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Found 157 results

  1. I was wondering if there is a way to create custom loadouts for AI in Eden, group them into squads and then use them in Zeus? I was trying to do this with Copy and Paste in zeus but the AI reverted to their original loadouts.
  2. ZEC A collection of over 100 compositions for use in Eden/Zeus of varying sizes/complexity. This addon uses vanilla objects and has NO dependancies - Removing the addon will not affect any strucutres already placed in the mission with the addon. Players will NOT require this addon to see the buildings etc... Inspired by austin_medic's pack (https://forums.bistudio.com/topic/170000-wip-custom-zeus-compositions/) which has been incredibly useful. If anyone has made some compositions/bases they think would fit in this pack I'm happy to include them and give you credit. Enjoy. SAMPLE IMAGES: http://imgur.com/a/BJPWk DOWNLOAD (v1.0.9): Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=642912021 Armaholic: http://www.armaholic.com/page.php?id=30590 Direct: https://drive.google.com/file/d/0B85IzH-_03ErNTRWenZWU0ljVlE/view?usp=sharing Do you use CUP Terrains? Take a look at ZECCUP! SOURCE: https://github.com/LISTINGS09/ZEC NOTES: Some compositions are very large with upwards of 300 objects, be aware of possible desync when spawning them in a Zeus Mission.
  3. Hello! Recently I'have been in playing with the editor and because I'm a noob for me it would be easier to start from readymade mission and edit them to my liking. I play combat patrol with friends but it starts to feel some what repetitive and we would like to have more diversity in the game. So... 1. Is there a place where I can download/share coop missions? Especially combat patrol. 2. Is Steam workshop planned for project Argo or Is ARMA 3 Malden missions compatible with Argo? And a side note: I have always wanted to play Arma with friends, but some of them feel that it's too complex. So for them Argo is good mix of realism and playability..and free :-). I believe this game could work also with larger number of players 20-50 players with different roles ( mix between Squad, Battlefield and Arma) Anyway I'm looking forward for future updates to make this game even more enjoyable!
  4. Does anybody know how to get the value set in the eden "role description" (which shows in the lobby) in a script? (getDescription does something completely different)
  5. Hi there, I need some quick help with some even handlers.. Anyway, the idea is in the mission you attack an oil rig. You shoot on the oil pipes which makes the oil pipes explode and burn. The idea is because of the explosions you kill the enemies inside and win the mission. Okey, so I have this script here: thisaddEventHandler ["hit", "scriptedCharge = "DemoCharge_Remote_Ammo_Scripted" createVehicle (getMarkerPos "bombmrk"); scriptedChargesetdamage 1;"] Alright, I also want, once you hit the oil pipe, the oil storage next to it will explode bybeeingtrigger with an even handler explode. Anyone can help me with this? This will BTW be a mutliplayer mission.
  6. eisenmaik

    Eden Editor

    I cant find a Jet armed with Cluster Bombs in the Eden Editor... Or is there a special way to change the weaponry?
  7. Good day, Great forum and hoping someone can help, I sometime play the Escape game mode for Tanoa / Malden with friends and we use the standard game mode that comes up when I host a session. Is there any way to alter the stock MP Game in Eden?. I am aware I will need to unpack the PDO , But where would I find it and where would it have to be saved to be able to access it with EDEN. Hope someone can assist. Would appreciate a response in as simple terms as possible as I am a but of a dummy. Thanks Sandstorm
  8. Hello, so what I want to do is make a script that rearms infantry. I have a endless defense mission and respawn loadouts, however I want an addiction on a box to call a script that resupply them with ammo and items. Now what I have now is multiple addActions for each loadout but I don't like that I want a single addActions. so I made a script that checks there weapon and gives them the ammo based on there weapon. Problem is I can't really give say the explosive specialist claymores unless the explosive specialist has a different gun then the rest of them. So I was wondering if there is a way to check the player loadout class from the respawnInventory template? ( so if player loadout class == "AT" then {code}) I took a look at the scripting commands but the best I could find is isClass but I couldn't get it to work.
