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Found 156 results

  1. Gents, Looking for some assistance. I've tried just about everything I can think of. When using the Eden editor, normally I would hold the right mouse button to move the view around. However, this results in what I can only describe as a view aneurysm. The camera jumps all over the place making it unusable. Moving the camera with the numpad is fine. Also, when using other editor functions, the mouse behaves normally. When playing the game or testing maps, the mouse also behaves normally. Anyone else experience this? Solutions? I have tried: Adjusting mouse sensitivity in options, turning mouse acceleration on/off, updating mouse drivers, using a known good control profile from another machine. Halp!
  2. I've created a mission with a lot of mines for my guys to deal with, only issue is i cant interact with any mine and some objects after i placed it in Eden editor when im in Zeus. I made the basic framework in eden just to worry about troops during the mission. I added the following to the game logic for both of the Zeus's to see all AI's and objects thinking it would cover it. All AI's show up under Zeus and empty cars but no objects. I did some digging through the discussions already but i didn't find anything mentioned like the problem im having. I also have achilles downloaded and when i add the "see all" module when in zeus mode, no new objects shows up for me to control. if (isServer) then { [] spawn { while {true} do { { _x addCuratorEditableObjects [allUnits, true]; _x addCuratorEditableObjects [vehicles, true]; sleep 60; } forEach allCurators; }; }; }; Thoughts?
  3. I am practicing building a CQB training ground. I would like to add some features. the present situation 1. Made me create a task. 2. AI will be summoned at the marker point when the trigger is executed. 3. Removing AI will complete the task. I'm going to do a mission like this. Recreate the task in the game and then go back to I want to make it possible for me to complete it again. In short, it's a rotation system. It's hard to get out of the game and log back in. I was troubled by a nuisance.
  4. Hello, I am trying to make a TreeView dialog that allows me to select units (in fact what I would like is exactly the same treeView of the Eden Editor) and I have been making filters and using the configClasses but I just did not like the result. Anyone know how I could get something like that? I'm using this to filter, but it doesn't seem to be a good approach I think, because some strange units still appear fn_load.sqf _cntrlTree = (findDisplay 1500) displayCtrl 0; _ManList = ("configName _x isKindOf 'Man' AND configName _x isKindOf 'SoldierWB' AND (getText (_x >> 'faction')=='BLU_F') AND (getText(_x >> 'editorSubcategory')=='EdSubcat_Personnel')" configClasses (configFile / "CfgVehicles")); { _text = getText(configFile >> "CfgVehicles" >> configName _x >> "displayName"); _text0 = getText(configFile >> "CfgVehicles" >> configName _x >> "editorSubcategory"); _cntrlTree tvAdd [[],_text]; _cntrlTree tvSetTooltip [[_forEachIndex], configName _x]; } forEach _ManList; _cntrlTree tvSort [[], false]; The following is in case someone serves as I am doing the treeVIew, although to solve the problem it may not be necessary. Thanks for the help.
  5. convertedObjects = []; { if (isNil {_x getVariable "preventSimple"}) then { private _interiorPositions = []; _interiorPositions = [_x] call BIS_fnc_buildingPositions; if (count _interiorPositions isEqualTo 0) then { if (lightIsOn _x != "ON" && lightIsOn _x != "AUTO") then { private _position = getPosWorld _x; private _vectorDirUp = [vectorDir _x, vectorUp _x]; private _model = getModelInfo _x select 1; deleteVehicle _x; private _simpleObj = createSimpleObject [_model, _position]; _simpleObj setVectorDirAndUp _vectorDirUp; convertedObjects = convertedObjects + [_x]; }; }; }; } forEach (( allMissionObjects "building" - allMissionObjects "StreetLamp" ) select { !isClass( configFile >> "CfgVehicles" >> typeOf _x >> "UserActions" ) && ( getArray( configFile >> "CfgVehicles" >> typeOf _x >> "ladders" ) isEqualTo [] ) }); // add this command to the object's init to prevent it from going simple: // this setVariable ["preventSimple", true]; // use this command to count how many objects were turned into simple objects by the script: // count convertedObjects; // for obvious reasons the script will not turn into simple objects the following objects: // 1) Objects that have interiors 2) Objects that emmit light 3) Objects that have user acctions such as ladders, gates, street barriers etc. The code above replaces all the mission objects (That are not units/vehicles, have no interiors and/or have no lights) with simple ones. I gain +10 FPS immediately after running that code in GLOBAL turning +2100 objects into simple objects on my reference mission. (The FPS increase will depend on how many objects you've added to your mission via EDEN editor). The reduction in stuttering is notorious. Combine this script with other optimization scripts such as view distance and you will get more additional frames than overclocking your CPU without all the dangers! 😉 Special thanks to @Larrow Question for the Arma Gurus: How can I save those results to the mission file so it is those same simple objects right from the start? (Without using such MP resource heavy script). Thanks
  6. I'm doing some sector control missions, and I wanted to know is there a way to subtract more than 1 ticket on a player death?
