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Found 729 results

  1. Hello, I'm trying to figure out how to use this function: BIS_fnc_prepareAO I understand the function needs a trigger placed for it to work. Just not understanding how to use it fully. thanks for the help in advance.
  2. Hey, i made a simple 3D Object and ported it into Arma 3, the problem is, that the Rescue Basket isn't floating on the Water, it just drops down. So my question is, how do i make the Rescue Basket swimming on the Water?
  3. How could I drop a bomb where my cursor is at (coordinates), with or without people being nearby?
  4. Hi all Everytime I play Arma 3 Overthrow after about 5-10 mins It crashes and I get this error message status_heap_corruption 0xc000037 Mods I am using @Overthrow @CBA @ACE @RHSGREF @RHSUSAF @RHSAFRF @TFAR https://www.dropbox.com/s/47ebbzymfi41l0k/ArmaReport_Log_20161202T115003_User.zip?dl=0 Crash file
  5. Hello everyone, after briefly learning how to snipe on Ace by watching videos i've got some questions that YouTube wasn't able to answer. First of all i'm using the Intervention along with the Vector 21 so i can sync data to the ATragMX without copying and pasting all the time, after that i get the temperature, the humidity and the barometric pressure from the Kestrel 4500 and copy-paste it on the ATragMX. I auto-set the crosswind and the headwind and get the average Wind SPD of around 30 seconds, and i paste the min on 1 on the Wind Speed on the Target tab of the ATragMX followed by the max value on 2 and then the wind direction, if the min and max are the same then i just input the same value on both fields. Finally i take the shot and re-adjust properly if i miss. I collect all the data standing up without being blocked by bushes/trees. Is there any way to collect the wind data more efficiently? Cause most of the time my shots are landing left or right of the enemy, and am i inputting the wind correctly inside ATragMX because almost all the people i've watched are doing it differently (most of my shots are on ~1400km). If i missed anything i will explain it, just ask for it.
  6. Hey there! So no matter the number i put in for "armor=____" I cant seem to get it to translate to the game... Anyone have any ideas? heres my config section for the vests. class Custom_Vest: Vest_Camo_Base { scope = 2; displayName = "Project Honor Platecarrier"; picture = "-"; model = "A3\Characters_F\BLUFOR\equip_b_Vest01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Project_Honor\Data\moh_vest_template.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; containerClass = "Supply120"; mass=80; armor = "5*0.5"; passThrough=0.3; hiddenSelections[] = {"camo"}; }; };
  7. Hello everyone. I've been learning to add templates to Arma3 for a few days, I've read many articles, videos and wiki pages, but finally I can add my templates to the game, but now I'm having a hard time refining some details, and I think maybe someone here knows Show me the right way. My initial idea is to create a map and new units to illustrate the operations of the police (and also of the law) in the Brazilian favelas, for this I am modeling a series of modular houses to create the map and its People's low income are usually built with poor quality materials, with very thin walls, which allows assault rifle projectiles to penetrate surfaces. My current PROBLEM is in the matter of penetration level of the materials, I have not yet found much documentation on this, although I have already read in the official Weapon Wiki about these parameters should be inserted in the "Fire Geometry", but I found nothing conclusive It gives me a sure path of how to progress from here. My first "house" model Thankyou All
  8. Hi, im doing an Arma 3 altis life server and i want to put an ID card system or passports that when you press a key, you give the ID Card or Passport to the other players but i dont know how i put that system. someone know the script or what i have to do and how to quit the nametags of the players? (what folder i have to modify, the archive i have to modify or create...) i have the server in Nitrado, Thanks
  9. mon respawn est gérer par : respawn = "BASE"; respawndelay = 10; J'ai aussi le module de 1er soin de l'editeur. j'ai un problème, lorsque je respawn car j'ai été "oneshot" (tir a la tête ou par un explosif..bref), je peut respawn et retourner sur le terrain et tout ce passe bien. MAIS si je suis blesser (au sol en attente d’être soigner,module de 1er soin) et que je clic sur "réaparition", là les IA ne me verront même plus et ne me tirs plus dessus quand je vais vers eux. Voila, merci d'avance pour vos réponse. Si un jour mon problème est régler j'aimerais implémenter dans ma mission le fait de pouvoir ajouter des soldat a mon escouade ingame grâce a un menu. un peu comme dans EVO RED mais sans avoir a payer. En espérant qu'il y'a des français ici..
