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Found 122 results

  1. Im a guy comming from mission-scripting and have been there for a while. I have now made a simple client-side gui controls script. The actual purpose of this script was coded with the "mission-file" context in mind. Now people asked me if i couldnt upload it to the steam workshop for easier installation and convenient use. I did some research on this but i cant fint anything relevant anywhere. Is is possible to pack a single script in an workshop-addon and expect it to load on every mission that it is executed with? When yes, how do i perform this?
  2. I'm working on a mod, having modeled a carbine in Blender, and textured using Substance Painter. I've finished everything and now am up to exporting the textures for use in Arma. But I cannot find the export maps for A3, ie. Diffuse, SMDI, etc. Currently, I've got Base Colour, Metallic, Mixed AO. Normals, Height, and roughness. Is there a way to export the correct maps straight from painter, or is there a way to create the required maps from using one or more of the ones I have. Thanks!
  3. Hello everyone, I introduce myself, Antonio - Italy. I have a question to ask if possible. In the workshop there are different vehicles, repainted by users, but with Bhoemia models (SUV Pik-up etc. etc.). Now, if I wanted to create my own vehicle, only with my skin and my logo, to be posted later in the workshop, for its subscription to use on my server, where I find the basis for work ?? In practice, a virgin vehicle from retexture? Thanks to those who would like to help or address me on the appropriate topic. Antonio
  4. Morning lads. So finally I've gotten time and came round to getting back on track with making custom markers. I'm currently in the process of making all Blufor, Opfor, Neutral, and Unknown markers from the "App-6aHandbook, a .pdf formated "Land component handbook" from the British Army of what all standard Nato markers are as of up till today. The photoshopping, and editing as a whole isn't a problem. My problem lays with actually getting them into Arma 3 as a mod in which people can use an place down these markers on the map either in the editor or while in-game. Any light shedded on how to do so would be great. I've seen this thread https://www.reddit.com/r/armadev/comments/1mfb0l/idiots_guide_to_making_a_custom_marker/ ,followed it, and still managed to not get anywhere. If someone could possibly just list In a step to step guide of how to do so I'd appreciate it. Cheers in advanced.
  5. I'm after a modder that can make a standalone door object that I can place at the entrances of buildings that don't have doors. I'm currently working on a mission and a lot of the buildings in the map don't have doors, so I'd like just a door object that opens and closes like normal and possibly lockable? Should be a relatively easy mod, but I've got no idea when it comes to object addons and stuff like that. I only script. Cheers
  6. Hi. How can I make a script run in every mission (without editing the mission of course). Just like what addons do.