  7. Quick question there, I have a custom Eden attribute defined that way : class GSRI_frigate_attribute_addWeapons { displayName="$STR_GSRI_frigate_addWeaponsTitle"; tooltip="$STR_GSRI_frigate_addWeaponsTooltip"; property="GSRI_frigate_addWeaponsProperty"; control="Checkbox"; expression="_this setVariable ['toto',_value,true]"; defaultValue="true"; }; It works just fine in Eden, as the checkbox is properly displayed with the correct name, tooltip and default value. Similarly, displaying this class with the in-game config viewer shows that the attribute is correctly added. However, when I run the mission, there is no variable "toto" in the object's namespace. I'm probably missing something very obvious but I can't put my finger on it. Any idea ?
  8. igame360

    Static Animations

    I love creating pictures in Arma. But i have all the static animation packs. But I feel there needs to be more for the modern day mods and more variety. I've found a couple of video tutorials. But they were unclear, and there wasn't any audio to it. It was also for animations(loading) not a static animation. Can anyone point me in the appropriate direction to find the correct information I'll need to contribute to the community. Thanks in advance. PS. No I didn't search the thread.
  9. Hi Community ! I'm happy (and a bit proud) to present my work : Macaco's mod… A mod everyday ""work in progress"... for now 9 modules... - AI Reaction (Requires CBA, TASKFORCERADIO) With this module you can activate the "hearing" of the AI, which will hear you when you speak with TASK FORCE RADIO - Timer (Requires CBA, ACE) With this module you can activate a timer, based on the DAYTIME variable (totally rewritten) - FollowMe (Requires CBA, ACE) With this module it is possible to enable an ACE interaction menu that allows the player to have some AI commands run: *follow me *stop *lying *stand up * go up to the nearest vehicle * wears protective clothing (helmet + harness) * handcuffing (use a band) *to free - "Logistic Vehicle" module. (Requires CBA, ACE) With this module (can be synchronized with just one faction vehicle) it is possible to create a logistic vehicle for refueling / resetting and vehicle repair ... Also you can use an AI that "simulates" the repair of the vehicle but that if killed will make subsequent repairs impossible ... - "Earthquake" (Requires CBA, ACE) The module allows to create earthquakes with destructive areas; the intensity of the earthquake is adjustable ... - Module "HQ" (Requires CBA, TASKFORCERADIO) The module allows you to create an HQ vehicle with different features: * Equip the vehicle with aeronautical radio with 40km range (Task Force Radio) * Equip the vehicle (in the inventory) with UAV backpack (Darter), batteries and terminal (depending on faction) * Equip the vehicle with an omnidirectional radio disturbance antenna (Task Force Radio) * Equip the vehicle with a directive antenna (movable) to increase the range / power of the radio (Task Force Radio) -"Sounds Of War" module (Requires CBA, ACE) The module allows you to create areas with war sound effects and possibly (real) explosions and light flares, useful for example to delimit areas game recreating a more realistic situation ... -"Supplies" module (Requires CBA, ACE) The module allows you to request a supply case, with a virtual arsenal set by the editor. The module is equipped with various options for operating dynamics. -"Watch" Module (Requires CBA, ACE) With this module it is possible to activate a clock (with graphic interface) that creates two alarms, publishes useful variables for triggers and executes sqf files at the end of alarms .... - "Advanced Stamina" Module (Requires CBA, ACE) (feat. Hollywood) This module manages advanced stamina, adding the possibility of drinking, eating, etc ... Note for those who used the previous mod "Advanced Stamina Mod": Edit the missions with the old mod and then re-insert the modules with Macaco's Mod ON STEAM WORKSHOP: Macaco's mod ON YOU TUBE: Macaco's Channel (Tutorials) SECONDO REGGIMENTO INCURSORI ( 2RGT ) : http://www.secondoreggimento.it/