  9. Ive been working on a ravage scenerio on Tanoa for roughly a month now, Issue is if i respawn 2 or 3 times on the same respawn point i encounter the bug where im teleported to the southwest corner of the map and drown there, i had this issue before when i was using my own respawn system, i thought that was the cause but its still happening now that im using Ravages respawn camps. If anyone knows a fix for this im willing to try anything, i have alot of time invested in this, thanks.
  10. Ive created a decent size scenerio using the respawn system that works by placing the empty marker and naming it "Respawn_west". I am then placing other empty markers with triggers that change that empty markers name to "respawn west". This works fine for moving the respawn point around the map. Ive had no issues so far but now after i respawned 3 times in quick succession on a single point, i am able to move for about 10 seconds before im teleported to bottom left corner of the map under the ocean. I know this is a really common issue within arma 3, im just looking here hoping that someone knows what may be causing this or even a possible fix, thanks.
  11. Just a quick question, i have a mission setup with 2 tasks initiated by CreateTask modules and ended by SetTaskState modules, 1 is for a target elimination and the other one is for a hostage rescue, they both work perfectly fine on their own, but they are both set in the same village so they have to be parallel (why would you kill a target and clean a whole enemy village just to leave the hostages behind?), how do i make it so that when both are completed a third trigger/module/txt calls "BIS_fnc_endMission";? As of now i know how to make it so that after 1 of the two missions are completed mission ends but i don't know how to "tie them together" so that they need to be both completed. Any ideas? Suggestions? Thanks BTW, i didn't made them by scripting because i am THE WORSE SCRIPTER ever, i mean i know some scripts and i can do basic things with them but scripting a whole mission is far beyond my abilities, hence i have to use modules. Thanks in advance!
  12. Good day, Great forum and hoping someone can help, I sometime play the Escape game mode for Tanoa / Malden with friends and we use the standard game mode that comes up when I host a session. Is there any way to alter the stock MP Game in Eden?. I am aware I will need to unpack the PDO , But where would I find it and where would it have to be saved to be able to access it with EDEN. Hope someone can assist. Would appreciate a response in as simple terms as possible as I am a but of a dummy. Thanks Sandstorm
  13. Loadout, init, the lot. All reset to nothing and the type of the passenger changed to pilot/crew *AND* forced group changed to join the helicopter group, deleting all waypoints previously assigned to the player's (now deleted) group.. just.. what the fuck?! No "undo" available for this action, either. Extensive init script lost. Loadout lost. Waypoints all lost. Autosave overwriting save. FUCKING LOST IT ALL.
  14. Hayden Almeida

    Argo Map Editor

    Hello everyone. There is some place that teaches how to edit new map with Eden editor for ARGO? I am with idea to create new RAID map, but i am lost somehow. I puted some triggers and Modules in the map, but i think that isnt work properly. Someone to help create a basic raid map? Thanks and sorry for my bad english.
  15. I'm making a post after looking through a few topics and consulting with one of my contacts. We have tried a number of fixes, but none have solved the problem. Scenario: There is a rifle qualification range and a pistol qualification range on the same mission. Controls are linked to scripts via addAction to either raise targets at 1 of 3 set distances at the rifle range or to raise the pistol targets in sequence. The rifle targets need to reset after being hit, while the pistol targets need to stay down after being hit. Problem: Through various scripts, I was able to get the ranges to work properly when loaded in the editor. However, on the server, the combinations will either make all the targets pop up or stay down despite trying a number of combinations. Attempts: Since one of the topics I found mentioned locality, I tried implementing if (isServer) line in pistol range scripts - Scripts would not work at all on server. Also tried moving nopop = true/false; into target objects' init lines - Does not work. Moving nopop = false; line to rifle range scripts - Targets initially in up position, stay down when hit. Upon executing scripts, will reset as intended in editor, but not in server. Moved lines from init.sqf into range.sqf file executed from init.sqf - Organizes it better but does not address issue. Scripts: There is a execVM "range.sqf"; line in the init.sqf file which calls the range.sqf script: One of the rifle range scripts: Pistol Range Script: There are also scripts to reset the ranges after use, but those are working as intended so I don't think I need to post them.
