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Comments and line breaks in !init.sqf files are throwing script errors.
bloodxgusher replied to Lucence's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So for example. _null = [] execvm "car_horns\sedan_horns_init2.sqf"; could not look like ? _null = [] execvm "car_horns\sedan_horns_init2.sqf"; -
Classnames of all map objects / buildings
bloodxgusher replied to ARMAidiot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ya that sounds really easy to get lost along the way when building a mission. I infact had to reread your post lol. -
Classnames of all map objects / buildings
bloodxgusher replied to ARMAidiot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Interesting setup. How exactly does the unhide bit work. Shouldn't it work either way since it is dealing with vanilla objects from Arma 3? Thanks for bringing that to light. -
How to remove map object, nothing seams to work
bloodxgusher replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ya I am definitely still expecting that. Would like to see what I can get away with though. Thank gents. -
Classnames of all map objects / buildings
bloodxgusher replied to ARMAidiot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah. You are a god! so much time sifting through search results and finding nothing. thanks again. -
How to remove map object, nothing seams to work
bloodxgusher replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh sweet. Thanks for the update. Will indeed test this out. -
Classnames of all map objects / buildings
bloodxgusher replied to ARMAidiot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone. So I was wondering if there was a tool or addon that had all objects in Arma 3 compiled for use in the editor. Things like all buildings in the game(even the ones not accessible in the editor), vehicles, weapons, objects, and units. I remember someone made one back in the early days of the alpha but of course, those no longer work as names and items have changed. I all I did was load it up as if it were a addon and then placed them down in the map. This made placing buildings a BREEZE compared to using attachTo commands or other id binders. Anyone know of this? Thanks -
How to remove map object, nothing seams to work
bloodxgusher replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So as it stands right now, removing buildings, objects...all vanilla things on Altis is not possible? -
Mondkalb's "How to create an Addon from scratch"
bloodxgusher replied to mondkalb's topic in ARMA 2 & OA : MODELLING - (O2)
Does any of this apply to Arma 3 or is that a whole new ballgame? -
Modular Construction Mod by NerdMod
bloodxgusher replied to nerdmod's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
My god... You just bought Minecraft to Arma... All Hail NerdMod!- 157 replies
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Looking to hire a mission maker
bloodxgusher replied to alexharvey52's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah lol Money...Brings the world together. I would def make a sick mission for you but time and knowledge I dont have. -
Does anyone know if there is a addon that has give access to all the stuff thats not in the editor like structures and other objects?
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Bohemia, when you add jets please make them crash realistically :)
bloodxgusher replied to Alabatross's topic in ARMA 3 - GENERAL
Lol you have really given this some thought. The logic is sound with me. -
So is that your version with the new menu layout? Im tempted to use that but I have been working on the original versions for a while using VAS and BTC revive with a tweaked perma base for both factions. Since the beta, when I load the mission, I get multiple errors and AI does not work. I will try and host to see if I get the same.
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Looking For a Vehicle Shop Script [BETA]
bloodxgusher replied to MacRae's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ya lol. I would love some help this as well and how it works.