  10. Hey! How's it going. I wanted to see if anyone also is having troubles or have resolved a form to get backpacks rotated in Eden editor to stay as they are when the game launches? For example, I wanted to hang a backpack off a railing, the backpack once the game launches, drops to the floor as if it were dropped by a player. I've attempted to remove it's simulation, dynamic simulation, damage, showing it's model, and different combinations of each in an attempt to solve this. By any chance does someone have a fix to this or a script that can be used to paste into the init for the bag to keep it where it's at? Example photos at the Imgur link below. https://imgur.com/a/DJbB2r8 Thank you for your time! 😁
  11. Hello, I am trying to use the "Key Frame Animation" to make a little cinematic but I have a doubt that I have not found anywhere. Context: I already have all the modules of the "Key Frame Animation" ready and the camera moves well with the modes: Animation, Move, Nothing. Question: How should the objective to look at be introduced? I understand that it goes in the Rich Curve module, Look input. But I just didn't understand its syntax. The description says: <EdenId, TargetObject> As default: [-1, <NULL-object>] If I have an object called Target_0 which is what I want to look with the camera, what should I do? Thanks in advance. Spyke
  12. Hey, so I've got a question regarding the setting up of multiplayer spawns *on* static ships in ARMA 3. No matter what I do, I am unable to successfully spawn onto a static ship, such as in the hangar bay of a destroyer, or on the flight deck of a carrier. Is there some secret Bohemian sorcery that I simply don't know that makes it work, because there's absolutely zero material out there on this matter and it's beginning to get frustrating.
  13. I want to make a Mission with multiple Zeus. But when I place two virtual Zeus units and sync them with a Game Master Module each and sync these GameMaster Modules with the GameMaster Module (the one from Gamemodes) the second Zeus cant place anything exept for Markers. Is this a bug or is there any way to fix this? Both virtual Units have a different variable name and are set as owners of the two GameMaster modules.
  14. Hey guys, as i bought the Creator DLC, i first edited the new Wefelingen map in the EDEN Editor for a little nice base for my ZEUS missions. When i had it finished, i uploaded it to my Nitrado Server via FileZilla. As i joined in the lobby, the lobby started "flashing" with errors in the bottom left corner. I already put the "-mod:gm" in the modification field. And i tried it again with no assets or other buildings. I simply have the spawn and the roles on the map. I tried it with the winter map and the normal map. As i cant edit the files i dont know how to fix it. The only mods i have loaded are: - Achilles - CBA_A3 I hope you can help me 🙂
  15. Hello. I would like to know how to have this menu for the plane in game ?
  16. Hello! I run a WWII Milsim unit and need to make an op for this Saturday. I want to have a spawn where my guys can load in, and kit up with BI Virtual Arsenal, and then I want to have a spawn point on a moving, AI controlled plane ( C -47 ) that all of my guys can spawn into, it puts them in a seat, and we can then jump out accordingly. Is this possible?