  7. ARMA Community, This is my first Addon for ARMA 3 so any feedback you have would be really appreciated. Steam Subscription Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1096111437 Included in this addon is 25 Faction Insignia's included are for: Imperium of Man Chaos Eldar Tau This is my first Addon for ARMA 3 so any feedback you have would be really appreciated.Would you like to have other warhammer 40k insignia's included? If yes then please feel free to contact me. Please try include an image if you have one and I will see want I can do to include it in a next version. Lastly I do hope to create further Warhammer 40k addons such as posters, billboards, fonts etc. So add this to your favorites, give me a 5 star rating and subscribe. Cheers Dave :) My contact details: Discord: https://discord.gg/pe48rhdSteam Group: http://steamcommunity.com/groups/ShootinnScuttin Example Screen Shots:
  8. Hi everyone. I have been trying to add my own helmet into the game but I keep getting this error when equipping the item ingame: Error "Could not open \AddonsByJoe\IronHelmet\IronHelmet.p3d ". The helmet is showing in Bulldozer with textures. I have also checked that the location is correct with the config.cpp. The files are placed like this: P:\AddonsByJoe\IronHelmet. In the IronHelmet folder is where the IronHelmet.3pd file is. I also have another folder in there called data where I put all the textures and .cpp and .cfg files. Here is the config.cpp. I think this is where the error is. I do see how it could be anything else. class CfgPatches { class YoloJoe { author = "YoloJoe"; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { }; }; }; class cfgWeapons { class HeadgearItem; class ItemCore; class Vest_Camo_Base; class VestItem; class UniformItem; class Uniform_Base : ItemCore { class ItemInfo; }; class YoloJoeHelmet : ItemCore { scope = 2; author = "YoloJoe"; displayName = "Iron Helmet"; picture = ""; model = "\AddonsByJoe\IronHelmet\IronHelmet.p3d"; hiddenSelections[] = { "Camo1" }; hiddenSelectionsTextures[] = { "\AddonsByJoe\IronHelmet\data\helmetplate01.paa" }; class ItemInfo : HeadgearItem { mass = 30; uniformModel = "AddonsByJoe\IronHelmet\IronHelmet.p3d"; mmodelsides[] = { 3,1 }; armor = 300; allowedSlots[] = { 6 }; explosionShielding = 0.4; hiddenSelections[] = { "Camo1" }; minimalHit = 0.01; passThrough = 0.01; class HitpointsProtectionInfo { class Head { hitpointName = "HitHead"; // reference to the hit point class defined in the man base class armor = 300; // addition to armor of referenced hitpoint passThrough = 0.1; // multiplier of base passThrough defined in referenced hitpoint }; }; }; }; }; I also have the model.cfg here, if needed 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", "neck", "Spine3", "neck1", "neck", "head", "neck1", "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", "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", "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", "LeftUpLeg", "Pelvis", "LeftUpLegRoll", "LeftUpLeg", "LeftLeg", "LeftUpLegRoll", "LeftLegRoll", "LeftLeg", "LeftFoot", "LeftLegRoll", "LeftToeBase", "LeftFoot", "RightUpLeg", "Pelvis", "RightUpLegRoll", "RightUpLeg", "RightLeg", "RightUpLegRoll", "RightLegRoll", "RightLeg", "RightFoot", "RightLegRoll", "RightToeBase", "RightFoot" }; pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class YoloJoeHelmet: Default { htMin=60; htMax=1800; afMax=30; mfMax=0; mFact=1; tBody=37; sections[]= { "Head", "Camo1" }; skeletonName="OFP2_ManSkeleton"; }; };
  9. jaynic

