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Found 729 results

  1. Dustin Talbot

    game freees/crashes

    if anyone can help me message me on steam monkayman1
  2. When i shoot in third person it sounds loud like its supposed to when i go first person the gun sound low like a toy gun shooting
  3. I was making a mission where a base in under attack and a group of about 20 men (all in hunters) are on there way to reinforse it. The enemies come in via air trasnport and when the ai see them they all stop and dismount. I tired making the AI careless but when I do that they just get out of the hunters at the start and barly even move. I have tried locking the hunters and that does not work either. Please help!
  4. Hi all, I have a something of a predicament before me. I find it very enjoyable making simple scenarios for myself to replay as short, fun showcases of squad-level infantry tactics, armored warfare, and combined arms using the fairly realistic assets afforded by RHS and the various Bundeswehr gear mods. I feel I Have a fairly decent grasp of mission structure and what makes a mission fun while still incorporating the somewhat realistic objectives, circumstances, and jargon I've picked up through my service. Unfortunately, I don't have an expert grasp on the Eden Editor. I can use waypoints and triggers effectively to create a fairly simple and effective version of a real mission, and can use simple ambientAnim scripts to provide a fairly varied environment, but I lack the intimate knowledge with the Editor to use more advanced scripting, and creating actual tasks. My request is this. Is it possible that any advanced mission or scenario makers on here would have the patience or interest in taking the basework missions I have provided, and creating a more well-rounded and improved experience from them? I can provide the links to the missions I've made so far on the Workshop, and if anyone is interested, I would greatly appreciate it. I would absolutely love it if the simple missions I enjoy making could somehow be elevated by a more experienced hand with the interest in pursuing this LINKS: - Bundeswehr: Armored Warfare http://steamcommunity.com/sharedfiles/filedetails/?id=912514095 -Bundeswehr: Infantry http://steamcommunity.com/sharedfiles/filedetails/?id=908530453 -RHS US Combined Arms Showcase - Takistan http://steamcommunity.com/sharedfiles/filedetails/?id=914002496
  5. Hello, For some reason, my Healing system is not working when the player's legs are hit .......... Can someone help ? While {True} Do { WaitUntil {Alive Player;}; Sleep 1; While {(damage player) < 0.1} Do { Sleep 1; }; Heal_Act = Player AddAction ["<img size='1.0' color='#FFFFFF' image='Images\heal_ca.paa'/>","Heal_System\Action.sqf",[],-100,False,True,"",""]; Player SetDamage 0.26; While {(Damage Player != 0.25) And Alive Player} Do { Sleep 0.1; }; Player SetDamage 0; Player RemoveAction Heal_Act; };
  6. This is working but if a new player connects and spawns its giving players on the other team their loadout addWeapon etc. Each side has a specific unit I.e: west = "B_engineer_F", east= "O_engineer_F" and res = I_engineer_F then each units class has its own loadout.sqf private "_this"; _this = _this select 0; { if (typeof _this == "B_engineer_F") then { [_this] execVM "loadouts\Blu_gear.sqf"}; } forEach units group _this; { if (typeof _this == "O_engineer_F") then { [_this] execVM "loadouts\Op_gear.sqf"}; } forEach units group _this; { if (typeof _this == "I_engineer_F") then { [_this] execVM "loadouts\Ind_gear.sqf"}; } forEach units group _this; then if its B_engineer_F it call this Blu_gear.sqf waitUntil {!isNull player}; waitUntil {alive player}; ["UsaSZ",800,"You have now entered the USA safe zone!","You are now vulnerable! Good luck!",1] exec "scripts\NoKillZone.Sqs"; removeAllWeapons player; removeBackpack player; player addweapon "arifle_Katiba_C_F"; player addmagazine "30Rnd_65x39_caseless_green"; player addmagazine "30Rnd_65x39_caseless_green"; player addmagazine "30Rnd_65x39_caseless_green"; player addweapon "hgun_P07_F"; player addmagazine "16Rnd_9x21_Mag"; player addmagazine "16Rnd_9x21_Mag"; player addmagazine "16Rnd_9x21_Mag"; player additem "FirstAidKit"; Its call via init.sqf call compile preprocessFileLineNumbers "playerSpawned.sqf"; player addEventHandler ["respawn", {_this execVM "playerSpawned.sqf"}]; units init. null = [this] execVM "loadouts\Blu_gear.sqf"; Respawning is working without the issue. It only takes effect when new players connect ? Do I need the code in units init? If you know the fix please post and explain why its doing it if possible. Thank you in advance !
  7. Hey guys I'm in the finishing faze of setting up the Ravage server. But I'm in deep need of people who know how take missions and have a better undertaking of Arma servers. I would love to welcome good people into my developing community as you would make a great place. And a happy friend. Contacting me Add me on steam. http://steamcommunity.com/id/AION1414/ Or come into my discord when I'm in there by connecting here. https://discord.gg/D3MsFd5 I hope to see you soon Ps I won't be at my desk untell. 12:15 mountain standard time.
