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Hi, I have a problem and it is that in this code: switch (_this select 0) do { case "number": { mi_InputText = mi_InputText + format["%1", _this select 1]; ctrlSetText[1000, mi_InputText]; }; case "restar": { mi_InputText = mi_InputText + format["-","%1", _this select 1]; ctrlSetText[1000, mi_InputText]; }; case "clear": { mi_InputText = ""; ctrlSetText[1000, mi_ClearText]; }; case "playerlist": { lbClear 1612; {_dato=lbAdd [1612,name _x];} foreach allPlayers; lbSetCurSel [1612, 0]; }; case "enter": { mi_OutputText = mi_InputText; playername = lbAdd [1612, 1]; hint format["has ingresado %1", mi_OutputText]; [playername, (parseNumber mi_OutputText)] call HALs_money_fnc_addFunds; closeDialog 0; mi_InputText = ""; }; }; I am trying to get the players name as a variable(playername)and as if it were a unit but it gives me an error saying that the variable I give it is a string, does anyone know how to fix it? To contextualize a bit, this variable is taken from a dropdown where the players that are connected are generated.
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Apply Special States to Objects Via Trigger
SchmittyWerbenJagermanJensen posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I am trying to apply special states to a vehicle with a trigger, due to the states being reset to their defaults upon the respawning of a vehicle. Specifically, the Forbid Disembarking state from 3den Enhanced: Forbid Disembarking Description: Crew stays in vehicle even though the vehicle is disabled. Property: ENH_allowCrewInImmobile DefaultValue: false Is there a way to apply this state to any vehicle that enters the affected area of a trigger? I would like it to apply to any vehicle that passes through the trigger regardless of having a variable name. -OR- I am also using a module from MGI Advanced Modules to allow for the vehicles to respawn with the crew members and keep their waypoints. The problem I face is seen when a member of the vehicle bails out and maintains his move, move, cycle waypoints. Then, the vehicle explodes later and respawns. Sometimes, the vehicle will respawn and will not move from its starting position since the waypoints are stuck to the crew member who left earlier. That being said, if there is a way to give orders to units that enter a trigger zone that would be a good workaround. Thanks. -
[A3] A Squadron. Canadian Special Operations Group
Triggered1 posted a topic in ARMA 3 - SQUADS AND FANPAGES
A Squadron, Canadian Special Operations Group Time Zone: Atlantic Time Zone (GMT-3) Group Times: Sat/Sun from 2000-2300 hrs, pending availability. 24/7 access throughout. About us We are a modern SOF unit that operates within a variety of different contemporary environments utilizing the Liberation Rx framework. We were initially comprised of current/former Canadian military members and are now looking to expand our small community. As we host a 24/7 persistent campaign server, operators may join and leave as they like throughout the week. We do NOT offer a role-specific structure, but rather prefer the unique playstyles of each of our operators that's force multiplied by an AI team. This structure is to provide each operator with a feeling that they are contributing to the bigger picture, rather than being solely-focused on small-unit tactics. We also aim for an immersive and realistic environment in our mission contents by providing a realistic Warning Order and on-going narrative with ISR updates to our deployments based on progress made/lost throughout the week. Our end state is in always making sure it a fun and memorable experience for all involved. Ground Assets Squadron Headquarters Assault Element made up of 4 x Troops Support Assets Special Reconnaissance Troop Air Assets Special Operations Aviation Wing (Rotary) Entry Requirements Recruits wishing to join will need to ensure the following min. requirements are met: 15+ (No exceptions) Mature, team-oriented and able to communicate effectively in English Owns a legal copy of Arma 3 with a min. of 20+ hours of Arma 3 experience Must be willing/able to join & communicate via Teamspeak/Discord Able to download & maintain our mod set Able to commit to atleast ONE coordinated sign up per week Selection Application-
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[2023] Spectator Add Locations - example
Bacardi_ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Example how you add location, into spectator locations tab. This is location in map Altis, under water. ["AddLocation", ["loc1", "Location Name", "Location decription", "\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa", [[15010,6850,-115], [0,0,1], [-0.5,-0.5,-0.3], [0,false]]]] call BIS_fnc_EGSpectator; Adding location using alive player eye position and direction (not spectator view) ["AddLocation", ["loc2", "Location Name", "Location decription", "\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa", [eyePos player, [0,0,1], eyeDirection player, [90,false]]]] call BIS_fnc_EGSpectator; Using last override parameter, you can rotate simple way view direction, it will always look straight horizontally. ... , [90,true]]]] call BIS_fnc_EGSpectator; When not enabling override and setting two previous array to zero, player view not change when teleport to the location. ... , [0,0,0], [0,0,0], [90,false]]]] call BIS_fnc_EGSpectator; If you call ["GetLocations"] call BIS_fnc_EGSpectator; you get list of all locations what have been added. - But notice that, it have one extra parameter at the end. I have not found any useful for that. You may include that parameter in your scripting but it doesn't do anything. [["loc3","Location Name","Location decription","\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa",[[15010,6850,-115],[0,0,1],[-0.5,-0.5,-0.3],[0,false]],[0,false]]] -
Sil's Simple Random Weather Script