  10. I've heard before that you can edit a config to allow more flashlights to be visible at once. As standing in a group of 32 units, only a small handful have flashlights visible. Moving around changes which of these are active. My question is, where is the config and what do I edit to allow more lights/flashlights to be visible. I've searched this extensively and only found different flashlight related questions. Edit: The max I can seem to get on the default setting is 7 units flashlights, or 6 when I turn on my own. Which has always ruined the immersion in dark or night time missions I've made for myself.
  11. Hi all i was just wondering if it would be possible for someone to help me with my terrain. First off i used Stratis's config.cpp as a template and changed it suitable to my needs for my island. This means i used Stratis's lighting and my terrain is supposed to be dark and somewhat gloomy, but it is bright like a Greek island, would it be possible to ask someones advice and what lines of code in the config i could change to achieve this effect ?
  12. Hello. First off, I want to apologize if I have posted this topic in the wrong area, but I think it's right. If not, oh well. Oops. Anyway, on to my script. What I am trying to do is make a script for the civilians in my mission to make them behave in a certain way by playing some of the cowering type animations in A3. I managed to get the basic idea working by spawning the commands manually into each units initialization field but when I try to define a function and call that I get issues. inside the civ units init: init.sqf: functions.sqf; The problem I am having is I get the error message "Error: Undefined Variable in Expression: this" and the line of code it shows above that is "0 = [] spawn { |#|this playMove "ApanPknlMstpSnonWnonDnon_G01"; };" or something along those lines. I feel like the problem isn't really a problem at all, I'm just missing something obvious or I'm still just completely unfamiliar with scripting in general. I have tried several things but I just can't seem to get it working. Anyone know what is wrong? Thanks in advance for the help (if anyone actually responds lol).
  13. So, i was tryng to make the AI (opfor) present in the entire level surrender when their total force is reduced to below 10 alive. So in the "On condition" space on the trigger configuration, I inserted the code below: ({alive _x && side _x == east} count thisList) < 10 The "on condition" part above works fine, if i select end#1 and kill some of the enemy. in other topic (from 3 years ago), someone gave a solution to a similar problem with a code that goes like this: ["({(side _x) == east} count allUnits) <= 10", "{if(side _x == east) then { _x playMoveNow 'AmovPercMstpSsurWnonDnon'; _x disableAI 'ANIM'; _x setCaptive true;}} foreach allUnits; win = true;", ""]; So i tried to insert that in the "On activation space" only this part: "{if(side _x == east) then { _x playMoveNow 'AmovPercMstpSsurWnonDnon'; _x disableAI 'ANIM'; _x setCaptive true;}} foreach allUnits; win = true;", ""]; I tried understand the mistake and change some brackets or inserting the original code, and i still get a error (more common one is "on activation missing"). And of course, it doesn't work because i really dont know what i am doing. I not sure if i am making a mistake on the On condition and on activation spaces and how this sections work or is some brackets that i leave behind. (I cannot find a surrender module o A3 either) If someone could help. The original post of 2013. https://forums.bistudio.com/topic/158387-how-to-entire-side-surrender/?hl=surrender Ps- Sorry for the bad english.