  8. ARGION

    Ravage server

    Hey guys I'm in the finishing faze of setting up the Ravage server. But I'm in deep need of people who know how take missions and have a better undertaking of Arma servers.I would love to welcome good people into my developing community as you would make a great place. And a happy friend. Contacting me Add me on steam. http://steamcommunity.com/id/AION1414/Or come into my discord when I'm in there by connecting here. https://discord.gg/D3MsFd5I hope to see you soon Ps I won't be at my desk untell. 12:15 mountain standard time.
  9. I have been having this error pop up upon trying to generate layers for a terrain that I am building for the entirety of the day and I've had no clue why or how it is happening, help or a push in the right direction would be much appreciated. the Layers.cfg file class Layers { { class SirB_Rangmore_forest_pine { texture="" material="SirB\Rangmore\data\SirB_Rangmore_forest_pine.rvmat"; }; class SirB_Rangmore_snow { texture="" material="SirB\Rangmore\data\SirB_Rangmore_snow.rvmat"; }; class SirB_Rangmore_rock { texture="" material="SirB\Rangmore\data\SirB_Rangmore_rock.rvmat" }; class SirB_Rangmore_stony { texture="" material="SirB\Rangmore\data\SirB_Rangmore_stony.rvmat" }; class SirB_Rangmore_beach { texture="" material="SirB\Rangmore\data\SirB_Rangmore_beach.rvmat" }; class SirB_Rangmore_desert { texture="" material="SirB\Rangmore\data\SirB_Rangmore_desert.rvmat" }; class SirB_Rangmore_wild_grass { texture="" material="SirB\Rangmore\data\SirB_Rangmore_wild_grass.rvmat" }; class SirB_Rangmore_wildfield { texture="" material="SirB\Rangmore\data\SirB_Rangmore_wildfield.rvmat" }; class SirB_Rangmore_marsh { texture="" material="SirB\Rangmore\data\SirB_Rangmore_marsh.rvmat" }; class SirB_Rangmore_strseabed { texture="SirB\Rangmore\data\SirB_Rangmore_strseabed.rvmat" }; }; class Legend { { picture="SirB\Rangmore\source\mapLegend.png" class Colors { SirB_Rangmore_forest_pine[]={{170,190,80}}; SirB_Rangmore_snow[]={{255,255,255}}; SirB_Rangmore_stony[]={{120,120,120}}: SirB_Rangmore_rock[]={{80,80,80}}; SirB_Rangmore_beach[]={{175,160,130}}; SirB_Rangmore_desert[]={{255,190,0}}; SirB_Rangmore_wild_grass[]={{140,195,80}}; SirB_Rangmore_wildfield[]={{170,180,70}}; SirB_Rangmore_marsh[]={{158,198,90}}; SirB_Rangmore_strseabed[]={{230,230,120}}; }; }; and just in case it was an issue with an .rvmat file here is an .rvmat file ambient[]={1.5,1.5,1.5,1}; diffuse[]={0.5,0.5,0.5,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=1; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="SirB\data\SirB_Rangmore_beach_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; class Stage2 { texture="SirB\data\SirB_Rangmore_beach_co.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; what I have tried already got rid of duplicate references inside the cfg file retype the Layers.cfg file by hand take another Layers.cfg file renamed everthing made a Layers.cfg file with only four textures retype Layers.cfg file again restart the project At the moment the only other thing I can think of is that the mask_Ico is a .bmp and has slightly different RGB codes (like 1-2 in any of the R,G or B) for some pixel than what is there for the colors class, but I think that would generate a different error code and using the magic wand w/ the fill tool would be a nightmare. So once again, help me out please.
  10. I'm working on a dialog for a game mode (and potentially later a mod, we'll see). It's essentially a tablet UI covering a bunch of functions. Support requests, section orders/planning and ISTAR (intelligence gathering). I appreciate the work needed to get this done, it's a long term project. I also know there's cTab, which is a great mod but I'm looking to make something a bit more bespoke to my unit. Anyway, the dialog issue is that I can't really achieve what I want in terms of layering. I've read that the order dialog controls are defined in is the order they are layered (z-index essentially). That's great, except the map controls seem to ignore this. With the layering I have, if I put the map to ControlsBackground it can't be interacted with, but if I take it out of there into Controls, it sits on top of everything, regardless of order. The reason the map can't be interacted with is there is a controls group covering the screen area to hide any content that strays outside of the tablet image. So, does anyone know of any better way to avoid controls appearing outside a defined area, or does anyone know how to force an element to be behind another? What I intended... The "overlapping"... Overlapping with the context menu focused (clicking on it brings it to the front)...