Sil Carmikas posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sil's Simple Random Weather Script "A very simple approach to generating random weather patterns in Arma 3." by Sil Carmikas Version: 1.0 Final setRandomWeather.sqf Description: This is a bit of a mashup using manage_weather.sqf files from the original Liberation 0.924 mission from [GREUH]zBug and [GREUH]McKeewa. The below code will execute within the mission to add random weather pattern generation making use of the newer selectRandom command (Arma 3 Version: 1.56) This does not offer parameter selection for servers, the only customization that can be done is within the SQF file. This is a very basic script I am working with to learn scripting for Arma 3. Anyone is welcome to use this as they see fit. Instructions: Instructions: 1) Place anywhere you see fit, preferably in the root directory of your mission. 2) In your init.sqf, make sure to type in the following: [] spawn compileFinal proprocessFileLineNumbers "setRandomWeather.sqf"; 3) Save your init.sqf, load Arma 3, load the mission and test using setTimeMultiplier. You can decrease the "sleep 900;" command to observe the random changes more frequently for debugging and testing. Download: https://www.mediafire.com/?8mapw7zpwiwspc5 Here is the code below: if (!isServer) exitWith {}; _setRandom = [0,0.1,0.15,0.2,0.25,0.3,0.35,0.4,0.45,0.5,0.55,0.6,0.65,0.7,0.75,0.8,0.85,0.9,0.95,1.0]; // Initial Weather skipTime -24; 0 setOvercast selectRandom _setRandom; // Initial Weather Set Values: 0 = Sunny, clear skies 1 = Stormy, complete overcast skipTime 24; sleep 0.1; // Keep this at or above 0.1, or else simulWeatherSync command will not work properly. simulWeatherSync; // This command will sync the selected weather pattern to appear as it should right away instead of having to wait. // Random Weather while { true } do { 300 setOvercast selectRandom _setRandom; // selectRandom is the new engine solution to BIS_fnc_selectRandom. This will select a random weather pattern from the array in variable _setRandom. Values: 0 = Sunny, clear skies 1 = Stormy, complete overcast. sleep 0.1; }; sleep 900; // Rests for 15 minutes real-life time before selecting new weather pattern. For 24 hour day cycles (1 in-game second = 1 real life second) or whichever you prefer, you will want to update this to make sure weather shifts as appropriate. Changelog: v. 1.0 Final: -Made a variable for the values for the Initial Weather and Random Weather sections = _setRandom -Made both setRain and setFog options available now. Refer to the setRandomWeather.sqf file for instructions on how to add for FPS control. v. 0.3 Beta: -Made setRain entries optional. The script will now automatically select the appropriate rain amounts without any restriction. If you want the restriction still for FPS purposes, then use the "If Then" statements provided in the script comments within the SQF file itself. -Added more options to the setOvercast arrays. This gives an increased range of options for selectRandom to be able to use. v. 0.2 Beta: -Removed setFog entry from Initial Weather section -Changed setFog settings in Random Weather to the following ----> 0 setFog [0, 0, 0]. This update ensures that the fog level is zeroed out, it's intent being to help with FPS issues. -Added selectRandom command to Initial Weather settings to make a more randomized starting weather pattern. Please feel free to do with it as you wish and how you see fit. Tweak it, mod it, break it, anything. I am open to constructive feedback. If there is a better way to do this, please share. I'd like to get as much info available out there for others learning to script as well too for this same type of thing. -
Who are we: S&C Supply is a provider of Arma 3 modding assets. Our team is comprised of passionate gamers and experienced developers who understand the needs of the modding community. We have worked on the finest arma 3 gear out there, and our assets have been used by many players in the community. What do we offer: We offer a wide range of assets, including weapons, gear, uniforms, and more. All of our assets are carefully designed and tested to ensure that they meet the highest standards of quality and accuracy. We use real-world data and expert knowledge to create assets that are not only visually stunning but also functionally realistic. In addition to library of pre-made assets, we also offer custom asset creation services. Our team of designers and developers can work with you to create unique assets that perfectly fit your mod's theme and style. We use the latest technology and techniques to ensure that your custom assets are optimized for performance and seamlessly integrate with the Arma 3 engine. Our Commitment: At S&C Supply, we are committed to providing our customers with the best possible experience. We offer fast completion competitive pricing, and unparalleled customer support. Our team is always available to answer your questions and provide technical assistance. A list of What we can do: - Uniforms - Vests - Backpacks/Panels - Helmets - Eyepro & Facewear - NVG's - Weapons - Weapon hand animations - Optics - IR/Flash Combos - Grips - Mags - Suppressors - Custom Patches - Texturing - Porting new models So, whether you're starting a new unit or have an existing one, S&C Supply has everything you need to take your Arma 3 Unit to the next level. Visit our discord now to learn more about our products and services, and join the satisfied customers who trust S&C Supply for their Arma 3 modding needs. https://discord.gg/rtsW52BVEP
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remoteexec remoteExec "deleteVehicle"
rkemsley posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have some boxes (Weapon's Cache) scattered across my map. They can be "retrieved" by any BLUFOR player (BLUFOR player has to use the hold action), which removes the box, adds CuratorPoints to all BLUFOR Curators and removes the question mark from the map (where the box is located). They can also be "destroyed" by any Independent unit (Independent player and AI has to use the hold action), which removes the box and removes the question mark from the map (stopping the BLUFOR Curators from gaining CuratorPoints). I currently have this in the init of all the boxes scattered across the map. When used by any player, the trigger just removes the question mark from the map and nothing else. I think I need to use remoteExec for the deleteVehicle part and the addCuratorPoints, but I do not know how to use that function. Please help!- 17 replies
