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Found 161 results

  1. Hello! So, i have seen that some missions have a Virtual Arsenal in which there are already some set loadouts, for example, when you get close to it you will get the "Arsenal" option on the mouse wheel menu, but also sometimes you'll find things like "Rifleman"; "AT Soldier", "Pilot" and such, when you select any of them you get a loadout given by the server (not the ones you have saved). I'm trying to do this but i can't get it to work, i know how to export a certain loadout to a text file or to another unit but i have no idea how to make it like that. NOTE: I do use CBA_A3 and ACE mods but i guess there should be no problem with that as long as the players joining the server have them as well.
  2. I am playing the ARMA - Armed Assault game and I am stuck somewhere in the Dolores mission not knowing how to move forward, so I need to edit the save game so that I can reach to point where I strayed. Can anyone help out on how to unbin and edit the save game and bin it back to *.ArmASave files ? And also I need to change player's speed and weapon's magazine rounds capacity, how do I do that ?
  3. Hi, I'm still playing Arma II CO even though everyone plays Arma III (I have it btw). I have an issue, how to make those cool yellow borders and shadow effects on the loading pictures like in BIS' missions? If anyone knows how to make them, please help me! I have searched the internet but with no results. - Kappa
  4. Following problem, I want to set a UAV that is flying arround a Location for Units on the Ground to use it as an Eye in the Sky. But I want them to only be able to Controll the Gunner/Camera so that they don't start messing arround with it. I allready searched for a solution but didn't find one, it would be nice if someone has a way to accomplish this.
  5. Hey guys, i have returned to ArmA editing a couple of days ago, and am now facing an issue that I can not resolve by myself. I have established a short conversation between the player and a unit. Script-wise everything seems to work ( I used the A3 method via texts.bikb). I have recorded soundfiles for the player, as well for his conversation partner, but I can only hear the player. The other unit is lip-synched and the text shows as subtitles, but I can not hear the soundfile playing. Did anybody ever have the same issue, or do you know how to resolve it? Recording is MONO via Audacity. Mission is Singleplayer. Bikb and scriptfile are included. texts.bikb conversation.sqf
  6. Hello everyone, I started editing and scripting on Arma since March / April. After some creations of missions, I felt the need to build a framework to regain my developer habits. So far we had taken over the framework f3 that we had adapted. For the time being, we are reviewing the whole system. I would like to solicit you because I want to take a good habit and do a good job and can be, in a future that I hope close, make the community benefit from a flexible framework, powerful, easy to use even for beginners. We also have a rather nice reference project to play. Currently in French but we will translate it later. This implementation creates a battle zone where 300 units compete in real time. However, if you do not have a powerful machine, I advise you to go through a server. This should please you. Just before you provide the links, I warn you that the code is under development and that it still takes time to make it all mature. So I ask the community to follow the development, in order to provide advice. I also ask you to kindly test the reference mission. Of course, if you are interested by the subject ;-) Framework implementation https://github.com/RedBelette/TGV_MissionFramework_Template Wiki https://github.com/RedBelette/TGV_MissionFramework_Template/wiki (update required) Reference implementation https://github.com/RedBelette/RED_co9_op_anger_of_the_west.Kunduz (Youtube video = Milsim Live from beta5) Another reference implementation https://github.com/RedBelette/RED_co9_virgin_territory.kobbvatn (Youtube video = Cutscene) Client / Server Timer Demo https://github.com/RedBelette/RED_EX_TIMER.VR PS: No license, made what you want about the code, it's gift ;-) Bonus: An interteam was made with 45 players on the Kunduz map. More than 400 units were created from the mission. This proves me that the TGV framework is rather stable;) Here is a video summary made by the team 126RIM. Update This project is canceled and will no longer be updated. In fact, it is completely reworked in an addon named "Red Framework". Much more convenient for updates. A Beta version is available here: http://steamcommunity.com/sharedfiles/filedetails/?id=1226877632 A technical demo here : http://steamcommunity.com/sharedfiles/filedetails/?id=1230760053 We need a lot of Beta Tester. Are you interested ? Regards, RedBelette
  7. Hello, I have a deathmatch mission which begins by opening the arsenal for all units and then teleporting them to starting positions as soon as they close the arsenal. So far I have this line of code: waitUntil {isnull (uinamespace getvariable "RSCDisplayArsenal")}; Unfortunately, this code fires whenever any player closes their arsenal, teleporting everybody else at the same time. What I would like is for the code to check until all players have closed their arsenals before continuing. Any suggestions? Best regards.
