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Everything posted by POLPOX
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NOOB HELP REQUIRED REGARDING ARMA III MISSIONS
POLPOX replied to ak_niaazi's topic in ARMA 3 - GENERAL
Welcome aboard to the forums, ak_niaazi, And the answer is, missions are made from the Editor by some mission creator, which you can find on right button of the main menu, and you can download/upload custom missions. By the way, I don't know about those multiplayer servers though, those're mostly made only for its server. MODs add assets (such as vehicles, units and/or weapons) and functions (such as custom system and/or action) to the game Missions are made from assets and functions either from vanilla data and MODs Campaigns are bundles of missions You can dive into the sea of user-made contents here!- 13 replies
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- arma iii
- arma iii mods
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(and 3 more)
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POLPOX's Artwork Supporter turns one today! This is still the my biggest and favorite project. I hope this year of warphotographing is easier than your life before! Thank you all for your awesome creation, and contribution! Note: Miller's animation will be included on the next update.
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Giving AI death animation ?
POLPOX replied to LEXA_vole's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Suggest not to kill him but just play an animation if you want to make some cinematic. Also, how did you make a code? This is not how to make if sentence. -
Is it Defcon? It's not actually an Arma 3's soundtrack but Arma 2: Eagle Wing short campaign one for Arma 2. They reused soundtracks from EW for Arma 3 because of something. Maybe developers love them. Though we will never know the truth.
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Making a sector status indicator
POLPOX replied to Eroge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ain't familiar with official modules. Can you share the screen or the mission itself to see what's happening? -
SITREP: Blast from the past! Porto-ing Arma cutscene animations w/ some tweaking(WIP). Current animations: Note, some of animations are already included in third-party MOD like A2C.
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Making a sector status indicator
POLPOX replied to Eroge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Since it's a particle source so possible but what exactly was the script? I can say nothing unless I know that script. -
Update Maintenance #1's on now. The important news here: Set Unit Clan function is now optional to prevent some problems on modded vehicles. To enable this, move the PLP_clan.pbo in optional folder to addons folder. And some small tweaks - have a nice Sunday creation.
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{ _vehicle setObjectTextureGlobal [_forEachIndex,_x] ; } forEach getArray (configFile >> "CfgVehicles" >> typeOf _vehicle >> "hiddenSelectionsTextures") ;
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getArray (configFile >> "CfgVehicles" >> typeOf _vehicle >> "hiddenSelectionsTextures")
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-noLogs never throws an error when #include'd file not found [v1.91]
POLPOX replied to POLPOX's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Heard if the file doesn't loaded, the config will not be loaded anymore than the line so I made this and I checked -noLogs for few weeks for some reason... but yeah, looks this is an error. Gotta change the topic name. -
Original topic name: Proofing concept of automatic-compatible addons Proofing concept of automatic-compatible addons. If you load @PLP_CompatTest01 and @PLP_CompatTest02 same time, 02 will apply PLP_compat = 1; in the config. If you don't load 01, 02 does nothing expect adding a config to CfgPatches. This is a way to make compatible addon without moving pbos, modifing Userconfig or something but only add/remove MOD folder. Any thoughts? https://drive.google.com/file/d/1vCOV66Gh2uWvEgCmo5Or2-DHG0iDiiKN/view?usp=sharing
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-noLogs never throws an error when #include'd file not found [v1.91]
POLPOX replied to POLPOX's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I just found this fact... this requires -noLogs parameter to work. Otherwise will throws an error and the game stops to load addons. ...Probably this is a bug? -
Try the frontpaged example code in the Init of a vehicle.
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Few thoughts about the latest update: Is it possible to use setMissileTarget to a guided bomb? I need command/function to check if missile/bomb(object/cfgAmmo class) can lock target(object/position) Issue: Arsenal can't move(LMB) its camera vertically triggerAmmo with cluster bombs behaving different with usual munition release If possible, please make way to releasing munition manually too I need an Event Handler to detect an ammo is triggered (returns class, object, position and if was a cluster, an array of munitions too) What's simple graphs? Did I miss something that impelemented to the game before? “Support for forcing the initial direction of 3D particles” means what? SpaceObject? And how to do this?
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Changelogs are removed from the topic(And never notified via the bell icon and e-mails... right?). Most likely we'll see actual update w/ changelogs in Monday. There're some brand-new commands like touch off projectile (bombs and rockets?), set/get missile target pos etc etc. We still don't know how its like yet though, I'm really looking for the new commands.
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Update is now live! Yeah, I surely assuming my readmes aren't enough to describe what's inside this update, so (as per usual though) feel free to ask anything, especially this one. Enjoy the Sunday creativity!
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The update “Turn the Impossible Possible” is coming in later today or Sunday. Before that, I'll update the descriptions of the Forums, Steam Workshop and changelogs. This one's “special” as usual. I hope this makes your life easier! EDIT: Update will be up after sleep and cool my brain.
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Me too. productVersion still returns me 145343. Quite sad for me, I want to test all of new commands right now! EDIT: Not related to the update directly tho, how about make ability to show trigger area in editor preview for debug purpose?
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code for BIS_fnc_EXP_camp_guidedProjectile
POLPOX replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am pretty sure you were looked for guidedMissile but should look at EXP_camp_guidedProjectile. Don't forget the EXP_camp_ prefix! -
Create small flag without flag carrier?
POLPOX replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sadly this is not possible since the flag is defined in proxy of object p3ds... in vanilla. If you can make p3d with only flag proxy and impelemt into a MOD, you can achieve this. This is a development footage of my Artwork Supporter though this MOD is not designed to use in actual gameplay. -
Just place a plane/helicopters midair and execute the code in the Init field.
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Is there a way to contain a Fired eventhandler to a trigger area? [SOLVED]
POLPOX replied to Mungo Turkey's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think you need inArea command. {_x addEventHandler['Fired',{if (_this#0 inArea T1) then {shotIsFired = true}}]} forEach (units GT);- 5 replies
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- triggers
- artifical intelligence
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@6osbo https://forums.bohemia.net/guidelines/ “any updates?” or something like that is NOT allowed in this forums. Get the latest info here: https://discord.gg/dyXnZ8u
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Helicopter Rotor script interaction
POLPOX replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No need to spawn a vehicle but use setVehiclePosition.