    RHS and Zeus

    Hi all, I've noticed that when I play a zeus mission with RHS - not all of the RHS units, vehicles, groups etc. are available. When I'm building manual scenarios: they are all there: but in zeus there are far fewer. Is there any way to get it all in to zeus? I'm hoping to avoid having to re-write every cfgvehicle definition just to add it to zeus... Is there a simple procedural way to get it in there? A script perhaps to find all the entries, and manually make them available to zeus? Thanks JayNic
  10. ricoarma

    Who speaks

    Hello everyone, I would like to know how to see in multiplayer, who speaks. Is there a mod, to make learn the pseudo of the player who speaks? Thanks
  11. Toni's Barrier Menu v1.0 Alpha Q: What is it? A: It is a Small script contained within an Addon that allows users to spawn barriers. Its good for anything from Milsim to Roleplay to just messing around in the Editor. Q: Didn't Someone Already Make a Script Similar to this? A: Yes, Warnerm14 did for Altis Life Framework but his was based on AddActions. Mine is A full GUI based solution and its modular (Can be used as a standalone addon or ported into a mission framework) Features: Inventory button for easy access, Simple to use GUI, Fully customizable, Portable to a mission file if the addon is not what you need. Download/View Source Code From Github Download From Google Drive Lemme know what you all think and feel free to leave a reply with opinions. Please Report issues on Github! :)
  12. Quick Notice THIS MOD IS NOT DEAD AND IS CURRENTLY BEING UPDATED AS BEST AS POSSIBLE, IF YOU USE THE CURRENT VERSION, THE UNIT INSIGNIA CLASS WILL NOT SHOW AND THE PATCHES WILL NOT SHOW ON THE UNIFORMS AS WELL SO STAY TUNED FOR V1.3! :) Some patches WILL BE a bit wonky but this is/was the best I can do for RHS Uniforms :). If you want the most guaranteed, up-to-date pack please go to the Steam Workshop link. RHS Uniform Unit Patches By: Kband1 Current Status: V1.2 Release Date: January 12, 2016 Requirements: Community Based Addons A3 RHS: United States Armed Forces Download Links TBA - ARMAHOLIC Steam Workshop *BEST OPTION TO USE, WILL BE UP FOR TIME BEING TBA - MEDIAFIRE TBA - GOOGLE DRIVE TBA - MEGA ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- INFORMATION A little project that came to mind at the last moment of making my Custom Unit Patches, This will be implementing many missing Infantry Divisions, Armored Divisions, and especially Special Forces Patches to RHS Type Uniform Standards (Not how RHS has it 3d modeled on the uniforms so I'll try my best). The patches will also work with any and all Vanilla Uniforms. I created this mod to help those MILSIM, Realism, and ARMA Units get the patches they need all in one for RHS: USAF Uniforms WITHOUT THE STRETCHING OF THE TEXTURES OR HAVING TO INSTALL AND USE VANILLA RESKINNED UNIFORMS! Want Your Own Custom Patch? If you are wanting your own unit patch please PM me with the topic of "Custom Unit Patch" and please include your Unit Name and Images. I will get back to you as soon as I can and create you a custom unit PBO with just your patches. Note that I will only be doing RHS: USAF Uniforms but not MARPAT as I have not figured out working the patches with those just yet. PATCHES IN THE PACK AS OF NOW Over 200+ Patches for RHS: USAF Uniforms 52+ - Infantry Divisions/Infantry Brigade Patches 2 - Civil Affairs (Airborne) 20 - Command, CORPS and Army Patches 11 - Armored Division Patches 6 - Cavalry Regiment Patches 6 - Medical Brigade Patches 20 - Sustainment Brigades 16 - Ranger Regiment Patches with interchangeable Ranger Tab or no Ranger Tab 5 - Military Police Brigades 8 - Aviation Brigade/Regiment Patches 22 - Engineer Brigade Patches some w/ and w/o Sapper Tab and Airborne Tab 6 - EOD Ordnance Group Patches w/Sapper Tabs 20 - Field Artillery Brigade Patches 5 - Air Defense Field Artillerys 16 - Special Forces Groups and Command Patches with interchangeable Ranger Tab, Special Forces Tab or Both 5 - Air Force Patches as a Pre-Release Test! IMAGES UPDATED, NEW ONES NEAR END http://imgur.com/a/yRGPU Changelog Currently In The Works! - UPDATED AS OF 3/14/2016
  13. The two Chinese modders steals other people's work and post them on Arma 3 Workshop: KICKASS and Yuliang. They DO NOT own the most part of copyright of their work, mainly models and textures. They get them everywhere. They know it's against the Steam rules clearly and yet, they still post it. I am not related with the original IP, but I still report them here after I noticed their posts on Chinese social media and forums. I hope BIS developers will not connive these actions and ban them permanently. Simply reporting them on Steam seems useless. As far as I know, KICKASS's items has been flagged and removed for several times, but the guy still upload them again and again. Here's some of their items, not all: VX MOD KA Weapons Pack LITE RAINBOWSIX SIEGE They don't know how to respect people. So, PLEASE, PLEASE remove these loots FOREVER!
  14. I've created this building pack (Ported 12 buildings from 3D models turbosquid) and I have a problem. Whenever I look to them, the framerate drops. Ive created buildings before and I had no problem with them. The new buildings in the pack have less than 30.000 faces and the RPT doesn't show any non covex geometry errors or any error . Somebody knows the reason?? Thanks
  15. Brian Sherbino

