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derox
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Everything posted by derox
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Hello, I noticed a few days ago that the cars with emergency lights in our units modpack recently lost their glow and also change too white during the night. So i disabled all my mods to check if it was still the case, and it is. its also on the vanilla cars with emergency lights. Then Now Does anyone have the same?
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Found out why this happend, So it appears that my Bloom and Depth of field where turned off.
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Cant see or select rolles in Multiplayer (EDEN EDITOR)
derox replied to Danish_Ice [NBG]'s topic in ARMA 3 - TROUBLESHOOTING
I have had it happen too me twice now. It does not happen to all my missions but last time i had a mission with this issue and some item before that. I am making all my missions starting with the same template so Description and Init etc. So all my missions are build the same way. yet some of them do work and some of them don't. and the only thing common in these missions is that i placed a lot of misc objects. Edited* I managed to fix it by updating a few mods on the server, But i still have one mission that has this issue. -
Heey:) Here I am aigen. I am making that multiplayer mission now. And i have that script that change clotes. Now i want that if you have those new clostes (hazard suits). Then you can survive a radiation zone. for the radiation zone. I am using this script. /* SYNTAX: [unitArray, radiationLevel, shieldedVehicleArray] execVM "radiationSource.sqf" VARIABLES: unitArray: Array - Array of units affected by the radiation source radiationLevel: Number - damage each units will suffer while staying nearby the radiation source (damage is added every second, so 0.1 means the unit will lose 0.1 of health each second, 1 means instant death) shieldedVehicleParam: Matrix - Matrix containing a couple of values [className, damageScale] which represents the damage reduction in percentage for the units inside the given vehicle (for example modern tanks are shielded against radiation sources, so you can use this to reduce the damage for units inside a vehicle). If you are not interested in vehicle damage reduction just pass the script an empty array []. NOTES: You should call this script from a trigger with a certain area, so you can pass the thisList array to the script. For example a call could be call{[thisList, 0.1, []] execVM "radiationSource.sqf"} */ //local function used to check how many units are alive in an array if (isServer) then { _areAlive = { _count = 0; { if (alive _x) then {_count = _count + 1}; } forEach _this; _count }; //initializing local variables _unitArray = _this select 0; _damage = _this select 1; _vArray = _this select 2; //number of units who activated the trigger _currentAliveUnits = _unitArray call _areAlive; while {_currentAliveUnits > 0} do { //compute and apply the damage factor for each unit in unitArray { _damageRed = 0; //triggering unit is in a vehicle if (count crew vehicle _x > 0) then { _v = vehicle _x; //check if the vehicle in which the unit is mounted is radiation shielded { if ((_x select 0) == (typeOf _v)) then {_damageRed = _x select 1}; } forEach _vArray; }; _totalDamage = _damage - (_damage / 100 * _damageRed); if (_totalDamage <= 0.001 and _x == player) then {hintSilent "."} else { if (_totalDamage <= 0.01 and _x == player) then {hintSilent "."} else { if (_x == player) then {hintSilent "."}; }; }; //set the current damage for the unit if (count crew _x > 0) then { {_x setDamage ((damage _x) + _totalDamage)} forEach crew _x; } else {_x setDamage ((damage _x) + _totalDamage)}; //DEBUG //player groupchat format["%1 health is %2", player, 1 - (damage player)]; } forEach _unitArray; sleep 1; _currentAliveUnits = _unitArray call _areAlive; }; }; So now i want that if you have that hazard suit you can just walk in those zones with out getting hurt. would be nice if someone can help me with this:)
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This is not really about grenades or anything what I was trying to say I want to simulate the effect you get when a grenade explodes in a room what will happen, as you see in the video after the explosion the room is filled with dust and smoke. so I want a similar effect i already have the script that will trigger it after you fired a few shots or use grenades in the building. but I am not familiar with particle effects so i have no idea how to make an effect that will match the smoke/dust
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I am currently making a simple mission in Arma 3 where you have to breach a house and arrest/kill all the enemies. And I am trying to make the mission as immersive as possible with custom sounds and some interesting scripts. But there is one thing I need and I literally don't know any thing about it. To make it more realistic/immersive I want that if you breach the house and fire in the house or use grenades I want smoke/dust to appear in the house a bit similar to GTA V, ofcourse I know it's not entirely possible to make it a 100% right but basically what I want is some dust hanging in the building so it has to be spawned in a small area and stay there. if tried a few things my self with the particle editor but I didn't get any thing close to it so far. So thats why i am here, to ask if there is someone that is willing to help me doing the particle stuff. here are some references on how i would like it to look like. http://beforeitsnews.com/mediadrop/uploads/2014/24/0ef18d93c1fddd21839f35fe06c414207d599f03.jpg https://scontent.cdninstagram.com/hphotos-xtf1/t51.2885-15/s640x640/sh0.08/e35/1170121_507949989393862_880696478_n.jpg