  17. Alright, so I've got a SP mission in the Eden Editor yhatta yhatta . I have the loading screen image set in general attributes as opposed to a description.ext file because I tried that already and it wasn't working. I have the path to the file set as image . paa since that's what the name of the file is and it's right in the mission folder. I've got all the other descriptions set up but when I load in the mission it says "picture image.paa not found". I've been trying to fix this for about half an hour with no luck, any ideas? Attributes Mission Folder
  18. Hi, i have made a simple mission inside of Eden editor that includes a couple soldiers marked as "playable", 3 dedicated Zeus Virtual objects synced to- and owner of three seperate Game Master Modules. i have set the respawning via description.ext to mode "BASE" / 3, and the Template for West to "MenuPosition", for Virtual to none (Respawn straight away without any windows appearing). all works fine locally / local MP through Eden and local Host, when i upload it to the Server however, whenever i select the mission, slot up in ANY slot and begin to load the Mission it throws me back to the Mission Selection screen. Any help appreciated, RPT and description.ext via Pastebin included: description.ext (EXTERNAL LINK) RPT File (EXTERNAL LINK)
  19. Ladys and Gentleman, Maybe i oversaw the Question or this is something nobody asked yet. My Question is Simple: Is there a Way to work together in the Eden Editor at the same time or will a Multiplayer version of the Eden Editor released some day? With best regards Leerian Dark
  20. Hello everyone, and thank you for taking the time. I have been doing missions in Arma 3 for quite some time now and after much troubleshooting and learning through places like these forums, I have learned a whole lot. There is one issue I have recently that I have not managed to work out, despite making search and research on it the google results and threads are different and unrelated ACE issues from mine; I have an ACE issue not with installation, or server, but only with a specific Liberation mission that I am trying to make work. My question is that I have not managed to figure out which might be the cause, specifically and I will admit that I am not really good at understanding RPT logs sometimes. I have included the latest RPT log in this post as well. No matter what kind of tests I have ran, the ACE interaction menu (Ctrl+Win/Win) does not work. Been at this for two days now. Some notes: - The issue only persist in that one mission, I create a blank new mission and ACE works. - ACE is fully loaded, as all content including items and addon options are there. - Only ACE Interaction menu is not working it seems. I have been doing a lot of troubleshooting on my own, this is one of the only times when I have not been able to figure out an issue on my own yet. Anyone who have an idea or input it is greatly appreciated. EDIT: Split up the RPT Log through pastebin. RPT Log 1: https://pastebin.com/ky6UUfD1 RPT Log 2: https://pastebin.com/PEGYXHX0 RPT Log 3: https://pastebin.com/H9Acsm5Z
  21. Imperialist89

    Random Teleporting in Warlords

    Hi all, I have created a functional Warlords scenario, with various Sectors, two bases, a few respawn points. etc. However, upon a Sector being "Locked In" after voting, the entire team is forcibly and abrubtly teleported within roughly 200m of the Sector. Now, while this is fine for getting straight to the action, it gets annoying when it comes to making use of vehicles, particularly transports, and it messes with the flow of battle (sometimes both BLUFOR and OPFOR will teleport directly into battle) Fast travel is DISABLED and yet it still happens, and i get no errors regarding script functions. Any insight would be appreciated.
  22. To anyone out there, I am currently helping a friend work on an Arma3 server. We made a custom building, having concrete floors well above the land underneath it. In the building I've made, once ported over to the A3 server, the crates I've placed end up on the ground below the concrete floors. I was hoping there was a way to keep the crates in a fixed position, allowing them to float on server startup. Any ideas would be amazing. I used M3 Eden editor, and this is for an exile server.
  23. Hy, i am really new in Eden and scripting i just learn about this program yesterday, so i've been successfully create a convoy and mission (i name it task5) but i am stuck in this situation: i want to make the task 5 failed if the task 5 still asigned but the convoy is arrived in trigger area FYI: i set the task 5 trigger area to opfor not present if success remember that i am really new in scripting so i am sorry before if i dont know whats your talking about thank's for your help
  24. I'm new to ARMA 3 editor. I'm trying to make a D-Day like scenario. when i give way points (beach) to the boats to move to the way point and get out from the boat some boats do the work right but some boats turns backs and runs like hell. I checked with in combat and out of combat, this only happens in combat.I tweaked the fleeing coefficient to 0 too but they get bitchup every time.....I made then Open fire and careless too maxed out courage and command btw.....Any ideas to fix this.....sry for the bad english... :P :P :P
  25. hi, Unfortunately, one can take a sector by helicopter. in my Spawn Trigger (init) i have set: this && ({_x isKindOf "LAND"} count thisList)>0 && isServer; does not work with the sector modules :/ Does anyone have a solution for me? thank you.
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