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Found 128 results

  1. Hey, what's up guys? So the problem is following: I'm using a description.ext to make some Radio dialogues, but the text doesn't type, only numbers. This is the fragment I have in description.ext: "class mes1 { name = "mes1"; sound[] = {"sounds\mes-1.ogg", db+0, 1.0}; title = "Я - 0-98ой, начинаю работу.";}" It all works fine except for the one point - while playing the game Russian letters are not visible. What might be the problem? Even if I switch my game to Russian (as I am playing it in English), the other scripted dialogues which are coming, let's say from units, are typed ok and I can see the letters. But for those messages I created - no way. How can I solve it?..
  2. Hello! Title says most of it. Attempting to port the TOH Seattle map over and noticing some buildings lack texture because of missing shaders. Can setObjectTexture be used with the object ID of the building to replace the texture? I can't really think of another way to do this. Alternatively if you do I'd love to hear it!
  3. hi guys, im trying to attach an Eventhandler to a plane, so when it is destroyed, all usermade actions get removed. The script is run by an action. Here is the script: am i missing something?
  4. I haven't found any related topic, only a few comments about the subject with no answer. So, my question is - is there any option there can be more than one editor online in 3den/Eden, let's say, I host a server and my friend joins me to edit some scenarios together in 3den/Eden? Is there any special mod for that purposes? If not, how likely it will appear in the nearest future, integrated in Arma, i.e. without any mods?
  5. PMC Editing Wiki is the place to be for ArmA 3 terrain information and other editing info. Most important for new terrain guys is PMC Ultimate Terrain Tutorial which covers everything to get your first terrain in-game. Forget about outdated and plain wrong tutorials, now you have tutorial which will be kept always up to date and correct. There are just tons of good arma3 terrain editing information so dig in and use the search function to go through what PMC Editing Wiki has to offer. If you cannot find some information or tutorial, ask and I'll see what can be done to get it added. Direct to PMC Editing Wiki: ArmA 3 root and PMC Editing Wiki: ArmA 3 Terrain.
  6. I used a model from another game but i made the geometry myself. So my problem is my car bounces when it drives then just spins out as seen here: I don't know whats happening, here's what I've checked so far: -axis is centered on wheel geometry -boundary is in right place -nothing from geometry is clipping on the ground -wheelcircumference is correct -all named selections are correct here's the geometry: I used the real weight (about 660kg) as the mass so could this effect anything also? and my model.cfg (is literally the unedited test car one): class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle : Default {}; class Car : Vehicle { skeletonBones[]= { "drivewheel","", "wheel_1_1_damper_land","", "wheel_1_2_damper_land","", "wheel_1_3_damper_land","", "wheel_1_4_damper_land","", "wheel_2_1_damper_land","", "wheel_2_2_damper_land","", "wheel_2_3_damper_land","", "wheel_2_4_damper_land","", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_2_damper","wheel_1_2_damper_land", "wheel_1_3_damper","wheel_1_3_damper_land", "wheel_1_4_damper","wheel_1_4_damper_land", "wheel_2_1_damper","wheel_2_1_damper_land", "wheel_2_2_damper","wheel_2_2_damper_land", "wheel_2_3_damper","wheel_2_3_damper_land", "wheel_2_4_damper","wheel_2_4_damper_land", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_2_steering","wheel_1_2_damper", "wheel_1_3_steering","wheel_1_3_damper", "wheel_1_4_steering","wheel_1_4_damper", "wheel_2_1_steering","wheel_2_1_damper", "wheel_2_2_steering","wheel_2_2_damper", "wheel_2_3_steering","wheel_2_3_damper", "wheel_2_4_steering","wheel_2_4_damper", "wheel_1_1","wheel_1_1_steering", "wheel_1_2","wheel_1_2_steering", "wheel_1_3","wheel_1_3_steering", "wheel_1_4","wheel_1