant v1
marki980908 replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It is fine, I noticed some other dudes might have an answer in this thread, so thats why I asked -
v1 script released JBOY Giant v1
marki980908 replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Files disappear after binarizing and pbo problem
marki980908 posted a topic in ARMA 3 - BI TOOLS - GENERAL
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? -
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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Makeshift Force field?
marki980908 replied to marki980908's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does not help when you have no idea how big in meters is the thing you are "protecting" -
Makeshift Force field?
marki980908 replied to marki980908's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
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?