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Found 680 results

  1. Hello everyone! Welcome to the CSAT ReTexture Thread! What is this? - This is a project of mine I started working on couple of months back, but due to recent improvements, I've decided to take a next step and started uploading things onto the workshop. - It includes different camoed variants of all the vehicles located within CSAT and some objects of some importance, such as camo nets, IR masking tents and tents. About: - First started as a small project, if you can even call it a project, repainting the Tempest (KamaZ Typhoon) vehicles. The video above was the showcase I made for it. At first, they looked really good, I just kept driving around Altis, Stratis and Malden, sometimes for hours. And then it hit me in the head "Why not do it for all the vehicles?". And here we are. - What this addon does is, well, basically adds different textures to already existing CSAT vehicles and objects for different terrains. We're not just talking about one specific color on these vehicles, this is all Hexed, includes 3 different colors per each camo variant, which takes time to properly select each piece and paint, if starting from scratch. - For now, it only contains CSAT Winter, CSAT Desert and CSAT Black Ops variant. Future groups, such as CSAT Urban, CSAT Woodland and CSAT Marines will be added once I'm done with the first three groups I'm currently working on. ( Lack of time.) What now? - Currently working on vehicles and objects. I am in need of templates, so I'm making them on my own. Some templates were used from ArmA 3 Samples, but that only goes for the VTOL and most likely, future content (such as the Spetsnaz gear). - Infantry gear and weapons will be the next step after I'm done with vehicles. - Step after that? There's always a chance of combining static weaponry with these vehicles. Would be nice to have a Tempest roaming around with S-750 or Radar in the back. - Most of the templates are done (over 80%), just a couple more remaining. After that, it will be much easier to focus on the rest of the groups. ( Vehicle templates will be uploaded on Google Drive for others to use and create content of their own, once I re-organize the layers properly. Currently a mess.) It took a lot of hours to make these templates, hopefully worth it. - If there are any problems with the mod or if you do encounter something strange, please feel free to contact me either via this thread or Steam Workshop, where the mod was first uploaded. Download: Steam Workshop Armaholic Liscence: This mod is licensed under a Creative Commons Attribution-NonCommercial NoDerivatives 4.0 International License. You may not use this on monetized servers, it is forbidden. You may not reupload this mod on Steam or any other sites. Changelog Feel free to contact me on Steam or Twitter. Discord server will be created soon. Social sites: - Twitter - Steam Please do enjoy, more to come! 🙂
  2. mondaymadness95

    Sci-fi PMC role-playing

    Thanks to the beauty of mods I am conducting a PMC style persistent campaign in Arma. Create your character, design your living quarters, and if you want, design an AI companion. If you're looking for something outside the usual Arma milsim, hit me up on discord Monday madness 95 #4588
  3. nacrogamer

    Problem with object

    I do not know why but my object in game appear a little bit transparency, i mean i can't see everything but i can see something like the object in the map , the sea or the terrain. the texture color texture are _co.paa and i add at the model forcenotalpha. here some screen of my problem. https://imgur.com/a/b9E3Wsi https://imgur.com/a/CDXw9t7 https://imgur.com/a/MEFLyTX https://imgur.com/a/3YZLOAk
  4. Hello and welcome to Robertson Arm's Studios, I am Rhys. This is going to be my form for the projects I'll be focusing on for Arma 3. I hope to focus on a generalist model as a go forth with this studio by touching on a few different topics such as; the creation of terrains, Items to be used in games, and full-fledged factions. I will later have ways for people to support me through a Discord and a Patreon. However, for now, I will work without any support and see how far I get. In a project put to me from a community, I am currently a part of, the Canadian Expeditionary Force. The Canadian Expeditionary Force (CEF) is a group I have joined recently, though I haven't gotten to know them well enough yet, I do plan on working on a realistic Canadian Forces mod and I hope to touch on all branches of the Canadian Military. With this being said I hope to develop a Realistic mod to bounce off what is done in and how the CEF operate during their mission and using images and videos of the Canadian Forces release a high quality 2035 "Arma 3" era mod and a Current era mod using most of the vehicles and equipment in current use. I'll link the CEF's page below. I realise that there are several different groups currently working towards the same goal, especially the Canadian Armed Forces 2035 Mod by "CerebralPolicy", and Task Force Canada Mod developed by "cafmodarma" and "Somnambulist". I'll put links