_4_steering", "wheel_2_1","wheel_2_1_steering", "wheel_2_2","wheel_2_2_steering", "wheel_2_3","wheel_2_3_steering", "wheel_2_4","wheel_2_4_steering", "wheel_1_1_unhide","wheel_1_1", "wheel_1_2_unhide","wheel_1_2", "wheel_1_3_unhide","wheel_1_3", "wheel_1_4_unhide","wheel_1_4", "wheel_2_1_unhide","wheel_2_1", "wheel_2_2_unhide","wheel_2_2", "wheel_2_3_unhide","wheel_2_3", "wheel_2_4_unhide","wheel_2_4", "wheel_1_1_hide","wheel_1_1", "wheel_1_2_hide","wheel_1_2", "wheel_1_3_hide","wheel_1_3", "wheel_1_4_hide","wheel_1_4", "wheel_2_1_hide","wheel_2_1", "wheel_2_2_hide","wheel_2_2", "wheel_2_3_hide","wheel_2_3", "wheel_2_4_hide","wheel_2_4", "OtocVez","", "OtocHlaven","OtocVez", "damageHide","", "damageVez","OtocVez", "damageHlaven","OtocHlaven", "ukaz_rychlo","", "ukaz_rychlo2","", "ukaz_rpm","", "mph","", "rpm","", "fuel","", "fuel_1","", "fuel_01","", "fuel_2","", "fuel_3","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "glass1","damageHide", "glass2","damageHide", "glass3","damageHide", "glass4","damageHide" }; }; class civil_car: Car { skeletonInherit="Car"; skeletonBones[]= { "reverse_light","", "daylights","damageHide", "door1","", "door2","", "glass5","damageHide" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default { sections[] = { "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; }; class Car: Vehicle { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 180; // Maximum half-cooling time (in seconds) afMax = 100; // Maximum temperature in case the model is alive (in celsius) mfMax = 8; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 150; // Metabolism temperature of the model (in celsius) sections[]= { "ammo", "zadni svetlo", "brzdove svetlo", "spz", "motor", "body", "clan", "clan_sign", "zasleh", "Light_R", "Light_L", "podsvit pristroju", "glass1", "glass2", "glass3", "glass4", "glass5", "glass6" }; skeletonName="Car"; class Animations { // destruct START class damageHide { type="hide"; source="damage"; selection="damageHide"; hideValue=1.0; }; class damageHideVez:damageHide { selection="OtocVez"; }; class damageHideHlaven:damageHide { selection="OtocHlaven"; }; // Wheels START // Wheels Complete Destruct START class wheel_1_1_destruct { type="hide"; selection="wheel_1_1_hide"; source="HitLFWheel"; minValue = 0; // upravit na 0.99 maxValue = 1; // upravit na 1.0 hidevalue = 0.99999; }; class wheel_1_2_destruct: wheel_1_1_destruct {source="HitLBWheel";selection="wheel_1_2_hide";}; class wheel_1_3_destruct: wheel_1_1_destruct {source="HitLMWheel";selection="wheel_1_3_hide";}; class wheel_1_4_destruct: wheel_1_1_destruct {source="HitLF2Wheel";selection="wheel_1_4_hide";}; class wheel_2_1_destruct: wheel_1_1_destruct {source="HitRFWheel";selection="wheel_2_1_hide";}; class wheel_2_2_destruct: wheel_1_1_destruct {source="HitRBWheel";selection="wheel_2_2_hide";}; class wheel_2_3_destruct: wheel_1_1_destruct {source="HitRMWheel";selection="wheel_2_3_hide";}; class wheel_2_4_destruct: wheel_1_1_destruct {source="HitRF2Wheel";selection="wheel_2_4_hide";}; class wheel_1_1_destruct_unhide { type="hide"; selection="wheel_1_1_unhide"; source="HitLFWheel"; minValue = 0; maxValue = 1; hidevalue = 0.00000; UnHidevalue = 1.00000; }; class wheel_1_2_destruct_unhide: wheel_1_1_destruct_unhide {source="HitLBWheel";selection="wheel_1_2_unhide";}; class wheel_1_3_destruct_unhide: wheel_1_1_destruct_unhide {source="HitLMWheel";selection="wheel_1_3_unhide";}; class wheel_1_4_destruct_unhide: wheel_1_1_destruct_unhide {source="HitLF2Wheel";selection="wheel_1_4_unhide";}; class wheel_2_1_destruct_unhide: wheel_1_1_destruct_unhide {source="HitRFWheel";selection="wheel_2_1_unhide";}; class wheel_2_2_destruct_unhide: wheel_1_1_destruct_unhide {source="HitRBWheel";selection="wheel_2_2_unhide";}; class wheel_2_3_destruct_unhide: wheel_1_1_destruct_unhide {source="HitRMWheel";selection="wheel_2_3_unhide";}; class wheel_2_4_destruct_unhide: wheel_1_1_destruct_unhide {source="HitRF2Wheel";selection="wheel_2_4_unhide";}; // Wheels Complete Destruct END #define DamageOffset 0.2 // Wheels Damage START class wheel_1_1_Damage: wheel_1_1_destruct { type="translation"; axis="Basic_Damper_Destruct_Axis"; memory=1; selection="wheel_1_1_damper"; source="HitLFWheel"; minValue = 0.0; maxValue = 1; offset0 = 0; offset1 = DamageOffset; }; class wheel_1_2_Damage: wheel_1_1_Damage {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damage: wheel_1_1_Damage {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damage: wheel_1_1_Damage {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damage: wheel_1_1_Damage {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damage: wheel_1_1_Damage {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damage: wheel_1_1_Damage {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damage: wheel_1_1_Damage {source="HitRF2Wheel";selection="wheel_2_4_damper";}; class wheel_1_1_Damper_Damage_BackAnim: wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;}; class wheel_1_2_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim {source="HitRF2Wheel";selection="wheel_2_4_damper";}; // Wheels Damage END // Wheels END //Glass Damage START class Glass1_destruct { type="hide"; selection="glass1"; source="HitGlass1"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Glass2_destruct: Glass1_destruct {selection="glass2";source="HitGlass2";}; // Inherits from the the glass 1, only the selection and the source will be changed class Glass3_destruct: Glass1_destruct {selection="glass3";source="HitGlass3";}; class Glass4_destruct: Glass1_destruct {selection="glass4";source="HitGlass4";}; class Glass5_destruct: Glass1_destruct {selection="glass5";source="HitGlass5";}; class Glass6_destruct: Glass1_destruct {selection="glass6";source="HitGlass6";}; //Glass Damage END // destruct END class Fuel: Rotation { source="fuel"; selection="fuel"; axis="fuel_axis"; maxValue=1; memory=1; angle0="rad -110"; angle1=0; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=38.900002; angle1="rad -265"; }; class IndicatorFuel: Rotation { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=1; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=-1.658063; }; class IndicatorRPM: Rotation { source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; angle1="rad 80"; }; class DrivingWheel: Rotation { source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; minValue=-1; maxValue=1; angle0=(rad 80); angle1=(rad -80); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue= -1; maxValue= 1; angle0=1.047198; angle1=-1.047198; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; }; class Wheel_1_1 { type="rotationX"; source="wheel"; selection="wheel_1_1"; axis="wheel_1_1_axis"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class wheel_2_1: Wheel_1_1 { selection="wheel_2_1"; axis="wheel_2_1_axis"; }; class wheel_1_2: Wheel_1_1 { selection="wheel_1_2"; axis="wheel_1_2_axis"; }; class wheel_1_3: Wheel_1_1 { selection="wheel_1_3"; axis="wheel_1_3_axis"; }; class Wheel_2_2: Wheel_1_1 { selection="wheel_2_2"; axis="wheel_2_2_axis"; }; class Wheel_2_3: Wheel_1_1 { selection="wheel_2_3"; axis="wheel_2_3_axis"; }; class Wheel_1_4: Wheel_1_1 { selection="wheel_1_4"; axis="wheel_1_4_axis"; }; class Wheel_2_4: Wheel_1_1 { selection="wheel_2_4"; axis="wheel_2_4_axis"; }; class Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; }; }; class Test_Car_01: Car { skeletonName = "civil_car"; sectionsInherit = "Car"; sections[]= { "Camo1", "Camo2", "Camo3", "body", "karoserie", "palivo" }; class Animations: Animations { class wheel_1_1_Damage: wheel_1_1_Damage{offset1=0.18000001;}; class wheel_1_2_Damage: wheel_1_2_Damage{offset1=0.18000001;}; class wheel_2_1_Damage: wheel_2_1_Damage{offset1=0.18000001;}; class wheel_2_2_Damage: wheel_2_2_Damage{offset1=0.18000001;}; class wheel_1_1_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_1_2_Damper_Damage_BackAnim: wheel_1_2_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_2_1_Damper_Damage_BackAnim: wheel_2_1_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_2_2_Damper_Damage_BackAnim: wheel_2_2_Damper_Damage_BackAnim{offset1=-0.18000001;}; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; memory=1; minValue=-1; maxValue=1; angle0=(rad -70); angle1=(rad 70); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.0471981; angle1=-1.0471981; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; angle0=1.0471981; angle1=-1.0471981; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=28; angle0=0.17453299; angle1=-3.141593; }; class IndicatorRPM: Rotation { type="rotation"; source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; minValue=0; maxValue=7500; angle0=(rad 0); angle1=(rad 250); }; class fuel { type="rotation"; source="fuel"; selection="fuel"; axis="fuel_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1="rad +55"; }; class prop_01 { type="rotation"; source="rpm"; selection="prop_1"; axis="prop_1_axis"; memory=1; minValue=1000; maxValue=7000; angle0="rad 30"; angle1="rad 35"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class damageHidedoor1: damageHide { selection="door1"; }; class damageHidedoor2: damageHide { selection="door2"; }; class Glass5_destruct { type="hide"; selection="glass5"; source="HitGlass5"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Wheel_1_1_Damper: Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; }; }; };
  7. Hello there, i have read on the ace3 doc that if you use ace_captivestatuschanged To listen for a unit being freed/ cuffed but i cant seem to get it working everytime i use the code its telling me its missing ; or if i use [_unit2, _state(false), _reason (“SetHandcuffed” or “SetSurrendered”)] its telling me a ] is missing and i dont know where or how. if anyone has gotten this to work please let me know :)
  8. Hey! Quick question. I'm trying to set up a mission that uses ALICE 2 to spawn civs and traffic, but I don't want the player to be able to hitch a free ride off of them, as all the vehicles spawned are unlocked. How can I change this so they're all locked at spawn? Thanks!
  9. I've heard before that you can edit a config to allow more flashlights to be visible at once. As standing in a group of 32 units, only a small handful have flashlights visible. Moving around changes which of these are active. My question is, where is the config and what do I edit to allow more lights/flashlights to be visible. I've searched this extensively and only found different flashlight related questions. Edit: The max I can seem to get on the default setting is 7 units flashlights, or 6 when I turn on my own. Which has always ruined the immersion in dark or night time missions I've made for myself.
  10. I am relatively new to ArmA having only played ArmA 2 and Arma 3 Apex. I have always enjoyed making missions, but I have never done anything very complex with the editor. I would like to start scripting more in missions. If possible can anyone direct me to a place where I can learn how to script or teach me the basics.
  11. Hey Guys, I am making a mission with a shooting range and vr targets (based of Feuerex advanced shooting range). The mission that I am making is meant to play alone but also with multiple people. The scripts that Feuerex has made are nice for 1 person. If multiple people put on the glasses, then will for every person that has a glass on spawn it own target(s). My idea to make this right is if the script has detected that the player has glasses on, that there will be an option available in game to use Radio Alpha to activate the target spawn script. The only problem is that I don't know if this is possible and what commands I have to use. This is because I just started scripting and I am still learning how everything works. I hope somebody can help me out. Regards Oetjel Feuerex mission edited for me: https://www.mediafire.com/?je5881tccczhwgw My mission using some of Feuerex his scripts: http://www.mediafire.com/file/dfse8b9iq24mks6/ShootingRangeAdvanced.Tanoa.rar
  12. Hello guys , how add a GUI on the game of my System Tickets? There are 2 variables in init.sqf. TICKETS_WEST and TICKETS_IND. I would like add on top-right symbol-bluefor = TICKETS_WEST and down symbol-bluefor , symbol-death = TICKETS_IND Thanks to all.
  13. 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.
