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Found 470 results

  1. Currently i'm playing the preventive diplomacy mission from the arma3 campaign. After loading a usersave or autosave file, the mission immediately fails because of friendly fire. I had never shoot before of other teammates or allied troops. Bug/error discovered yesterday, 2016-05-01, dev build no. 1.59.135790 / Win 10 I will test it again, today with dev build no. 1.59.135811.. will keep you up to date!
  2. Hi everyone, My 2 cent question: I'd like to define in a script, what kind of server I'm playing on. The aim is to make a versatile addon disabling capabilities when gaming on public servers but with better latitude when the mission is hosted (LAN, or even SP). So far, i can't use isServer, isDedicated... just because the client returns always false (except for the hosting PC but it's a particular case). I tried: {missionNamespace setVariable ["dedicated",isdedicated]; publicVariable "dedicated"} remoteExec ["call",2]; but it seems uncertain with some public servers. Any idea to have this data by a more accurate way? Thanks
  3. The concept of " water temperature " and " oxygen concentration " It is a script that gives Water Enhanced • Depending on the time and the water temperature is staying on the surface of the water or water leads to death • Elapsed time until death depends on the time zone month ( season ) in the game • up to the land , if get on a ship and helicopter to recover from hypothermia etc., but the degree of fatigue will be Max • is possible underwater work to avoid such as hypothermia if wearing a wet suit Oxygen Enhanced • leads to death in about 15 seconds, the oxygen concentration is thin at an altitude 3000M more • oxygen concentration if fitted with a jet pilot helmet (A3,RHS,USAF,CUP) is kept normally • in an aircraft , such as a highly regardless of helicopter and jet has been pressurized Download https://drive.google.com/file/d/0B-oJmEA...sp=sharing Ver2.0 ChangeLog [added] World index - water temperature of each map(Map that has not been indexed will be the Standard water temperature). [fixed] fatigue limit increase during wet suit worn only when you are in the land. fatigue limit increase during oxygen helmet mounted only except when the vehicle ride. ---World index List--- "Altis" "Stratis" "Koplic" "bozcaada" "evergreen" "SugarLake" "Gorgona" "Takistan" "Zargabad" "pja310" "Shapur_BAF" "Chernarus_winter" "utes_winter" "anim_helvantis_v2" "ThirskW" "Panthera3" "Chernarus" "Chernarus_Summer" "Woodland_ACR" "ProvingGrounds_PMC" "utes" "Bornholm" "Thirsk" "sfp_wamako" "Napf" "sfp_sturko" "imrali" "imralispring" "pja305" "Sara_dbe1" "SaraLite" "Sara" "Porto" "Intro" "IslaDuala3" "Mog" "lingor3" "wake" "Atlantis" "abramia" "australia"
  4. I'm working on an arma 3 life server. I'm trying to change the respawn time so when there is no ems the revive timer is 1min and if there is, its 10min. All i need to get this to work is the command to test for active players on independent. code for revive time: life_respawn_timer = 1;//number goes by min
  5. can some one help me with this issue so i bought a new pc only because of Arma3 and i still get really bad frames on every server and even singleplayer my pc specs are Intel I7 4790k Asus GTX 970 4gb strix MSI z97 gaming 3 motherboard thermaltake 750w gold psu g.skill ripjaws 16gb (8gbx2) every other game i play has a massive improvement but arma3 hasn't changed at all from my depressing amd pc and its really frustrating considering i spent alot of money to get this computer.
  6. If this isn't the correct place to post this (I'd imagine it is) would a mod please move it to the correct sub-forum? As the title says, what's your best or worst experience in Arma 3? My best: I was playing the End Game public test w/ the developers. We were pinned down in the hospital, CSAT forces were every where. If I remember correctly, the people on my team were Ondrej, End Star, and a few other people. We were being suppressed from people behind the rocks, and me being a grenadier, I decided to use my UGL and see if I could take out anyone. A fired a few blind shots, no hits. Not a minute later, some of them begin to push up. I fire a few more grenades, one hitting zipper5 and killing him. We continued to hold our ground, but eventually the other team broke through and slaughtered us. In the next game, we managed to get our FOB up first and I hopped in one of the offroads headed to the objective where you kill the officer. We parked about 200 meters away from the compound. I was an AT man this time. I scanned the hills as we approached the objective, and mid-way to the compound, I noticed something on the horizon. It was an offroad. I grabbed my PCML and locked on, firing a rocket at them. The rocket hits and kills 4 guys. My worst was during Bingo Fuel, where I got the fuel truck after an hour and a half of sneaking around in broad daylight. I started driving to the drop-off point for Miller, and then a Mora notices me and blows up the fuel truck with me in it. GG.
