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Found 725 results

  1. https://gyazo.com/27e4f556f11939bc7afbabde05b9e5e1 I'm fairly new to modding and I'm trying to create a replacement pack for the current NATO which changes their equipment to gear already existing in the game. I'm trying to make them look more like they were in the Alpha/Beta and first release of the game. But some of my mod config isn't working and I'm not sure why? My rifleman class works fine but when trying to create the grenadier class, I'm having some issues, the uniform, vest and helmet I want (which is identical to the rifleman just for testing purposes) isn't appearing and instead is just left with the vanilla gear, but I know some of the config is working somewhat because it has the addon image next to it in the editor and the backpack I placed on him works. Any help towards tidying my config up (as most of it is a copy and paste of sample configs which I've edited) and making it work would be massively appreciated.
  2. I was using the command countSide which does not seem to work correctly as once it reaches 2 it just jumped to 0: same applies to playableUnits _playersWest = west countSide allUnits; hint str(_playersWest); Am I missing something, if there is a way to count all living units on a specific team returning a number please let me know
  3. Hey. I'm trying to retexture the Arma 3 Beret to look like this but its not as simple as i thought. I need help and a way to retexture it in 3D or at least visualize the "roundness" of the model This is what i did: This is how it looks ingame:
  4. Hello guys. So my friends and I are creating a surreal milsim server together with the least knowledge of coding and scripting. Our will is pretty far serious and realistic. We have a different way of playing our military simulation. So here I am to ask you some crucial questions that matters for our server's developpement. I rent a server with 40 slots on HostHavoc. I barely know how to code so I count on the host panel to take care of most of my mods. What I want is a Realistic Milsim with grades, promotions, multiples units such as recon, infantry and mecanics, airborn and sea. What do you suggest ? I have already RHS mods, CBA and Task force radio installed, and currently have a issue with it. The command line doesn't read it. So my questions are, how can I configure properly my server ? Do I really need a scripter to handle the scripts and missions ? If yes, I hire you monthly. How can I make my mods to work and appear in the server ? If anyone can help me with that stuff I'll be very happy and grateful to you. Reply or send me a PM and we could talk on Discord. I really need someone. Thank you very much.
  5. Hello, I log into the website and go toward the 'Play on Browser' then I go to 'Singleplayer/Multiplayer' after that it continuously shows a grey background and does not load. http://gyazo.com/98943a8d6264c1c6c6d269cb3cddace2
  6. Hey guys at the moment I'm a bit stuck. As the titel says, is it pssible to have more than on opticsmodel in class OpticsOut? In class OpticsIn its no problem. The config locks like this: /I Ieft out the whole .p3d path for this example) class OpticsOut { class DayOut { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.037; maxFov = 0.037; minFov = 0.037; opticsDisplayName = "Day"; visionMode[] = {"Normal", "NVG"}; thermalMode[] = {4,5}; gunnerOpticsModel = "\something_1.p3d"; gunnerOutOpticsModel = "\something_1.p3d"; gunnerOpticsEffect[] = {}; gunnerOutOpticsEffect[] = {}; }; class WBGOut { initFov = 0.037; maxFov = 0.037; minFov = 0.037; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; opticsDisplayName = "WBG"; visionMode[] = {"Ti"}; thermalMode[] = {4,5}; gunnerOpticsModel = "\something_2.p3d"; gunnerOutOpticsModel = "\something_2.p3d"; gunnerOpticsEffect[] = {}; gunnerOutOpticsEffect[] = {}; }; };
