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Found 36 results

  1. Lindsey Ryals Warren

    Building/character collision issues

    Hi, guys. I'm trying to create a ruined city out using the mosque towers and minarets from the religious prop subsection, but for some reason, if I have a minaret lying diagonally (say, it's up against a building), my player character can't move under or around it because of some strange invisible walls. Is there any way to fix these collision issues? I can post a screenshot if my explanation is unclear. Thanks so much! EDIT: Here's a video demonstrating the problem.
  2. I'm after a modder that can make a standalone door object that I can place at the entrances of buildings that don't have doors. I'm currently working on a mission and a lot of the buildings in the map don't have doors, so I'd like just a door object that opens and closes like normal and possibly lockable? Should be a relatively easy mod, but I've got no idea when it comes to object addons and stuff like that. I only script. Cheers
  3. I feel like this should have been asked and answered somewhere already but I haven't found it yet. I'm working on the Takistan CUP map and have just discovered that the minarets are indestructible. This is most unfortunate since I've just spent a while working on a script to detonante an IED inside one which I was really hoping would bring the building down. I was looking into ways of destroying and deleting objects that are already part of the terrain but haven't yet been able to get it to work with CUP buildings. Is there a way?
  4. Hey, I tried to make a building with a working door, but whatever I do, it doesn't work. I used the Arma 3 Samples and a tutorial on YouTube, but I'm doing something wrong. The action is there, but nothing happens when i "press" it. Here is my config.cpp I included the model.cfg into the config.cpp because then i don't have to binarize the addon. And of course i have the door_1_trigger/door_2_trigger/door_1_axis/door_2_axis in my memory lod
  5. Hey, I'm currently working on a small building, so far it's working quite good. The only problem that i have is, that the lights don't work excatly how I want them to work. This is what the memory points looking like: This is what the light itself looks like in o2: Here is the config: As you can see on the images below, there is no flare on the light position, and the lights goes everywhere but not where I want it to. Ingame:
  6. SiC_fnc_placeSandBag = { _sandBag = createVehicle ["Land_BagFence_Long_F",(_this select 1) modelToWorld [0,2,0], [], 0, "CAN_COLLIDE"]; _sandBag setDir getDir (_this select 1) - 180; _id = _sandBag addAction ["Remove Sandbag", {call SiC_fnc_removeSandBag}]; }; SiC_fnc_removeSandBag = { deleteVehicle (_this select 0); }; _id = player addAction ["Place Sandbag", {call SiC_fnc_placeSandBag}]; SiC_fnc_placeFlag = { _sandBag = createVehicle ["FLAG_US_F",(_this select 1) modelToWorld [0,2,0], [], 0, "CAN_COLLIDE"]; _sandBag setDir getDir (_this select 1) - 180; _id = _sandBag addAction ["Remove Flag", {call SiC_fnc_removeFlag}]; }; SiC_fnc_removeFlag = { deleteVehicle (_this select 0); }; _id = player addAction ["Place Flag", {call SiC_fnc_placeFlag}]; SiC_fnc_placeSupplies = { _sandBag = createVehicle ["CUP_USBasicAmmunitionBox",(_this select 1) modelToWorld [0,2,0], [], 0, "CAN_COLLIDE"]; _sandBag setDir getDir (_this select 1) - 180; _id = _sandBag addAction ["Remove Supplies", {call SiC_fnc_removeSupplies}]; }; SiC_fnc_removeSupplies = { deleteVehicle (_this select 0); }; _id = player addAction ["Place Supplies", {call SiC_fnc_placeSupplies}]; SiC_fnc_placeConcertinaWire = { _sandBag = createVehicle ["ACE_ConcertinaWireCoil",(_this select 1) modelToWorld [0,2,0], [], 0, "CAN_COLLIDE"]; _sandBag setDir getDir (_this select 1) - 180; _id = _sandBag addAction ["Remove Concertina Wire", {call SiC_fnc_removeConcertinaWire}]; }; SiC_fnc_removeConcertinaWire = { deleteVehicle (_this select 0); }; _id = player addAction ["Place Concertina Wire", {call SiC_fnc_placeConcertinaWire}]; So I put this into a radio trigger and it works fine. The problem is when I use this: removeallactions player It also removes the advanced towing, sling loading, rappelling, and urban rappelling from the action menu. I need either a way to exempt these from the removeallactions. (No Progress) or I need the action ids or what to put in the second trigger. (Some progress I've gotten close) i changed all the "_id" to "id" and it got as close as removing the "Place Concertina Wire" option but that is all using player removeaction id I sincerely feel this myaction = player addAction ["Hello", "hello.sqs"]; and player removeAction myaction; holds the answer to my problem. I tested it without my content and it did what I want.
  7. maxjoiner

    Building Bug

    Hi all, I'm developing a new Skyscarper (I already done two), to improve it I added also the RVMAT files (three Rvmats Front, side and top). But If I use them my new Skyscarper disappears when I go far from it, and then It reappears when I go close... Together the Skyscarper there are other my two buildings, where I used the same Rvmats... But they don't disappear..... The Three Buildings (House, shop and Skyscarper) have the same config, model.cfg and Rvmat (I changed only some tex like NOHQ and SMDI, but only the skyscarper has this bug... I tried to resize it, but also smaller it had the same bug.... I tried to add more resolutions LOD but nothing....... Watch the screens: Any Ideas?!
  8. Hi there, I'm looking for a way to attach an object to a building, in MP, remotely (from a client with a visual result for any client). Well, attachTo is a command supposed to be AG EG. So, where is the problem? If, as a client, my addon is able to attach an object thru an event Handler, the object is just attached locally (on client PC which triggered the EH). The other clients (or even hosted server) just can see the object on ground. Furthermore, if i try to attach this object on a vehicle, that works for every clients! On a building, only on the client PC performing the EH. I'm not sure there is a link with that: I remarked a difference between buildings and vehicles: The owner of (empty) vehicles is server ( owner returns 2), but buildings are just "remote" (owner returns 0). Any idea to attach an object to a building for any client?
  9. 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 :)
  10. This script allows you to build pretty much whatever you want using a dialog. You can maneuver the object using various different buttons on the keyboard. Not all types of objects are included as some don't work well with being referenced after they are placed, and some don't have a display name so they are omitted. This script mainly contains things like walls and some military towers and buildings (also includes some smaller objects that can be used to decorate). Once an object is placed it can be moved again as long as it was you that placed it. You can also delete any objects that are relatively close to you (and are owned by you). The rar file contains both the source mission file and the mission pbo. Implementation is simple, merge the description.ext and the init.sqf and drag over the .hpp files. Controls: T - Open Menu H - Place Object C - Lower Object B - Raise Object SHIFT + C - Rotate Object (left) SHIFT + B - Rotate Object (right) Mirrors: Dropbox Armaholic
  11. Hi there im new around here but i think this is a great opportunity for a map creator. Were a new team creating a mod , we hope to be the next big mod in arma 3 we have no desire for this mod to be any sort of RP mod as we believe there are enough of those out there already (no disrespect to those who have made RP mods its just not our style) Were a good situated team we all get along and have a real passion for this idea, so far our in our team we have : designers, scripters and people who are great with server hosting. We are looking for a map creator /builder , the person needed should be experienced with terrain and building a map from scratch. Contact us if you're interested Steam ID: WaveyTots DonDamage
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