    Texture Modding Addon

    I'll try to be as simple as possible. Without having to completely remodel the chinook from in game, I'd like to be able to add another variant that is re-skinned as a new vehicle (or at least acts like a separate vehicle, and not a skin added through the mission file). I've managed to get all of the .paa files edited to my liking, as well as a basemod that currently houses my communities content. However, I have no clue how to implement the new skins into the mod so that Arma 3 will recognize said files, and create a new vehicle within Zeus/3den. So, clarification recap: Just a vehicle skin addition On a separate vehicle with a new name
  16. Version: 1.1 Description: This addon adds a retextured A3 Vanilla Offroader. It also comes with some extra Customizations like the Police Beacons, Afghan Police Siren and an Roll Dumper at the rear. Model is made by Bohemia Interactive, only the exterior texture, the siren and config is mine. Download: Steam Workshop: steamcommunity.com/sharedfiles/filedetails/?id=692870391 Armaholic: http://www.armaholic.com/page.php?id=31265 Feel free to post your Feedback and further ideas for this mod!
  17. //-Fuel-\\ Hello my friends, heres a small addon that i created some time ago. DevSite What it does ? It increases the fuel consumption for all vehicles based on class Car_F. Requirements: CBA Features: Easy configuration via variables ✔ More passengers, more fuel consumption ✔ Check for road, change values for consumption ✖ (will be in next major release) You can change the consumption via setVariable fox_fuel_settings_rate // default consumption 0.00010 fox_fuel_settings_loadMultiplier // crew multiplier 0.00005; fox_fuel_settings_tooFastRate // malus for driving too fast 0.00015 fox_fuel_settings_tooSlowRate // malus for driving to slow 0.00005 Change back to default use: vehicle setVariable ["fox_fuel_settings_XXX", getNumber (configFile >> "fox_fuel_settings" >> "XXX"), TRUE]; Debug: FOX_FUEL_DEV = TRUE Download: @fox_fuel_release_1_0.zip Permission for reuplaod: All except SteamWorkshop
  18. Hi all, I experienced recently, playing on an Exile server, and choosing an action (added by a mod), the result was something totally different. Say, as example, trying to "open" a door, and obtaining a "GPS on" (toggling action in addon). It seems to me all addAction can be melt in many loaded mods, with a weird result. And i guess some reason is to be found in the way actions are handled. Let me try to explain. Please, consider this as a "feeling" more than a demonstration. Some mods like Exile, or other ones, are deeply managing the scrolling menus. Arma allows a lot of loaded mods at a time, some of them obviously using the same commands like addAction... The problem seems to me that, if each addon is consistent for its own purpose, the mix of them can be weird due to the ordinal handle (number, global variable) easy to override with another ordinal handle coming from another called addon. So, you could have the action menu "open door" ending by an "ejection" or any available action in the "alternate" context. Once again, it's just an example. (The winner is the last loaded?). One sure thing, BI improved recently the rsc Displays for their "layer". I guess these layers, as they were also ordinal handled, were too often overridden by the last similar ordinal one. Now, the layers can return strings, far more easy two differentiate when multiplying them. Perhaps, a same improvement could be done for other ordinal handles (addAction, addEvenHandler..) Not too critical for EHs as they are "stackable",... but actions aren't.
  19. So... What is Project Arcana? Ambitious. It's a new gamemode alike KoTH or Wasteland, but built from scratch and adding new abilities to the players in the area of magic (if you want to call it that way). The goal is to create a new combat dynamic with fire bolts, lightnings, astral projections for intel, healers, buffers, debuffers, sensory-types, while maintaining the gameplay equilibrium (the most difficult part). Players will be able to specialize in a Psien branch and develop their character through that tree, or reset and start over another. The principle of design is that is has to look smooth or it's not going in (hint "This is a scketchi output for a production release" <-- nope). I am aiming to make it as easy to edit/extend as I can, right now there's no docs (cos so early is not worth it) but I will document e-v-e-r-y-t-h-i-n-g (even Arma 3 vanilla stuff that's unclear). PLEASE MAKE SUGGESTIONS When? Who? How? When?:No idea, when it's ready, I guess a month to 1.0. Who?:Right now I am alone, and it's still an on-going process, adding new stuff each day, from design to implementation. I have been in the Arma scene for a while, mostly developing the hard stuff in roleplay server (life_server overhauls, creating network-savy functions, data managment in DB, stuff...), and lately I have been doing some experimental stuff that somehow ended up making this big idea. I am currently looking to add more people to the team if someone is interested. I can do it on my own, but having a sidekick surely will boost the development time. Right now the most needed are scripters (SQF, and if someone knows C++ with threading and networking PLEASE DO COME HERE WE HAVE COOKIES, CHOCOLATE COOKIES). Once in 1.0 we will need a basic modeler familiar with basic, but just for UV adjustments, material edition, stuff like that. Mostly for visual effects. How?:Many Monster cans, pizza and cigarettes. And beer. Lots. Links: Code (GitHub) LICENSE (CC Attr-NC-SA 4.0) Wiki Media: I am not at home right now. Will post some when there's something to show (teleport spell ready + basic core functionality up un running). Roadmap: Get Arma local client running. Get Arma serverside running. Get network RPC server running. Get network RPC client running. Surprise. Intense testing. Moar testing. Beta. Moar moars. Profit.