  7. I've been trying to search the internet for information on remote access to MCC sandbox by either Name or UID, I'd rather do it with name, because it would be hard to test with UID. I've been able to search some information about allow MCC to a particular player slot, it works when I preview it, and when I host it local, but as soon as I put it on my Dedicated server, it seems not to work anymore, I've only found youtube videos on how to do it not sure if this line is meant to work for MCC_sandbox 4 for Arma 3 =: this setvariable ["names",["Pineapple_hat"]] I've tried that line it doesn't seem to work, I hope I can find someone that can assist me with this issue, thank you.
  8. Hello, my name is DrStigHD/Callum Brown and i'd like to welcome you to our Arma 3 Life Lakeside server! In our server, we have many features that the community would love! I am going to explain some! We have; The ability to call other players in game! The ability to switch task force radio channels with the click of a button! Special perks for certain items in game! Lots and lots of different textures like a galaxy Lamborghini! Custom HUD Way points! A job system like Garry's mod RP (Players control the economy and jobs.. AI in place for when that's not available. LSMO [Lakeside Mayors Office] If you're intrested in joining our community, visit our website​ or come to our teamspeak at ts.drhdgaming.co.uk
  9. Hello, Since the last update It seems that Arma broke the current standard implementation of Source query. Query for Rules of the servers aren't reported correctly anymore : https://developer.valvesoftware.com/wiki/Server_queries#A2S_RULES We can't process mod launched or signatures installed. If you can do something about that, would be great. EDIT: this is incorrectly reported in rpt too : 2016/03/07, 5:01:12 encodedStream: ꯊaÊšµ¹œZGâË@ CUP Weapons 1.5õ >CUP Vehicles - 1.2^øsCUP Units 1.2.2?‘¡ºCUP Terrains - Full 1.0.1k^È(Community Base Addons v2.3.0a3asdg_jointrailscba_2.3.0.160217-c478cf23cup_terrains_core-1.0.1cup_terrains_maps-1.0.1cup_units-1.2.2cup_vehicles-1.2.0cup_weapons-1.5.0DragonFyre25dragonfyreeden1ROJ shay_gmanteam_trankilou [TF]Nkey8 2016/03/07, 5:01:12 parts size:4) 2016/03/07, 5:01:12 part(127): ꯊaÊšµ¹œZGâË@ CUP Weapons 1.5õ >CUP Vehicles - 1.2^øsCUP Units 1.2.2?‘¡ºCUP Terrains - Full 2016/03/07, 5:01:12 part(127): 1.0.1k^È(Community Base Addons v2.3.0a3asdg_jointrailscba_2.3.0.160217-c478cf23cup_terrains_core-1.0.1cup_terrains_m 2016/03/07, 5:01:12 part(127): aps-1.0.1cup_units-1.2.2cup_vehicles-1.2.0cup_weapons-1.5.0DragonFyre25dragonfyreeden1ROJ shay_gmanteam_trankilou [TF]N 2016/03/07, 5:01:12 part(4): key8 2016/03/07, 5:01:13 Connected to Steam servers
  10. SonOfKrazyBee

    Section 7 PMC

    Section 7 - PMC “If there is no road we make one†About: Section 7 is a casual milsim community. We have 1 rule, don’t be a dick. We highly enforce that rule. Section 7 was first started to create a relaxing and fun, yet professional gaming community for gamers who want to enjoy the experience of Arma, but in a realistic and intense way. Section 7 is lead by a great group of guys, who will command you through battle, joke around, and teach you new things, as well as give you a lifetime experience. The Section 7 ranking is simple, and simulated. No need to salute or call your higher rankings “sirâ€. Section 7 is lead as well, by veterans, and active duty. Giving you a great front seat to learning new things. Such as bounding, formations, and more. Don’t know how to install mods, or don’t understand proper formations, bounding, and other combat techniques? No problem! Section 7 SO’s will give you the education you need in under a couple of hours to be a awesome S7 operator! So, do you want to play Arma 3 how it was really meant to be played? Stop by and experience a true Arma 3 community. Process Of Joining/Training: Section 7 is very simple and easy to understand group. We do have regular trainings and drill, yet rarely. We have a 1-2 hour IT course, for the new players. The IT (Individual Training), teaches you the very basics of fire team movements, and procedures to make sure you fit in well with your assigned group! For those who want to build up, you can become a well trained pilot or SO, senior operator, and as well can specialize after IT, in