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Found 39 results

  1. Hi, I've been trying to make gameplay more realistic recently and map markers have been making this hard since anybody in the channel that you select can see the markers. I have restricted most channels in the description.ext and left group channel as it is probably the best option for this but that still means that everybody in the group that you are in can see the markers, even if they die and are half way across the map. I can't seem to find a way to add direct to the list of available channels. I would like to be able to place map markers in direct channel or in a similar way to the pointing mechanic so only people near me could see the markers placed. I have been googling and searching the forums for a few hours now with no luck, any help would be appriciated. Thank you in advance.
  2. Hi all. This is a simple version of my sector update script. This version uses markers as sectors, another version changes (hides / un-hides) flags based on ownership. AT moment I would need to copy the code for EVERY sector... pointless, so i want to add all sectors (markers or flags for the flag version) to an array and then update them via the below script. The script works fine with single referenced sectors and updates every 5 seconds or so if aaf are only in the sector it changes green, blue for nato and red lines for contested. Also notifies me of sector updates. So onto the script please i need help with the highlighted text. Type Array expected string. I cannot find way of using for each reference each sector (Marker) in the array with distance to the marker referenced in the unit count code. Please help, so close but cannot complete.
  3. This PBO fixes an issue introduced in the latest A3 main branch hotfix (build 142223) which breaks the EtelkaNarrowMediumPro font used for marker text on the map/GPS/in editor/etc. Here's an image of the bug: What it should look like (pre-142223): The config fix is very simple. The fonts[] definition was edited for the config.bin inside uifonts_f.pbo. All I did was rollback the changes that were made in the build 142223 hotfix. class CfgFontFamilies { class EtelkaNarrowMediumPro { fonts[] = {"A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro6","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro7","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro8","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro9","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro10","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro11","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro12","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro13","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro14","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro15","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro16","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro17","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro18","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro19","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro20","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro21","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro22","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro23","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro24","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro25","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro26","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro27","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro28","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro29","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro30","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro31","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro34","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro35","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro37","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro46"}; }; }; And finally here's a download link to the PBO: https://www.dropbox.com/s/25kecsxrc4yda4w/bsm_marker_font_fix.pbo?dl=0
  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. The main font family for the text next to map markers is EtelkaNarrowMediumPro. In the most recent stable branch hotfix (build 142223), the fonts[] array for this config entry was updated, subsequently changing the visual behavior of map marker text. This bug is still present in the current development branch build. Here's a before/after picture of what map markers look like: Pre-142223 : Post-142223 : I'm assuming this was an unintentional change. If it wasn't unintentional, disregard. Here's a relevant post:
  6. With the arrival of the JET DLC, i'm here to ask if it’s possible to add a function to create multiple waypoints (like a flight plan) that will trigger in sequence once they reach one of them. These steering points would like them to be visible only on the HUD/HMD (example from DCS, picture 1) and GPS and that they are joined together by a straight line (visible only on GPS or map, picture 2) To create Steering Point you could use the same command "Shift + Click" on Map. Why am I asking you this? I play ArmA with no marker on map or on screen (waipoint) and anyway with the DLC Jet it would be cool to have this new feature. Thanks Bye
  7. Hello, I am trying to save markers of players (created under all channels) on my dedicate server. I am using https://community.bistudio.com/wiki/allMapMarkers to get all map markers... I have three markers created under different channels : My debug console command looks like this : b = allMapMarkers select {(_x select [0,15]) isEqualTo "_USER_DEFINED #"}; b = b apply {[markerText _x]}; publicVariable "b" Server side, this return : [["channel global"]] Client side, this return : [["channel Group"],["channel camp"],["channel global"]] My problem is, the server don't have those markers created under channel Group and Camp (only channel Global is broadcasted). When I leave my server and come back, markers Group and Camp are still here. This mean there are saved somewhere on the dedicate but where ? How can I get marker from channel group and camp ? See you soon!