  16. Hey there! I've begun learning SQF scripting around a week ago, so still quite the newbie. I've been reading through the Fockers tutorial series (which I have yet to finish), and decided to try and get some practical experience making something, since that's the best way I learn code. My friend, who makes missions and does zeus stuff, suggested I make a patrol script. I liked the idea, and went along with trying to make a patrol script callable by execVM, accepting the calling unit and an array of Markers as parameters. The script works by sending the entire group to those markers assuming the group still exists and there's at least one unit alive in it. If the marker they are about to head to does not exist, the marker is deleted from the array and the loop starts from the beginning until a valid marker exists. Irrelevant at this point as I can't test to make sure that actually works, since I can't seem to get an object param passed to the file. It looks like it only accepts arrays, which I am having trouble understanding. So I need to solve this one of two ways: I need to find a way to pass an object as a parameter and keep it intact when it reaches the function. Or, I need to find a way to take the array sent as the unit, and turn it back in to the object, which I don't know how to do. This script is meant to be multiplayer friendly (despite me not having the slightest clue of how to code it for multiplayer) so please keep that in mind with the solution. My goal is not to just come to a solution to fix my issue, but to understand why it works, since I'm trying to learn SQF and understanding what the code is doing and why will help me advance in that goal. I appreciate the help and can try to give as much information as I can when asked. This is in the team leader's init box: patrolArray = [patrolMarker1, patrolMarker2, patrolMarker3]; PatrolScriptHandle = [this, patrolArray] execVM "Patrol.sqf"; This is the Patrol.sqf: // Patrol.sqf // Parameters: // 0: (Object) Unit // 1: (Array) Markers params ["_unitObject", "_markerArray"]; debugPatrolRunning = True; // Use this only for debug purposes to see if the script is still running. _unitMarkerPatrolArray = _this select 1; _patrolArrayCount = (count _unitMarkerPatrolArray) - 1; _unitGroup = group _this select 0; _shouldRun = True; while (_shouldRun) do { scopeName "patrolCheck"; sleep 0.1; for "_i" from 0 to _patrolArrayCount do { _unitsAlive = {alive _x} count units _unitGroup; _curMarkerSelection = _unitMarkerPatrolArray select _i; if ( isNull _curMarkerSelection ) then { _tempA = [_curMarkerSelection]; _unitMarkerPatrolArray = _unitMarkerPatrolArray - _tempA; _tempA = nil; breakTo "patrolCheck"; }; if ( _unitsAlive >= 1 && {!isNull _unitGroup} ) then { // I don't think I can use the Marker object itself in getMarkerPos, so let's convert it to string first. _curMarker = format ["%1", _curMarkerSelection]; _unitGroup move getMarkerPos _curMarker; sleep random [3, 5, 10]; } else { _shouldRun = False; debugPatrolRunning = False; breakOut "patrolCheck"; }; }; };
  17. Hi everyone recently, i try to make skin on arma 3, i reskin the mirage 2000 from hellenic Armed Force Mod ^^ I have change image pnj to paa, build addon etc... in game the mod have been correctly loaded but when I going to eden editor, I can't find my plane and the name of mod didn't appear in the search barre Anyone can check my config and tell me what is wrong please ^^ https://pastebin.com/1PH9EgB2 thank you very much !