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Hello there. Arma 3 Preset Generator is an open source web app that allows you to create, share, customize and download launcher presets based on a list of steam workshop IDs provided via URL. You can find the source on github (github.com/a-sync/arma3pregen) and continuously deployed instances at arma3pregen.cloudno.de and arma3pregen.devs.space. (check below for usage examples) Features preset sharing made effortless 💚 optional mods can be customized on a simple UI on the fly outputs standard Arma 3 Launcher preset files remembers previously selected optional mods URL format All the preset information (preset name, mods/collections, DLCs, optional flags) is stored in the app URL's query string component. Additional information is loaded through various steam APIs but the steam workshop is considered the single source of truth. Preset Name Custom preset name / file name can be appended to the URL after `?`. Only alphanumeric characters + `_` is allowed. If the preset name is set, the ID list must be separated with `=`. ID list Comma `,` separated list of IDs evaluated from left to right in order. Appended to the URL after `?` or `=`. Mods inherit the optional flag from collections but the last state in order affecting a mod takes precendece when rendering the UI. (see example C4G RHS KotH) This means that you can override the optional flags of certain items in collections to extend or restrict them. In other words it allows you to mix and combine existing collections and mods to customize the required and optional mods in any way you like. The selected optional mods are remembered client side in relation to the preset name. You should also take advantage of the workshop collection feature and create permanent links with workshop IDs pointing to the currently used required and optional collections. (see examples FNF and FNF WW2) Optional mods Append or prepend a `*` to flag an ID optional. Workshop IDs (collection, mod) Only numbers and the optional `*` prefix/suffix is allowed. DLC IDs Items starting with `!` are added to the preset as DLC/CDLC AppIDs. Only numbers and the optional `*` prefix/suffix is allowed. Local mod IDs Items starting with `@` are added to the preset as local mods. Only alphanumeric characters + `_` and the optional `*` prefix/suffix is allowed. Examples FNF: https://arma3pregen.devs.space/?FNF=1551644814,1551648858* FNF WW2: arma3pregen.devs.space/?FNF_WW2=1769913157,2120184260* 77th JSOC: arma3pregen.devs.space/?77th_JSOC=2829455808* C4G RHS KotH: arma3pregen.devs.space/?C4G_RHS_KotH=1290398866,*861133494,*945476727,*1180534892,*1180533757 Custom: arma3pregen.devs.space/?My_Custom_Vietnam_Modlist_2022q2=!1227700,450814997,463939057,@my_local_mod,*333310405,*@optional_local_mod,*!288520 glhf
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Developed in partnership with the 2035: Russian Armed Forces mod. Check them out here! Art by Mr.Mustache Steam Workshop Discord Patreon Made possible thanks to the support of my wonderful patrons. ❤️ Heliotrope, Bran Flakes, Renegade_Jonesy, Slav_Man_Shae, GeneralKong David - Mustache, CommanderCharms, Andrew Dietz, Scott Reijnders Ezzy, Florian Noé, Spess Mehreen, Pheasant-One, Krijn Lakeman, YonV Ravenholme, Buttista, Takaostar, Schuyler P Jarrett, Krytera, coolscout09 Corvid, Itsme M, Elliot Taylor
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Hello, I am looking for an experienced developer (or two) that are willing to help my life role-play server expand and grow to something much more unique. The server/community currently uses/has: Lakeside heavily modded Custom mission file with plenty to do Some bugs, not majorly game-breaking 55 players all-time peak 20-40 players average but we have the money to spend on advertising once the server is more unique Approval for Bohemia monetization We're looking for someone who has advanced knowledge in developing scripts (not just configuring) and is familiar with MySQL (not a requirement). I really hope I'm not breaking any rules by posting this but from what I read on the forum guidelines, it seems alright. Just to be safe, I won't be posting any links/mentioning the community name. Please contact me if you're interested, I will look forward to working with you.
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Arma Preset Creator (Source Code included)
colinm9991 posted a topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hi all, Some may remember a thread I created last year announcing a tool I created called the Arma Preset Creator, this thread has since been deleted as I thought to re-announce the latest updates and changes. The application was originally hosted in Azure, which I decided to migrate away from several weeks back, and I took this as an opportunity to recreate the application with Angular as a learning experience, with a backend API. Description This aims to bridge the gap between Steam Workshop Items and the Arma 3 Launcher whereby any Steam Workshop items with dependencies require a preset to be created manually for these to be loaded in-game. The application solves this problem by generating the preset HTML file for you, which can then be imported into the Arma 3 Launcher. To use it you simply have to retrieve the URL or ID of the Steam Workshop item and paste that into the site, then hit "Create" and it should download a HTML file which can be imported. Alternatively you could share a link to embed on your website or in your Teamspeak, Discord or Steam communities. This allows people to instantly download a preset without having to retrieve the URL or ID. Sharing a link will generate the preset every time that it is clicked. This means that the preset will always be up to date with the collection or item. Capabilities Generate Arma 3 Launcher Presets based on the following Steam Workshop items Collections Missions with mod dependencies Mods with dependencies Generate embeddable/shareable links to embed on your website or community channel which allows people to download Presets in a single click. Usage Generating Preset Enter the URL or ID for a Steam Workshop item Click Create Import the downloaded HTML file into your Arma 3 launcher. Sharing Preset Retrieve a Workshop item ID and enter it on the website Click "Share" and then "Copy", or manually copy if you prefer Share the link via Steam chat or embed in any platform that your community uses to communicate/share mod info. URLs: Arma Preset Creator Arma Preset Creator - GitHub Privacy Notice: The API will log the Steam workshop item IDs used to generate presets, this is only to track usage statistics and also see the diversity between the types of workshop items which this application is used for. No personally identifiable information is, nor will ever be logged with this application, no cookies are used, and no ads will ever run on the website. Changelog: [31/05/2022]: UI Overhaul (see comments below) [21/05/2022]: Brought this back online under a new domain name. [14/07/2021]: I am no longer affiliated with this domain name as it has been handed over to a different team who will look after it going forward. Some time back I parted ways with Arma and this became less of a hobby for me. The code remains open source under the MIT GPLv3 (since the recent updates) license on GitHub. [08/12/2020]: Allow users to paste a URL linking directly to a Steam