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About pvtramirez

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  1. Does PhysX have a specific process or .exe in windows that can be set to execute on a specific core?
  2. pvtramirez

    Module: Sites

    It’s a shame such useful turn key solutions to mission making were abandoned. Seeing those feature additions on release gave me confidence BI was heading in the direction I wanted. I’m disappointed but that’s life.
  3. https://community.bistudio.com/wiki/Arma_3_Field_Manual_-_Commanding The “Engage” menu is missing from the Field Manual. I’m desperate to know exactly how these commands work. I don’t want to guess or find out through trial and error anymore. Can someone at BI please finish documenting this game. It’s been five years now! I’ve been patient enough.
  4. You will basically run a sector mission of your own making as a LAN multiplayer server just for you. In eden go to the attributes menu and check, respawn, choose respawn location option. Set down a respawn marker. Systems>Logic Entities>Locations>Respawn Point Create your playable unit or group and maybe an ammo box. Put down a sector module(Systens.Modules>Multiplayer>Sector, syncing it with the factions that are able to own it. Systems>Logic Entities>Sides -Also sync it with Systems>Logic Entities>Locations>Area -Adjust the sector options to your liking: Ownership limit=Percentage of side need to own the area. Unit costs= Unit value for capture. Default owner. Put down a spawn ai module. -adjust the side -manpower cap -spawn rate -faction -weighting 2=20% 8=80% for each tier (this adjusts the chance of a unit type spawning) -Blacklist (remove undesirable units like the scorcher by copying their string from cfgGroups from the config menu in eden.) -Sync Spawn ai to spawn ai:spawn point module. Perhaps making multiple points that will be chosen at random but setting the weighting at each to 100% armor or 100% infantry. -Sync Spawn ai module to sector tactics Ai module. -Set down a spawn ai:options module to delete wrecks and bodies after x amount of seconds. Loadout editing is tedious. Basically you'll have to export a loadout from arsenal using shift-ctrl-c and paste it into a description.ext file you should create in the mission folder. Then you'll have to call a function in the init.sqf file (you'll also make) to make those templates actually apply. You'll also have to make sure the option is checked in the mission attributes menu. You'll need to look at the example given here. Also this might help if you expand the text at menuInventory. When you're ready for testing go the the PLAY menu and select multiplayer rather than singleplayer. You'll have to set the end conditions yourself as I haven't got that far. Perhaps add a ticket counter, I think there is a module for that.
  5. In Arsenal within EDEN, I have tried to add the sand Laser Designator to a NATO unit like a rifleman and then of course the battery, but the battery disappears when I play the mission or reopen the arsenal editor. I've tried adding the item with commands like addItem and assignItem in the init field but it doesn't work either. I've also tried adding it to the vest and the uniform. Is this a bug? It's ruining my mission making induction. I seem to always come across bugs like this that stop me in my tracks and they don't seem to be resolved for years. Sometimes these bugs cripple massive features or my dreams of drag and drop combined arms missions that should take seconds to put together. I tried searching the bug report system and couldn't see anything exactly like this. Pls tell me this is my fault and not a bug so I can live out my dreams.