  7. Hi fellas, is there a good soul which can help me with realizing my ideas for my mission? At least point me to the right direction. 1) I'm trying to figure it out how make a picture or object appear above the unit that spotted the player. I failed at very start because I don't know how to get the position of unit that spotted the player. One of my thoughts was: GetPos of unit that have knowsAbout bigger than 0 or maybe use targetKnowledge but I (again) don't know how. 2) I got a trigger with EAST knowsAbout player > 1; which launch script when player is discovered BUT even its set to repeat it works only once. 3) Is there any documentation about playerKilledScript.sqs because I don't find any. I would like to change the "dead" screen but still have few options like exit, load last save etc. Thanks in advance for any ideas + I can use very simple scripts and still don't have any clue how to combine them / use them together so any link to some tips or tutorials are also welcome.
  8. Hello everyone, I'm creating a mission where there are alot of AI driving around with waypoints and when the civilian driver comes across my walking OPFOR player he always tries to hit them with their vehicle. Is this because of the current waypointbehaviour: "Aware" , or because of the relation between Civilian and Opfor, or is it just the pathfinding? Draoth
  9. Hi I need help with my custom vehicle. Im pretty much new to the moddeling in Arma so I still dont know a lots of things. My damage model its not working for some reason I have tried many things but didnt find any solution. Basicaly my vehicle its working but i cant destroy the wheels and windows for example + the suspension of vehicle its not working too. After some search and tries i found out that it probably is a model.cfg problem. Any ideas on what could be wrong ? Heres my model.cfg :) https://pastebin.com/i5mLefg and my config file https://pastebin.com/qMMR0PHz
  10. I'm not good at using forums sorry for that, Here is the problem; I downloaded two different scripts but they both have the same named files..... I think they called "demo mission/script" can someone please explain to me that how can I get this work? Thank you! :^)
  11. Hello, I am looking for a SIMPLE score system that I could use in my Deathmatch maps. I wan't no "kill streak", no "best player" of what so ever, just a simple score system that could collect the amount of kills that a player is getting and that will stop the game when limit it reached. I guess you can do this with "eventhandlers" but I'm clearly not an expert in Deathmatchs so ... Please help me :)
  12. Im getting the most confusing error I've seen yet from this busted game and would like to see if someone can help me figure out what's wrong. I'm genuinely confused what this means. Here's a Pastebin with the entire file in question: https://pastebin.com/vEXrj8ys If anyone could help me out and see what's wrong let me know, I've been reading over this error and the file for an hour now.
  13. Me and my friend got this game about a week ago and we're looking for someone, maybe a group of people to help us learn how to play this damn game. I've checked out a few YouTube videos, but the menu layout on those videos are different to the game we have. We have the Anniversary edition bought from Steam. If there is anyone that can either join our discord, or allow us to join theirs, and talk us through it, maybe guide us in-game, that would be great. *PLEASE NOTE* We are NOT IDIOTS, we are NOT NEW TO GAMING, we're just more used to games that allow you to invite a friend, and join / create a match like PuBG, Battlefield, etc. Thanks in advance. Our discord---> https://discord.gg/PPXX3u2 I am MadCalPC on steam
  14. Hey, I'm trying to globally execute a script. but i get an error. Script i use to execute: Script i'm executing: Error: I hope anyone can help me
  15. -Wolf- Buzz