  14. Hello all, So I have just finished the voice script for a mission I have completed, and now looking for all of the ways I can implement the voices and subtitles. Previously, I have used some like this for subtitles, and then calling the voice file (we'd record the entire conversation in one voice file) and the radio messages will follow the voice using sleep. But I am heavily reconsidering it as it creates HUGE files with just these same lines of code: unit sideChat "Depending on how long the conversation is, this can be a huge file!"; I feel, and know there is an easier way to implement such a thing along with voice scripts. I have watched this video by Feuerex, and it seems like the best overall way to do it (he uses kbAddTopic, kbTell, etc.). However, I have some conversations that will go on for upwards of 30 seconds or so. My fear is creating a huge, and complex .bikb file and very long conversation.sqf, which could affect performance b/c the engine has a lot to do and handle already. Is the best overall way to implement conversations and subtitles is through kbaddtopic and kbtell? Is there a better option for better performance? I have found this on the forums and will probably be checking it out, but I don't believe it accounts for actual voices (audio). Thanks guys for all the help.
  15. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  16. Hello all, So I have been working on this mission for some time now, and at one point, I want this hint to come up and tell the player information regarding the objective. The player essentially has to chase a POI for a period of time. If the player gets a certain distance away from the POI, the mission fails (this part is already working). I would like to notify the player that they must keep within 50 meters, thus needing to use the hint. I looked up how to use the function BIS_fnc_advHint and found some good posts regarding the topic, such as this one. So I copied and pasted the example that darkdruid had confirmed to work and pasted this into my description.ext on an empty mission: class CfgHints { class test1 { displayName = "thisisatest"; class test2 { arguments[] = {}; description = "test Information text"; displayName = "test Information"; tip = "test test test"; }; }; }; and then this into a radio trigger: [["test1", "test2"]] call BIS_fnc_advHint; However, I am getting the error "Hint 'CfgHints >> test1 >> test2' does not exist Does anyone have any idea why this could be the case? It should work as I directly copied and pasted it into the description.ext (to remove risk of incorrectly typing something). Another question. Is there a way to display this hint only if the player fails when chasing the target for the first time? I.e. when the chase starts, the player gets more than 50 meters away from the POI, resulting in a mission failure. They restart to their last save (it autosaves right before the chase), and then the hint will display. Thanks for any assistance you guys can offer. EDIT: Alright, I have no idea why, but it is working now. Disregard this post as I figure out how to delete this.
  17. So.. I'm trying to add an action to an ai character however, it doesn't seem to be working. This is my script: _buyHatchBack = carseller addAction ["Buy Hatchback",{call fn_carBuySystem}, [carID = C_Hatchback_01_F, carPrice = 200]6,false,false]]; My function call "fn_carBuysystem" is: fn_carBuySystem { carSpawn = carspawn; if (Money >= carPrice) then { Money = Money - carPrice; carID createVehicle setPos (getPos carSpawn); hint ["You have bought a %1 and you have %2 dollars left.", carName, Money]; } else { hint "You do not have enough money for this car"; }; What am i doing wrong? :)
  18. Hey everyone, I recently downloaded and installed the Esseker map, and discovered that I rather like it. Other than Exile, Wasteland, and the likes, there don't seem to be very many missions available for download (of the type that you'd just play with a couple of buddies when you have nothing else to do). So I had an idea, but I have no idea how to do it, or if can even be done, as I have very very limited experience in arma mission editing. I would like to make an escape mission for Esseker, just to play with some friends. I was wondering if it's possible to move most of the content from the already-made "Escape Altis" mission (as in moving the scripts, sounds, etc). I figure the most work will be getting the triggers, and objects like that to the "Escape Esseker" mission. Is this a feasible plan? TL;DR: I'd like to move the mission "Escape Altis" to the Esseker map, what's the best way to do this?
  19. Hi Guys, Im developing a mission that requires the use of many modules, such being modules for zeus sectors and setting their capture state etc. The issue i have is that i have run out of groups to use, modules cannot be grouped and if i attempt to group them to a unit that has no probability of presence, it removes their positioning and makes them stop functioning. Is there any resolution to this? Below is an image of the setup. What i am trying to achieve and have achieved is; A visible area on the map that changes color when captured by a faction [bLUFOR, OPFOR, INDEPENDENT] An area that becomes editable inside after capture to the capturing side. Extra points to be given to thats side after capture. The above requires very few modules/triggers etc however, it becomes large when it is setup below to allow for it to switch back and forth as it is captured and recaptured.