  11. Hello guys, This is a quick question. When my switch has a string in its case, is it case sensitive? So if my input is "HELLO", is it the same as "hello"??. Thanks in advance and cheers
  12. Hello guys, As some of you know I have some functions that set the gear for my AI units. That is done through two functions: YI_fnc_setAiLoadout: this one contains the loadout choices YI_fnc_parseGear: this one gears up the unit with the selected loadout onto the units Before I mention my problem I will paste the codes and explain how each one works in better detail Here is the first one YI_fnc_setAiLoadout = { params ["_unit","_loadout"]; /* [ "", --> 0: Goggles\masks ClassName "", --> 1: Headgear ClassName ["Uniform_ClassName",[ArrayOfItemsInUniform]], --> 2: UnifromArray --> 0: UniformClassName --> 1: ArrayOfItems --> 0: Item type --> 1: Number of Item X ["Vest_ClassName",[ArrayOfItemsInVest]], --> 3: VestArray --> 0: VestClassName --> 1: ArrayOfItems --> 0: Item type --> 1: Number of Item X ["BackPack_ClassName",[ArrayOfItemsInVest]], --> 4: VestArray --> 0: VestClassName --> 1: ArrayOfItems --> 0: Item type --> 1: Number of Item X [], --> 5: Weapons array(Including binoculors) [], --> 6: Array containing primary weapon attachments, include a magazine in here too [], --> 7: Array containing handgun's weapon attachments, include a magazine in here too [], --> 8: Array containing items to be assigned (GPS, map, compass,watch etc (Binoculors and such cannot be addd here)) ] */ /*Gear array [ "",//Goggles "",//Headgear ["",[]],//Uniform ["",[]],//Vest ["",[]],//Backpack [],//Weapon [],//primary attachments [],//handgun attachments []//assigned items ] */ _gear = switch (_loadout) do { case "AT_SOLDIER": { [ "",//Goggle "H_HelmetO_ocamo",//Headgear ["U_O_CombatUniform_ocamo", [ ["Chemlight_red",1], ["FirstAidKit",1], ["30Rnd_65x39_caseless_green",2] ] ],//Uniform ["V_TacVest_khk", ["FirstAidKit",2], ["Chemlight_red",1], ["SmokeShellRed",1], ["SmokeShell",1], ["16Rnd_9x21_Mag",2], ["30Rnd_65x39_caseless_green",5] ],//Vest ["B_Kitbag_rgr", [ ["Titan_AT",2], ["Titan_AP",1], ["FirstAidKit",2] ] ],//Backpack ["launch_O_Titan_short_F","hgun_Rook40_F","arifle_Katiba_F"],//Weapon ["30Rnd_65x39_caseless_green"],//primary attachments ["16Rnd_9x21_Mag"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio"]//assigned items ] }; case "SQUADLEADER": { [ "G_Balaclava_combat",//Goggle "H_HelmetLeaderO_ocamo",//Headgear ["U_O_CombatUniform_ocamo", [ ["Chemlight_red",2], ["FirstAidKit",2] ] ],//Uniform ["V_TacVest_khk", [ ["FirstAidKit",2], ["30Rnd_65x39_caseless_green",2], ["SmokeShellYellow",1], ["SmokeshellOrange",1], ["SmokeShellRed",1], ["O_IR_Grenade",2], ["SmokeShell",2], ["HandGrenade",1], ["16Rnd_9x21_Mag",2], ["30Rnd_65x39_caseless_green",7] ] ],//Vest ["",[]],//Backpack ["hgun_Rook40_F","arifle_ARX_hex_F","Binocular"],//Weapon ["30Rnd_65x39_caseless_green","acc_pointer_IR","optic_ERCO_blk_F"],//primary attachments ["16Rnd_9x21_Mag"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"]//assigned items ] }; case "AMMO_BEARER": { [ "G_Bandanna_blk",//Goggle "H_HelmetLeaderO_ocamo",//Headgear ["U_O_CombatUniform_ocamo", [ ["FirstAidKit",2], ["Chemlight_red",1], ["30Rnd_580x42_Mag_F",1] ] ],//Uniform ["V_TacVest_khk", [ ["SmokeShell",1], ["16Rnd_9x21_Mag",1], ["FirstAidKit",2], ["30Rnd_580x42_Mag_F",9] ] ],//Vest ["B_FieldPack_cbr_Ammo", [ ["FirstAidKit",4], ["10Rnd_762x51_Mag",3], ["10Rnd_93x64_DMR_05_Mag",2], ["1Rnd_HE_Grenade_shell",6], ["MiniGrenade",3], ["HandGrenade",2], ["Titan_AP",1], ["150Rnd_762x54_Box",1], ["30Rnd_580x42_Mag_F",6] ] ],//Backpack ["hgun_Rook40_F","arifle_CTAR_hex_F"],//Weapon ["30Rnd_580x42_Mag_F","acc_pointer_IR"],//primary attachments ["16Rnd_9x21_Mag"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio"]//assigned items ] }; case "SNIPER": { [ "G_Bandanna_tan",//Goggle "",//Headgear ["U_O_FullGhillie_ard", [ ["9Rnd_45ACP_Mag",4], ["7Rnd_408_Mag",2] ] ],//Uniform ["V_BandollierB_cbr", [ ["FirstAidKit",2], ["7Rnd_408_Mag",3] ] ],//Vest ["",[]],//Backpack ["hgun_ACPC2_F","srifle_LRR_F","Rangefinder"],//Weapon ["7Rnd_408_Mag","optic_LRPS"],//primary attachments ["9Rnd_45ACP_Mag","muzzle_snds_acp"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles","ItemGPS"]//assigned items ] }; case "SPOTTER": { [ "",//Goggle "",//Headgear ["U_O_FullGhillie_ard", [ ["FirstAidKit",1], ["30Rnd_580x42_Mag_F",3], ["Chemlight_red",1] ] ],//Uniform ["V_Chestrig_khk", [ ["FirstAidKit",1], ["SmokeshellGreen",1], ["1Rnd_HE_Grenade_shell",3], ["30Rnd_580x42_Mag_Tracer_F",2], ["Chemlight_red",1], ["SmokeshellYellow",1], ["SmokeshellOrange",1], ["SmokeshellRed",1], ["Smokeshell",1], ["O_IR_Grenade",2], ["MiniGrenade",2], ["APERSTripMine_Wire_Mag",1], ["ClaymoreDirectionalMine_Remote_Mag",1], ["16Rnd_9x21_Mag",2] ] ],//Vest ["",[]],//Backpack ["hgun_Rook40_F","arifle_CTAR_GL_blk_F","Laserdesignator_02"],//Weapon ["30Rnd_580x42_Mag_F","acc_pointer_IR","muzzle_snds_58_blk_F","optic_Arco_blk_F"],//primary attachments ["muzzle_snds_L","16Rnd_9x21_Mag"],//handgun attachments ["ItemGPS","Laserbatteries","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"]//assigned items ] }; case "ENGINEER": { [ "G_Balaclava_combat",//Goggle "H_HelmetO_ocamo",//Headgear ["U_O_CombatUniform_ocamo", [ ["FirstAidKit",2], ["Chemlight_red",2], ["30Rnd_9x21_Mag_SMG_02",2] ] ],//Uniform ["V_Rangemaster_belt", [ ["FirstAidKit",1], ["HandGrenade",2], ["16Rnd_9x21_Mag",2] ] ],//Vest ["B_AssaultPack_ocamo", [ ["ToolKit",1], ["SmokeShell",10] ] ],//Backpack ["hgun_Rook40_F","SMG_02_F"],//Weapon ["30Rnd_9x21_Mag_SMG_02"],//primary attachments ["16Rnd_9x21_Mag"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"]//assigned items ] }; case "GRENADIER": { [ "",//Goggle "H_HelmetO_ocamo",//Headgear ["U_O_CombatUniform_ocamo", [ ["FirstAidKit",2], ["30Rnd_580x42_Mag_F",1], ["Chemlight_red",1] ] ],//Uniform ["V_HarnessOGL_brn", [ ["FirstAidKit",2], ["UGL_FlareYellow_F",1], ["UGL_FlareRed_F",1], ["UGL_FlareGreen_F",1], ["UGL_FlareWhite_F",1], ["1Rnd_HE_Grenade_shell",4], ["30Rnd_580x42_Mag_F",4], ["SmokeShellRed",1], ["SmokeShell",1], ["HandGrenade",1], ["16Rnd_9x21_Mag",1] ] ],//Vest ["",[]],//Backpack ["arifle_CTAR_GL_hex_F"],//Weapon ["30Rnd_580x42_Mag_F","acc_pointer_IR"],//primary attachments [],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"]//assigned items ] }; case "AT_ASSIST": { [ "G_Bandanna_blk",//Goggle "H_HelmetLeaderO_ocamo",//Headgear ["U_O_CombatUniform_ocamo", [ ["FirstAidKit",2], ["Chemlight_red",1], ["30Rnd_65x39_caseless_green",2] ] ],//Uniform ["V_TacVest_khk", [ ["SmokeShell",1], ["16Rnd_9x21_Mag",1], ["30Rnd_65x39_caseless_green",9] ] ],//Vest ["B_FieldPack_cbr_Ammo", [ ["FirstAidKit",4], ["Titan_AT",1], ["Titan_AP",3], ["MiniGrenade",2], ["HandGrenade",2], ["SmokeShellBlue",3] ] ],//Backpack ["hgun_Rook40_F","arifle_Katiba_F","Laserdesignator_02"],//Weapon ["30Rnd_65x39_caseless_green","acc_pointer_IR"],//primary attachments ["16Rnd_9x21_Mag"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_OPFOR"]//assigned items ] }; case "DIVER": { [ "G_O_Diving",//Goggle "",//Headgear ["U_O_Wetsuit", [ ["Chemlight_red",4], ["SmokeShellRed",2], ["20Rnd_556x45_UW_mag",1] ] ],//Uniform ["V_RebreatherIR",[]],//Vest ["B_ViperLightHarness_blk_F", [ ["MineDetector",1], ["Chemlight_red",1], ["FirstAidKit",4], ["Chemlight_green",2], ["Chemlight_blue",4], ["MiniGrenade",2], ["20Rnd_556x45_UW_mag",4] ] ],//Backpack ["arifle_SDAR_F"],//Weapon ["20Rnd_556x45_UW_mag"],//primary attachments [],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_OPFOR"]//assigned items ] }; case "MARKSMAN": { [ "",//Goggle "H_Bandanna_cbr",//Headgear ["U_O_GhillieSuit", [ ["FirstAidKit",3], ["10Rnd_93x64_DMR_05_Mag",2] ] ],//Uniform ["V_Rangemaster_belt", [ ["HandGrenade",2], ["SmokeShell",2], ["SmokeShellRed",1] ] ],//Vest ["B_AssaultPack_cbr", [ ["FirstAidKit",3], ["9Rnd_45ACP_Mag",2], ["10Rnd_93x64_DMR_05_Mag",5] ] ],//Backpack ["hgun_ACPC2_F","srifle_DMR_05_hex_F","Rangefinder"],//Weapon ["10Rnd_93x64_DMR_05_Mag","bipod_02_F_hex","optic_KHS_hex"],//primary attachments ["9Rnd_45ACP_Mag"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio"]//assigned items ] }; case "MEDIC": { [ "",//Goggle "H_HelmetO_ocamo",//Headgear ["U_O_CombatUniform_ocamo", [ ["30Rnd_65x39_caseless_green",2], ["Chemlight_red",1], ["FirstAidKit",1] ] ],//Uniform ["V_TacVest_khk", [ ["Chemlight_red",1], ["SmokeSHhellYellow",1], ["SmokeSHhellOrange",1], ["SmokeShellRed",1], ["SmokeShell",1], ["16Rnd_9x21_Mag",3], ["30Rnd_65x39_caseless_green",6] ] ],//Vest ["B_TacticalPack_ocamo", [ ["FirstAidKit",15], ["Medkit",1], ["SmokeShell",10] ] ],//Backpack ["hgun_Rook40_F","arifle_Katiba_F"],//Weapon ["30Rnd_65x39_caseless_green","acc_pointer_IR"],//primary attachments ["16Rnd_9x21_Mag"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio"]//assigned items ] }; case "MACHINEGUNNER": { [ "",//Goggle "H_HelmetO_ocamo",//Headgear ["U_O_CombatUniform_ocamo", [ ["16Rnd_9x21_Mag",2], ["HandGrenade",1], ["SmokeShell",1], ["FirstAidKit",1] ] ],//Uniform ["V_PlateCarrier2_rgr_noflag_F", [ ["FirstAidKit",2], ["SmokeShellPurple",2], ["SmokeShell",2], ["SmokeShellRed",1], ["150Rnd_762x54_Box",2] ] ],//Vest ["",[]],//Backpack ["hgun_Rook40_F","LMG_Zafir_F"],//Weapon ["150Rnd_762x54_Box","acc_pointer_IR","optic_Holosight_blk_F"],//primary attachments ["16Rnd_9x21_Mag"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio"]//assigned items ] }; case "RIFLEMAN": { [ "G_Balaclava_combat",//Goggle "H_HelmetO_ocamo",//Headgear ["U_O_CombatUniform_ocamo", [ ["FirstAidKit",2], ["30Rnd_580x42_Mag_F",2], ["Chemlight_red",1] ] ],//Uniform ["V_TacVest_khk", [ ["FirstAidKit",2], ["30Rnd_580x42_Mag_F",2], ["SmokeShellRed",1], ["SmokeShell",3], ["O_IR_Grenade",2], ["HandGrenade",2], ["16Rnd_9x21_Mag",2] ] ],//Vest ["",[]],//Backpack ["hgun_Rook40_F","arifle_CTAR_hex_F","Binocular"],//Weapon ["30Rnd_580x42_Mag_F","acc_pointer_IR","optic_Aco"],//primary attachments ["16Rnd_9x21_Mag"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio"]//assigned items ] }; case "RECON_SQUADLEADER": { [ "G_Balaclava_combat", "H_Bandanna_cbr", ["U_O_GhillieSuit", [ ["Chemlight_red",2], ["30Rnd_65x39_caseless_green",1], ["10Rnd_50BW_Mag_F",2], ["FirstAidKit",2] ] ],//Uniform end ["V_TacVest_khk", [ ["16Rnd_9x21_Mag",2], ["HandGrenade",1], ["O_IR_Grenade",2], ["SmokeShell",2], ["SmokeShellRed",2], ["SmokeShellOrange",1], ["30Rnd_65x39_caseless_green",2], ["FirstAidKit",2] ] ],//Vest End ["", [] ],//BackPack End ["arifle_ARX_blk_F","hgun_Rook40_F","binocular"], ["optic_ERCO_blk_F","muzzle_snds_65_TI_blk_F","acc_pointer_IR","30Rnd_65x39_caseless_green"], ["16Rnd_9x21_Mag"], ["ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","NVGoggles"] ] }; case "RECON_MARKSMAN": { [ "",//Goggle "H_Bandanna_cbr",//Headgear ["U_O_GhillieSuit", [ ["10Rnd_93x64_DMR_05_Mag",2], ["FirstAidKit",3] ] ],//Uniform ["V_Rangemaster_belt", [ ["SmokeShell",2], ["HandGrenade",2], ["SmokeShellRed",1], ["FirstAidKit",1] ] ],//Vest ["B_AssaultPack_cbr", [ ["10Rnd_93x64_DMR_05_Mag",7], ["9Rnd_45ACP_Mag",2], ["FirstAidKit",3] ] ],//Backpack ["srifle_DMR_05_hex_F","hgun_ACPC2_F","rangefinder"],//Weapon ["optic_KHS_hex","bipod_02_F_hex","10Rnd_93x64_DMR_05_Mag","muzzle_snds_93mmg_tan"],//primary attachments ["9Rnd_45ACP_Mag"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","NVGoggles"]//assigned items ] }; case "RECON_MEDIC": { [ "",//Goggle "H_HelmetO_ocamo",//Headgear ["U_O_GhillieSuit", [ ["30Rnd_556x45_Stanag",2], ["Chemlight_red",1], ["FirstAidKit",2] ] ],//Uniform ["V_TacVest_khk", [ ["SmokeShell",1], ["SmokeShellRed",1], ["SmokeShellOrange",1], ["SmokeShellYellow",1], ["Chemlight_red",1], ["HandGrenade",2], ["30Rnd_556x45_Stanag",3], ["16Rnd_9x21_Mag",3] ] ],//Vest ["B_TacticalPack_ocamo", [ ["Medkit",1], ["FirstAidKit",15], ["SmokeShell",10] ] ],//Backpack ["hgun_Rook40_F","arifle_Mk20_plain_F"],//Weapon ["30Rnd_556x45_Stanag","muzzle_snds_M"],//primary attachments ["16Rnd_9x21_Mag"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","NVGoggles"]//assigned items ] }; case "RECON_SCOUT": { [ "",//Goggle "H_HelmetO_ocamo",//Headgear ["U_O_GhillieSuit", [ ["FirstAidKit",2], ["Chemlight_red",1], ["30Rnd_65x39_caseless_green",2] ] ],//Uniform ["V_TacVest_brn", [ ["SmokeShellRed",1], ["SmokeShell",1], ["HandGrenade",1], ["16Rnd_9x21_Mag",2], ["30Rnd_65x39_caseless_green",5] ] ],//Vest ["",[]],//Backpack ["hgun_Rook40_F","arifle_Katiba_F","binocular"],//Weapons ["30Rnd_65x39_caseless_green","acc_pointer_IR","muzzle_snds_H","optic_Arco_blk_F"],//primary attachments ["16Rnd_9x21_Mag"],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","NVGoggles"]//assigned items ] }; case "H_PILOT": { [ "",//Goggle "H_PilotHelmetHeli_O",//Headgear ["U_O_PilotCoveralls", [ ["FirstAidKit",1], ["SmokeShellYellow",1], ["SmokeShellOrange",1], ["Chemlight_yellow",2], ["SmokeShellRed",2], ["30Rnd_9x21_Mag_SMG_02_Tracer_Green",3] ] ],//Uniform ["",[]],//Vest ["B_Parachute",[]],//Backpack ["SMG_02_F"],//Weapon ["30Rnd_9x21_Mag_SMG_02_Tracer_Green","optic_ACO_grn_smg"],//primary attachments [],//handgun attachments ["ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","NVGoggles_INDEP"]//assigned items ] }; default {throw format["YI_fnc_setAiLoadout: Loadout %1 not set",_loadout]}; }; [_unit,_gear] call YI_fnc_parseloadout; if (_loadout isEqualTo "AT_SOLDIER") exitWith { sleep 5; _unit addSecondaryWeaponItem "Titan_AT"; }; }; As you see above there is one BIIIIIG array that contains strings inside of it and even more arrays which contain more arrays. At the top of the code, I have already written what is expected in each element. FYI, there is no issue up there as far as I am aware, but I posted it anyways because my second function depends on this. My second function is as follows: YI_fnc_parseLoadout = { params ["_unit","_gear"]; removeAllWeapons _unit; removeUniform _unit; removeHeadgear _unit; removeBackpack _unit; removeAllAssignedItems _unit; removeAllItems _unit; removeVest _unit; removeGoggles _unit; _goggles = _gear select 0; _head = _gear select 1; _uni = _gear select 2; _vest = _gear select 3; _back = _gear select 4; _weap = _gear select 5; _prim = _gear select 6; _sec = _gear select 7; _ass = _gear select 8; if (_goggles != "") then {_unit addGoggles _goggles;}; if (_head != "") then {_unit addHeadgear _head;}; if (_uni select 0 != "") then {_unit forceAddUniform (_uni select 0);}; if (_vest select 0 != "") then {_unit addVest (_vest select 0);}; if (_back select 0 != "") then {_unit addBackpack (_back select 0);}; if ((count _ass) != 0) then { { if (_unit canAdd _x) then { _unit addItem _x; _unit assignItem _x; }; }forEach _ass; };//Items Assigned if ((count (_uni select 1)) != 0) then { { uniformContainer _unit addItemCargoGlobal [_x select 0,_x select 1]; }forEach (_uni select 1); };//Uniform Items Added if ((count (_vest select 1)) != 0) then { { vestContainer _unit addItemCargoGlobal [_x select 0, _x select 1]; }forEach (_vest select 1); };//Vest Items Added if ((count (_back select 1)) != 0) then { { backpackContainer _unit addItemCargoGlobal [_x select 0,_x select 1]; }forEach (_back select 1); };//BackPack Cargo added if ((count _weap)!= 0 ) then { { _unit addWeapon _x; }forEach _weap; };//Adding Weapons if (primaryWeapon _unit != "") then { if((count _prim) != 0 ) then { { _unit addPrimaryWeaponItem _x; }forEach _prim; }; };//Primary weapon items attded if (handgunWeapon _unit != "") then { if((count _sec) != 0) then { { _unit addHandgunItem _x; }forEach _sec; }; };//Pistol items added }; Now, this function simply takes the big array that contains the loadout and sets the AI up with it. (PS. This is partially my next update for my Custom AI Creator) set, however, I get this error in my RPT file: 7:40:43 Error in expression <tContainer _unit addItemCargoGlobal [_x select 0, _x select 1]; }forEach (_vest > 7:40:43 Error position: <select 0, _x select 1]; }forEach (_vest > 7:40:43 Error Generic error in expression 7:40:43 File C:\Users\User\Documents\Arma 3 - Other Profiles\Sfc%2e%20Y%2eIbrahim\mpmissions\SaltLake.Altis\DAC\DAC_functions.sqf, line 673