    why was i banned

    when i tried to play it says i was perm banned but i did nothing wrong and on it it says i was emailed something but when i look nothing 0x2000
  16. onPlayerRespawn.sqf: _uniform = uniform player; if ("rhsgref_uniform_woodland" isEqualTo _uniform) then {execVM "medic.sqf"}; if ("rhsgref_uniform_og107_erdl" isEqualTo _uniform) then {execVM "grenadier.sqf"}; if ("rhsgref_uniform_woodland_olive" isEqualTo _uniform) then {execVM "marksman.sqf"}; if ("rhsgref_uniform_olive" isEqualTo _uniform) then {execVM "autorifleman.sqf"}; if ("rhsgref_uniform_og107" isEqualTo _uniform) then {execVM "squadleader.sqf"}; medic.sqf: player forceAddUniform "rhsgref_uniform_woodland"; player addVest "CUP_V_RUS_Smersh_1"; for "_i" from 1 to 8 do {player addItemToVest "CUP_30Rnd_556x45_Stanag";}; player addBackpack "CUP_B_AlicePack_Khaki"; for "_i" from 1 to 35 do {player addItemToBackpack "ACE_fieldDressing";}; for "_i" from 1 to 20 do {player addItemToBackpack "ACE_epinephrine";}; for "_i" from 1 to 20 do {player addItemToBackpack "ACE_tourniquet";}; for "_i" from 1 to 20 do {player addItemToBackpack "ACE_morphine";}; player addItemToBackpack "ACE_surgicalKit"; for "_i" from 1 to 4 do {player addItemToBackpack "ACE_salineIV_500";}; for "_i" from 1 to 4 do {player addItemToBackpack "ACE_salineIV_250";}; for "_i" from 1 to 4 do {player addItemToBackpack "ACE_salineIV";}; player addItemToBackpack "ACE_personalAidKit"; for "_i" from 1 to 35 do {player addItemToBackpack "ACE_packingBandage";}; for "_i" from 1 to 35 do {player addItemToBackpack "ACE_quikclot";}; for "_i" from 1 to 35 do {player addItemToBackpack "ACE_elasticBandage";}; player addItemToBackpack "ACE_EarPlugs"; player addHeadgear "CUP_H_USArmy_Helmet_M1_m81"; player addWeapon "CUP_arifle_M16A2"; player linkItem "ItemMap"; player linkItem "ItemCompass"; player linkItem "tf_microdagr"; player linkItem "tf_anprc152_1"; This script is only working locally and not for other players in the server. It is used to restock a player's loadout when they respawn. I'm pretty new to sqf so I really appreciate any help I receive. Thanks!
  17. Can anyone tell me how to fix this suspension? I have modified with many values the physics but nothing works, always it ends up turning. Below is the video and my configuration of the physics, I tried to modify all the values but still nothing.
  18. Hiya! Despite my rank on this forum, I am actually pretty well acquainted with the Arma Editor (Can't say my script skills are too good though ) as I have been playing since about late 2014. Anyways, I am trying to recreate the Original Heart of Darkness by Joseph Conrad in a more modern setting. Is it possible to create a sort of trigger that when you, for example, talk to an NPC, a line of dialogue appears? I am more so looking for a Mount and Blade effect w/o actual voice acting and just reading blurbs of dialogue. For the first section of dialogue, I wish for the player to interact with a UN Colonel. The Colonel will be leaning on his desk or whatever and I would have the player approach and have a section stating "Speak" and I am incoporating dialogue from the actual book. Any help would be appreciated! Thanks!
  19. setDir only set witch way is unit facing but for player i want to be able to change if he is looking at ground or sky how do i set "height of sight" ? example: player setDir 160.667 ; may make player look at ground or at the sky thx for any help
  20. krizz kaliko