  8. 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.
  9. here is my code for my ghost hawk retexture #define true 1 #define false 0 class CfgPatches { class Iron_Skulls_PMC_Ghosthawk { units[] = {Iron_Skulls_PMC_Ghosthawk}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgVehicles { class B_Heli_Transport_02_F; //External Class Reference class Iron_Skulls_PMC_Ghosthawk: B_Heli_Transport_02_F { scope = 2; displayName = "Iron Skulls PMC Ghosthawk"; faction = "Iron_Skulls_PMC"; author = "CT-Baron"; vehicleClass = "Air"; Side = 1; crew = "Iron_Skulls_PMC_Soldier"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenselectionstextures[] = {"arma3_Iron_Skulls_PMC\Iron_Skulls_Vehicles\Ghosthawk\Data\pmc_heli_transport_01_ext01_co.paa","arma3_Iron_Skulls_PMC\Iron_Skulls_Vehicles\Ghosthawk\Data\pmc_heli_transport_01_ext02_co.paa"}; { class = Library; { libTextDesc = "Iron Skulls PMC Ghosthawk"; }; }; }; and the error message i'am getting when i start it up is '{' encountered instead of '='.
  10. Hi guys, Does anybody have a soundshader.hpp customized for the lynx or any .50cal sniper rifle? For the other weapons we used the MX Shader, but figured out that a sniper would be different. Cheers
  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. Hi anyone, I'm working on a really big mission. So far so good. Today I wanted to continue my work but couldn't open the mission! Two weapons, I placed in my mission, and included in the "KA Weapons Pack New RC" mod from the steam workshop are now missing. (Problem 1) For that reason I looked up how to remove mod dependecy in the mission.sqm. Although the mission.sqm file is binarized, I opened it with the default text editor. (I've not made a copy of the mission.sqm file!!! fu.. me I'm such a complete moron!!!!) Anyway after saving it I'm no longer able to see my mission in the editor (file open) menu!!!! (Problem 2) Does anyone knows any reason why that happend ? Please help me I put a lot effort in the mission !!!
  13. Hey, guys, I have made an edited version of "Escape from Malden" and could do with a little help please as I have run into a small problem. I haven't changed much at all with the mission itself apart from changing the respawn time from 30 to 20 seconds and added RHS factions for both BLUFOR and OPFOR also by making the mission from 10 to 20 players. I also put the men who the players spawn as in groups of 3 as we are a unit and we work in groups of 5, 1 leader with 4 players. The problem is, once anyone dies it keeps stopping the mission with "mission failed" even though it's set at 50 respawns for the group! if anyone dies OR force respawns it then says mission failed, too many friendly casualties or something like that. One other thing is, this happens to the normal version of "Escape from Malden" also, but upon first respawn, someone dies straight away "force respawn" even though they just joined the game, though after getting in after that it seems fine. Another thing with the original version is that when you die you respawn as not the soldier / loadout you originally had.... Any help please? Thanks
  14. I've made a model for a static turret so far, I've read up on Zach's Full On Guide to Custom Weapons. Is this the same for static turrets? I'd imagine statics would be classified more as vehicles though. Is there a tutorial somewhere on turrets? Theres quite a few on weapons, doesn't seem to be any for turrets. Thanks
  15. Hi there, I'm currently making a WW2 airborne style mission for me and a couple of friends, but I've run into a problem. After struggling with the respawning inside of a vehicle for a while I've finally managed to do it with the help of a trigger, but now I've run into a new problem: the vehicle they're spawning in is a C-47, but because the AI can't keep them in the air for long I've had to disable the simulation so that they don't spawn inside a crashed airplane. The problem with that is that when simulation is disabled, they are unable to move around inside it, and can't jump out. So I'm stuck with a respawn that is either a crashed plane, or a static plane they can't jump out of. Does anyone know of a way of making the plane stay static in the air but still being able to get out/getting kicked out as soon as they spawn inside it? Or is there a way to make the AI fly around the AO for a undetermined amount of time without it crashing? Any help would be appreciated!
  16. Program wont start because DePbo64.dll is missing from my computer, where can I find this ? I had a look online and could find nothing. thx for your time and help !
  17. Hello. I have following problem: I made mission. It should be without respawn. In Description.ext I tried respawn = 0 and even to not define respawn. The problem is that I don't want that Init.sqf executes if someone joins in progress. He should be a seagull if he joins in progress (respawn = "BIRD" not worked, init.sqf executes anyway) and Init.sqf should not be executed on his machine. Is there some way to prevent this?