advanced courses such as Marksmen Courses, Advanced Rifleman Courses, UGL Courses, and more! Think you're too young to join? No problem, no age limit is required, yet we recommend 18 and older. You got one shot, don’t be an immature person. More Information: For more information you can always visit our website: http://www.s7-gaming.com/ Teamspeak IP: sec7.typefrag.com As well you can always ask questions below! Game nights Below: United States Timezones: 7:00pm Eastern Standard Time (EST) 5:00pm Mountain Standard Time (MST) 4:00pm Pacific Standard Time (PST) 6:00pm Central Standard Time (CST) For more time-zones click the link below: https://docs.google.com/document/d/1YUF0WJbOb1UWSzxUXc8pi8tcx_d_rZord01hmx-mFys/edit?usp=sharing
  11. Can one of you nice people make a script for me, i want it to detect if a player in a certain white-list uses the F12 key and in sidechat format message people of another white-list group. I tried but i couldn't get it to work.
  12. 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.
  13. 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?
  14. AveryTheKitty

    Odd shadows on model

    Hello. I've been getting these odd shadows on my models recently, any reason why? The shemagh uses vanilla textures, "armor1_co.paa" and "armor1.rvmat". http://i.imgur.com/hVuDs8k.jpg Thanks, Night515
  15. Hello all, So I have been working on a mission that utilizes essentially a town full of people. From the start of the mission they'll just walk around (I gave them waypoints), but once the fighting begins, I needed them to run around (using a doMove ... command). It works fine, however, there are some problems. I am now slowly starting to optimize my mission, and having over 40 civilian units each with defined variables takes a toll on fps and performance when executing scripts. Not to mention the hassle of dealing with so many unit icons on the editor map.. Is there a way to just spawn civilians randomly in a zone and have them just walk around until an event occurs causing them to just frantically run? I tried to create a script for this (spawning them, that is), but due to my lack of time and little scripting knowledge I'm smacking into some dead ends. Here is what I have created thus far, in case any of you guys would like to look at it: _civilianGroup = ["C_man_1","C_man_1_1_F","C_man_1_2_F","C_man_1_3_F","C_man_polo_1_F","C_man_polo_2_F","C_man_polo_3_F","C_man_polo_4_F","C_man_polo_5_F","C_man_polo_6_F","C_man_p_fugitive_F"]; _civilianSpawn = ["civspawn1"]; //civspawn1 is a marker on my map _radius = 200; _amount = 0; _grp = createGroup civ; while {_amount < 10} do { sleep 3; _civUnit = _civilianGroup call BIS_fnc_selectRandom; hint format ["the civilian will be: %1",_civUnit]; //hints were just used for testing each line of code.. sleep 2; _markerPos = _civilianSpawn call BIS_fnc_selectRandom; hint format ["the marker will be: %1",_markerPos]; _civie = _civUnit createUnit [getMarkerPos _markerPos,_grp]; _distance = [1,_radius] BIS_fnc_randomInt; // I believe this part and below are the areas that are causing problems _direction = [0,359] BIS_fnc_randomInt; _randomPos = [_civie,_distance,_direction] call BIS_fnc_relPos; }; Once again thanks in advance for any help you guys can bring. Bonus Question: If there are any general methods to optimize a single player mission, I'd love to know! -Jake
  16. Unit Disbanded due to lack of interest.
  17. I was using this sample to help make my addon work, but as time went on and my addon had some errors I couldn't fix I decided to test the source ! Arma 3 Samples Test_Heli_01.. it didn't work... first there was error in : model = "\Samples_F\Test_Heli_01\Test_Heli_01.p3d"; should be Test_Heli_01\Test_Heli_01.p3d"; then some other error with damage to rotor. along with spam in rpt: Warning: test_heli_01\test_heli_01.p3d:shadow(0), vertex: 791, sum of weights is 200, should be 100 Warning: test_heli_01\test_heli_01.p3d:VIEW_CARGO, vertex: 4291, sum of weights is 200, should be 100 when it came to p3d there were a tone of rpt errors, to many to list. So my thing is how I'm I to learn if the source is not good? Is there something I did wrong? was I supposed to open the p3d files and burn them or something? or is it just it is what it is? I'm not bitching just looking for answers ....