Workshop Item, as well as pasting an ID. Having seen some errors from somebody trying to generate a preset for an item with no mods or dependencies, I have added some more descriptive error messages to say why a preset with no items won't be generated. [30/11/2020]: Switched it back on with a new host, having been asked by several people. [27/11/2020]: Ended support for this and have instead uploaded the server side source code to github. [02/02/2019]: Added HTTPS [12/12/2018]: Added support for workshop items whose dependencies contain dependencies. Gracefully, duplicates will be filtered at request time so only unique items will be pulled back which is results in lighter load on the Steam Web API Added integration tests (non client facing) to ensure quality and consistency with the API response when refactoring any of the underlying code. Tests added for the scenarios where a workshop item has No dependencies Top level dependencies Nested dependencies (The request resource has a dependency who also has dependencies) Nested dependencies with duplicates (The request resource has a dependency who also has dependencies, some of which are duplicated in the parent resource) [11/12/2018]: Added some error handling around workshop items which have no children dependencies, this will be rejected as there is no need for this utility to create a preset for a single mod without dependencies. Mods with dependencies will now generate correct presets, whereas previously the parent mod was not included in the final preset file. API reference has updated with a breaking change removing the ArmaPresetRequest and instead passing the SteamWorkshopItem object back into the Arma Generate Preset operation. I will add semantic versioning in the future to protect developers against breaking changes. [10/12/2018]: Presets can now be generated from missions and other workshop item types which have dependencies Workshop item dependencies which no longer exist on the Steam Workshop will be ignored/excluded from the generated preset, and also will not return from the '/api/steam/workshop/publisheditems/{publishedItemId}' operation As this application has been released, I have obsoleted (rather than removed) the '/api/steam/collections/{collectionId}' operation, developers should now use '/api/steam/workshop/publisheditems/{publishedItemId}' -
Vertexmacht will use this thread to provide information about the future updates to the Creator DLC: Global Mobilization - Cold War Germany. Discussions about the updates are welcome in the relevant forum thread: If you have any questions about Global Mobilization make sure you visit our FAQ page.
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(CQC/MOUT) Grab/attach to another player so that a buddy pair can walk synchronously?
elmerovingio posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hi guys, I want to know if there is a mod already available that allows player B (aka wingman) to physically grab/attach to player A (aka pointman) so that both players can walk synchronously down a hall. I have checked the docs of several mods and looked for the main search terms on the usual sites, engines and this forum, with no luck. I think that, although that feature seems very complex to develop, it would also be really useful in Buddy system heavy environments like CQC or MOUT. Thx. -
Applying customization to vehicle in trigger
Mr.clean132 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I was hoping someone could help me setup a system to add customizations to vehicles (camo nets, bags, tracks, or change the camouflage) in a trigger. I have a mission using the spawn AI module, but I can't find a way to add customizations to vehicles through the spawn ai module, so I figured a trigger would be the next best way. In my mission, the vehicles spawn inside this trigger, and I figure you could have the trigger apply certain presets to them. I tried scripting this myself, but I'm very new to this and got stuck. What i tried was setting the trigger activation to: Any player, not present, repeatable (this is so that if a player drives their vehicle through the trigger it doesn't apply the customizations to their vehicle, only ai vehicles.) My condition field is: this && ({_x isKindOf "O_MBT_02_cannon_F"} count thisList >0); the trigger interval is 2 seconds, and the activation field is: {[ _x,[],["showCamonetHull",1,"showCamonetTurret",1,"showLog",1]] call BIS_fnc_initVehicle;} forEach thisList; I assume something with the condition isn't working, as I'm not really sure how to properly set up that. This was my test version, ideally, it would work for multiple vehicle types, like APCs and tanks. I was also hoping to maybe make it randomize the preset, like have a few presets per vehicle and have it pick one to apply, although, getting it to work at all would be nice. Thanks in advance -
Hey, I'm very new to scripting and am having trouble with something. I am making a multiplayer pvp/pve mission, and I want players to be able to call in an arsenal on their position when they need it. So I've used the base game "Supply drop support" to accomplish this, with the "crate init" field using this: ["AmmoboxInit",[_this,true]] call BIS_fnc_arsenal; 0 spawn { sleep 30; }; Now the arsenal bit works perfectly, but I also want the crate to be deleted/destroyed after a set amount of time, to prevent them being everywhere, and also limit players ability to exploit having an arsenal beside them. I've tried a few different methods to do this, and looked online quite a bit, but can't figure it out. Im certain its something small I'm messing it up, but either way i cant figure it out. i've tried putting things like "deleteVehicle _this" and using a "_this setDamage 1" to break or delete the crate, with no luck. the error messages also dont make much sense to me, so any help is appreciated. (In the "sleep" area is where ive been putting the delete commands) As a side note, if anyone could help me easily delete the normal contents of the crate via scripting that would also be appreciated
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Hey everyone, I have been looking around for an answer to my question! I am wondering if you can put into say the init file of your mission that always it will give all players present like a huge rating increase, and then say repeat it over and over. I want the players at all time to never ever switch to the sideEnemy or turn into renegades, no matter what happens. Any player who leave and enter. cheers,
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[WIP] Advanced Squad AI - AI Modification