  14. Ben Laden

    Can't launch Arma 3

    When i launch the game i get the following errors Exception Processing Message -xc000007b Parameters 0x7ff90fc41d28 0xc000012f 0x7ff90fc41d28 bad image 0xC000012F - STATUS_INVALID_IMAGE_NOT_MZ I've tried updating directX, i've reinstalled the game, i've also looked at Dependency Walker, which gives about 20 dx files i think not found. Please Help
  15. Hello there, I'm making a control tower that can control multiple border gates for an upcoming server. Relatively new to scripting, and only know the abseoulte basics. All have to start somewhere. So the set up is, I have an addiction to open the script file on the Init of a object. Firstly how would I remove that add action after it has executed the script file Next part, the script so far (pls dont comment on my newbness :) _target = _this select 0; _caller = _this select 1; _actionId = _this select 2; //North Gate 1 _caller addAction ["Open North Gate 1", {NG_1 animate ["Door_1_rot", 1]}]; _caller removeAction _actionId; _caller addAction ["Close North Gate 1", {NG_1 animate ["Door_1_rot", 0]}]; _caller removeAction _actionId; So what this displays is only the second addaction, Close northgate 1, which is not what I would want to do. Ideally I would like to the person to only see the Close North Gate Addaction after executing the open northgate Addaction and for the Open Northgate addaction to be removed?. Im unsure how to write this using the SQF syntax, and have been scratching my head for the last 2 hours. Also after executing Close Northgate I would like them to see the Open northgate again. How would I go about doing this? Thanks for any help you give me! Regardless of the type of help, all help will be greatly appreciated Best Regards Rhys Priestland
  16. Hi, I have been making a custom building and am on the final few stages of it, However I cant seem to get the windows to work (I have never done windows before and am a bit lost) If anyone could link me to a guide on how to do windows that would be much appreciated or tell me what I need to do in the comments. Config.cpp #include "config_macros_glass.hpp" class CfgPatches { class CG_CityBank { unit[] = {"CG_CityBank"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Structures_F"}; }; }; class CfgVehicles { class House; class House_F: House{}; class CG_CityBank : House_F { scope = 2; model = "\CG_Buildings\CG_CityBank.p3d"; displayName = "City Bank"; vehicleClass = "CG_Category"; editorCategory = "CG_Category"; edtiorSubcategory = "CG_Structures"; cost = 50000; author = "CG_JimmyBulmer"; class AnimationSources { class Door_01_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_02_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_03_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_04_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_05_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_06_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_07_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_08_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class VaultDoor_Handle_Rotation { source = "user"; initPhase = 0; animPeriod = 10; }; class VaultDoor_Full_Rotation { source = "user"; initPhase = 0; animPeriod = 10; }; class Glass_1_Source { source="Hit"; hitpoint = "Glass_1_"; }; }; class UserActions { class VaultDoor_Open { displayName = "Open Vault Door"; position = "VaultDoor_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""VaultDoor_Handle_Rotation"" < 0.5"; statement = "this animate [""VaultDoor_Handle_Rotation"", 1]; this animate[""VaultDoor_Full_Rotation"", 1];"; }; class VaultDoor_Close { displayName = "Close Vault Door"; position = "VaultDoor_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""VaultDoor_Handle_Rotation"" >= 0.5"; statement = "this animate [""VaultDoor_Full_Rotation"", 0]; this animate [""VaultDoor_Handle_Rotation"",0];"; }; class Front_Door_Right_Open { displayName = "Open