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Found 87 results

  1. In our community we use Alive to provide combat supports (transport, CAS, artillery, etc... ) and for anyone to use the support, he needs to carry a TFAR long range radio "tf_rt1523g_big_rhs". Unfortunately, Making a supply drop forces mision editors on habilitating the full Alive combat logistic suite, which adds quite a lot of complexity. Instead, we use the vanilla supply drop. Easy to set up and flawless. The negative side is that a) vanilla supply drop is linked to an individual, if the individual dies it is the end of the supply drop. b) the link to combat logistics is no longer operating after respawn. c) the link cannot be moved to another individual. What we want is that the supply drop moves to whoever carries the indicated TFAR radio. Consequently Since I am a noob in coding, I have had a friend help me to make some code to put in the init.sqf to check who is carrying the LR radio and stablish the sincronizations to enable access to supply drop to that individual. If the radio changes hands (because the original operator was killed), the supply drop should be accessible to the new radio carrier. But we can't make it work and I would appreciate any help. _X would be each player, Req1 is combat support requester prov1 is virtual supply drop provider. if (hasInterface) then { // Only executed at client side checkbackpack = [ ] spawn { if (!isNull (unitBackpack _x)) then { if ((""tf_rt1523g_big_rhs"" == typeof _backpack)) then [_X, req1, prov1] call BIS_fnc_addSupportLink; } else { [req1, prov1] call BIS_fnc_removeSupportLink;// removes any existing support link. } sleep 1; // wait for a second to repeat }; };
  2. In a Muti-play mode. 1. Set a support module connection(Requester+Supporter+ArtilleryUnits) to infantry player. 2. All run good. 3. Player died. Respawn. (By respawn module + BASE + MENU) 4. Player CAN NOT call any support at all. How to solve ? I am a noob at editing and not familiar with scriptings but I will try best.
  3. Hi, I have been making a custom building and am on the final few stages of it, However I cant seem to get the windows to work (I have never done windows before and am a bit lost) If anyone could link me to a guide on how to do windows that would be much appreciated or tell me what I need to do in the comments. Config.cpp #include "config_macros_glass.hpp" class CfgPatches { class CG_CityBank { unit[] = {"CG_CityBank"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Structures_F"}; }; }; class CfgVehicles { class House; class House_F: House{}; class CG_CityBank : House_F { scope = 2; model = "\CG_Buildings\CG_CityBank.p3d"; displayName = "City Bank"; vehicleClass = "CG_Category"; editorCategory = "CG_Category"; edtiorSubcategory = "CG_Structures"; cost = 50000; author = "CG_JimmyBulmer"; class AnimationSources { class Door_01_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_02_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_03_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_04_Rotation { source = "user"; initPhase = 0; animPeriod = 2; }; class Door_05_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_06_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_07_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_08_Rotation { source = "user"; initPhase = 0; animPeriod = 1; }; class VaultDoor_Handle_Rotation { source = "user"; initPhase = 0; animPeriod = 10; }; class VaultDoor_Full_Rotation { source = "user"; initPhase = 0; animPeriod = 10; }; class Glass_1_Source { source="Hit"; hitpoint = "Glass_1_"; }; }; class UserActions { class VaultDoor_Open { displayName = "Open Vault Door"; position = "VaultDoor_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""VaultDoor_Handle_Rotation"" < 