for their mods below so you guys can show them some love. Their work is something I should appreciate and build upon as it is well done all things considered. With all this being said I'll now move into what the studio's objectives and goals moving into the winter months and the year 2020. Armed Forces: Canada Mod (AFC Mod) will be developed along with a series of stages with achievable milestones for me to achieve so my supporter will always have something to look forward to. For now, I have a simple write out so you all will know where I'm going with this. __________________________________________________________________________ Armed Forces: Canada Step 1: Initial Proof of Concept [In Process] Canadian Armed Forces (2035) using Current Arma 3 Items and some created Items. This will include CadPat in, Woodland (temperate), Arid, and Winter. I will include the newer variant Intermediate CadPat. The camouflage, weapons and vehicle will be more or less prototyping for me and will only be released in photos of my works completed on Patreon and Discord to drum up interest from prospected Patreons so I can just do this instead of work and then do this. Create Suitable in-game faction to include Light Infantry, Pathfinder, Recce, and Airmobile Units. This Initial Proof of concept will hopefully bear fruit so I can continue the process into the next year. Having seen a glimpse into what may be coming to the Canadian Forces through public releases done by the Canadian Forces themselves. Everything in the Armed Forces: Canada 2035 Mod is all speculation and doesn't show the final project I'm going to use this time to stretch my legs and see what I am capable of by myself. After this Stage, I will not return to the 2035 equipment until I have completed my work on Modern Equipment. Step 2: Fleshing out Development of brand new models using 3DS Max, Photoshop, and Substance Painter. The development will include the following; Basic Canadian Uniform (Helmet, Armor, Tactical Vests, Uniform, & Backpack) Development of the C7 class of rifles, the C8 Class of rifles, the C9 Class of Squad Automatic Weapon, and C6 FLEX General Purpose Medium Machine Gun. Configuring the work from Step 1 Proof of Concept into Step 2 work: Higher quality equipment, Textures, and Weapons. It is the hope that step two will be completed if I work at it every day however I do not have the funding for this so step two will probably take me until Spring of 2020 without support. The moment I finish Step 1 I will go around looking for support from those other than CEF and hopefully develop a team of people working on this mod. I will be looking for a Coding Specialist and a 3D Artist to help augment my work. This would be great but I can't wait to tackle this challenge on my own. Step 3: Further Expansion of Equipment Continuing Expansion of equipment outlined in Step 2 as well as specialised equipment Recce Kits: Proper modular ghillie suits and equipment (C14, and C15 Rifles, Binoculars and scopes, and different hats) Air Mobile Kits: Repelling equipment and other needs for the Helicopters CEF is largely an Air Mobile group with a small Recce group. This step is mostly to equip them with the equipment that the Pathfinders and Recce units would use. Step 4: Logistics Vehicles Development of the Navistar 7000 series Truck in variants that mimic what is already available in-game. (Flatbed, Fuel, Repair, Ammo, Medical, Infantry Transport.) Ensuring quality in this first vehicle will hopefully allow better ones to follow it. (Interior and exterior) This would be the first vehicle I have attempted to do so I suspect It will take some time to do it. I wouldn't be surprised that we will see the completion of this vehicle late Summer to Early Fall of 2020. Step 5 Combat Vehicles Development of the Light Armoured Vehicle 3 (LAV-III Kodiak) and the Tactical Armored Patrol Vehicle (TAPV Lynx) Both Vehicles will come with fully animated interiors and exteriors and Customizable additions (Camo Slat Armor etc.) At this point, I hope to complete this around Winter of 2020. I would at that point if I'm still by myself developing this to move on to more stages and the hopeful completion of the mod but as for right now this is where I will leave it and see how close I get. __________________________________________________________________________ Mentions Canadian Expeditionary Forces Canadian Armed Forces 2035 https://steamcommunity.com/id/CerebralPolicy/myworkshopfiles/?appid=107410 Task Force Canada https://steamcommunity.com/id/CafModArma/myworkshopfiles/?appid=107410
  5. hi when i'm place a unit they seen me this error : waitUntil {!(isnull (uinamespace getvariable "RSCDi> Error position: <!(isnull (uinamespace getvariable "RSCDi> Error Undefined behavior: waitUntil returned nil. True or false expected. 13:21:06 In last 10000 miliseconds was lost another 8399 these messages. 13:21:06 File ASZ_Weapons_A3\AT\data\script\disposable\virtual_arsenal.sqf..., line 20 13:21:16 Error in expression <D_virtual_arsenal_exec = 1; i try to disintal and intall and eleminated file in document and localapp data but its does't working what i can do ?