Doors"; position = "FrontDoor_Right_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_01_Rotation"" < 0.5"; statement = "this animate [""Door_01_Rotation"", 1]; this animate [""Door_02_Rotation"", 1];"; }; class Front_Door_Right_Close { displayName = "Close Doors"; position = "FrontDoor_Right_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_01_Rotation"" >= 0.5"; statement = "this animate [""Door_01_Rotation"", 0]; this animate [""Door_02_Rotation"", 0];"; }; class Front_Door_Left_Open { displayName = "Open Doors"; position = "FrontDoor_Left_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_03_Rotation"" < 0.5"; statement = "this animate [""Door_03_Rotation"", 1]; this animate [""Door_04_Rotation"", 1];"; }; class Front_Door_Left_Close { displayName = "Close Doors"; position = "FrontDoor_Left_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_03_Rotation"" >= 0.5"; statement = "this animate [""Door_03_Rotation"", 0]; this animate [""Door_04_Rotation"", 0];"; }; class Door_05_Open { displayName = "Open Door"; position = "Door_05_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_05_Rotation"" < 0.5"; statement = "this animate [""Door_05_Rotation"", 1];"; }; class Door_05_Close { displayName = "Close Door"; position = "Door_05_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_05_Rotation"" >= 0.5"; statement = "this animate [""Door_05_Rotation"", 0];"; }; class Door_06_Open { displayName = "Open Door"; position = "Door_06_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_06_Rotation"" < 0.5"; statement = "this animate [""Door_06_Rotation"", 1];"; }; class Door_06_Close { displayName = "Close Door"; position = "Door_06_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_06_Rotation"" >= 0.5"; statement = "this animate [""Door_06_Rotation"", 0];"; }; class Door_07_Open { displayName = "Open Door"; position = "Door_07_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_07_Rotation"" < 0.5"; statement = "this animate [""Door_07_Rotation"", 1];"; }; class Door_07_Close { displayName = "Close Door"; position = "Door_07_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_07_Rotation"" >= 0.5"; statement = "this animate [""Door_07_Rotation"", 0];"; }; class Door_08_Open { displayName = "Open Door"; position = "Door_08_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_08_Rotation"" < 0.5"; statement = "this animate [""Door_08_Rotation"", 1];"; }; class Door_08_Close { displayName = "Close Door"; position = "Door_08_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_08_Rotation"" >= 0.5"; statement = "this animate [""Door_08_Rotation"", 0];"; }; }; }; }; Model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class CG_CityBank_bones : Default { skeletonInherit = "Default"; skeletonBones[] = { "Door_01","", "Door_02","", "Door_03","", "Door_04","", "Door_05","", "Door_06","", "Door_07","", "Door_08","", "VaultDoor_Full","", "VaultDoor_Handle","VaultDoor_Full", "VaultDoor_Handle_Axis","VaultDoor_Full", "Glass_1_Hide","", "Glass_1_Unhide","" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class CG_CityBank : Default { skeletonName = "CG_CityBank_bones"; sections[] = { "Glass_1_Hide" }; sectionsInherit = ""; class Animations { class VaultDoor_Handle_Rotation { type="rotationZ"; source="user"; selection="VaultDoor_Handle"; axis="VaultDoor_Handle_Axis"; memory=1; minValue=0; maxValue=0.25; animPeriod=0; angle0=0; angle1="rad 360"; }; class VaultDoor_Full_Rotation { type="rotation"; source="user"; selection="VaultDoor_Full"; axis="VaultDoor_Full_Axis"; memory=1; minValue=0.25; maxValue=1; animPeriod=0; angle0=0; angle1="rad 90"; }; class Door_01_Rotation { type="rotation"; source="user"; selection="Door_01"; axis="Door_01_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -100"; }; class Door_02_Rotation { type="rotation"; source="user"; selection="Door_02"; axis="Door_02_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 100"; }; class Door_03_Rotation { type="rotation"; source="user"; selection="Door_03"; axis="Door_03_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 100"; }; class Door_04_Rotation { type="rotation"; source="user"; selection="Door_04"; axis="Door_04_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -100"; }; class Door_05_Rotation { type="rotation"; source="user"; selection="Door_05"; axis="Door_05_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -105"; }; class Door_06_Rotation { type="rotation"; source="user"; selection="Door_06"; axis="Door_06_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 105"; }; class Door_07_Rotation { type="rotation"; source="user"; selection="Door_07"; axis="Door_07_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -100"; }; class Door_08_Rotation { type="rotation"; source="user"; selection="Door_08"; axis="Door_08_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 100"; }; class Glass_1_Hide { type="hide"; source="Glass_1_Source"; selection="Glass_1_Hide"; minValue=0; maxValue=1; hideValue=0.99999; }; class Glass_1_Unhide: Glass_1_Hide { selection="Glass_1_unhide"; hideValue=0; unhideValue=0.99999; }; }; }; }; config_macros_glass.hpp #define DOOR_GLASS_HITPOINT(glassID,arm,rad) \ class Glass_##glassID##_hitpoint \ { \ armor = arm; \ material = -1; \ name = Glass_##glassID; \ visual = Glass_##glassID##_hide; \ passThrough = 0; \ radius = rad; \ convexComponent = Glass_##glassID##_hide; \ class DestructionEffects \ { \ class BrokenGlass1 \ { \ simulation = "particles"; \ type = "BrokenGlass1ND"; \ position = Glass_##glassID##_effects; \ intensity = 0.15000001; \ interval = 1; \ lifeTime = 0.05; \ }; \ class BrokenGlass2: BrokenGlass1 \ { \ type = "BrokenGlass2ND"; \ }; \ class BrokenGlass3: BrokenGlass1 \ { \ type = "BrokenGlass3ND"; \ }; \ class BrokenGlass4: BrokenGlass1 \ { \ type = "BrokenGlass4ND"; \ }; \ class BrokenGlass5: BrokenGlass1 \ { \ type = "BrokenGlass5ND"; \ }; \ class BrokenGlass6: BrokenGlass1 \ { \ type = "BrokenGlass6ND"; \ }; \ class BrokenGlass7: BrokenGlass1 \ { \ type = "BrokenGlass7ND"; \ }; \ class BrokenGlass1S: BrokenGlass1 \ { \ type = "BrokenGlass1SD"; \ }; \ class BrokenGlass2S: BrokenGlass1 \ { \ type = "BrokenGlass2SD"; \ }; \ class BrokenGlass3S: BrokenGlass1 \ { \ type = "BrokenGlass3SD"; \ }; \ class BrokenGlass4S: BrokenGlass1 \ { \ type = "BrokenGlass4SD"; \ }; \ class BrokenGlass5S: BrokenGlass1 \ { \ type = "BrokenGlass5SD"; \ }; \ class BrokenGlass6S: BrokenGlass1 \ { \ type = "BrokenGlass6SD"; \ }; \ class BrokenGlass7S: BrokenGlass1 \ { \ type = "BrokenGlass7SD"; \ }; \ }; \ }; #define BIG_GLASS_HITPOINT(glassID,arm,rad) \ class Glass_##glassID##_hitpoint \ { \ armor = arm; \ material = -1; \ name = Glass_##glassID; \ visual = Glass_##glassID##_hide; \ passThrough = 0; \ radius = rad; \ convexComponent = Glass_##glassID##_hide; \ class DestructionEffects \ { \ class BrokenGlass1 \ { \ simulation = "particles"; \ type = "BrokenGlass1NB"; \ position = Glass_##glassID##_effects; \ intensity = 0.15000001; \ interval = 1; \ lifeTime = 0.05; \ }; \ class BrokenGlass2: BrokenGlass1 \ { \ type = "BrokenGlass2NB"; \ }; \ class BrokenGlass3: BrokenGlass1 \ { \ type = "BrokenGlass3NB"; \ }; \ class BrokenGlass4: BrokenGlass1 \ { \ type = "BrokenGlass4NB"; \ }; \ class BrokenGlass5: BrokenGlass1 \ { \ type = "BrokenGlass5NB"; \ }; \ class BrokenGlass6: BrokenGlass1 \ { \ type = "BrokenGlass6NB"; \ }; \ class BrokenGlass7: BrokenGlass1 \ { \ type = "BrokenGlass7NB"; \ }; \ class BrokenGlass1S: BrokenGlass1 \ { \ type = "BrokenGlass1SB"; \ }; \ class BrokenGlass2S: BrokenGlass1 \ { \ type = "BrokenGlass2SB"; \ }; \ class BrokenGlass3S: BrokenGlass1 \ { \ type = "BrokenGlass3SB"; \ }; \ class BrokenGlass4S: BrokenGlass1 \ { \ type = "BrokenGlass4SB"; \ }; \ class BrokenGlass5S: BrokenGlass1 \ { \ type = "BrokenGlass5SB"; \ }; \ class BrokenGlass6S: BrokenGlass1 \ { \ type = "BrokenGlass6SB"; \ }; \ class BrokenGlass7S: BrokenGlass1 \ { \ type = "BrokenGlass7SB"; \ }; \ }; \ }; #define NORMAL_GLASS_HITPOINT(glassID,arm,rad) \ class Glass_##glassID##_hitpoint \ { \ armor = arm; \ material = -1; \ name = Glass_##glassID; \ visual = Glass_##glassID##_hide; \ passThrough = 0; \ radius = rad; \ convexComponent = Glass_##glassID##_hide; \ class DestructionEffects \ { \ class BrokenGlass1 \ { \ simulation = "particles"; \ type = "BrokenGlass1NN"; \ position = Glass_##glassID##_effects; \ intensity = 0.15000001; \ interval = 1; \ lifeTime = 0.05; \ }; \ class BrokenGlass2: BrokenGlass1 \ { \ type = "BrokenGlass2NN"; \ }; \ class BrokenGlass3: BrokenGlass1 \ { \ type = "BrokenGlass3NN"; \ }; \ class BrokenGlass4: BrokenGlass1 \ { \ type = "BrokenGlass4NN"; \ }; \ class BrokenGlass5: BrokenGlass1 \ { \ type = "BrokenGlass5NN"; \ }; \ class BrokenGlass6: BrokenGlass1 \ { \ type = "BrokenGlass6NN"; \ }; \ class BrokenGlass7: BrokenGlass1 \ { \ type = "BrokenGlass7NN"; \ }; \ class BrokenGlass1S: BrokenGlass1 \ { \ type = "BrokenGlass1SN"; \ }; \ class BrokenGlass2S: BrokenGlass1 \ { \ type = "BrokenGlass2SN"; \ }; \ class BrokenGlass3S: BrokenGlass1 \ { \ type = "BrokenGlass3SN"; \ }; \ class BrokenGlass4S: BrokenGlass1 \ { \ type = "BrokenGlass4SN"; \ }; \ class BrokenGlass5S: BrokenGlass1 \ { \ type = "BrokenGlass5SN"; \ }; \ class BrokenGlass6S: BrokenGlass1 \ { \ type = "BrokenGlass6SN"; \ }; \ class BrokenGlass7S: BrokenGlass1 \ { \ type = "BrokenGlass7SN"; \ }; \ }; \ }; Im sure that those configs aren't right (the macros is just copied from the ARMA samples. If anyone could show me how to A - remove the need for macros and have it done inside the config.cpp and B how to get it working, or link me a guide I will be very grateful I would like to also note at the moment only one window is in the p3d I have the visual lod defined as Glass_1_Hide and Glass_1_Unhide, the GEO lod has just Glass_1_Hide (as well as physX) There is no memory lod for it (that ive put anyway) and the hitpoints are Glass_1 there is only 4 vertices in each corner(between each two vertices in top right, left ect)
  17. Hey guys, me and 5 friends have been playing missions in arma for years, using Zeus missions as a sort of DnD campaign. The 5 of them play through missions I make and I use Zeus to make missions on the fly, control NPCs and all that good behind the scenes stuff. Our most recent campaign takes place in the S.T.A.L.K.E.R. universe, and we just concluded the first "episode" succesfully the other day. I'm currently working on #2, but my lack of the editor is starting to show, so I have a few questions and any suggestions are also welcome! So for this next mission I'm looking to try a few things: -I want the group to be suppressed by a sniper and I want them to use some sort of moving cover to flank him, but short of vehicles I wouldn't know what to use. Any suggestions? -I've been placing triggers with sounds effects as jumpscares, but I would prefer being able to place them with the Zeus sound module. Is there any way to load sounds into that module so I can place and move them on the fly? -The S.T.A.L.K.E.R. universe contains these things called "anomalies", and in those games they look like some sort of force field that hurts you when you get too close, anyone got any ideas how to replicate those in ArmA? There are objects in the game that look like them, but I can't figure out a way to make them move around, or maybe have any effects happen around them. I've been thinking about spawning an invisible unit with particle effects enabled on it, but I cannot figure out for the life of me how that works. I'm also looking to make some puzzles in the game that actually require some thinking, anyone have examples or ideas on how to do those? Those are basically all the questions I have for now, would really appreciate some help! Also, if there's any S.T.A.L.K.E.R. fans in here, let me know what you would want to see in a missions based on the games. Appreciate it!