  20. 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 :
  21. In description.ext When the file is on mission folder, it works: class CfgMusic { tracks[]={}; class music1 { name = "music1"; sound[] = {"music1.ogg", db-2, 1.0}; }; }; The problem comes when I put the file inside a addon: I tried: sound[] = {"\modFolder\music1.ogg", db-2, 1.0}; And: sound[] = {"@modFolder\music1.ogg", db-2, 1.0}; (Like cfgSounds) None of these works. I have files on the same addon working with cfgSounds.
  22. Hello, I've recently started to try and learn how to create my own things for Arma (so it could be something realliy stupid :P), but I'm now running into a problem where it gives an error saying "Cannot Open Object" followed by the path to the .p3d file In the config.cpp when I try to spawn it in in the editor in arma 3. I'll try to give as much info as I can. When trying to find out what's causing this I've eventually tried just getting a box in game and it still gives the same error. In my rpt it also says: 13:51:57 Warning Message: Cannot open object jsd_test\jsd_test_box.p3d 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape Which I don't understand as the box does have a visual LOD and a geometry LOD, and the object does show properly in object builder and bulldozer. my config.cpp: class CfgPatches { class JSD_Test_Box { units[] = { "JSD_Test_Box" }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Static; class JSD_Test_Box : Static { scope = 2; model = "\JSD_Test\JSD_Test_Box.p3d"; displayName = "JSD Box"; editorCategory = "EdCat_Things"; editorSubcategory = "EdSubcat_Default"; }; }; I've uploaded the .p3d as well: https://mega.nz/#!q9hzXJoA the .pbo: https://mega.nz/#!GgJh2Qzb My addon builder settings, unsure if it'd help: http://imgur.com/IDN5e7v The way I've created the box is in blender (with that blender toolbox thing), set it to the custom LOD and export as a .p3d. Then open it in object builder, copy the box into a geometry LOD, use Structure > Topology > Find Components. I hope I've given enough information to be able to work this out, as said earlier I am very new to this so it might be an extremely stupid thing. Thanks in advance for any help.
  23. Scenario developer looking to help with the creation of new scenarios and game mechanics for non-profit. Skills: - Extensive knowledge of the SQF scripting language, and best practices - Extensive experience with Arma mission/scenario creation - Good knowledge of Arma terrain creation - Good knowledge of configuration files and addon creation (as well as best practice) - Extensive knowledge of Arma Graphical Interface design and development - Competent with graphical imaging software - Good knowledge of website application programming and development (PHP and ASP.NET) - Can work as part of team Requirements: - Communication to be in good, full English language - Flexible and reasonable time constraints in order to complete work - Small to medium sized projects - End users willing to help debug so as to improve performance and error handling - Non-profit and end users must adhere to licences (APL, APL-SA as well as own licence) Contact: - Please contact me via Private Message (make sure to include your timezone if you are not GMT) Kind regards, Bull
  24. Hi, With previous version (1.60) the mod storage allowed to path another HDD than the Arma one. I used to have Arma on (small) C\: SSD and a bunch of addons on E:\ HDD. Since Apex, all Steam mods are considered as "corrupted" with 0 Kbyte. I succeeded to reload local mods (non-steam) from E: in the watched folder, but Steam loaded remained corrupted even if i deleted them, unsubscribed the subscribed again. The solution was to "restore default" the mod storage. Addons remained in the c:\..\steamApps\workshop\content\107410... folders of addons. So my 2 cent question: - why always modifying something working for a weird solution, probably untested in every config? - how transfer the addons (several Gbytes) to the HDD and keep clean the SSD for Arma engine? Thanks :rolleyes:
  25. pierremgi

    DLCs & DLC: gender confusion

    Hello, I perfectly understand then need to promote DLC. I bought helos and Marksmen, and be sure Apex is planned to be. I didn't for Karts, sorry, even if it's a subvention for ICRC. I can help in many other way but this very cheap DLC is immersion breaking. What I would like to underline is, many authors grew in skill and are now able to randomize equipment, arsenal is everywhere now, thanks to 3DEN, and , in my humble opinion, it's a pity to access, or worse spawn Kart equipment in many scenarii.
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