  6. Jester Ops Quick Info: Region: Oceania/Australian Server Style: Semi-Realistic Size: 16-20 regulars Discord: discord.gg/ERje2HD Arma 3 Unit: units.arma3.com/unit/jester Mission dates: Fridays/Sundays alternating every fortnight. We are a medium sized group with an active player base of around 16-20 members, but many more within our discord who join us once in a while. The style of the group can be best described as semi-realistic. We are currently on a recruitment drive to expand our size to a full platoon of regular players, both to widen our experience within missions as well as making use of more refined and detailed tactics. Our focus is on enjoying the game in an immersive manner, without bogging it down with procedure. During missions we like to make use of squad tactics, formations, radio procedure and pre-assigned roles. We play our campaign missions every fortnight, alternating between fridays and sundays, beginning at 1930 AEST. We also have off-night missions semi-regularly, depending on whether one of the mission makers is interested in running as zeus. Beyond that, we have our own game mode titled Conquest, which will soon be up and running again. Think Liberation and Antistasi rolled into one. Our recruitment process is quite simple: Once you have played a mission with us, the members within your squad will tell the admins whether you gelled well with the group or not. What are we looking for? Mature players who are 16 years of age or older. Mostly active participants, however real life comes first. Willingness to listen to squad leaders during a mission.
  7. Hello im trying to get a dedicated server to run for myself and some friends. Im running it off Ubuntu 18.04 and SteamCMD latest copies of everything. Im trying to load up and run the Vanilla Antistasi BluFor Mission. I have everything installed and I execute the server with the following command in my terminal ./arma3server -config=server.cfg It launches the server using the settings from my server.cfg file which I copied from the dedicated server guide section on these forums and you can view my exact settings here. Download server.cfg The server boots and I can join it however I see 1 error on the terminal when its booting up which reads. Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. a3_characters_f and then the whole console gets spammed when a user joins the server with Mission Antistasi.Altis read from bank. and nothing happens client side, the server just idles there and any user connecting stares at a loading page for 3 minutes before the server auto boots you. Anything im doing wrong here I am new to the dedicated server side of things. If anyone can include their server.cfg or any pointers i can do please help. Direct instructions would be nice.
  8. Hello there! I've made a remake of the Arma 3 Prologue campaign with the BWMod recently. I've tested everything and it works fine. Then I've uploaded the campaign to Steam with the Publisher tool from the Arma 3 Tools. Now here's the problem: When I start the game with my campaign loaded in, it won't show up the campaign menu. What am I doing wrong? It's propably really easy but I don't know what to do! I'll attach some images of the PBO file and the campaign directory. Thanks in advance! PBO File: https://ibb.co/Zx5rS3s Campaign Root: https://ibb.co/nD7StqX Addons Folder: https://ibb.co/Np5xWQW
  9. Hello! Now, I am kind of new to the "running arma 3 server" scene but have ran certain servers before. The Arma 3 Life scene for awhile was stagnant and there was too much of a variety to choose from and the variety honestly had little to no development that actually improved the experience in game. I have been a member of life servers for over 4 years now, being on many different communities and experiencing a lot of good, bad, and frustrating times. This is why I am trying to bring back Arma 3 life to it's former glory, in 2019 it's hard to think of a good FREE server to play on besides Altis Life and maybe City Life. But I don't want Altis, or Lakeside as the map. I want a fresh brand new map built from the ground up. A place where people can experience for the first time and explore many different locations. I want fresh mods customized to bring the best roleplay experience to the community. Custom building, possibly, and custom scripts. Now, a few things are is that I NEED HELP. Specifically with development, scripting, and hosting the server. If anyone is willing to help me with these things please shoot me an email -- jaylenryan@icloud.com A few specific questions that I have are.... 1. What host should I use to run the server if my connection isn't the best (because college internet). 2. How do I script mods into my server, add mods, and set up TFR so we can have a better VOIP in game. 3. Website creation has never been my strong suit, so how should I go about that? 4. How do I create a custom map, from the ground up? Thank you again for taking the time to read this, and again, if you'd like to contact me either reply here or shoot me an email -- jaylenryan@icloud.com Have a great day!