Zeek05 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello, Bohemians. My name is Zeek Halkyr, and I have been involved with Arma 3 for around 7 years at this point. I come to you with the hope that you might be interested in following my adventures in modding. The majority of my time with Arma 3 has been spent in the Eden Editor, and Zeus, fiddling around with units and simulating engagements casually. Because of this, I spend a large portion of my time testing and configuring AI mods such as LAMBS, TCL, VCOM, BCombat, and so on. I have decided to invest time in learning SQF as well as funding the development of an AI mod myself, titled Advanced Squad AI (ASAI). I don't have anything major to say about why this mod will be "the next great thing", but I hope that some people who fiddle around in Zeus like me might get some benefit from it in the future. What is this mod? The mod focus will be on automating squad behavior in an engagement. The aim is to create a mod with: - Reactive squad strategy (a squad will utilize aggressive, defensive or suppressive tactics depending on the enemies strength) - Autonomous squad support (a squad will send/receive supports of many kinds depending on the assets linked to them) - Squad recovery/triage (a squad will recover/re-arm/refuel/repair after an engagement) - Zeus Support (a squad will prioritize Zeus/Scenario waypoints, and take over when engaged or not commanded by the Zeus/Scenario Maker) What isn't this mod? This mod will not: - Be an all in one replacement of ALiVE/HETMAN/Other high command mods. The organization/actions will be done strictly from a squad level of command. - Be a 'super soldier' mod. There may be some modifications to soldier AI, but only with the intent of enforcing squad actions. - Recreate 'realistic' doctrine. This mod will assume that a squad is a autonomous and co-operative entity, and may take actions usually done on a platoon/company level. How will I create the mod? At the moment, I have about 20% of the funding to create a initial demonstration of the mod (with the base features, to expand on as time goes by), I am also learning the SQF necessary to better understand how to approach the development. I am not an experienced SQF developer, however my experience in technical writing and scripting outside of A3 may lend itself to the development of the mod. I simply have a vision I want to achieve, and will try my best to execute it. It may be several months before a demonstration can come out, but I will be updating regularly the status of its development. How can I support the mods development? I am not accepting donations at the time to contribute to the mods development. However, I invite you all to join the discord I have created. I am much active there, and willing to answer any questions you have: https://discord.gg/FdmeBVa6dn I hope you will find an interest in my journey as time goes on, Zeek -
Hello, I hope this is the right section for the Topic. I have this error on two maps but I just tried two. I think the error is on much more maps and I want to solve it, because the game is crashing to often with this error. I was searching in the Internet for hours and all I found was that I have to find RscMapControl array in dialog and add "widthRailWay = 1;". I know how to add this, but I don't know where I have to search for. Let's say I had not the best note in programming at school :D. I think it's on my drive than Arma 3/saved/Steam and than are the folders who include the files where I have to add the specific line. But I'm not sure if it's right, because they was not very specific in the forum. Can someone help me where I past this? Here are the Screenshots: https://imgur.com/a/ni3SSEj Best regards
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Hello! I hope this is on the right part I was wondering if someone could answer this for me, is there a way that I can move units from my direct squad into a high command unit, while in game? I’m looking at creating a mission where, you can recruit guerrilla units as you go into your direct squad, but I want to make it so that once you have a good few of them, you can have the option to create a new squad out of them under high command? I know normally you need to set high command up in the editor but I couldn’t find anything about swapping units from your squad into their own squad under your high command WHILE in game many thanks James
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Hi all, My name is Jon and I am from an Arma 3/Squad/Post-Scriptum unit called 7th Cavalry Gaming - https://7cav.us . In October we will be running a fundraising challenge with other milsim units to raise funds for a charity called https://stackup.org . StackUp.Org is a US based charity that has several programs: 1. Send games and gaming equipment to deployed troops of NATO countries for use in their downtime. 2. They take deserving veterans on once in a lifetime trips to conferences such as E3, ComiCon and others. 3. They have volunteer support groups, primarily in the US, which serve as focal points for support and volunteer work. 4. They have a 24/7/365 crisis counselling service they offer via their discord which is available to anyone that is an adult. Essentially, they believe that gaming can have a positive impact on mental health. Their motto is Veterans are our Mission. Gaming is our Passion. We at the 7th Cavalry are a unit that has been in existence since 2002. We have over 300 active members. The fundraising challenge is a way for us to extend awareness of StackUp.Org to the community, to raise more funds overall for the charity and to motivate our members to raise more money. The idea is that each unit would pledge a minimum of $1,000 USD to the challenge, or $20 per active members, whichever is more. So our team goal would be roughly $6,000 USD. My personal goal is to find enough units to pledge a total of $50,000 USD to the campaign. We will collect pledges from our members starting 11 SEP 18 and ending 11 OCT 18. From 11 OCT 18 until 11 NOV 18 teams and team members will make their donations using the Tiltify site which tracks donations and teams and forwards the donations to the charity. On 10 NOV 18 at 11am eastern, our unit will run a 24 hours of gaming event that will run until 11am eastern on 11 NOV 18. This will signal the end of the fundraising challenge. If you are interested in participating or have questions, please contact me directly via the following methods: Read more: https://7cav.us/stackup Email: 7cavtraining@gmail.com Discord:Argus.J https://discord.gg/gfhnJAy Thanks!