0.5"; statement = "this animate [""VaultDoor_Handle_Rotation"", 1]; this animate[""VaultDoor_Full_Rotation"", 1];"; }; class VaultDoor_Close { displayName = "Close Vault Door"; position = "VaultDoor_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""VaultDoor_Handle_Rotation"" >= 0.5"; statement = "this animate [""VaultDoor_Full_Rotation"", 0]; this animate [""VaultDoor_Handle_Rotation"",0];"; }; class Front_Door_Right_Open { displayName = "Open Doors"; position = "FrontDoor_Right_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_01_Rotation"" < 0.5"; statement = "this animate [""Door_01_Rotation"", 1]; this animate [""Door_02_Rotation"", 1];"; }; class Front_Door_Right_Close { displayName = "Close Doors"; position = "FrontDoor_Right_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_01_Rotation"" >= 0.5"; statement = "this animate [""Door_01_Rotation"", 0]; this animate [""Door_02_Rotation"", 0];"; }; class Front_Door_Left_Open { displayName = "Open Doors"; position = "FrontDoor_Left_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_03_Rotation"" < 0.5"; statement = "this animate [""Door_03_Rotation"", 1]; this animate [""Door_04_Rotation"", 1];"; }; class Front_Door_Left_Close { displayName = "Close Doors"; position = "FrontDoor_Left_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_03_Rotation"" >= 0.5"; statement = "this animate [""Door_03_Rotation"", 0]; this animate [""Door_04_Rotation"", 0];"; }; class Door_05_Open { displayName = "Open Door"; position = "Door_05_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_05_Rotation"" < 0.5"; statement = "this animate [""Door_05_Rotation"", 1];"; }; class Door_05_Close { displayName = "Close Door"; position = "Door_05_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_05_Rotation"" >= 0.5"; statement = "this animate [""Door_05_Rotation"", 0];"; }; class Door_06_Open { displayName = "Open Door"; position = "Door_06_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_06_Rotation"" < 0.5"; statement = "this animate [""Door_06_Rotation"", 1];"; }; class Door_06_Close { displayName = "Close Door"; position = "Door_06_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_06_Rotation"" >= 0.5"; statement = "this animate [""Door_06_Rotation"", 0];"; }; class Door_07_Open { displayName = "Open Door"; position = "Door_07_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_07_Rotation"" < 0.5"; statement = "this animate [""Door_07_Rotation"", 1];"; }; class Door_07_Close { displayName = "Close Door"; position = "Door_07_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_07_Rotation"" >= 0.5"; statement = "this animate [""Door_07_Rotation"", 0];"; }; class Door_08_Open { displayName = "Open Door"; position = "Door_08_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_08_Rotation"" < 0.5"; statement = "this animate [""Door_08_Rotation"", 1];"; }; class Door_08_Close { displayName = "Close Door"; position = "Door_08_Trigger"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Door_08_Rotation"" >= 0.5"; statement = "this animate [""Door_08_Rotation"", 0];"; }; }; }; }; Model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class CG_CityBank_bones : Default { skeletonInherit = "Default"; skeletonBones[] = { "Door_01","", "Door_02","", "Door_03","", "Door_04","", "Door_05","", "Door_06","", "Door_07","", "Door_08","", "VaultDoor_Full","", "VaultDoor_Handle","VaultDoor_Full", "VaultDoor_Handle_Axis","VaultDoor_Full", "Glass_1_Hide","", "Glass_1_Unhide","" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class CG_CityBank : Default { skeletonName = "CG_CityBank_bones"; sections[] = { "Glass_1_Hide" }; sectionsInherit = ""; class Animations { class VaultDoor_Handle_Rotation { type="rotationZ"; source="user"; selection="VaultDoor_Handle"; axis="VaultDoor_Handle_Axis"; memory=1; minValue=0; maxValue=0.25; animPeriod=0; angle0=0; angle1="rad 360"; }; class VaultDoor_Full_Rotation { type="rotation"; source="user"; selection="VaultDoor_Full"; axis="VaultDoor_Full_Axis"; memory=1; minValue=0.25; maxValue=1; animPeriod=0; angle0=0; angle1="rad 90"; }; class Door_01_Rotation { type="rotation"; source="user"; selection="Door_01"; axis="Door_01_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -100"; }; class Door_02_Rotation { type="rotation"; source="user"; selection="Door_02"; axis="Door_02_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 100"; }; class Door_03_Rotation { type="rotation"; source="user"; selection="Door_03"; axis="Door_03_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 100"; }; class Door_04_Rotation { type="rotation"; source="user"; selection="Door_04"; axis="Door_04_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -100"; }; class Door_05_Rotation { type="rotation"; source="user"; selection="Door_05"; axis="Door_05_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -105"; }; class Door_06_Rotation { type="rotation"; source="user"; selection="Door_06"; axis="Door_06_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 105"; }; class Door_07_Rotation { type="rotation"; source="user"; selection="Door_07"; axis="Door_07_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad -100"; }; class Door_08_Rotation { type="rotation"; source="user"; selection="Door_08"; axis="Door_08_Axis"; memory=1; minValue=0; maxValue=1; animPeriod=0; angle0=0; angle1="rad 100"; }; class Glass_1_Hide { type="hide"; source="Glass_1_Source"; selection="Glass_1_Hide"; minValue=0; maxValue=1; hideValue=0.99999; }; class Glass_1_Unhide: Glass_1_Hide { selection="Glass_1_unhide"; hideValue=0; unhideValue=0.99999; }; }; }; }; config_macros_glass.hpp #define DOOR_GLASS_HITPOINT(glassID,arm,rad) \ class Glass_##glassID##_hitpoint \ { \ armor = arm; \ material = -1; \ name = Glass_##glassID; \ visual = Glass_##glassID##_hide; \ passThrough = 0; \ radius = rad; \ convexComponent = Glass_##glassID##_hide; \ class DestructionEffects \ { \ class BrokenGlass1 \ { \ simulation = "particles"; \ type = "BrokenGlass1ND"; \ position = Glass_##glassID##_effects; \ intensity = 0.15000001; \ interval = 1; \ lifeTime = 0.05; \ }; \ class BrokenGlass2: BrokenGlass1 \ { \ type = "BrokenGlass2ND"; \ }; \ class BrokenGlass3: BrokenGlass1 \ { \ type = "BrokenGlass3ND"; \ }; \ class BrokenGlass4: BrokenGlass1 \ { \ type = "BrokenGlass4ND"; \ }; \ class BrokenGlass5: BrokenGlass1 \ { \ type = "BrokenGlass5ND"; \ }; \ class BrokenGlass6: BrokenGlass1 \ { \ type = "BrokenGlass6ND"; \ }; \ class BrokenGlass7: BrokenGlass1 \ { \ type = "BrokenGlass7ND"; \ }; \ class BrokenGlass1S: BrokenGlass1 \ { \ type = "BrokenGlass1SD"; \ }; \ class BrokenGlass2S: BrokenGlass1 \ { \ type = "BrokenGlass2SD"; \ }; \ class BrokenGlass3S: BrokenGlass1 \ { \ type = "BrokenGlass3SD"; \ }; \ class BrokenGlass4S: BrokenGlass1 \ { \ type = "BrokenGlass4SD"; \ }; \ class BrokenGlass5S: BrokenGlass1 \ { \ type = "BrokenGlass5SD"; \ }; \ class BrokenGlass6S: BrokenGlass1 \ { \ type = "BrokenGlass6SD"; \ }; \ class BrokenGlass7S: BrokenGlass1 \ { \ type = "BrokenGlass7SD"; \ }; \ }; \ }; #define BIG_GLASS_HITPOINT(glassID,arm,rad) \ class Glass_##glassID##_hitpoint \ { \ armor = arm; \ material = -1; \ name = Glass_##glassID; \ visual = Glass_##glassID##_hide; \ passThrough = 0; \ radius = rad; \ convexComponent = Glass_##glassID##_hide; \ class DestructionEffects \ { \ class BrokenGlass1 \ { \ simulation = "particles"; \ type = "BrokenGlass1NB"; \ position = Glass_##glassID##_effects; \ intensity = 0.15000001; \ interval = 1; \ lifeTime = 0.05; \ }; \ class BrokenGlass2: BrokenGlass1 \ { \ type = "BrokenGlass2NB"; \ }; \ class BrokenGlass3: BrokenGlass1 \ { \ type = "BrokenGlass3NB"; \ }; \ class BrokenGlass4: BrokenGlass1 \ { \ type = "BrokenGlass4NB"; \ }; \ class BrokenGlass5: BrokenGlass1 \ { \ type = "BrokenGlass5NB"; \ }; \ class BrokenGlass6: BrokenGlass1 \ { \ type = "BrokenGlass6NB"; \ }; \ class BrokenGlass7: BrokenGlass1 \ { \ type = "BrokenGlass7NB"; \ }; \ class BrokenGlass1S: BrokenGlass1 \ { \ type = "BrokenGlass1SB"; \ }; \ class BrokenGlass2S: BrokenGlass1 \ { \ type = "BrokenGlass2SB"; \ }; \ class BrokenGlass3S: BrokenGlass1 \ { \ type = "BrokenGlass3SB"; \ }; \ class BrokenGlass4S: BrokenGlass1 \ { \ type = "BrokenGlass4SB"; \ }; \ class BrokenGlass5S: BrokenGlass1 \ { \ type = "BrokenGlass5SB"; \ }; \ class BrokenGlass6S: BrokenGlass1 \ { \ type = "BrokenGlass6SB"; \ }; \ class BrokenGlass7S: BrokenGlass1 \ { \ type = "BrokenGlass7SB"; \ }; \ }; \ }; #define NORMAL_GLASS_HITPOINT(glassID,arm,rad) \ class Glass_##glassID##_hitpoint \ { \ armor = arm; \ material = -1; \ name = Glass_##glassID; \ visual = Glass_##glassID##_hide; \ passThrough = 0; \ radius = rad; \ convexComponent = Glass_##glassID##_hide; \ class DestructionEffects \ { \ class BrokenGlass1 \ { \ simulation = "particles"; \ type = "BrokenGlass1NN"; \ position = Glass_##glassID##_effects; \ intensity = 0.15000001; \ interval = 1; \ lifeTime = 0.05; \ }; \ class BrokenGlass2: BrokenGlass1 \ { \ type = "BrokenGlass2NN"; \ }; \ class BrokenGlass3: BrokenGlass1 \ { \ type = "BrokenGlass3NN"; \ }; \ class BrokenGlass4: BrokenGlass1 \ { \ type = "BrokenGlass4NN"; \ }; \ class BrokenGlass5: BrokenGlass1 \ { \ type = "BrokenGlass5NN"; \ }; \ class BrokenGlass6: BrokenGlass1 \ { \ type = "BrokenGlass6NN"; \ }; \ class BrokenGlass7: BrokenGlass1 \ { \ type = "BrokenGlass7NN"; \ }; \ class BrokenGlass1S: BrokenGlass1 \ { \ type = "BrokenGlass1SN"; \ }; \ class BrokenGlass2S: BrokenGlass1 \ { \ type = "BrokenGlass2SN"; \ }; \ class BrokenGlass3S: BrokenGlass1 \ { \ type = "BrokenGlass3SN"; \ }; \ class BrokenGlass4S: BrokenGlass1 \ { \ type = "BrokenGlass4SN"; \ }; \ class BrokenGlass5S: BrokenGlass1 \ { \ type = "BrokenGlass5SN"; \ }; \ class BrokenGlass6S: BrokenGlass1 \ { \ type = "BrokenGlass6SN"; \ }; \ class BrokenGlass7S: BrokenGlass1 \ { \ type = "BrokenGlass7SN"; \ }; \ }; \ }; Im sure that those configs aren't right (the macros is just copied from the ARMA samples. If anyone could show me how to A - remove the need for macros and have it done inside the config.cpp and B how to get it working, or link me a guide I will be very grateful I would like to also note at the moment only one window is in the p3d I have the visual lod defined as Glass_1_Hide and Glass_1_Unhide, the GEO lod has just Glass_1_Hide (as well as physX) There is no memory lod for it (that ive put anyway) and the hitpoints are Glass_1 there is only 4 vertices in each corner(between each two vertices in top right, left ect)
  4. Ok so, about a week ago I get on to play Arma 3 after not playing for maybe 3 days, and I have no sound. Before I did and I changed nothing in settings and now magically I don't. I can hear people talking in global and etc, but cant hear things like bullets, vehicles, character sounds and all that stuff. I have checked the sound settings in volume mixer and nothing is wrong, I have also checked ingame sound settings and all of them are up. I have reinstalled the game 2 times, deleted the Arma 3 folder all together, and nothing helped. Please help me with my problem. :( Update: I have sound in other games on steam, and I have tried using other headphones and tried using no headphones. I can hear others talking in global and etc. so it has to be something in the game. Update: I have Nvidia drivers, and all of mine are up to date.