  10. My friend and I have been working on getting a server to work with us with mods for 9 hours and its starting to get a bit frustrating. We feel like there is nothing for us to do. So basically one of the many issues we are having is that in the CONFIG_server.cfg file that I have, it does not appear to be registering the name of the server i have input, the server password or the admin password and when i enable them. These lead to other issues, such as not being able to access the Game Add On tab for the server so as to enable the mods once in game. If someone would let me know as to what I should be doing or what I have done wrong that would be great. Edit: This might be the potential issue because I was having the same problem with my .bat file The file is named CONFIG_server.cfg.txt so it isn't registering the .cfg as the file type??? it still says it's a .txt file even after I clarified while saving to not restrict it to only .txt This sounds like it might be the issue and I would be super happy if anyone could shed light on how to get it to stop making it .cfg.txt and just .cfg Edit of Edit: So i fixed the file type, server still doesn't recognize the name of server, admin password and normal password, will keep trying!!! Config File: // // server.cfg // // comments are written with "//" in front of them. // NOTE: More parameters and details are available at http://community.bistudio.com/wiki/server.cfg // STEAM PORTS (not needed anymore, it's +1 +2 to gameport) // steamPort = 8766; // default 8766, needs to be unique if multiple servers are on the same box // steamQueryPort = 27016; // default 27016, needs to be unique if multiple servers are on the same box // GENERAL SETTINGS hostname = "Server303"; // Name of the server displayed in the public server list //password = "serverpw"; // Password required to join the server (remove // at start of line to enable) passwordAdmin = "adminpw"; // Password to login as admin. Open the chat and type: #login password maxPlayers = 40; // Maximum amount of players, including headless clients. Anybody who joins the server is considered a player, regardless of their role or team. persistent = 1; // If set to 1, missions will continue to run after all players have disconnected; required if you want to use the -autoInit startup parameter // VOICE CHAT disableVoN = 0; // If set to 1, voice chat will be disabled vonCodecQuality = 10; // Supports range 1-30, the higher the better sound quality, the more bandwidth consumption: // 1-10 is 8kHz (narrowband) // 11-20 is 16kHz (wideband) // 21-30 is 32kHz (ultrawideband) // VOTING voteMissionPlayers = 1; // Minimum number of players required before displaying the mission selection screen, if you have not already selected a mission in this config voteThreshold = 0.33; // Percentage (0.00 to 1.00) of players needed to vote something into effect, for example an admin or a new mission. Set to 9999 to disable voting. allowedVoteCmds[] = // Voting commands allowed to players { // {command, preinit, postinit, threshold} - specifying a threshold value will override "voteThreshold" for that command {"admin", false, false}, // vote admin {"kick", false, true, 0.51}, // vote kick {"missions", false, false}, // mission change {"mission", false, false}, // mission selection {"restart", false, false}, // mission restart {"reassign", false, false} // mission restart with roles unassigned }; // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed, but can be used to increase the delay before other messages motd[] = { "Welcome to My Arma 3 Server", "Discord: discord.somewhere.com", "TeamSpeak: ts.somewhere.com", "Website: www.example.com" }; motdInterval = 5; // Number of seconds between each message // LOGGING timeStampFormat = "short"; // Timestamp format used in the server RPT logs. Possible values are "none" (default), "short", "full" logFile = "server_console.log"; // Server console output filename // SECURITY BattlEye = 1; // If set to 1, BattlEye Anti-Cheat will be enabled on the server (default: 1, recommended: 1) verifySignatures = 2; // If set to 2, players with unknown or unsigned mods won't be allowed join (default: 0, recommended: 2) kickDuplicate = 1; // If set to 1, players