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[TERRAIN] Gereshk outskirts, Helmand Province, Afghanistan
Luke_z_Brna posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
GERESHK OUTSKIRTS Authors: Me, Myself and I About Gereshk: Gereshk, is a town in Grishk District in Helmand province on the Helmand River in Afghanistan, some 120 km (75 mi) northwest of Kandahar, at 817 metres (2,680 ft) altitude. Upstream lies the Kajaki Dam which diverts water to the Boghra Irrigation Canal, an essential infrastructure for the region's crops. Gereshk Dam is also nearby. Gereshk was originally built around a fort on the east bank of the river but was later rebuilt on the west. Gereshk has a population of about 48,546 and has a hospital and a school of engineering which was built back in 1957. Grishk is located on the important transport route known as Highway 1, which was built during the time of the Soviet–Afghan War. This route links Farah Province in the west and to Kandahar Province in the east. As part of Operation Moshtarak the British Army and Afghan workers are constructing Route Trident, a road that will eventually connect Gereshk with the provincial capital of Lashkar Gah. Gereshk is also the southern terminus of Route 611. The area is irrigated by the Helmand and Arghandab Valley Authority. Why Gereshk? I chose Gereshk because i have plenty of photos from there in 2008/2009, also because my father was there together with the Czech, Danish, American and British contingent. All were dislocated in FOB PRICE. Over time, the base grew to MOB PRICE (Main Operating Base), and with the withdrawal of most of the contingents, the base was transferred to the hands of the Afghan National Army. The town of Gereshk is close to the Camp Bastion/Camp Shorabak (that time the biggest UK's base in the overseas), so the base that was near the town served as temporary stop for convoys and patrols heading through the Helmand valley/Green zone to Kandahar or other nearby bases and outposts. What you can look forward to? I hope that my skills are enough on the high level that i will be able to present you and give you another of a lot of great maps. BUT what will be different? The main difference between other terrains and maps and Gereshk will be sense for detail and real-looking bases as like as it is in real life. There will be some more outposts/checkpoints near the Highway 1. The infrastucture in the town like hospital, school, market, provincial authorities offices, police station, streets with houses, streetlamps, voltage poles etc. and fields with farms and villages. Imagine everything what belongs to this part of the world. Btw I already made a FOB Price base template and its already in the Armaverse, but the new base will be partly different because in recent time i know how to do a few things better and smarter then in the past. Estimate time of release? Who knows...maybe in half a year, maybe in one year, maybe in two years. We will see how the work on this project will go and if there will be any major problems. Thank you guys for patience and your trust!- 3 replies
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- afghanistan
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Size: 5120x5120 Hello everyone, I'm currently working on a "small" terrain based on the city of Haditha (Al-Anbar Governorate, Iraq), which is situated next to the Euphrates river. It features real (?) elevation data and satellite imagery, a little portion of the Euphrates river, various small villages and the city centre. Haditha is currently very wip and I don't know when it'll be finished, but I surely know that it will, somehow. I'm trying to make this terrain as realistic as possible and, possibly, decent enough to be hosted on the holy site of Armaholic so... feel free to criticize my work, suggestions are always welcomed. Thanks: - I would like to thank mr. Delta Hawk for his magnificent, classic units that inspire me a lot and keep me constantly focused on Iraq related stuff. P.S. This discussion is wip too so better pics and information will be posted in the future... stay focused. These were the only pictures available.
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class CfgWLRequisitionPresets { class MyWLAssetList { class WEST { class Infantry { class B_Soldier_F { cost = 100; requirements[] = {}; }; class rhsusf_usmc_marpat_wd_rifleman_m4 rifleman { coat = 100; requiremments[]={}; }; class CUP_B_US_SpecOps_Medic Medic { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_machinegunner machinegunner { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_sniper_M107 sniper { coat = 100; requiremments[]={}; }; class rhsusf_usmc_recon_marpat_wd_marksman_lite marksman { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_grenadier grenadier { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_riflemanat riflemanat { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_javelin antitank { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_stinger antiaircraft { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_engineer engineer { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_helipilot helipilot { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_crewman crewman { coat = 100; requiremments[]={}; }; rhsusf_airforce_jetpilot jetpilot { coat = 100; requiremments[]={}; }; }; class Vehicles { rhsusf_m1151_usmc_wd Hammer { coat = 100; requiremments[]={}; }; rhsusf_m1151_m2_v3_usmc_wd HammerM2 { coat = 100; requiremments[]={}; }; rhsusf_m1165a1_gmv_m134d_m240_socom_d CombatHammer { coat = 100; requiremments[]={}; }; rhsusf_M1237_M2_usarmy_d M1237 { coat = 100; requiremments[]={}; }; CUP_B_AAV_USMC_TTS AAVP7/A1 { coat = 100; requiremments[]={}; }; rhsusf_stryker_m1132_m2_d EngineerStryker { coat = 100; requiremments[]={}; }; CUP_B_MTVR_USMC Truck { coat = 100; requiremments[]={}; }; CUP_B_MTVR_Ammo_USMC AmmoTrack { coat = 100; requiremments[]={}; }; CUP_B_MTVR_Refuel_USMC RefuelTrack { coat = 100; requiremments[]={}; }; CUP_B_MTVR_Repair_USMC RepairTrack { coat = 100; requiremments[]={}; }; CUP_B_TowingTractor_USMC TowingTractor { coat = 100; requiremments[]={}; }; }; class Aircraft { RHS_MELB_MH6M MH-6M LittleBird { cost = 7500; requirements[] = { "A" }; }; RHS_MELB_AH6M AH-6M LittleBird { cost = 7500; requirements[] = { "A" }; }; RHS_AH1Z AH1Z { cost = 7500; requirements[] = { "A" }; }; CUP_B_AH1_DL_BAF AH1 { cost = 7500; requirements[] = { "A" }; }; CUP_B_UH1Y_MEV_USMC UH-1Y Medic { cost = 7500; requirements[] = { "A" }; }; RHS_UH1Y_d UH1-Y Combat { cost = 7500; requirements[] = { "A" }; }; CUP_B_UH60S_USN MH-60S { cost = 7500; requirements[] = { "A" }; }; CUP_B_MH60L_DAP_4x_US MH-60L Cobat { cost = 7500; requirements[] = { "A" }; }; RHS_CH_47F_10_cargo CH-47F Cargo { cost = 7500; requirements[] = { "A" }; }; RHS_CH_47F_light CH-47F { cost = 7500; requirements[] = { "A" }; }; rhsusf_CH53e_USMC_cargo CH-53E Cargo { cost = 7500; requirements[] = { "A" }; }; rhsusf_CH53E_USMC_GAU21_D CH-53E { cost = 7500; requirements[] = { "A" }; }; CUP_B_MV22_VIV_USMC MV-228 Cargo { cost = 7500; requirements[] = { "A" }; }; CUP_B_MV22_USMC_RAMPGUN MV-228 { cost = 7500; requirements[] = { "A" }; }; USAF_AC130U AC-130 { cost = 7500; requirements[] = { "A" }; }; usaf_kc135 KC-135 Tanker { cost = 7500; requirements[] = { "A" }; }; USAF_C17 C-17 { cost = 7500; requirements[] = { "A" }; }; CUP_B_AH6X_USA AH-6X LittleBird ULB { cost = 7500; requirements[] = { "A" }; }; USAF_MQ9 MQ-9 ULB { cost = 7500; requirements[] = { "A" }; }; USAF_RQ4A RQ-4A ULB { cost = 7500; requirements[] = { "A" }; }; }; class Naval { class O_Boat_Armed_01_hmg_F { cost = 500; requirements[] = { "W" }; }; }; class Gear { CUP_BOX_US_ARMY_Ammo_F { cost = 200; requirements[] = {}; }; CUP_BOX_US_ARMY_Support_F { cost = 200; requirements[] = {}; }; CUP_VABox_USARMY { cost = 200; requirements[] = {}; }; CUP_BOX_US_ARMY_AmmoVeh_F { cost = 200; requirements[] = {}; }; }; class Defences { RHS_M119_D artillery { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_B_M1129_MC_MK19_Woodland MK19Artillery { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_B_M270_HE_USMC M270MLRS { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhsusf_M142_usmc_WD M142HIMARS { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhsusf_m109_usarmy M109A6 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; RHS_M2A3_BUSKIII_wd M2A3 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_B_M1A2SEP_TUSK_II_Woodland_US_Army M1A2 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; }; }; class EAST { class Infantry { CUP_O_RU_Soldier_TL_M_VDV_EMR_V2 Командир звена { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_M_EMR_V2 Стрелок { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Medic_M_EMR_V2 Медик { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Engineer_M_EMR_V2 Инженер { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Exp_M_EMR_V2 Сапер { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_MG_M_EMR_V2 Пулемётчик { coat = 100; requiremments[]={}; }; CUP_O_RU_Sniper_M_EMR Разведчик { coat = 100; requiremments[]={}; }; CUP_O_RU_Sniper_KSVK_M_EMR Сапер { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_AT_M_EMR_V2 Гранатомедчик { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_AA_M_EMR_V2 Ракетчик ПВО { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_HAT_M_EMR_V2 Противотанковый стрелок { coat = 100; requiremments[]={}; }; CUP_O_RU_Pilot_M_EMR Пилот { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Crew_M_EMR_V2 Член экипажа { coat = 100; requiremments[]={}; }; rhs_pilot Пилот самолёта { coat = 100; requiremments[]={}; }; }; class Vehicles { CUP_O_TowingTractor_RU Тягач { coat = 100; requiremments[]={}; }; CUP_O_UAZ_AMB_RU уаз Медецинский { coat = 100; requiremments[]={}; }; CUP_O_UAZ_MG_RU Уаз ДШКМ { coat = 100; requiremments[]={}; }; CUP_O_GAZ_Vodnik_AGS_RU Водник { coat = 100; requiremments[]={}; }; rhs_tigr_vv Газ-233011 { coat = 100; requiremments[]={}; }; rhs_tigr_m_vv Газ-233114 { coat = 100; requiremments[]={}; }; rhs_tigr_sts_vv Газ-233014 { coat = 100; requiremments[]={}; }; rhs_kamaz5350_vv Камаз-5350 { coat = 100; requiremments[]={}; }; rhs_kamaz5350_ammo_vv Камаз-5350 Патроны { coat = 100; requiremments[]={}; }; CUP_O_Kamaz_Repair_RU