  18. Okay. Hey peoples, one of my first threads here pleading for Help!!! I have been working on a CQB, VR Map for quite a long time now using VR blocks only. Now, I have different rooms from the start to finish that increase in difficulty and each stage is marked by colored arrows that point the direction of the finish area. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- So what I have done is I have used large amounts of 1x1x1 VR Blocks, to build walls, towers, roofs, balconies, cover etc. My idea was to have previously cleared stages blocked off by different shaped walls of VR blocks, once the player hit the next stage's trigger that is. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- My go-to solution for this was to make a wall of blocks that separates stages 1 and 2 or Blue and Light Blue, Then set all the VR blocks conditions to false so that they would not be there on mission start and then create a trigger out of sight around a corner or something so as the player enters the trigger some magic VR wall appears in the previous stage so that the player can't go back to mission start and basically Re-Kit themselves with anything they want, before going back to finish off stages. I Just don't no how to tell the trigger to make the conditions of the sync'd VR blocks back to true once the trigger owner steps into the trigger. I really appreciate any help i get, Steam Name: Warlord I've been searching forums to no avail. I have thousands of hours of editor experience and not much to show for it so any other tips or anything will be incredibly helpful thank you so much everyone!! I have images of the Map but i can't post them here :(
  19. Hi all, I just tried to copy-paste editor content from an editor window (Arma 3 in window mode) to another editor in another Arm 3 window. Doesn't seem to work anymore. I remember that it was possible to do it Arma 2 and it was a very comfortable method to migrate a mission to another map. The only workarround I would know, is to create a composition in the source mission and then place it in the target mission... but this is very uncomfortable. So, is anyone out there with a better idea to migrate a mission to another map/terrain? Thanks in advance for your answers, FirstPanic
  20. I have been trying for a few days to script a helicopter to come in, land and then for the ai to board, then have the heli take off. I have tried watching videos and even tried searching, there was a redit post where someone provided an example but that file is no longer available and they did not go into details on how it was done. I made a helicopter, put it into the air, set a load waypoint, then created a ai fireteam group and set a waypoint for "get in" I then linked the "get in" waypoint activation to "load". What hapens is the helicopter says in the air, and on top of that the ai immediately heads for the get in waypoint. I thought that the waypoint for "get in" would only become active once "load" was true. I have also experimented with adding a "land" waypoint followed by the load, nothing is working, the ai moves to the position and does nothing. How can I make a simple scenario such that the helicopter flys in, lands waits for the ai to board, then takes off? [solved]I have two working solutions, for anyone reading this who is also having this problem, see my responses below.[/solved]
  21. Project status at 08.12.2017: converting it into terrain format: https://forums.bistudio.com/forums/topic/212253-podolsk-city-district-4-terrain/ Hi! I made a template based on my hometown's district area. I know that such a huge template should be made in a form of terrain, but so far I failed with the terrain builder. And 3DEN is so easy to use... So here it is. Updated at 05.06.2017: version 65 released. Podolsk city (Moscow region), district №4, version 65: Download from Armaholic: Podolsk city, district #4 template v65 Or download from Mediafire: https://www.mediafire.com/?h1czw6mu07456of Unzip and place the 4mk65.grassland folder to your Documents/Arma 3/missions folder. Then open it in the 3DEN editor. This template is heavily addon dependable. Addons used: * Grassland http://www.armaholic.com/page.php?id=30347 * CUP Terrains Complete http://cup-arma3.org/download * X-Cam-Taunus http://www.armaholic.com/page.php?id=32107 * Gorod Island http://www.armaholic.com/page.php?id=26811 * Chernobyl Zone http://www.armaholic.com/page.php?id=21332 * ArmA 3 Custom Buildings - Original http://www.armaholic.com/page.php?id=29678 * Urban Pack http://www.armaholic.com/page.php?id=11458 * French road signs pack http://www.armaholic.com/page.php?id=32029 * PMC Terrain Objects http://www.armaholic.com/page.php?id=17289 * AGS Buildings Pack http://www.armaholic.com/page.php?id=10798 * PLP Urban Packs: Barriers and Fences http://www.armaholic.com/page.php?id=31123 * P44 house http://www.armaholic.com/page.php?id=3173 * Stars Editing Suite http://www.armaholic.com/page.php?id=25890 * mikebarts Soft Shaded Trees http://www.armaholic.com/page.php?id=9700 * Eden Extended Objects http://www.armaholic.com/page.php?id=32497 And all of the DLCs except of Jets are needed. I sure used some of the assets with those DLC's icons next to them. * Apex (I think it's no longer needed after the recent Arma 3 game update) * Helicopters * Karts * Marksmen I also used "Midrange Terrain Texture Replacement [BETA]" http://www.armaholic.com/page.php?id=19524 for screenshots, it really improves the quality of terrain texture. But the template does not need it. I tried to make it as true to reality as possible, but considering that I'm using only existing assets, it's a hard task. The template is not optimized, e.g.: I used a lot of small objects to create one building. I run it on Intel i3 6100 stock. It gives me around 20 FPS while just running around alone, but surprisingly the FPS not dropping past 15 even with >100 AI units fighting on the map. That's nice FPS, right? lol. I suggest to turn the editor's interface off (backspace key by default) to improve the performance when the template is loaded. Also it may help to keep Entity List collapsed. The ultimate goal is to properly ask all of the respective authors for permissions and make a terrain out of it. And also to replace those composite buildings with proper single models. Objects count: 22789 Area: 0.5 km^2 Screenshots and comparison with real life photos: Short video trailer: Google maps: https://www.google.com/maps/@55.4310899,37.4997858,1053m/data=!3m1!1e3 Later I'll upload more screenshots to the appropriate thread. P.S.: I usually go by the name Cannibal. Apollyanna is just a Steam account name used by me for Project Argo gaming. Main topic on my forum (Russian): http://guyver-world.ru/forum/index.php/topic,63.msg119777.html#msg119777 If you like my work, please consider donating: https://www.paypal.me/zoalord
  22. I have a co-op mission for up to 9 players and I have respawn enabled. When I start the mission in MP, everyone starts off dead unlike the AI. . . Also my script for allowing loadouts to be persistent even after dying and respawning isn't working. Any help would be appreciated and I can go further into detail about the mission if need be. Thanks
  23. Vasily.B

    EDEN Editor BUGS

    As i dont see thread like this, and feedback is still down, i need to write it here. Paramterer DontCreateAi in eden is not working, which causes a serious problems in RHS mod apc's and BMP's. Also i wanna report/suggest one way to increase joy of using Eden - create shortcut for synchronizing. In 2D editor we used F5, now we have to click rRMB and choose option to synchronise with every unit we want to do so, its very time consuming on some missions (as you have to sync over 50 objects). Overally Im staring to enjoy your new child (EDEN) and i think its gonna be historical moment of BIS.
  24. Hi, i am a developer of a small arma life server. We have decided to switch to Malden when it comes up and we have started building the server in dev branch to prepare for launch. But we have encountered a problem in that alot of objects on Malden are Apex. Which means in our attempt to build simmilar structures already exist on Malden we have to put out apex object from the Eden editor which will make people who do not own Apex not able to join the server. Espcially annoying is it that most common wall on malden is apex locked which means we cant extend it or even repair broken bits of it with the editor. So my question is, when Malden is released will you be able to play on it even if you dont own apex and we place apex objects and if not are you planning the change that any time soon? Sorry for my broken English.
  25. Hey guys I am having a problem with the triggers in Eden Editor. I downloaded the game about a week ago, but I have about 300 hours in Arma and I never had an issue with the triggers. The problem I now have is that, although I can change the type of the trigger, I cannot change the Activation settings. I have tried the windowed mode, as someone has suggested, but it worked only once and now I cannot change it at all. I have also tried playing without mods and nothing seems to work. Do you know how can I fix it?
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