  5. Hi everyone! Little weird behaviour for support modules: A simple work, but very hard to do: how to synchronize / desync the support(s) modules along with conditions? Say for instance: get the support modules if you reach a trigger area, loose these supports if out of the area? for each player ! Yes, I know, you're saying use synchronizeObjectsAdd and synchronizeObjectsRemove. Let an "open" (no) sync on editor, normally between player/playable unit and the module requester, then sync/desync on demand the player and the module requester. At ease! And you'll right for SP,... for the 1st instance! But continue tests. sync/desync/sync/desync... Right? Now, consider this in MP, JIP. These commands are supposed to be AG EG, and they are! But what for if the modules FSMs and scripts (a bunch of them!) are not "updated" with the sync state? I never had the intended behaviors for players in MP. The player on host PC (if not dedicated) loose the supports after the 2nd sync, The other ones have disabled supports (grayed in menu, even if no sync?!,) and/or duplication of supports. 3 artillery modules, 2 drops in icons menu... regardless of the rounds limitations which is another problem). I think there is something to do with (supports) modules "on demand" synchronization, because it could be fine to add/remove these supports along with scripts, and for units (players) we want.
  6. Hello, I've got a problem, opening and testing my mission (tested in V1.54, editor 2D, several hundred of subscribers with no problem), downloadable here: http://steamcommunity.com/sharedfiles/filedetails/?id=607086669 I remarked it's now impossible to have all supports. Artillery still works, supply drop and CAS (non virtual) lead to grayed assets when called. This occur in all modes: preview SP, MP from Eden. I must precise, these supports are synchronized when player(s) grab a backpack radio. Anyway, this worked well in 2D editor. I backup my mission.sqm in order to re-open it in 2D editor, everything works fine... ARMA3 V 1.56 seems OK but not Eden (problem with sqm for recognition of linked items or something like that). Please, don't remove 2D editor prior to consolidate Eden. This editor is really a great work with youth lacks. Thanks Pierre MGI
  7. After repairing my Windows 7, ARMA3 is the only application I have that does NOT have any sound whatsoever. Some things I tried (can't even list all of them!): Played around with audio devices in device manager (updated drivers, uninstalled all but one audio device) Direct X update. AMD updates. Realtek updates, uninstalls and reinstalls. Fiddled around for a loooong time in the Realtek application. Did a ton of random stuff found on google such as "troubleshooting compatibility," reinstalling ARMA (and deleting the folder manually), unplugging USBs, deleting the files in My Documents, etc. Installed openAL. Heck, I even tried doing the Windows Media Player setup (which I never use) Played around in the BIOS (only had one weird option) Additionally, Breaking point (which uses a separate launcher) and DayZ (a stand alone ARMA2 game) also have no sound! What can this be?! Every other program and game have sound with no issues. Any ideas? Thank you! PS (obviously reinstalling windows on a clean partition might help, but there's a reason why I cannot do that and why I am asking for help. Please don't recommend it.)
  8. Hi all, Yesterday we've released a new MP Game Mode "Support" to the development branch of Arma 3. "Support" is a new, helicopter-oriented MP mode based on Sector Control gameplay with a non-combat focus. Players are tasked with transporting their team's forces in and around the Area of Operation, whist providing logistical support by delivering supplies, executing medevac missions and responding to Close Air Support requests. Based on a community-friendly, modular framework, 5 official TvT and co-op scenarios introduce a variety of locations and gameplay conditions, in which competing factions use different types of helicopter to fight for control of the battlefield. Documentation on how to create missions with Support functionality will be posted soon, meanwhile, we have released the following scenarios: [PvP] Support Katalaki [PvP] Support Sofia [PvP] Support Pyrgos [COOP] Support Rodopoli [COOP] Support Stratis Feel free to discuss it here. For more information about how to switch to Development Branch, see http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client Thank you and have fun flying!