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[WIP] Blood Trench 1914-1918(Looking for help)
derox replied to hellceaser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Here is the ModDB link: http://www.moddb.com/mods/blood-trench-1914-1918/news/dead-silence -
[WIP] Blood Trench 1914-1918(Looking for help)
derox replied to hellceaser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello guys, It has been some time since we have released any information about our mod. But dont worry we are still working on it as hard as we can. We have added sme stuff in the game regarding head gear. We have made an news update on our ModDB page which you can find here. You can also follow the development of the mod by looking on this document, Here you can see the progress on each item that is gonna be added in the first alpha release V0.1 And make sure to support us on ModDB by following our mod. -
[WIP] Blood Trench 1914-1918(Looking for help)
derox replied to hellceaser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello guys, Its been a time since we have released some information about our mod. And thats why i have made this list for you guys to view the proces of the mod. This list will show all the content that will be added in the first release. All the items on this list are just enough to make a working mission, so this is also what we will do. When this list is is done we will release new lists like this to show you what is gona be added in the next update. >>List<< If you think that we need to add some things to the list feel free to comment, but keep in mind we can not add evreything all at once. -
[WIP] Blood Trench 1914-1918(Looking for help)
derox replied to hellceaser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
With static locations I ment the locations given to AI that goes in too a building, for example when you make a waypoint on a house in the editor it will give you the option to select witch point of the house the AI will go That way the AI will go and stand at the point you have selected for him, And then you can use scripts as UPS and Garrison house script to make them go to random positions. -
[WIP] Blood Trench 1914-1918(Looking for help)
derox replied to hellceaser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello Tyl3r99 We are mainly focusing for multiplayer, but ofcourse we will also try to make it work with AI. And a way I think should work is to make static locations like its done with Arma with the houses. Then you could use scipts like UPS and other scripts like that. Kind Regards, Brent -
Hello! I am fairly new to the Arma 3 modding. I am looking for some one that is familiar with doing those configs and just have general knowledge of the modding in Arma 3. Also if you are new to it as well send me a message and we will learn together! :D Oke so what do you want to make or what are you making?? Well I got inspired by a World war 1 game on the steam store! So I thought why not attempting to make one in arma? This is what I got so far > http://prntscr.com/76b7nh < I got some weapons as well but not fully ready yet. I am hyped for this and really want to do this! I have learned a lot so far with the Arma 3 configs and such and Object builder. So any one that is willing to help out! contact me! More information about the mod plans will be given to the people that are intrested in helping. And soon we will bring a post up with these plans for evreyone to see.
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Hello evreyone, When i am trying to start my game i get the same error over and over again. I have managed to fix it about 4 times but each day the error shows up again. So my quastion is can somone help me please. I do know it has to do somting with battleye. But i deleted evreything from Battleye and reinstalled it. i reinstalled both the games 2 times. I did also verify the game a couple of times but it is still not working. http://prntscr.com/51y1mj Translation, can not access the specified device, path, or file. You may not have access power for the file. After that CMD comes up with this. http://prntscr.com/51y33r Does somone have any solution for this?
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I found a solution for this problem. I did look up the battleye website and found this. When launching the game I get a "Failed to install BattlEye Service." / "Failed to start BattlEye Service." error. How can I solve this? Something on your system prevents the installation/startup of the BE Service, which is required to play on BE-enabled servers. Please ensure that any security software (anti-virus, etc.) running on your system doesn't block the BE Service (both BEService.exe/BEService_x64.exe in your game's "BattlEye" directory as well as BEService.exe in the BE Service directory, which is usually "C:\Program Files (x86)\Common Files\BattlEye") in any way. You might have to add it to your security software's exception list. If that doesn't help or you don't use any sort of security software there might be a permission issue with your BE Service directory or the files within it. To solve this delete the BE Service directory (usually "C:\Program Files (x86)\Common Files\BattlEye") and then try to launch your game again. If you still get the same error at this point please try to manually set the BE Launcher (for ArmA 2: Operation Arrowhead: "ArmA2OA_BE.exe" in your game directory) to run with administrative privileges (normally this should happen automatically). To do so right-click on the BE Launcher executable, choose "Properties", go to the "Compatibility" tab, check the "Run this program as an administrator" option and click OK to apply your changes.