  13. Hi, I've been having issues joining a large majority of servers at the moment specifically ones running mods despite using A3 launcher and downloading and enabling mods manually myself. While joining most servers I receive the message connection with host host has been lost and I get booted back to the main menu. This can be seen in the video listed below. I initially went to the CCG forum page and made a thread there but had no real success. http://customcombatgaming.com/forums/index.php?/topic/28100-connection-with-host-has-been-lost-searched-online-for-answers-for-hours/ Actions I have taken so far: - Reinstalled the game - Reinstalled all mods manually and through A3 launcher - Launched the maps in single player prior to joining. - Deleting and then validating several folders such as my profiles and addons etc. - A factory reset of my computer in between the CCG post and now. - Also used the CCG launcher for a CCG specific server (this attempt is seen in a video below) - The idea initiated as an ISP blocking the game servers are incorrect as friends with the same ISP are able to join the servers with little error. Anomalies: I was able to load into a wasteland server earlier today before installing any mods on tanoa but then when trying to join an exile Chernarus server that same day I occured the same error I had several months ago. If you require any additional information or have any advice i'm willing to provide and follow. Please help me out. Thanks :) Going to throw in this RPT file copy pasta if anybody in the future would need it. (Sorry for the unnecessary post still trying to get used to using forums) https://pastebin.com/WDznYRFq Standout line I found was: 20:42:24 Deinitialized shape [Class: "C_Soldier_VR_F"; Shape: "a3\characters_f_bootcamp\common\vr_soldier_f.p3d";] 20:42:24 Deinitialized shape [Class: "B_Soldier_F"; Shape: "a3\characters_f\blufor\b_soldier_01.p3d";] 20:42:24 c:\w\stable\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing! 20:42:27 Extensions: Anomaly: WAS ABLE TO JOIN 2 EXILE SERVERS IN SUCCESSION WITH A 5 MINUITE TIME GAP. AFTER A SERVER RESET I WAS NO LONGER ABLE TO JOIN ANYMORE EXILE SERVERS. Upodates: - Also affects non-exile servers
  14. I have a question concerning the details of a scenario I'm in the process of working. I'd like to simulate being part of the 11th ACR at the height of the Cold War in the 80's, roughly around the time of Able Archer 83. My problem is I can't find with exact detail the precise components of an Armored Cavalry Troop, which is roughly the same as an Armored Company. I'm aware that 11th Armored Cavalry Regiment was broken up into Squadrons, with each having an HQ Troop, 4 Armor Troops, and an Anti-Tank Troop. I know that the Armor Troops had 4 M1 Abrams each, however I'm unaware of the composition of the HQ and AT Troops. It is these I'd like to represent with some detail, which I've been unable to find. I'm aware it's a somewhat lengthy and kind of out there request, but if anyone can help it would be greatly appreciated!
  15. im unable to connect to my server useing tadst and im given this error. any help is awsome many thanks, ultra <21:50:35> "Pte. H. Bowker": 21:50:22 mpmissions\__cur_mp.Takistan\mission.sqm/Mission/Entities/Item82/Entities/Item0.type: Vehicle class CUP_B_BAF_Crew_MTP no longer exists 21:50:22 Mission OP_20Saracen_20StormV3.Takistan read from bank. 21:50:22 Player Pte. H. Bowker disconnected.
