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Found 161 results

  1. Hello, there are many ways to create an IED script but many things involve public or external variables, triggers and many stuff that makes it complex. This is a simple script that you also can use as function for multiple objects and triggers the IED automatically with just one script line inside the object you'd like to blow up. Does this work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer How does this script work? As soon as AI or a player walks near it, it just explodes, leaving scripted debriefs and craters based on explosion intensity. Parameters It accept 3 parameters: - currentObject → it is the object in the editor that you trigger to explode; - iedIntensity → It used 3 level of intensity (how big is the blast), obviously you can put 1, 2 or 3. - isCar → boolean value (true, false) if is a car, if true keeps wreck of the vehicle. How do I call the script? Just open the object you'd like to have an IED and put the following line: [this, 1, true] execVM "iedBlast.sqf"; iedBlast.sqf //Uncomment following if used as function //params["_currentObject","_iedIntensity","_isCar"]; //Uncomment following if used as script _currentObject = _this select 0; _iedIntensity = _this select 1; _isCar = _this select 2; _positionCrater = getPosATL(_currentObject); _debriesCount = 0; _exploded = false; while { !_exploded } do { //Check if players are around { if((_x distance _currentObject) < 5) then { _exploded = true; }; } forEach allUnits; if(_exploded) then { switch(_iedIntensity) do { case 1: { _bombType = "M_Titan_AT" createVehicle (getPos _currentObject); soilCrater = "Land_ShellCrater_01_F" createVehicle ([0,0,0]); _debriesCount = 3; }; case 2: { _bombType = "Bo_Mk82" createVehicle (getPos _currentObject); soilCrater = "Land_ShellCrater_02_small_F" createVehicle ([0,0,0]); _debriesCount = 10; }; case 3: { _bombType = "IEDLandBig_Remote_Ammo" createVehicle (getPos _currentObject); soilCrater = "Land_ShellCrater_02_large_F" createVehicle ([0,0,0]); _debriesCount = 15; }; }; soilCrater setPos _positionCrater; //---Keep Car Wreck--- if(!_isCar) then { deletevehicle _currentObject; } else { _currentObject setDammage 1; }; //---Spawning debries--- //Land_ShellCrater_02_debris_F for "_i" from 1 to _debriesCount do { _distance = [2, _debriesCount] call BIS_fnc_randomInt; _direction = [0,359] call BIS_fnc_randomInt; _randomPos = [_positionCrater, _distance, _direction] call BIS_fnc_relPos; "Land_ShellCrater_02_debris_F" createVehicle _randomPos; }; }; };
  2. I've hit a bit of a problem while developing a mission for a few friends of mine. I have 4 respawn points in total across a whole mission. 3 of them are revealed by triggers as a player enters an area and should have limited respawns. 1 respawn point is to be a starting area with an unlimited respawn point. My reasoning for doing this is to allow players to get back into the quickly and add a failure condition. This also allows them to spawn back at the starting area at anytime and still allow the leaders provide passive support over radio. So far I have not found a solution to this problem :/. So far I have tried syncing a respawn tickets module to the three limited respawn points and adding tickets. However, this didn't work because the starting area respawn was also affected by the tickets. I couldn't find anyway of editing the number of tickets for each of the respawns either. I have also tried adding a complex show/hide module setup to see how it would affect it. Of course, no such luck. I could place limited vehicle respawn for getting back into the fight instead but increases the time for people join back in the fight. Am not all well versed in scripting but any solution or help would be appreciated :D.
  3. So we are building a Arma 3 sandbox Server the problem is that many vehicles are often damaged but only slightly so that they don´t respawn i want to make a trigger which tiggers the vehicle respawn every 60 seconds so that there are only fully repaired vehicles at the Spawn if it´s possible to only respawn damaged vehicles that would be even better but i guess that´s not possible thanks for you´re help Marvin Letsche Admin at German-Gamers.net Edit: solved it with a respawn script
  4. I'm trying to find a scripting command that prohibits a curator from editing an object, similarly to how a player is not moveable, killable (END), deletable etc. by the curator. I did some looking and all I found was a command that checks weather or not an object is editable by the curator, none that explicitly restrict curator editing. While I was typing this I thought of a potential solution, I'll give it a shot later and report back code in spoiler, however if someone already has a solution or more info on this leme know! This should go in the objects init (I guess).