with an ID that is identical to another player will be kicked (recommended: 1) allowedFilePatching = 1; // Prevents clients with filePatching enabled from joining the server // (0 = block filePatching, 1 = allow headless clients, 2 = allow all) (default: 0, recommended: 1) // FILE EXTENSIONS // only allow files with those extensions to be loaded via loadFile command (since Arma 3 v1.19.124216) allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via preprocessFile / preprocessFileLineNumbers commands (since Arma 3 v1.19.124323) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files and URLs with those extensions to be loaded via htmlLoad command (since Arma 3 v1.27.126715) allowedHTMLLoadExtensions[] = {"htm","html","php","xml","txt"}; // EVENT SCRIPTS - see http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting onUserConnected = ""; // command to run when a player connects onUserDisconnected = ""; // command to run when a player disconnects doubleIdDetected = ""; // command to run if a player has the same ID as another player in the server onUnsignedData = "kick (_this select 0)"; // command to run if a player has unsigned files onHackedData = "kick (_this select 0)"; // command to run if a player has tampered files // HEADLESS CLIENT headlessClients[] = {"127.0.0.1"}; // list of IP addresses allowed to connect using headless clients; example: {"127.0.0.1", "192.168.1.100"}; localClient[] = {"127.0.0.1"}; // list of IP addresses to which are granted unlimited bandwidth; example: {"127.0.0.1", "192.168.1.100"};
  11. The title pretty much says it all. If I use my dedicated server hoster's 'vanilla' with my mod=@...; the server starts just fine, but if I try to use any other config it doesn't work. I've looked through my .rpt and .cfg and haven't seen any eyesores as to what is wrong, so if someone spots anything it'd be greatly appreciated. Latest .rpt As you can see in the .rpt, there's no steam server initialization and I have no idea why not. Latest .cfg If any other files are needed just let me know!
  12. Does anyone have any idea how to use the function "BIS_fnc_isCuratorEditable" to kill curator editable units when they enter a trigger. I am trying to create a restriction zone around my map which kills the player and curator units when they enter the zone but will allow none curator units to pass through (so I can simulate reinforcements entering the region after a certain amount of time). I have been running some tests to get an idea on how the "BIS_fnc_isCuratorEditable" function works. I currently have four triggers around the map which tell me through a hint whether a unit is curator editable or not. I am now trying to work out how to change it from giving me a hint which is either true or false, to killing the unit if true or allow the unit through if false. Something along the lines of... Just can not seem to work it out. Also tried this to no avail...
  13. Hi all, I am currently making a map which requires a Curator Editing Area to follow the player around the map. I would like it so that if an enemy of the player enters the Curator Editing Area, the Curator Editing Area is disabled (to stop him spawning stuff on top of the enemy). I have managed to write a script which has the Curator Editing Area follow the player... //init.sqf [] spawn { while { alive t1 } do { myCurator addCuratorEditingArea [ 0, position t1, 50 ]; sleep 0.05; }; }; How this works is by creating a Curator Editing Area at the position of the player every 0.05 seconds. The interesting part is that you keep the ID of the Curator Editing Area, this means that it deletes the old Curator Editing Area when the new one is created. (Curator Editing Area ID being 0 in this case). The problem I have is temporarily disabling the creation of "new" Curator Editing Area 's while an enemy is within range. So I need to be able to temporarily disable the script (which I do not know how to do).
  14. FuRixX Lamborghini

    Addons question

    Hi everyone, hi need help, i want to put in safe my script in my Altis Life server to avoid script stealing, I wanna to create a addon like life_server and put my script there, but i dont know how to do that, please, any can help me?