  8. So this script (not shown in entirety) is run for every unit that is either placed or spawned in game and is meant to assign different skill values and then some. There is a small chance that a unit will spawn as a special Agent and im trying to attach a map marker along with a voice "Agent in you area" with each agent spawned. It works but the problem while the text and voice announce for every spawned agent, the Marker only appears once or it is constantly spawning on top of itself (most likely) - somehow only locking on to the first _pos variable named over and over and im not sure why. Important part in red at bottom if ((side _this == east) and (!isPlayer _this)) then { _SfaA =_this skillFinal "aimingAccuracy"; _sFx = _sFaA * .1; _sFAs = _this skillFinal "aimingSpeed"; _sFxG = _sFAs * .08; _sFAsh = _this skillFinal "aimingShake"; _sFxH = _sFAsh * .1; _SfsD = _this skillFinal "spotDistance"; _sFxb = _SfSd * .6; _SfsT = _this skillfinal "spotTime"; _sFxc = _SfsT * .6; _Sfcou = _this skillFinal "courage"; _sFxd = _Sfcou * .2; _Sfcom = _this skillFinal "commanding"; _sFxe = _Sfcom * .3; _SfGen = _this skillFinal "general"; _sFxf = _SfGen * .2; _sfRS = _this skillFinal "reloadSpeed"; _sFxi = _sfRS * .2; _this setskill ["spotDistance",_sFxb]; _this setskill ["spotTime",_sFxc]; _this setskill ["courage",_sFxd]; _this setskill ["commanding",_sFxe]; _this setskill ["general",_sFxf]; _this setskill ["aimingAccuracy",_sFx]; _this setSkill ["aimingSpeed", _sFxG]; _this setSkill ["aimingShake", _sFxH]; _this setSkill ["reloadSpeed", _sFxi]; /* _this setUnitTrait ["camouflageCoef",0.00040]; */ _num = (random 100); _lowSkill = random [.1,.3,.6]; _factionSoldier = faction _this; Recon_East_2 = ["KSF","ASG","RUS","MGS","PLA","HZ"]; if (_factionSoldier in Recon_East_2) then {_this setSkill ["aimingAccuracy", random [0.08, 0.1, 0.2]]}; if (_factionSoldier in Recon_East_2) then {_this setSkill ["aimingSpeed", 1]}; if (_factionSoldier in Recon_East_2) then {_this setSkill ["aimingShake", 1]}; if (_factionSoldier in Recon_East_2) then {_this setSkill ["spotDistance", random [0.6, 0.8, 1]]}; if (_factionSoldier in Recon_East_2) then {_this setSkill ["spotTime", 1]}; if (_factionSoldier in Recon_East_2) then {_this setSkill ["reloadSpeed", 1]}; if (_factionSoldier in Recon_East_2) then {_this setSkill ["courage", 1]}; if (_factionSoldier in Recon_East_2) then {_this setSkill ["commanding", random [0.6, 0.8, 1]]}; if (_factionSoldier in Recon_East_2) then {_this setSkill ["General", random [0.6, 0.8, 1]]}; if (_factionSoldier in Recon_East_2) then {_this setUnitTrait ["camouflageCoef",0.00040]}; if (_num > 96) then {_this call frog_agent_1;hint "Special type 1 East Agent is born"; _pos = getPos _this; _markertxt = format ["Agents?" ]; ///// Right here its finding the position of _this but it onlu uses this value over and over _markerstr = createMarker ["PLP ASSET Special Forces",_pos]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "plp_mark_as_specialforces"; _markerstr setMarkerSize [0.9,0.9]; _markerstr setMarkerColor "ColorRed"; _markerstr setMarkerText _markertxt};
  9. Hello. I set the position of a marker on a helicopter in the init.sqf In the editor I have 2 triggers that change the marker color and text whether the helicopter is alive or dead I have been experimenting with deleting the 2 triggers (Alive/Dead) and adding the code to the init.sqf Is this a good idea? Is there a better method or more compact way of achieving this? Or should I stick with the trigger method in the editor? Note (Not Necessary): I am also interested in making the marker (helicopter c_air) point in the direction the vehicle is traveling instead of it always pointing north on the map. How is that done (Out of curiosity)? Thanks in advance.
  10. So i am trying to import markers into my Chernarus map for arma 3 from what I understand I can add a script into the initserver.sqf and have that within the init.sqf and then load my mission.sqm to import them but my script does not seem to import. maybe someone can help me figure out why
  11. I need a little help. This is for Multi Player Environment. 1. Lets say I have 10 triggers that spawn enemy AI when a player is within the individual bases zone. 2. I want to let the players know where these enemy spawns are, but I want to keep it random for replay value. 3. So, lets say that on any given mission I want three of the AI bases to show up on the players map as a marker. (same bases will show for all players) 4. But, I want the three markers to be random on each play through, and I want all 10 bases to always spawn - so if they stumble upon them, there is still surprise factor - on the players. I'm thinking I just need to name the triggers individually and place them into an array.. but I need help with that. I would assume it needs to be done on server, because if it was local all the players would see different markers.? As I type this, I'm thinking it might be easier to just spawn random triggers that have markers already attached? I'm not really sure how to proceed, but the above gives a good outline. Thanks for any help, Fire
  12. Hello Community, I brain teasering a long time. Search the web for a solution but I don`t find something. Can someone help. Know someone to place a 3D Marker in the editor like the E3 2012 presentation from ArmA 3? Like this?
  13. APP-6 Military symbols for land based systems Hello guys. It's time for me to ask the ArmA community for help. In the past i created like hunderts of seperate map-markers to enable the creation of tactical/military maps. The markers i created worked fine in the 2D editor but they were not really usable ingame without any external "GUI-marker-manager" like the "Sweet markers system" by swatSTEAM. Furthermore you can probably imagine how the file size expands with any new (slighly different) marker. Some example map markers: http://jaegerkompanie.de/wp-content/uploads/2016/01/ExampleMarkers.png So i started to think about it and figured out that one could "simply" create all those different military symbols with different: role indicators, size indicators, mobility indicators, ... in a running game by simply combining all necessary elements. I guess the ingame-map interface could look somehow like this: http://jaegerkompanie.de/wp-content/uploads/2016/01/Concept.png Now my problem: At this point i have no ******* clue how the advanced GUI creation works. I have read and watched some basic tutorials which do not really help me to realise this project. So I'm here to get rid of this. I appreciate any help – whether it's a link to an advanced GUI tutorial, tipps and tricks how to realize any little element or any other. I will work and definitely finish this project. It is just a question of time.
  14. I've been collecting, expanding and creating documentation for various addons and mods. Initially this was done for myself, as I found very convenient being able to access all of them on a single place via browser, but I think this might be useful for someone else. The current compiled documentation consists of: WW4 - Units: name, class, 3d model, weapons, magazines... - Weapons: real name of the weapon, class, muzzles, magazines... WGL Everything in the docs directory of this mod, with some added info. - WGL5 manual (draft) - WGL4 tech and field manuals - Ammo values - Damage values - Groups - Infantry units - Laser designator values - Crew, magazines, weapons, etc of weapons and vehicles - Rucksack magazines - Vehicles - Weapons (with muzzle names added) - WGL ZM classes, global vars, etc CoC - CoC NS2 guide (the one already posted) Markers Names and classes of markers from several addons - Default BIS markers - USMC markers - WGL markers You can browse and view the documents here: https://docs.google.com/folder/d/0By2CaodBQ84GN1RDM0ctazhyNlk/edit?usp=sharing The documentation provided here might be expanded in the future. If so I'll notify about here to let anyone interested know.
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