  5. Hello, it's over a week i'm searching through the internet to find a solution for my problem with no luck at all. I'm trying to make a Seize mission using the seize module, which is the favourite gamemode we play with friends, but even if i sync GM units to zeus addon module, the infantry units aren't working at all, when i access the Zeus interface as a debug i can only place vehicles but not infantry. Please help, attached to the post the editor version for the mission. Download sample mission
  6. Hi I have a problem fixing the code, so I ask for help like this. In Arsenal, I modified the code so that only engineers can bring explosives, but the error continues to be printed if am i wrong language was used. any ideas? [] spawn { waitUntil{ if (("B_engineer_F") = false) exitwith { [format ["<t size = '.6' color='#ff3030'>%1은(는) 사용할 수 없습니다.</t>", getText (configFile >> "CfgMagazines" >> _x >> "displayName")], 0, 1, 1] spawn BIS_fnc_dynamicText; player removeMagazines _x; } forEach ([[], magazines player arrayIntersect removemagazinexiplosives] select ARSENAL); }; false }; korean mean : %1can't use this error list : if ("B_engineer_F" = false) then [format ["<t size = '.6' c> 22:00:12 Error position: <= false) then [format ["<t size = '.6' c> 22:00:12 Error ) is missing 22:00:12 File C:\Users\1234\Documents\Arma 3 - Other Profiles\Taru\mpmissions\RSF_DEVELOP3.Altis\initPlayerLocal.sqf..., line 422 (english translated, sry)
  7. as you can see, I play this scenario I edit; when I spawn, it just leaves a mark on the map which I stand for, then I use force respawn, it will directly generate a spawn point on the location, I check the attribute, I select a player to spawn on customed position
  8. TL;DR - I installed the Antistasi Mod and need help editing in some weapons. I have recently subbed to this mod on steam and I want to play online with a few friends. At the beginning of the game you get access to the Virtual Arsenal to gear up your team. I want to add some weapons and gear to the arsenal but I am unsure how to do it without breaking the mod. Basically, I am starting from scratch I have watched Gunter's tutorial on editing mods through the eden editor. But I was unable to get the MP version of my mod to work I pasted the unpacked folder into the missions folder that eden editor accesses, I could find the SP version of the mod ( I added that separately alongside the multiplayer mod folder) but I am unable to find the MP one so I have given up on that option. I have used PBO manager to unpack the mod folder and I have access to the scripts and files for the scenario. Could I edit the arsenal directly from here or do I have to use the editor honestly any advice could be helpful at this point lol.
  9. So I want to create a scifi mission where the players are on an alien planet. Is there a way, other than MCC Atmosphere and the vanilla Post Processing modules, to set a permanent color filter for all players in a mission? I'm thinking something weird like green or purple for an alien atmosphere.
  10. So I've tried using the setrandomlip command. It works perfectly well in Singleplayer, but not on a dedicated server. I've looked into the .lip stuff, but honestly it's way too much work for just adding a minor detail in a mission. Is there a way to get setrandomlip working in multiplayer? Currently what I've done is set up a trigger using the unit's variable name to start randomlip, then another one to end it set to activate several seconds later. UPDATE: unticked "server only" on trigger. It now works.
  11. Overview I was trying to create an ArmA 3 OPTRE mission, where the player needs to trace data from a communications relay/tower and get the locations of two additional objectives they need to complete in order to extract and complete the mission. The mission is single-player (so far) but will have multiplayer integration in the future. I have the addAction set up to remove itself once the player interacts and executes the code inside the addAction as well, not only that but I also have markers, and a diary record get created when the player interacts with the addAction command. Problem I have a task created whenever the player clears out the communications relay of hostiles (Eridanus Rebel Insurrectionists), the task ID and variable name are both TASK2 (because it's the second task in the scenario) and it's position is also synchronized with the communications tower. The problem that I've been having is an "Expected Task, Got Object" Error from the code in the addAction. The code is listed below. communications_relay addAction ["Learn Objective Locations", {player createDiaryRecord ["Diary", ["Objective Locations", "Intel Recovery: <br />Convoy Assault:]]; "intel_recovery" setMarkerType "hd_objective"; communications_relay removeAction 0; TASK2 setTaskState "Succeeded"}]; Post Now, I'm pretty new to ArmA 3 scripting, so I didn't particularly feel like putting all of the code inside of an external SQF file, mainly because of the fact I didn't wanna deal with passing all of the variables to the script file and then doing it that way. Also, if it's not too much to ask for, I ask for you to please explain what the code solution you send does so I can understand it better. Thanks in advance for the help!