  15. FuRixX Lamborghini

    Code question

    Any one can help my with this code that is a name filtering. script example: _letrasFuRixX = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","ñ","o","p","q","r","s","t","u","v","w","x","y","z","A","B","C","D","E","F","G","H","I","J","K","L","M","N","Ñ","O","P","Q","R","S","T","U","V","W","X","Y","Z"]; jugadorFu = name player; { checkeoFuRixX = [_x, jugadorFu, false] call BIS_fnc_inString; if (!checkeoFuRixX) exitWith { sleep 2; hint "You name is not valid in this server"; endMission "END1"; }; } count _letrasFuRixX; The problem is that I need to sparete the name player letter to letter like a string or anything: ["P","e","t","e","r"];
  16. Hi Community, As I was replaying the Air Superiority Mission from the East Wind Campaign I was wondering myself about the Callsigns on the map: https://imgur.com/a/5UsgqJx My mouse is hovering over the Squad named "Golf". Now as you can see it is the first squad commanded by Sgt. Cooper but that Helicopter that should pick you up is called Golf 2-2 in the Radio? Can somebody please explain me the numbering system of markers and how units respond in the radio? Thx in advance, Mister GTX
  17. Hello, I am trying to use the "Key Frame Animation" to make a little cinematic but I have a doubt that I have not found anywhere. Context: I already have all the modules of the "Key Frame Animation" ready and the camera moves well with the modes: Animation, Move, Nothing. Question: How should the objective to look at be introduced? I understand that it goes in the Rich Curve module, Look input. But I just didn't understand its syntax. The description says: <EdenId, TargetObject> As default: [-1, <NULL-object>] If I have an object called Target_0 which is what I want to look with the camera, what should I do? Thanks in advance. Spyke
  18. Mister GTX

    Field Tent Doors

    Hi Community, Since Contact came out I was walking around and looking at the placement of objects in the Campaign. In the second mission you get called to a tent which is open on one side and closed on the other one and I would like to do that. Sadly I haven't found a way yet (you can only hide or unhide both doors but not a single one [actually at the decon-tent you can close only 1 door]) Thx in Advance!
  19. Dobrý den, rád bych se zeptal/ požádal o pomoc s problémem. Nefunguje mi vnitřní pohled z tanku Angara. Pokaždé když jsem v tanku displeje hlásí že kamera nefunguje, po přiblížení(pravé tlačítko myši) najednou displej funguje ale vidím jen pohled přes displej, jako před přidáním interiérů tanků. Je jedno na které pozici v tanku sedím, všechny kamery hlásí stejný problém. Zkoušel jsem celou Armu přeinstalovat i opravit na Steamu. Nic nepomáhá, můžete mi prosím někdo poradit co s tím mám dělat? Hello, I would like to ask / ask for help with the problem. I don't see the Angara tank inside view. Every time I am in the display tank reporting that the camera is not working, after zooming (right mouse button) suddenly the display works but I only see the view through the display, as before adding the interiors of tanks. No matter which position I sit in the tank, all cameras report the same problem. I tried to reinstall the Arma 3 and fix on Steam. Nothing helps, can someone help me please, what to do about it?
  20. Detachment One is a North America based Arma 3 unit based on MCSOCOM Detachment One. We are extending an invitation to skilled personnel interested in running operations of the following types: Direct Action Special Reconnaissance Special Activities The atmosphere at DetOne is more relaxed, as we have all been a part of previous milsim units. No need to report in, finish statements with “Sir!” nor address members by rank. We have a Teamspeak 3 and Arma 3 server and primarily use TS3 and Discord for communications. Events/Operations The main operation takes place on Saturdays at 9PM EST Other events and training may take place weekly or as determined. Our servers are online 24/7 with the exception of maintenance, so our members can additionally gather/play at any time. https://youtu.be/nAIed1M4a9g Requirements: Minimum age of 18 Teamspeak 3 with Microphone Fluent in English Arma 3 installed Good overall fit for the unit Open Roles: Direct Action Element Member SARC – Special Amphibious Reconnaissance Corpsman Aviator, 1-160th SOAR The unit also has a “Fires Element,” where members can serve roles of: Machine Gunner Infantry Assaultman Mortarman Candidates will undergo an Initial Skills Assessment covering the followin criteria before acceptance: Land Navigation Radio Communication/TFAR ACE Advanced Medical Skills Room Clearing/CQB and POS ID ACE Explosives Further skills on the individual and team level may be trained and developed after entrance. To join or if you have questions, please message one of these members: Bezaleel DareThrylls Arondight Join us on Discord! https://discord.gg/S4NSw8J
  21. How does one use the MissionEventHandler "BuildingChanged"? I'm currently trying to make it so that when a building is damaged (and changes into its partly damaged form) a trigger is activated and props inside the building are deleted. Unfortunately, I'm having real trouble getting the script to work. Please help!