    Just getting back into arma 3

    So I have been away from Arma 3 for about a year-and-a-half to two years now. I left because I wanted to be able to create missions, that I could play by myself or with friends without needing to spend 100 + hours learning how to code. I don't know if this is possible but I have a question that I'm here to ask today? I downloaded MCC sandbox and was told to start there. My goal at the end of this is to create a completely Dynamic mission for me and possibly other friends to play when we have time, and I do not know if that is possible but I would like to ask the community. I have rhs plus a ton of other mods. I'm talking 64GB+ of vehicles, uniforms, textures, xcetera. All I want is to make a simple mission where I'm able to set up my starting units and maybe create a base in the editor. And then somehow have a way, to get dispatched to go take out targets and do certain missions with varying Rewards. Those rewards with then allow me to upgrade the base. I know there used to be a lot like this that worked with rhs, however it is no longer being updated. I wish this game was as simple as, I throw all that unit I want into a certain type of pool, and that the game will use them for each side, but I understand that this is not the case. Is what I am asking too much or is it possible? Thank you for any help!
  21. Hello, when i clicked 'Crunch' buttons on pboProject i got a message like 'Packing failed' error message on dos: <Creating a land_class config> ..H..WARNING***:lod 8: trailing space(s) detected in property 'explosionshielding ' = '0.1' b_ficusc1s_f.p3d trailing spaces in named selection(s) and/or properties error message image under here https://i.imgur.com/SmHNcs3.png i was wondering if you could help me Thank you.
  22. Hello! I have played about with the editor forever but now I'm starting to get into scripting. I have come up with an idea to implement a battlefield-like "mCom" system. I am in need of some help, I'm not sure how to script correctly and am struggling to get this to work. I have an sqf called "mCom" in it is the following; mCom1Armed = false mCom1Destroyed = false; if (playerSide = WEST) then [ [ _mCom1, //// Object to add Action to, create this object in editor "Arm mCom", //// Add Action title "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", //// Icon shown while Idle "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", //// Progression Icon shown "_this distance _target < 3", //// Condition for the action to be shown "_caller distance _target < 3", //// Condition for the action to be in progress {_this call s_fnc_armingStarted}, //// Code exectuted when Action starts {}, //// Code executed on every progression tick {_this call s_fnc_armingComplete, ,mCom1Armed = true}, //// Code on completion {_this call s-fnc_armingCancelled}, //// Code on interrupted [], 15, //// Activation duration (seconds) 0, //// Priority (not sure what this is for) true, //// Remove on completion false, //// Show in unconscious state ] remoteExec ["BIS_fnc_holdActionAdd", -2, _mCom1]; ]; I have another sqf called "countDown" with the following code; _timer = 300; [ _timer = _timer -1; ] call BIS_fnc_loop; hint "The mCom has been Armed! /n it will detonate in 5 minutes!"; if (_timer = < 120 ) then [ hint "Two minutes until the mCom detonates!"; ]; if (_timer = < 60 ) then [ hint "One minute until the mCom detonates!"; ]; if (_timer = < 30 ) then [ hint "30 seconds until the mCom detonates!"; ]; if (_timer = < 1) then [ bomb = "Bo_GBU12_LGB" create vehicle getmarkerPos "mCom1Mark"; mCom1Destroyed = true; ]; Then I have a folder filled with custom functions. All sqf's One being "s_fnc_armingStarted"; if (playerSide = WEST && mCom1Armed = true) then [ hintSilent "Your team are arming the mCom"; ]; if (player side = EAST && mCom1Armed = true) then [ hintSilent "The enemy team are arming the mCom"; ]; Another; "s_fnc_armingComplete"; if (playerSide = WEST && mCom1Armed = true) then [ hintSilent "Your team have armed the mCom!"; ]; if (player side = EAST && mCom1Armed = true) then [ hintSilent "The enemy team have armed the mCom! /n quickly disarm it!"; ]; execVM "countDown.sqf"; And one more, "s_fnc_armingCancelled"; if (playerSide = WEST && mCom1Armed = true) then [ hintSilent "You have stopped Arming the mCom!"; ]; if (player side = EAST && mCom1Armed = true) then [ hintSilent "The enemy team have stopped Arming the mCom"; ];
  23. SabreWarrior27

    Rigging HELP!

    Hi, I'm hoping this is the right place! I am tasked with rigging on a mod team i am in. I have an fbx that seems to be weighted but none of the bones seem to be named correctly and some of the weights don't seem right or are missing. Is there anyone who can help me with this? I simply cannot seem to figure out how to rig in arma. And I have watched that german guys videos but he gives no help to oxygen 2. Someone please help me. Basically its a uniform. The configs and everything work, but the armor doesn't even apear in game because its not rigged. If you could help me that would be great. Thanks
  24. After launching Arma gold for the first time I am greeted with this: https://ibb.co/c48H9w Any suggested fixes? I assume It's probably direct x but I am not sure how to check.
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