  12. Eden Editor, Editing, & Mission Building Guides, Tutorials & Tools Compilation List Last Update: May 31st, 2022 This is a huge compilation of Eden editor, Editing, and mission building guides for Arma3, the list below is set in alphabetical order, also the list is not set in numerical order, the numbers are just there to act as an associative reference and not setup to be in an order other then alphabetical order. There may be more guides, and tutorials out there that are not on this list, if anyone finds some not listed here, please let me know and i will add them. i hope my list here will save you alot of time and help you learn more about the editor, and build better missions! [Tutorial] How to edit a Steam Workshop mission (Scenario) [TUT]Creating custom compositions for ZEUS 2D Editor Arm A 3 Editing Guide (German) Arma 3 - How to Make a Simple Zeus Mission and Host It Arma 3 Editor Guide | Modular Programming | Boolean Data Type ArmA 3 Editor Tutorials - Building Simple Missions Arma 3 Mission Editor Guide.pdf | DocDroid Arma 3 Mission Presentation Arma 3 MP Support Guideline Arma 3 Revive ARMA 3 Setup Guide Arma 3 Task Framework Tutorial Arma 3 User Interface Editor ARMA Development - mission editing and development. Category: Eden Editor Eden Editor Eden Editor - The Very Basics [Tutorial] : arma Eden Editor Tutorial & Hilfe für Anfänger HOW TO MAKE AWESOME ARMA 3 MISSIONS! I made a video tutorial series for the Eden Editor in ArmA 3 Making your first mission · dklollol/Olsen-Framework-Arma-3 Wiki · GitHub MCCSandbox Wiki | Fandom OFPEC The Editing Center Steam Community :: Guide :: ARMA 3 EDITOR TIPS waypoints,orders, and items. Steam Community :: Guide :: ARMA 3 simple, but necessary, Editor guide Steam Community :: Guide :: ARMAidiot's ARMA 3 - Editor Guide Steam Community :: Guide :: How to make a FOB Steam Community :: Guide :: How to make a simple zeus mission and host it. Steam Community :: Guide :: Miscellaneous Editor Tutorials Steam Community :: Guide :: Mission Planning (MDMP) TG ArmA 3 - Mission Template Usage Guide - Tactical Gamer TheGen's Guide to Mission / Campaign Making Zenophon's ArmA 3 Co-op Mission Making Framework Zeus Documentation Ammoboxes & Loadouts, Composition Tools, Missions Tools, & Files Credits To those who have took the time to create these guides and tutorials i hope that my list here would allow the community to better appreciate the authors of this information.
  13. Hi, I would like to make the tank mentioned above more durable against rounds fired from the other tanks, for example the T100. Is there any way to do it? Are there any scripts reducing the damage of shells fired from T100 or other tanks? Does anybody know some scripts increasing MBT 52 health/armour?
  14. Hi all, I've been stuck on this AI artillery problem for half a day now. I have 2 enemy mortars I wish to activate via trigger and script (separately, by that I mean they aren't grouped together and I have 2 triggers calling the script once for each mortar). Testing the trigger and script in game, I was originally getting an error for undefined variables (both _mortar and _target), but now I'm getting an error for "undefined variable in expression _target". In each trigger, I have: script = [mortarNumber, getMarkerPos markerNumber] execVM "eFireMission.sqf"; which, after some tuning, I turned into: markerTarget1 = getMarkerPos marker1; null = [mortar1, markerTarget1] execVM "eFireMission.sqf"; (does this difference do anything? I originally assumed that using "getMarkerPos" in the passed variable would work since "getMarkerPos" returns an array, doesn't it? And for my script, I incorporated a script I saw on the forums through a google search for artillery scripts from 7 years ago (user 2nd Ranger's post in that thread) for an MP mission I'm making for my friends and I: _mortar = _this select 0; //--- name of the mortar, arg passed from trigger _target = _this select 1; //--- central point around which mortar hits, arg passed from trigger if (isServer) then{ for "_i" from 0 to 8 do { _radius = 50; //--- random radius from the center _pos = [ (_target select 0) - _radius + (2 * random _radius), (_target select 1) - _radius + (2 * random _radius), 0 ]; _mortar doArtilleryFire[ _pos, getArtilleryAmmo[_mortar] select 0, 1 ]; sleep 2; //--- delay between rounds }; }; What am I doing wrong? Any help is appreciated, this is my first time scripting for Arma 3, I'm a little lost
  15. So I have a ww2 mod where fighter planes have 1-2 bombs. Now what i want to make is that for example 5 of them take off in a formation fly over a target i ve selected,switch to bombs drop then and then switch back to guns and engage the enemy aircraft. Also when they are out of ammo they land back at the base get re supplied and all that over again until no plane stands. Idk how to make any of this,so please help. thanks in advance sven
  16. Hi, How can i use 'removeAllWeapons player' in remoteexec? or 'deletevehicle vehicle player' with remoteexec? i know the basics about remoteexec and can create some hints,playsound,... with it but i dont know how to do it with those 2? thx for your help!