  22. I am currently trying to make it so that when a hold action is preformed on a crate, it will put the crate in the back of a non specific Zamak Truck. Currently, it will put the crate in the nearest Zamak Truck (destroyed or alive). I need it to only pick the closest alive Zamak Truck. I've tried loads of different methods, but I'm now quite stuck. Please help! This is my script so far, all working fine. [ this, "Load.", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {}, {}, { _this call { _ZamakTrans = nearestObjects [ _this select 0, [ "Truck_02_transport_base_F" ], 25 ]; if ( count _ZamakTrans > 0 ) then { target = ( _ZamakTrans select 0 ); _lockIndexes = [ 2, 3, 4, 5, 6, 7 ]; { if ( ( _x select 2 ) in _lockIndexes ) then { moveOut ( _x select 0 ) }; } forEach fullCrew target; { target lockCargo [ _x, true ]; } forEach _lockIndexes; box attachTo [ target, [ 0, 0.25, -0.15 ] ]; box setVectorDirAndUp [ [ 1, 0, 0], [0, 0, 1 ] ]; }; } }, {}, [], 2, Nil, true, false ] remoteExec [ "BIS_fnc_holdActionAdd", 0, this ]; What I need is to pick the closest alive Zamak Truck, not just the closest one. (any advice/criticism on my script will be greatly appreciated.)
  23. Okay so I have broken a script while trying to change the mod dependencies because I opened it in in notepad and I did not unbinarize it first. The good thing is I made a backup of the file but the backup is a txt document. How do I fix this? I have downloaded arma tools and I have some of mikero's tools such as derap but I don't know what i'm doing from here. Any help would be greatly appreciated! When I try to load mission I am receiving a message that says mission.sqm, line 0: '.raP': " encountered instead of '='
  24. I am currently trying to make it so that when a hold action is preformed on a crate, it will put the crate in the back of a non specific Zamak Truck. This would mean that the seats in the back of the truck would have to be locked and anyone sitting in the truck must be ejected from those seats. This is my script so far, all working fine. [ this, "Load.", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {}, {}, { _this call { _ZamakTrans = nearestObjects [ _this select 0, [ "Truck_02_transport_base_F" ], 25 ]; if (count _ZamakTrans > 0) then { target = _ZamakTrans select 0; { target lockCargo [ _x,true ] } forEach [ 2, 3, 4, 5, 6, 7 ]; box attachTo [ target, [ 0, 0.25, -0.15 ] ]; box setVectorDirAndUp [ [ 1, 0, 0], [0, 0, 1 ] ]; }; } }, {}, [], 2, Nil, true, false ] remoteExec [ "BIS_fnc_holdActionAdd", 0, this ]; All I need at the moment is to be able to eject people from the seats 2, 3 4, 5, 6 and 7. (any advice/criticism on my script will be greatly appreciated.)
  25. Hello all, My question is what will the future for ArmA look like? Will we go back to proper military simulation? A2/A2OA or will we stick with the sandbox? A3 Don't get me wrong I love and support what ArmA 3 has become I love it in some way the thing that killed it for me was ArmA 3 "Contact" and the fact that its all future based....not enough Takistan....I sometimes feel that ArmA became a meme because of PSYSIN I love his content but now it's all about life servers...the mill sim side is slowly dying off and only the elite groups are left. if you're a mill sim guy I highly recommend that you try ArmA 2: Army of the Czech Republic...I wish they would make some DLC like that for ArmA 3. I am asking these questions because I found ArmA 2 and A2OA to be much better for my self, A3 is great the mods are better in some way but it just does not have the proper military simulation vibe to it(Sorry if you're a life server person). I am sorry if I am not clear English is not my first language, sorry if this is a repost this is just something I've been worried about as we move on with ArmA and its DLC's. Love you all, stay safe, Luke.
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