  20. Hi guys, I recently built my own arma 3 dedicated server on a remote server. I successfully install the Arma 3 server client without any problems. The purpose of building this server because both of my friends and I are not able to establish a server by our won due to the router. However we really would like to play missions which is based on RHS ARAF&USAF and AllInArma Terrain pack. So we downloads series of Chernarus missions and use TADST serer tools to help us configure the server correctly. After all things were set (At least I think so), I launched the server and the mission was running is "Battlezone Chernarus", then we try to join the server and test if it is working or not, while we are loading the mission, it said that: "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. rhs_c_a2port_car" I know what does this sentence mean because I have been playing Arma 3 for a really long while but what is really wired is that I searched both the arma 3 server client folder in my remote server and my local arma 3 game folder for the file called "rhs_c_a2port_car", eventually it shows they are both there, which means I do have the missing file both in my server client and my game client. I am continuously getting these kind of problems once I load missions that based on Chernarus, it is really annoying and hopefully you guys could help me. Thanks in Advance. William
  21. I am trying to get my public server configured to use a custom ArmA III insignia my friend has made to show up for use in the virtual arsenal for everybody who either has the addon for the insignia installed or downloaded. How do people use inisignias in the virtual arsenal on multiplayer servers?
  22. Hello there soldiers! Today i decided to make the first post about this mission project i have been planning for a long time now, and i wanted to make something that i think it has been missing on the community regarding single player missions (or maybe i have not seen this kind of mission yet). Since there are plenty of multiplayer missions following the idea of survival and RPG like gameplay, i decided to focus on a simple but immersive single player mission. My goal today is to introduce to the community the general idea of this mission and to get some feedback on the features for this project, and use this feedback to plan the features this mission will have, so everybody (including myself) can enjoy the experience. Also please notice that this is my very first post on the Bis Forums and also i'm not a native english speaker, so please be patient. This is the "story" for the mission that i have written so far, so lets start with that to get the general idea shall we? Story (Probably will change in the future with the feedback from the community) "You are the team leader of a special forces unit assigned to assist in the takistan war scenario. The world has changed a lot since the third world war, Takistan is the last front-line after the peace treaty was signed by Eastern and Western leaders. Since the war, military investment was cut down by 95% all over the world, and almost no resources are available to the current war scenario in Takistan. UN Forces are still present in the region but with very little control over the situation, they also suffer from lack of supplies to carry on their mission. You will need to survive to carry out your mission objectives, in order to survive you will need to suply your base and your units with food, water, medicine and fuel, of course you will also have to look for weapons and ammunition from time to time, the US has made available some supplies for your unit but dont get too excited, some toolboxes with spare vehicle parts also may come in handy when your convoy gets damaged (if you are able to get some vehicles to form a convoy of course). There are rumors of civilian scavengers throughout Takistan that are willing to help you with supplies, for a price of course. Your main objective is to fight off the Takistany insurgents throughout the region and help stabilish order." END OF STORY "So what are you planning to do?" Great question! I have a pretty solid idea of what the mission will look like, but i still dont know if the gameplay mechanics will work out well, so that's why i need your feedback! ;) Instead of laying down a list of features, i will describe in text what i want to do and what will happen in the mission, so here we go: Gameplay "You start off in a plane with your special forces team consisting of 15 members of varying roles, due to heavy enemy presence in the region you will need to perform a HALO insertion in order to garantee your team safety and not atract too much attention. After you and your team hits the dirt you will need to find a suitable location to deploy your initial base of operations, consisting of a barrack and the supply depot to storage your food, water (not sure if survival will be included in the gameplay mechanics), fuel and military suplies such as weapons and ammunition. Now that you have a place to call home, is time to get your hands on some supplies like weapons and vehicles, since we wont be hearing from HQ anytime soon, we should be one step ahead if we encounter heavy resistance. Some intel is provided from HQ that we should search for nearby towns for supplies from small enemy groups and civilian scavengers. You head off on foot with your team to the nearest town to find out that there was an enemy truck by the road you could use as transport, you get in and find it is still in working condition but with half fuel, no problem, you get in the truck with your team and head off to the next town. In the next town you find an