Камаз-5350 Ремонт { coat = 100; requiremments[]={}; }; CUP_O_Kamaz_Refuel_RU Камаз-5350 Топливо { coat = 100; requiremments[]={}; }; RHS_Ural_Zu23_VV_01 Урал-4320 Зенитка { coat = 100; requiremments[]={}; }; O_Truck_03_device_F Буря Устройство { coat = 100; requiremments[]={}; }; }; class Aircraft { RHS_Mi8mt_Cargo_vvsc Ми-8МТ Транспортный { cost = 7500; requirements[] = { "A" }; }; RHS_Mi8mt_vvs Ми-8МТ { cost = 7500; requirements[] = { "A" }; }; RHS_Mi8MTV3_heavy_vvs Ми-8МТ Тяжелый { cost = 7500; requirements[] = { "A" }; }; rhs_ka60_grey Ка-60 { cost = 7500; requirements[] = { "A" }; }; CUP_O_Ka60_Grey_RU Ка-60 Штурмовой { cost = 7500; requirements[] = { "A" }; }; RHS_Mi24V_vvs Ми-24В { cost = 7500; requirements[] = { "A" }; }; CUP_O_Mi24_Mk4_CSAT_T Ми-24 Суперхинд { cost = 7500; requirements[] = { "A" }; }; rhs_mi28n_vvsc Ми-28Н { cost = 7500; requirements[] = { "A" }; }; RHS_Ka52_vvs Ка-52 { cost = 7500; requirements[] = { "A" }; }; CUP_O_Ka50_DL_RU Ка-50 Черная Акула { cost = 7500; requirements[] = { "A" }; }; OWP_MI26ps Ми-26Т Пассажирский { cost = 7500; requirements[] = { "A" }; }; OWP_MI26md Ми-26ТМК Медкомплекс { cost = 7500; requirements[] = { "A" }; }; OWP_MI26cg Ми-26Т Грузовой { cost = 7500; requirements[] = { "A" }; }; OWP_MI26fl Ми-26ТЗ Заправщик { cost = 7500; requirements[] = { "A" }; }; CUP_O_Pchela1T_RU БПЛА Пчела-1Т { cost = 7500; requirements[] = { "A" }; }; CUP_O_AN2_TK Анотонов Ан-2 { cost = 7500; requirements[] = { "A" }; }; CUP_O_C47_SLA Ли-2 { cost = 7500; requirements[] = { "A" }; }; CUP_O_C130J_Cargo_TKA С-130J Грузовой { cost = 7500; requirements[] = { "A" }; }; RHS_TU95MS_vvs_old Ту-95МС6 { cost = 7500; requirements[] = { "A" }; }; Antonov225 Анотонов АН-225 { cost = 7500; requirements[] = { "A" }; }; }; class Gear { CUP_BOX_RU_Ammo_F Базовые патроны РФ { coat = 100; requiremments[]={}; }; CUP_BOX_RU_Support_F Потдержка РФ { coat = 100; requiremments[]={}; }; CUP_VABox_RU Арсенал РФ { coat = 100; requiremments[]={}; }; CUP_BOX_RU_AmmoVeh_F Боеприпасы для техники РФ { coat = 100; requiremments[]={}; }; }; class Defences { rhs_2b14_82mm_vdv Поднос { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; RHS_ZU23_VDV ЗУ-23-2 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_D30_vdv 2А18М { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_prv13_turret_vpvo ПРВ-13 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_p37_turret_vpvo П-37 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_bmd4ma_vdv БМД-4М ДБ { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_bmp3mera_msv БМП-3 ДБ { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_bmp2d_vv БМП-2Д { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_brm1k_vv БРМ-1К { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_O_BTR80_CAMO_RU БТР-80 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_btr80a_vdv БТР-80А { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_O_BTR90_RU БТР-90 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t15_tv Т-15 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_sprut_vdv 2С25 Спрут { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t80uk Т-80УК { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t90sab_tv Т-90СА { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t90sm_tv Т-90СМ { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t14_tv Т-14 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; RHS_BM21_VV_01 БМ-21 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_2s1_at_tv 2С1 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_2s3_at_tv 2С3М1 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_9k79_B 9П129-1М { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_zsu234_aa ЗСУ-23-4 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_O_2S6_RU 2С6 Тунгуска { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; }; }; }; };
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[Solved] Problems with hideObjectGlobal for layers
Jamio posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, I'm attempting to unhide a layer that I have previously hidden using the following code in the mission init.sqf, with "layer_checkpointwest" being my layer: { _x hideObjectGlobal true; } forEach (getMissionLayerEntities "layer_checkpointwest" select 0); I want to unhide everything in this layer at some point later on in the mission. Originally I had it set up in an addAction for a Zeus player to trigger: zeus1 addAction ["4. Unhide Checkpoint Ambush Scene", {{_x hideObjectGlobal false;} forEach (getMissionLayerEntities "layer_checkpointwest" select 0);}, nil, 1.5, false, true, "", "true", 3]; For SP and locally hosted MP this works fine, however on a dedicated server nothing seems to happen. I am thinking it's something to do with the way hideObjectGlobal needs to be called on the server - but even using a trigger to remoteExec a script > "[] remoteExec ["unhidecheckpoint.sqf", 2, false];" with essentially the opposite of the init.sqf code doesn't seem to work either. I've been reading so much on this and I don't feel like I'm fully understanding what I'm missing! Any help or advice with this is much appreciated.