  18. Hello, from some time I really wanted to create public mod with custom compositions for Zeus and Eden Editor. I know how to save custom compositions using editor which then saves here : C:\Users\*******\Documents\Arma 3\compositions. Question is how to put the compositions file into a mod that can be loaded and used my editor and zeus. I tried using this this tutorial: https://www.reddit.com/r/arma/comments/2b2cef/creating_custom_zeus_compositions_in_arma_3_x39/ I'd like to create something like this: http://steamcommunity.com/sharedfiles/filedetails/?id=642912021&searchtext=composition What i Did: mod.cpp name = "Konkel's"; picture = "icon.paa"; actionName = "Website"; action = "http://armann.eu.org/"; tooltip = "Konkel's 0.9.0"; overview = "Public custom Composition/Templates for Zeus and Eden Editor, Enjoy"; author = "Konkel"; config.cpp (after conversion its KONKEL_COMP.pbo) I Get this error :
  19. npmproductions13

    Problem making custom helmet

    Hi all im having a minor issue with a helmet i'm currently working on. I pack the pbo fine and all that jazz but once im in game i get an error saying the p3d cannot be opened. The p3d is all original, as in i own it and made it from scratch. Iv'e made a few vehicles in the past but was wondering if anyone has an idea why the helmet won't open. Also on a side note i reduced the vert count to about 400 verts and still no joy. This is my config.cpp class CfgPatches { class Irishs_Gear { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; /// External class reference class InventoryItem_Base_F; /// External class reference class HeadgearItem : InventoryItem_Base_F { allowedSlots[] = {901, 605}; /// defines where can be the cap placed, it is small enough to fit in backpack type = 605; /// standard slot for the cap is on head hiddenSelections[] = {}; /// default caps don't have any changeable selections hitpointName = "HitHead"; /// what hitpoint is covered with the cap to have additional protection }; class MK6 : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Mk6 Jungle Warfare"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\MK6_Helmet\Mk6"; class ItemInfo : HeadgearItem { mass = 10; uniformModel = "\MK6_Helmet\Mk6"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; }; }; }; This is my model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class Irishs_Gear : ArmaMan{}; }; Any help anyone can give will be greatly appreciated.
  20. Hello, I'm in need of help with a script that's basicly a car shop. The units i'm using ingame are: 1 AI named "carseller" and 1 marker called "carspawn". This is the script: carseller addAction ["Buy Hatchback",{call fn_carBuySystem}, ["C_Hatchback_01_F", 200, "Hatchback"],6,false,false]; carseller addAction ["Buy Hobo",{call fn_carBuySystem}, ["C_man_p_fugitive_F", 3000, "Hobo"],6,false,false]; carseller addAction ["Buy Boxer",{call fn_carBuySystem}, ["C_Van_01_transport_F", 1500, "Boxer"],6,false,false]; carseller addAction ["Buy SUV",{call fn_carBuySystem}, [" C_SUV_01_F", 500, "SUV"],6,false,false]; carSeller addACtion ["Add 5000£ to wallet",{call fnc_addMoney}]; fn_carBuySystem = { private["_Money","_carSpawn"]; private ["_carID", "_carPrice", "_carName"," _caller"]; _carSpawn = carSpawn; _carID =(_this select 3) select 0; _carPrice = (_this select 3) select 1; _carName = (_this select 3) select 2; _carSpawn = carspawn; _caller = _this select 1; if (_Money >= _carPrice) then { _Money = _Money - _carPrice; sleep 3; _veh = _carID createVehicle (getPos _carSpawn); _veh setVehicleLock "LOCKED"; _veh setOwner (this select 3); _veh addAction ["Unlock Vehicle", {(_this select 0) setVehicleLock "UNLOCKED"}]; _veh addAction ["Lock Vehicle", {(_this select 0) setVehicleLock "LOCKED"}]; hint format ["You have bought a %1 and you have %2 dollars left.", _carName, _Money]; } else { hint "You do not have enough money for this car"; }; }; fnc_addMoney = { _Money = _Money + 5000; } Anyone got a clue what's wrong? :)
  21. Hi! Im getting max 40FPS looking at the sea or the ground and i get 15 in the city and just looking at the city I get 25 and driving around I get 30fps. If i change my settings from ULTRA to LOW there isnt much FPS difference. I have my Arma3 instaled on SSD. My specs: GPU: GeForce GTX 970 (i bought it 2 weeks ago) CPU: Intel® Core i5-2310 CPU @ 2.90Hz Memory 8.00 GB RAM (7.98 usable) I have 4 Cores and 4 Threads. I have been looking at videos and forums and nothing helps. I've got better PC then some of my friends and they run arma3 just fine. Please help me!