  18. Hi all, i try to work on some Dialogs for my new Multiplayer Mission. I watched a tutorial Video and just did the same as the guy in the video. So here are my scripts: Description.ext: #include "defines.hpp" #include "dialogs.hpp" respawn = 3; respawnDelay = 5; respawnOnStart = 1; respawnTemplates[] = {"MenuPosition", "MenuInventory"}; class cfgRespawnInventory{ class WEST1{ displayName = "Rifleman"; vehicle = "B_Soldier_F"; weapons[] = {"FakeWeapon"}; magazines[] = {}; items[] = {}; linkedItems[] = {}; uniformClass = "U_BasicBody"; } class WEST2{ displayName = "Medic"; vehicle = "B_medic_F"; } class EAST1{ displayName = "Rifleman"; vehicle = "O_G_Soldier_F"; } class EAST2{ displayName = "Medic"; vehicle = "O_G_medic_F"; } } dialogs.hpp: class BluforVehics_dialog{ idd = -1; movingenable = false; class controls{ //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by KingEldarion, v1.063, #Votyvu) //////////////////////////////////////////////////////// class bluforVehics_mainFrame: RscFrame { idc = 1800; text = "Hello!"; //--- ToDo: Localize; x = 1 * GUI_GRID_W + GUI_GRID_X; y = 1.5 * GUI_GRID_H + GUI_GRID_Y; w = 37.5 * GUI_GRID_W; h = 16 * GUI_GRID_H; }; class bluforVehics_text1: RscText { idc = 1000; text = "Hello this is a text!!!"; //--- ToDo: Localize; x = 6 * GUI_GRID_W + GUI_GRID_X; y = 4.5 * GUI_GRID_H + GUI_GRID_Y; w = 8 * GUI_GRID_W; h = 2 * GUI_GRID_H; }; class bluforVehics_text2: RscText { idc = 1001; text = "A really amazing text!"; //--- ToDo: Localize; x = 5 * GUI_GRID_W + GUI_GRID_X; y = 9 * GUI_GRID_H + GUI_GRID_Y; w = 9.5 * GUI_GRID_W; h = 4 * GUI_GRID_H; }; class bluforVehics_button1: RscButton { idc = 1600; text = "A Button"; //--- ToDo: Localize; x = 5.5 * GUI_GRID_W + GUI_GRID_X; y = 12.5 * GUI_GRID_H + GUI_GRID_Y; w = 6.5 * GUI_GRID_W; h = 3.5 * GUI_GRID_H; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// }; }; defines.hpp // Control types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_SHORTCUTBUTTON 16 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 #define CT_LISTNBOX 102 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0C #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_ROUNDED_CORNER ST_GROUP_BOX + ST_CENTER #define ST_ROUNDED_CORNER2 ST_GROUP_BOX2 + ST_CENTER #define ST_TYPE 0xF0 #define ST_SINGLE 0x00 #define ST_MULTI 0x10 #define ST_TITLE_BAR 0x20 #define ST_PICTURE 0x30 #define ST_FRAME 0x40 #define ST_BACKGROUND 0x50 #define ST_GROUP_BOX 0x60 #define ST_GROUP_BOX2 0x70 #define ST_HUD_BACKGROUND 0x80 #define ST_TILE_PICTURE 0x90 #define ST_WITH_RECT 0xA0 #define ST_LINE 0xB0 #define ST_SHADOW 0x100 #define ST_NO_RECT 0x200 #define ST_KEEP_ASPECT_RATIO 0x800 #define ST_TITLE ST_TITLE_BAR + ST_CENTER // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 // progress bar #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 // Listbox styles #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 // Tree styles #define TR_SHOWROOT 1 #define TR_AUTOCOLLAPSE 2 // MessageBox styles #define MB_BUTTON_OK 1 #define MB_BUTTON_CANCEL 2 #define MB_BUTTON_USER 4 //////////////// //Base Classes// //////////////// class RscText { access = 0; idc = -1; type = CT_STATIC; style = ST_MULTI; linespacing = 1; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; text = ""; shadow = 0; font = "PuristaLight"; SizeEx = 0.02300; fixedWidth = 0; x = 0; y = 0; h = 0; w = 0; }; class RscPicture { access = 0; idc = -1; type = CT_STATIC; style = ST_PICTURE; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "PuristaLight"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; class RscButton { access = 0; type = CT_BUTTON; text = ""; colorText[] = {1,1,1,.9}; colorDisabled[] = {0.4,0.4,0.4,0}; colorBackground[] = {0.75,0.75,0.75,0.8}; colorBackgroundDisabled[] = {0,0.0,0}; colorBackgroundActive[] = {0.75,0.75,0.75,1}; colorFocused[] = {0.75,0.75,0.75,.5}; colorShadow[] = {0.023529,0,0.0313725,1}; colorBorder[] = {0.023529,0,0.0313725,1}; soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1}; soundPush[] = {"\ca\ui\data\sound\new1",0,0}; soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1}; soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1}; style = 2; x = 0; y = 0; w = 0.055589; h = 0.039216; shadow = 2; font = "PuristaLight"; sizeEx = 0.03921; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; borderSize = 0; }; class RscFrame { type = CT_STATIC; idc = -1; style = ST_FRAME; shadow = 2; colorBackground[] = {1,1,1,1}; colorText[] = {1,1,1,0.9}; font = "PuristaLight"; sizeEx = 0.03; text = ""; }; class Box { type = CT_STATIC; idc = -1; style = ST_CENTER; shadow = 2; colorBackground[] = { 0.2,0.9,0.5, 0.9}; colorText[] = {1,1,1,0.9}; font = "PuristaLight"; sizeEx = 0.03; text = ""; }; bluforVehicsOpenDialog.sqf: _handle = createDialog "BluforVehics_dialog"; if(!_handle) then {hint "Dialog couldnt be found!"}; So i tried to execute the bluforVehicsOpenDialog.sqf by a trigger and by an addActionCommand on some environment, and it seems to work with both options. I dont get the hint that the dialog couldnt be found and in the game, the Cursor is shown like in the gui in the tutorial, but i cannot see the GUI Elements. So can someone help me, i looked over the whole script and googled it up but i cant find anything what has gone wrong. Also i compared everything to what the guy did in the youtube video and i cant find anything wrong... Here is the youtube Video: Hope that someone can help me. KingEldarion
  19. The 3rd Battalion 7th Marine Corps [7th M.C] is a realism unit currently based in ArmA 3, as a realism unit we aim to play ArmA 3 with as much realism as we can in order to fashion a real sense of teamwork and structure. We do this by using real life equipment and learned methods striving to simulate a real life military based unit. All our members are to act professional and act with the highest levels of discipline at all times in order to authenticate a military environment. We do use modifications in ArmA 3 such as weapon packs, radio communications and more in order to stick as close to authenticity as possible within ArmA 3. To Be "The Cutting Edge" on a Battlefield Unit Recruitment Priority Armored - Bradley Crew and Commander - (High - Main Priority) Infantry - Delta Company - (Medium) Special Operations - M.A.R.S.O.C - (High) Aviation and Aircraft Branch - (Medium) E.O.D - 1x E.O.D. Team - (High) Basic Info Arma 3 Server - Running Teamspeak 3 - Will gain information on acceptance. Website - www.7thmc.co.uk/ Server MODS are used - Ace, RHS, 7th Marine ModPack Requirements Age: 16 + English Speaking Mic and Teamspeak Available Mature and Self Disciplined Application to Join If you would like to join please fill in our short application form on our website, www.7thmc.co.uk/ Also feel free to add me on steam through RAFDobby for more information. Thank you, good luck.