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http://s18.postimg.org/5lwwox355/arma3logo.jpg (234 kB) SpyVsGuard This gamemode is a remake of my old SpyVsGuard in arma 2. But in this one we want to make the whole thing again from scratch and make it a lot more fancy. We are gona add many things like selecting your gear in game with dialogs. Same goes for choosing the scenarios. so basicly we are focusing a lot on making the gameplay look more nice and of course work better. In spyVsGuard we focus on team vs team action where the players can choose from several Scenarios can variat from stealing documents to killing important persons and many more -Destroy -Steal -Assassinate -Search (In this scenario both teams need to find something in a area and 1 team will have an advantage of knowing where it is and the other team will have a advantage of controlling the area.) ^Both teams can deside what they would like to play^ For now we will focus on these scenarios but later on we will of course try to make many more. Also the teams can choose their way of approach like Stealth Chaos Infiltrate (Arma 3 gives us a perfect opportunity to infiltrate in the other team by stealing their clothing so we will that that as a advantage.) ^Counts only for the Spy's ^ Some futures we will add to the gameplay -Turn alarm systems on/off. -Sabotage power sources -Selecting several scenarios -And many more. More info soon We will upload a demo mission as soon as possible Please support me and my team
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SpyVsGuard
derox replied to derox's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
Haha yea we hope that the arma 3 version will be event better :D Sorry for a late reaction. -
http://www.armaholic.com/page.php?id=19108 this may work. I have used this once for a mission i wanted to make
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Heey, I whas thinking and thought would a hostige situation a ship be cool. So i have been searhing for a mod with a nice ship where you can preform CQB. Basicly i cant find a addon that would fit this description. But i have been playing dayz latly and i came across this ship. http://simhq.com/forum/files/usergals/2013/12/full-1725-70820-303d2s6.jpg (240 kB) so i was thinking if somone wants to help me with this like making it able to float so that it does look more like this http://www.trans-inst.org/img/Marilyn.jpg (15171 kB) its about the same ship but basicly what i mean is that somone create like a static obj like the C130 Static but then a ship.
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Create marker and create trigger script
derox replied to CMajor28's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just a suggestion. Maby post you solutions so other people can use it too if they need too :D -
If this is for a video i can help you But If this is for a intro then ill have to do some research. Basicly If you do it for a video you can point the cross From cam at the heli an press f then it should lock on to it. But i guess this is for a intro? ---------- Post added at 00:42 ---------- Previous post was at 00:36 ---------- I have done some quik research and i came across this. This mat help you :) http://www.armaholic.com/forums.php?m=posts&q=7599
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Thx i did contact gnat about my idea. Hemade many ships on armaholic. Including the One you sended haha But those shop dont have an interior right?
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Squad/Clan List - Please read the rules in first post!
derox replied to Rhodite's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Squad name: International Operational Force's Timezone/location: GMT + 1 Gamemode preference: most of the time Coop, sometimes PvP Contact email: You can contact us at our forum. If realy needed you can always join TS3 or mail Derox@hotmail.nl Website address: www.IOFA2.weebly.com Short description:We are an Dutch Arma 2 Clan we focus on Tacical Realism Gameplay. Each Friday we organize a coop. Also during the week we will have small events going on but, Manly Fidays. Language: English -
Ambulance Siren Script Help
derox replied to Deathknight0897's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
DemoMission Here you go the. THe script is in it and it should work with Multiplayer aswell. :D -
Ambulance Siren Script Help
derox replied to Deathknight0897's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I may have a script for you. Ill upload it + a demo mission when i am at my own computer -
add 4th side/faction?
derox replied to linuxmaster9's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what you can do also is make some independet AI's and then set the reputation for all units too -10000 this addRating -10000;