  17. So my goal is to make zeus blind from Blue players and i have med som progress. However it seems for some reason when i run my script to remove Blue players, the game adds them again. while {true} do { sleep 10; { if !((side _x) == east) then { ZM1 removeCuratorEditableObjects [[_x],true]; }; } foreach allUnits + vehicles; }; I am looking for any suggestions to how i can fix this. Thanks!
  18. Iv had this problem for months when using the ORBAT. I keep getting the same error when i try to run the game with the exported faction in the add on section, its extremely frustrating as these factions take nearly 3 days to create, iv had to delete them then remake them multiple times. Could someone please help me as i want to make a RMC faction, RAF, RAF regiment RN and so on. Asked this question on the ALIVE forum months ago and no one has replied , posted it on reddit and no one replied either, I even uninstalled and reinstalled ARMA twice hopefully someone here could help me out or redo it for me. (sorry for the crap quality) sorry for sounding so petty. Let me know if i should send you the folder or config etc https://ibb.co/0BG6Lcc https://ibb.co/rpSWxFn
  19. so on my units server we are running a clean up script, due to the lack of mass graves and body piles withing arma we are trying to a manual mass grave but due to the clean up script it stops that from happening is there away to stop that script running on certain objects?
  20. I've been tinkering with values of a mod that my Milsim unit uses. With all the mods we have somewhere along the pipeline has overly increased and made more realistic A.I. in which they also have more health but the weapons we use our simulated extremely well. The problem is the mod we use for our mortar damage range just isn't realistic and a direct impact may kill a single person on a group of 20 with no armor on. I wrote a script similar to what I'm doing here but with RHS and updated the weapon damage values just by using CfgPatches and I'm trying to do the exact same thing here but they named their ammo with a "( )" in it. Which upon compiling the addon doesn't allow it to continue as it returns an error along the lines of [line 13 expected = received "("] does anyone know a workaround or how to get this to work properly? TL:DR - Can't update damage of an ammo type because the class name has a symbol in it that the addon builder assumes is apart of the code rather than just being apart of the name. VZ99 CfgAmmo.hpp My CfgPatches in a separate addon I'm creating giving me the error. (Only editing the HE and HE_Multi ammo) As far as I can determine the issue is that the class name having ( ) is the issue but I can't edit the original addon CfgAmmo due to their licensing. If anyone knows a solution I'm open to anything.
  21. So I came across a problem today. I use Markers in one of my missions to set spawnpoints for loot which is spawned in groundweaponholders. So far so good. I placed a few thousand of those and one of my friends wanted to help me so he placed some markers himself. While playtesting i noticed that loot spawned on my markers, spawned correctly on the ground. BUT all loot spawned at his markers were like 10 meters in the air. He created his markers on a seperate mission and i merged both together. After i noticed this problem i tried just straight up copying his markers and pasting them into my mission but same result. The loot spawns, everywhere he created markers, exactly the same distance above ground as if they all have a height value that's 10 meters above 0. I even went into the map and took one of his markers and held ALT-Leftclick and dragged it like i would if i wanted to adjust its height and it then spawned inside the ground instead of in the air. I'm completly lost as to how i can fix this, without replacing all of his markers.
  22. JElledge_58

    Hint Timer?

    Is it possible to make a hint go away after a certain amount of time?
  23. Hello ! I recently released a new singleplayer scenario called "The Bunker", where i added custom textures to uniforms on the player and some AI. It worked well when i made some tests from the editor, but since i released it on the workshop and tried it as a new subscriber from the main menu and not as the "developer" from the editor, the texture doesn't apply at all on the player, which is then the vanilla camo, but it works well on the AI... The original texture is in a PAA format, but i also tried the JPG version and it still doesn't work Here is the command i put on the player init: kerry setObjectTexture [0, "urban.paa"]; kerry is the name of the player unit. I saw many posts about similar problems for the multiplayer category, but didn't found anything for the singleplayer one... and i don't know at all what could cause this. If someone have a solution, i would really appreciate, as i'm a little embarrassed since i published it on the workshop recently. Thank you in advance for your answers
  24. Hello, need help to find any solution to switch hand animation (rtm) when changing magazine type. I have a gun with drum and box magazines working via proxy. I there solution to change hand animations, but dont change gun? Im used class-change sqript, but now wonted to create proxy.
  25. Hey there everyone, I'll get to the point. I'm still pretty new to ArmA 3 Scripting and mission creating. I have a couple of these questions that maybe the Veteran community could answer. I want to add custom images, unit patches, voice lines, etc etc etc. BUT. I am inexperienced in how to get them to work. I've looked on the community and the wiki but it doesn't seem to work in the way that I was hoping. The questions. - What scripting program is good? - What programs would I need? - Where can I find a way to insert my own custom made files into the game?
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