  9. Dear BI community, Fellow brothers-in-script! Your wisdom and intelligence is needed, to cast light on subject below. Consider following code: This code indicates (by writing to system chat), the real time took by sleep command to finish. If you would be so kind to try it out, you would notice HUGE differences between results, This spikes can be seen when FPS changes dramatically. from 50 to 20 for example. While FPS is stable, sleep working almost ideal. it sometimes may take slightly less time and sometimes 5x more time to finish. This is of course completely understandable, because of scheduled script execution mechanism arma have. Now comes the question. How one would get execution of script with PRECISE timing, from scheduled environment? Without any relation to current FPS. I tried monitoring diag_tickTime, and fire event regularly with this kind of code And it has slightly better results. But still way not perfect. Peace. mind out. P.S. I noticed some clues from KK blog regarding execFSM, does anyone know if it has any relation to topic?
  10. Hello everyone, this Friday (6th September 2013) expect to see Steam Workshop support added to the development branch. Though this will appear in the main branch at the start of next week, this will give you the chance to try it out as soon as it is available. Also worthy of note is the addition of our Workbench suite, used to create your own particles, locations, materials, and much more. With the Steam Workshop support comes the full support for 'addons' - modules that add vehicles, locations, models, textures, sounds, and so on, to the game. These can be enabled/disabled in the main menu of the game in the Addons menu. To help you guys get started on making your own addons, we will also release the official example addon, which adds an example location to the game, as well as a 4WD Buggy, complete with a machine gun. Rest assured, this is to simply show what the addons are capable of, and Take On Mars is not heading for "violent exploration". To briefly outline what the example addon will contain, here is a list of goodies: - "Example Crater" location, to show how additional locations are automatically added to the campaign (if their .loc file is defined) and how these locations may be used in the editor and for scenarios - 4WD Buggy vehicle, customizable in the Rover Lab, demonstrates how custom vehicles with varied functionality can be added to the game - Sounds for the Buggy and its mounted MG, engine and so on - Models for the Buggy, including the vehicle itself as well as the turrets - Materials for the Buggy, showing how custom materials and textures may be added Following shortly thereafter will be a couple of videos to help modders get into using the added Workbench suite, as well as a video detailing how configs work, what each sections does, and a video detailing what each part of the example addon does and how it was achieved. Hopefully we will see some spectacular addons coming up within the next few weeks. A lot to look forward to! Just to give a little tantalizing taste of the buggies to come in the example addon, here are a few screenshots: http://dramthethief.com/uploaded/Buggy1.jpg (129 kB) http://dramthethief.com/uploaded/Buggy2.jpg (199 kB) http://dramthethief.com/uploaded/Buggy3.jpg (161 kB)
  11. How can i make the A-143 Buzzard rearm when I land on the airfield? I know how to set it up to rearm when i enter a trigger with the SetAmmo module, but if I have to land on the airfield first?
  12. Most recent troubleshooting info can be found at BIS Wiki Troubleshooting FAQ ----------------- Please note below the official support information for the particular versions of the game: Sprocket Version (version from sprocketidea.com) Idea Games Sprocket support Email. Operating on czech working days (usually Mon-Fri), expect response time around 24 hours. European Version (version from 505 Games) Official 505 Games contact page ArmA tech support phone numbers: UK Â Â Â Â Â Â Â Â 0870 600 1698 IRELAND Â Â Â 1800 882433 FRANCE Â Â Â Â 080554 0282 BELGIUM Â Â Â 80080838 German Version (store bought or downloaded version from Metaboli) Morphicon Support Page Official German forum Metaboli's support Email (use if you have any problems buying ArmA from Metaboli). Czech Version (store bought or downloaded version from Sprocket) Email ArmA@IDEA-Games.com Czech support forums At this moment in time, the BIS troubleshooting forum is not an official means of support, you're welcome to post your problems here and perhaps you can help each other out but for official support you should use the above information.
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