  22. I'm trying to make an arma 3 Life admin scroll menu and i'm stuck at trying to spawn in the virtual items. Instead of having 128 block of code to spawn in 64 items I would rather cut that down if there is a way to edit variables with addActions. This is the layout of the admin menu: AdminMenu_19 = player addAction["<t size=""1.1"" font=""TahomaB"" color=""#FFFFFF"">500k Cash</t>", AdminMenu_LifeCash500k, nil,1.5, true, false]; ^ that will call the function AdminMenu_LifeCash500k AdminMenu_LifeCash500k = { _code = { if (!isNil "life_no_injection") then { life_no_injection = true; }; life_cash = life_cash + 542940; if (!isNil "life_no_injection") then { life_no_injection = false; }; }; call _code; hint "$500,000 given"; }; command to add virtual items: [true,"ITEM",AMOUNT OF ITEM] call life_fnc_handleInv; If this could also be done with the amount of item as well that will really help, I have that done now with: AdminMenu_23 = player addAction["<t size=""1.1"" font=""TahomaB"" color=""#FFFFFF"">1</t>",AdminMenu_amount1,nil,1.5, true, false]; AdminMenu_amount1 = { _code = { amount = 1; }; call _code; hint format["%1 has been selected",amount]; }; I need 2 variables called in the addAction, amount and Item.
  23. Hi all. Does anyone know about setting up the controls in Arma 3 for flight? I am REALLY trying to get the Thrustmaster WARTHOG HOTAS Games controller set to PROFILE "ASSOCIATE CONFIGURATION" in the hardware`s T.A.R.G.E.T software; BUT, I Cannot find the `.fcf` file/s. What I have done a hundred times:- a) I start the TARGET software that comes with the controllers. B) I "Create Association" in the "PATH" to the game Drive .exe for Arma 3. c) I TRY TRY x100 to link to a MYSTERY .fcf file. But I have hunted across the earth for it, but I cannot find it because I do not know where to look. My bad for wanting to fly a helicopter. Where would I ask this questio9n in the ARMA 3 forums?
  24. Hey everyone this is the first time I use the forum so if I made a mistake with topic tags I'm sorry Now I have searched everywhere on the internet and youtube but I have not found anything regarding the creation of a shooting drill type of scenario. I have completed all the shooting drills (with gold) and I have been wanting to create my own , but have not been successful. I have managed to make targets stay down when shot , but they start in up position , If anyone could help or explain how I can get them to start in down position and make then stand up as you walk into a trigger and keep them down that would be appreciated. Thank you =)
  25. Greetings everyone! As you read in the title, the issue I'm having is that my texture doesn't get applied to the custom model that I made unless I force my newly made character to have a specific texture. This is a problem as the model needs to be capable of having multiple textures and I think it's kind of silly to make a new character for every texture. Underneath I'll post some pictures/code that should give you a clear look on what I did and probably done wrong: Faulty config.cpp: http://pastebin.com/NtLUGfrw Config.cpp with fixed texture: http://pastebin.com/1AzLcWMz O2: Ingame result:
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