enemy patrol guarding what it seems like a weapons cache, you attack their position and fill the truck with the ammo crates they were protecting and go back to your base to fill your depot with the loot. On your way home you see the UN fighting off a insurgent group, you choose to ignore and quickly pass by the conflict. Once you arrive your base you load off the truck with the supplies you gathered and decide to keep the vehicle for further use. When the night arrives you decide to set up a camp fire and plan your next actions based on the current situation, you tell your units to assume defensive positions and commence the patrol, you go to sleep, or you can choose to carry out a night patrol into enemy territory to get the upper hand and find some supplies. The next day you encounter a group of civilian scavengers and decided to buy a crate full of ammo, since they liked doing business with you, you can call them next time you need supplies and they will take their trading truck to your base in order to carry out further transactions with you. And the mission goes on and on without end..." END OF GAMEPLAY DESCRIPTION So, this is my idea, sure there are a lots of stuff i could include, but for now its enough, i will lay out a detailed features list after i have done some more thinking and have received some input from you guys. Currently i am the only one developing this mission, so if anyone (modders, addon creators, programmers, etc) wants to join me, please feel free to post on this thread and let me know you would like to contribute, and i will gladly set up a repo or something so we can work together! Also any input and idea will be more than welcome and very valuable, so if you have an idea, dont keep it to yourself, even if you find it useless or silly, just let me know and i will gladly take into consideration. ;) Basically this mission will not use any third party addons, you red it right, no addons and no custom 3d models or any other sort of external requirements, because of 2 reasons: First, my skills are limited only to programming, im not a 3d artist. Secondly, i want to make this mission as simple as possible, in regards of technical requirements. The only requirements are Arma 2 OA, thats it! I will also make the code for this mission publicly available and well commented so the community can benefit from my efforts. "So what have you done until now?" Awesome question! Right now i am still figuring out how i am going to be doing the software engineering part (array manipulation libraries, procedures and functions skeletons, coding guidelines for the project, garbage collection, the mission loop, etc), i have some test scenarios to help me figure out the best way to do things in the game engine, but after this week or the other i will probably have this part sorted out. So that's it guys, i will post some screenshots when i have something solid to show to you. Criticism is welcome, but please lets keep it respectful ok guys? Sorry for the uggly english mistakes. See you in the next post!!! :D
  23. Hey everyone! Before anything else, I'm going to say that I wasn't sure where I should post this, here or the Zeus-Editing Sub-forum, but both seem to match what we were looking for. Me and 2 other guys have started working on an Age Of Empires-Styled RTS gamemode, it will/should include features such as constructing almost any building in the game, both civilian and military buildings. Civilians that you can spawn to gather resources that you can spend on buildings and units, and so on. We need a few guys to come help us out. We are pretty experienced with the editor, we have made large scenarios such as: http://forums.bistudio.com/showthread.php?185375-COOP-The-Dark-Ones-Open-World-RolePlay-Quests-Monsters-And-Creatures-And-More/ AND THIS: https://forums.bistudio.com/topic/181576-spcampaignrhs-the-east-wind-rhs-remake/ AND THIS: http://steamcommunity.com/sharedfiles/filedetails/?id=180420482&searchtext= So if you guys are interested on helping us out with this, add me on Steam. My Steam: http://steamcommunity.com/id/crusher4536 Regards, MrCrazyDude115
  24. Hi. I've encountered a problem when using tanks. As a commander, I usually assign targets by looking at them and right clicking, then to deassign just look at something that can't be targeted and right clicking. Now, right clicking changes my view to third person... I can't find that keybind to disable it, can anybody help?
  25. Hello everyone! This is the new sub-forum specifically for discussing anything related to editing Take On Mars. With the addition of Steam Workshop and the release of our editing tools, there isn't a better time. The game currently support Addons, which means additional content that is plugged into the game. Addons can contain custom vehicles, scenarios, locations, and their required models, textures, sounds, and so on. Custom vehicles and scnearios also support their own custom GUI, scripts and the like. As time progresses, we will be releasing step-by-step instructions on how to make your own addons. Later on, we plan to add support for Mods, which means changing content that exists in the game at present. This means creators will be able to overhaul things such as the Mission Control room, the Map, the Lab, and even the Main Menu. Anything will be possible to edit. Lastly, we plan on implementing support for Total Conversions, these are similar to mods, but are much more extensive. These mean completely replacing the game with something else! A lot to look forward to in the coming weeks, enjoy! Martin Melicharek, Project Lead - Take On Mars
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