  20. Hi there. I am pulling my hair out about this one, and wondering if anyone can help me. I run several servers on the same box, but I am only having problem with 1 server out of the 6+. Our main Exile server is crashing irregularly, ALWAYS with the C0000005 ACCESS_VIOLATION error. Sometimes it will be ok for a week, then bang crashes bad for days. In fact once it crashed so bad it wouldn't come back up again. I have tried removing mods, and running a bare server, but the mods are working fine, (with extra as well) on other servers on the same machine. I have tried using malloc = system, and the tbb. I have changed many startup parameters to try and isolate the problem. I have used my server diagnostic programs to test the memory, and no errors are shown. All servers are run on a HP rackmount server, with ample CPU and memory. Windows 2008R2. Here is a bit from one of the RPT files. I can provide more of the files if needed. I used to have a similar problem with the Epoch servers, before we moved to exile. IT is confusing, because the other servers I run are fine. Not 1 crash. Just this server. Why is there only Heli in the mods listing in the about RPT extract? These server crashes have lost us lots of players recently and I would like to fix it! Can anyone help me?
  21. Hello, So my problem today is that I cannot figure out how to correctly make a semi transparent texture work for the glass of a building that I am making for iHaze.co.uk . I have the rest of the model taken care of, and using separate .paa's. But whenever I try to convert a slightly transparent image to a .paa with texview2, the image just turns into solid colors. I have everything else of the building taken care of. I am new to modeling and texturing for ArmA, and any games period. If anyone could please help with the glass, that would be more than appreciated. Thanks :)
  22. We are the 1st Battalion Yorkshire Regiment, or [1YORKS] a group of gaming brethren that have set up a unit for three reasons; Fun, Teamwork, and Satisfaction. We have made the transition from ARMA 2 to ARMA 3 and are now looking for dedicated players to join the fun and ultimately enjoy everything that we and ARMA 3 have to offer. If you feel that you have what it takes to join a very considerate and team-built group, then we are just the right choice for you. Interested in joining [1YORKS]? We are currently recruiting for NCO's, Soldiers and Potential Officers. Think you have what it takes? Apply now! We are UK based and work off GMT (Zulu) timezone. However, we welcome players from all countries. We mainly play on our servers nightly and operations/trainings are held every Wednesday and Saturday, however, special arrangements can be made should not be able to fulfill them times. Sound like the unit for you? Visit our website @ www.1yorks.co.uk Join our Teamspeak server @ ts3.1yorks.co.uk See you on battlefield!
  23. moricky

    Eden Editor

    Welcome to the Eden Editor! The new 3D editor has been released to Arma 3 and you can try it now! This thread category is the ideal place for editor-related discussion. Whether you have ideas for new features or would want to comment on something that's already there, you're at the right address. For reporting issues, we recommend to use the Feedback Tracker, because it will help us to keep track of all problems in an organized way. We'll be scanning this thread periodically and often replying, so don't be afraid that your points will fall on deaf ears. And when we're not writing anything, that means we're busy making Eden Editor even more splendid ;) Useful Links: Community Wiki OPREP - Eden Editor Beta Eden Editor Sneak Preview How to switch to dev-branch Feedback Tracker
  24. After a lot of work we proudly present the ArmA Mission Center. With the known Assault Mission Studio, this is my second project for the ArmA Community. Here we create, support, archive good-playable missions & campaigns from the ArmA community. You've got scenarios and want them in a large library to accommodate great missions, rate and leave comments. Then your work is abolished the right place at AMC. We do not want to mark your missions, but leave it to the members based their feedback and review whether your mission in AMC Archives lands or not. We are pleased about every mission or campaign which decorated AMC, because without your great missions, the page is only half as valuable and interesting. At the moment AMC is in german language, but maybe in future we've make a english section. We'll see... :) AMC is and will remain a non-profit project and is freely supported by the ArmA community. Best regards Imutep (Oberyn) http://www.arma-missioncenter.de/
  25. Hi ARMA Community, After my first project "Evergreen" was released last week, and getting still good feedback on it, i am happy to show you the first public preview from my new project. As i say, i will release bigger terrains with more quality, this one will be about 64km² more hotspots, sightseeing and complex ground textures. At this point, thanks to: Jona - helping with clutter.cfg NeoArmageddon - for the great MapBuilder Tool i will use for development. If you have any wishes for the new Terrain, plz let me know and share your ideas gretz daSh :)
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