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Posts posted by marki980908
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1 hour ago, stburr91 said:
Yes, this is a very easy way to create a large smoke pillar.
smoke = createVehicle ['test_EmptyObjectForSmoke',getpos nameofyourpositionhere,[],0,'can_collide'];
Ye, but that one sucks and it is actually not that big
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37 minutes ago, sarogahtyp said:There is a way but maybe it is rocket science.
https://community.bistudio.com/wiki/drophttps://community.bistudio.com/wiki/ParticleArray
but there is an easy way as well:
Thanks, the easy way is the same size and Zeus Enhanced smoke, which is pretty damn small
I am trying to figure out the rocket science way, and it is difficult. If anyone got any examples that I could edit let me know etc- 1
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I was making a mission and I noticed that smoke from destroyed vehicles is completely different than the one you can spawn. I currently am using Zeus Enhanced. It has a module that allows you to use most if not all smoke from Arma FX wiki page. However compared to destroyed vehicle smoke it is almost nothing. Anyone got any ideas how to spawn smoke on the rigth?
No. 1 Is the biggest smoke you can spawn in Zeus Enhanced.
No. 2 Is destroyed T-72 from RHS.
Is there a way to spawn smoke on the right on an objects like a smoke pillar? -
I tried it like couple months ago on our decicated server, I am pretty sure it didnt hook. Took a while to find the action, after the ballon was deployed I am pretty sure it didnt hook
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I am having trouble publishing a mod, I keep getting this error, any ideas?
Spoiler
Edit: Okay, so I own multiple Steam accounts, I tried uploading the mod on one of them (my first one) and it worked, however when I try doing that on my second one, it doesnt, givesme that error ^
I am still trying to figure how to to fix it. Why I dont want to upload this mod on first steam account?, because I use different steam accounts for different communities (gaming groups require you to have different steam names, some with ranks in them, etc so one account I got for FiveM (the one where I can upload) other for ArmA (where I cant upload))
Anyone got any solutions? -
On 5/16/2021 at 4:33 PM, johnnyboy said:Great. Thanks Gunter and Marki. My wife walks in right as I'm viewing these posts and says "THIS is the game you love so much?" and leaves shaking her head...
Just make your wife play arma with you, host a mission where she will be chased by 10 clothingless, 15 meter men. I bet it will be all good.
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I was wondering, is it possible to use publisher tool on an account that does not own arma itself? I was looking to publish a mod, but instead of doing it on my own account I would like to create arma units account and publish it there, however because the account does not have arma owned on it, it doesnt seem to let me launch the BI Tool, any workarounds?
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I have been messing around with mods, and deleted a few aircraft from PooK that were in no interest, however after that I noticed they still appear in Eden list as blank, which part of configs defines it? So I could find it and edit it.
Spoiler -
I was interested in messing around with some mods, and noticed that a jet which max speed was set as 3600 could barely reach half of that speed while ingame. What needs to be edited for the jet to actually reach its max speed? What are the factors?
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8 hours ago, beno_83au said:Not sure on the fix, but with the mod in question you might not get the answer you're looking for:
I have found a fix, in this situation you basically only need to open config inside .pbo and add the vehicle class and name into cfgpatches line
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I recently checked out a mod, it is an older one. After messing around I noticed that there are quite a few things that are visible in eden, but unavailiable in zeus and if added to zeus using update module, than it gives "insufficient resources" when I try to move it. How does one fix that? This mod contains a number of vehicles in it.
Mod in question is D3S Vehicles -
1 hour ago, razzored said:I was unaware that you used vanilla public zeus or public zeus without them allowing achilles, they might not have the BiKeys to allow it, and thus you aren't allowed by the server to use it there.
I have noticed that all public zeus servers dont allow any kind of mods, client side or otherwise
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10 hours ago, Joe98 said:Experiment,
Experiment,
Experiment.
Every type of bullet in the game has a class name. Every hand grenade, every mortar round, every bomb, every tank round, all aircraft ordinanc, every rocket has a class name. See class names at the link:
https://community.bistudio.com/wiki/Arma_3:_Assets
How to make a trip flare (in the dark)
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Create a trigger and:
flare = "F_40mm_White" createVehicle [getPos (thislist select 0) select 0, getPos (thislist select 0) select 1,150];
How to use a trigger to fire smoke
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Create a trigger and:
smokeshell = "G_40mm_Smoke" createVehicle [getPos (thislist select 0) select 0, getPos (thislist select 0) select 1,150];
In both examples above: “150” is meters above ground level. Smoke is best at “25”. Can also be used for mortar shells, aircraft bombs, satchel charge, or even individual bullets. Try sheperding your men through a mortar attack.
===========================================================================================
It is not just smoke grenades that produce smoke. There is also mortar smoke shells and artillery smoke shells. They produce more smoke! Just find the class names.
Now that you have your green smoke, set the wind to NIL so it does not blow away.
You will need more than one smoke shell, so place a few of them around.
The smoke will dissipate so you need to fire the smoke shells over and over again. To achieve this, place a man over on the side of the map on a level road. He will run through a trigger turn around and run back again. Every time he runs through the trigger he fires the trigger and you get a new smoke shell. If you need 10 smoke shells then set up 10 men with 10 triggers.
Experiment
Experiment
Experiment
That sounds overly complicated, I have found some localised fog scripts by ALIAS, but I remember there being a simpler way. Thanks for help anyway
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SpoilerI 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". -
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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On 11/19/2020 at 2:14 PM, razzored said:If server allows client mods, Achilles has a module to spawn and move around the whole thing.
Care to elaborate, I tried loading into public zeus with archilles, but I wasnt let in
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For those looking to answer same question here it is:
SpoilerThe center of the X is more or less the middle of the coffin
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Anyone know the dimensions and center position of flag texture for coffins? Currently it is the 3rd texture, but when ever I place it it is always off center and even when I center it, it always has some problems with it
edit: maybe anyone has a template of portraits that came in with AoW DLC?
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11 hours ago, RCA3 said:Maybe if you don't use ACE fatigue. Not sure.
If that is the case, I can not afford to do that.
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8 hours ago, RCA3 said:You're using ACE? Won't work.
Ye I am using ACE. Most groups use ACE these days its almost a must. Anyway any ideas how to get it done if I have ACE?
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1 hour ago, stburr91 said:I put this into the debug console. I was testing in SP.
If that is the case, it doesnt work for me at all. Thats exactly what I did. Any ideas why?
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2 hours ago, stburr91 said:I just tested it, it works on the player for me. That command of course only slows down animations, player movement controlled with the mouse still runs at normal speed. You could also use setAccTime 0.1; that will slow down everything except the mouse movement. I don't know of anyway to slow the mouse movements.
Weird, I want to slow down their jogging speed, and for me it does not work at all.
Which command did you use and how did you execute it? -
1 hour ago, Von Quest said:Thanks for the reply, but the command in question doesnt work, for players atleast in my experience.
Tried executing this in ZE "execute code" module and debug console, changed nothing.
player setAnimSpeedCoef 0.1; _this setAnimSpeedCoef 0.1; //for ZE this setAnimSpeedCoef 0.1;
How to spawn Big Smoke Pillars?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Performance issues are not a problem to me. I want to build a scene of a wrecked plane. However Zeus Enhanced smoke looks weak. And the one from T72 Looks awesome and is maybe by magnetude of a 100x bigger, but I got no way to do it. (Well I might have now, I havent had time to test Rydygier's posted stuff yet
What I would do alternatively I would destroy a vehicle, and teleport it under the map to have smoke effect, but smoke from wrecks only lasts limited amount of time.