  16. Hey guys, I have a real strange problem. I'm not sure how to describe it exactly, and what is causing it, so I don't post a script snippet yet, until you tell me what you need to see. I hope someone can point me into the right direction. I wrote a few scripts which are simply "simulating" a conversation between the player and the civilian unit. It's executed by an "addaction" command added to all civilians. Finally the conversation leads whether to some intel, like an HVT, a weapons cache or hostages, which is being marked on the map after the conversation has been ended. It works very well so far. Also these side missions are working fine. The only and very strange thing is: After finishing such a mission (i.e. destroyed a weapons cache which intel was given by a civilian via conversation), everything is fine - EXCEPT when talking to a civilian then, there's no dialog visible anymore. Lips are moving (setrandomlip true;), sometimes intel is gathered (depends on players reputation and random selection), so to say: Everything is still working - except there's no chat (between player and civilian) visible anymore! And there's NO error in the log, "show script errors" startup commandline doesn't show anything, nothing can be found inside the RPT files, just nothing! I have to mention that the dialogs are visible as long as I don't finish any of the mission from collected intel. In example: When I talk to civilian, luckily get some intel about sth (i.e. hostages somewhere), then I can talk to any civilian and the dialogs (siechat) are visible AS LONG AS I don't rescue the hostages, But as soon as the hostages are rescued, dialogs will not be shown anymore when talking to civilians. I'm really at the end of knowledge..... no error messages, no possibitlity to debug this... What could be the rason for this behavior? Thank you very much in advance!
  17. This is a recent issue. I've had ACE 3 installed in the past, it's not enabled. This is a really weird issue. It applies to everything I play except editor missions, and multiplayer. Here's the error: https://i.imgur.com/cw2fKeB.jpg
  18. Hello! I want to add an action to all corpses in the map, but apply it only once. I have a trigger that adds addAction to all corpses every second, but the problem is that it creates duplicate entries. Is there some easy way I can mark these corpses so that they will be ignored for addAction in further triggers? Some IF sentence or something? Here is the code I have been using in my trigger: { _x addAction["Loot","Cash150.sqf","",0,false,false,"",'(alive player) && player distance _target < 3'];} forEach allDeadMen;
  19. So, I recently purchased a dedicated Arma 3 server, the server is running on Linux, and runs vanilla Arma 3 without any problems. I decided to test out some mods, that I plan to use on the server, at first the mods would'n load correctly and I ended up changing the .pbo files in the addons folder for each mod to all lowercase names, this fixed the loading problems and the mods seemed to load. Once I joined the server I noticed that some of the vehicle from certain mods wouldn't show up in Zeus, missions with these vehicles in them wouldn't load either, the main mod in question is "CUP Vehicles" and "CUP Units". On the other hand i'm able to use modded weapons on the server and i'm able to place "CUP Terrain" Objects through Zeus. Server Log: http://pastebin.com/bdH4L24U
  20. Hello people when i try to play arma 3 it brings up the message "Problem occurred when saving profile data. The file may be set to read-only or can be blocked by another instance of the game (e.g., dedicated server) It stops me from creating a scenario and playing that scenario or playing a downloaded scenario If their is a solution please help I have already tried Reinstalling, Verifying game files Reinstalling Steam Asking friends/family for help and Searching the forums or Armaholic, Bohemia Interactive, and many other places Please help
  21. Hi guys, So i have been deving a terrain for quite a while now but i have run into a massive issue. I open terrain builder (as admin) and that works fine. then i go to open my project and that is where shizle hits da fan XD. It seems to start opening my map then it crashes. I have verified the integrity of a3 tools and that did nothing. i also ran a troubleshoot compatibility on the terrain builder exe and that did nothing. Have you got any ideas on how to fix this as this only started today. When i checked yesterday i could open and close the project fine ( and did so many times as i was making roads) Thanks in advance Harry
  22. I am learning to make a new map and I think I messed up somewhere. My main grid line is not centered: http://i.imgur.com/MlYgY5h.png And when I zoom in I get these slashes in the grid squares: http://i.imgur.com/62Ql2k3.png Where did I mess up?
  23. endonngn

    Cant Start Arma 3

    Hello Today i downloaded Arma 3 from Steam As i Started it The Client normaly opend but then after i pressed the Start Button 2 small Windows opened and it said Picture Error or Image Error i think in german its Ungültiges Bild and it closes i cant play/start the game pls help i wana play this game again
  24. Okay so before adding a bunch of addons/mods the game ran fine... now that all the addons/mods are added i will reach the main menu and the game will close saying this https://gyazo.com/c331d52bd361224aee925788fff282c6 Here's a list of the mods/addons i added: https://gyazo.com/da298aafb0af74ed4ea55bba6633211e Any ideas on how to fix this??
  25. StoRm Thunder

    Help with catching a hack

    Hi guys, The past 5 days we have been experiencing a hacker coming on to our server. Server will start up and all players start joining, we have been scanning through each player to see their hours etc to try and catch him out. This has not gone so well. After awhile all players will be blown up or thrown across the map then from our dedicated box I will see the arma.exe close on its own. I noticed in the logs that all players get the "Slow connection" notification coming up then the server will drop. I have googled this till i've gone blind! Only thing which looks close as possible would be a RE hack. The dedicated box is not getting DDoS or anything like that at all. Has anyone experienced this or has some type of solution, i emailed Bohemia and they told me to reinstall the server it sounds like a DDoS.... I can tell you now this is not the case. Thanks!
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