  18. Hello. I have following problem: I put AI into vehicle with moveindriver command. After some event he should leave it by: unAssignVehicle sct1; [sct1] orderGetIn false; sct1 action ["GetOut", vehicle sct1]; And after some times he should enter another vehicle by: [sct1] orderGetIn true; sct1 assignAsCargo EscapeBoat; but that ass go back to the first vehicle and enters it. I tried 'allowGetIn false' command. But after I write allowGetIn true, he goes back to the first vehicle. I don't know whats wrong with that vehicle-crap... He just goes back to the first vehicle and enters it even after unAssign commands and other...
  19. Hello, i was curious if it would be possible for someone to help me with a personal request/project. I was curious if someone could help (or voluntarily do themselves) me replace the US soldiers in the Cold War Rearmed^2 mod for ArmA 2? NOTE: I will only be using this replacement personally so do not worry about me turning around and uploading this to other websites for download. It would be greatly appreciated if someone could either help me or guide me to the right area to go about doing this. Thank you,
  20. Hi guys, I'm making ravage scenario which begins with an action packed, panicky introduction, followed by a helicopter extraction to actually start the scenario. Everything else is already finished, so this is the last challenge I'm facing and I don't know what to do. I've created a lot of units for this introduction (civilian/zombie and NATO), but I want them all gone or dead (they get cleaned up automatically really fast) once the player leaves the boundaries of a trigger. This is solely for performance purposes. I have named each individual zombie, civilian and NATO unit and tried the following: [z1, z2, z3, z4, z5, z6, z7, z8, z9, z11, z12, z13, z14, z15, z16, z17, z18, z19, z20, z21, z22, z23, z24, z25, z26, z27, z28, z29, z30, z31, z32, z33, z34, z35, z36, z37, z38, z39, z40, z41, z42, z43, z44, z45, z46, z47, z48, z49, z50, z51, z52, z53, z54, z55, z56, z57, z58, z59, z60, z61, z62, z63, z64, z65, z66, z67, z68, z69, z70, z71, z72, z73, z74, z75, z76, z79, z80, z81] setdamage 1 but this didn't work (generic expression error). the unit list should be 100% correct, I have checked it three times now (the missing units like z10 and z77/z88 are meant to be missing). What am I doing wrong?
  21. Hey guys. I'm having an urgent issue. I'm planning to make an Altis total map overhaul with edited locations all over the map. Now I've hosted a local server (like we always do) and my friend tried to join. It gave him the downloadable content missing "CST_R_Tower" when he tried to connect. We tried to find it for over an hour, and I ain't too fond of editing shit with text editors as most likely I will screw it up. (Like I just did......) I removed "CST_R_Tower" three times, or how ever you call it. (I'm a total noob in scripting and stuff.) If I hit CTRL F "CST_R_Tower" showed up three times, and removed those three... In notepad, the mission.sqm looks like this: https://gyazo.com/b5582cd347ca2026c9a7b89b99ce418e While on Wordpad it looks like this: https://gyazo.com/a84d3b43d40725b4b2464942e872cec9 Both screenshots were after I've edited it, but if I search on the web how to edit a mission.sqm file, they all look different than mine??? Now what happened, after I removed those lines, the entire mission didn't show up in the editor anymore, and in-game, when I tried to launch it, instead of green text, it was light blue text. And when I hit "Play" simply nothing happens. I've put weeks of work into this mission, and just because I wanted to remove some mod that I can't even remember what it is, or can't even find it, it screwed my mission... D:< Any help is greatly appreciated as I can't get myself to re-do ALL this work I've put into it... :( Thanks in advance. ~ Sirion.
  22. Im looking for someone to join zenophone and me in finnishing up a mission project . its based on karrillions rts. ofp/arma1. Its being rewriten with zen's framwork. At this point were 90% ready for a very beta release . So ... If you know rts, zens framework or know how to code . please contact me. And i can get into more detales of the mission .
  23. I'm having a problem with the idiot AI in my group. I have a path set for my tank platoon and I'm just trying to get them to conduct a normal movement to contact, but when we get to the waypoint, the leader drives through the waypoint, as normal, but the rest in my group try to converge on the exact waypoint, or drive in circles around it. I tried setting the completion radius to various values, depending on the terrain, but they constantly do this. It becomes a game of bumper tanks at almost every waypoint and usually a tank winds up upside down, totally borking the mission. Can someone shed some light on this situation for me? Is the AI this retarded by design, or am I doing something wrong?
  24. We've created 27 maps that are of the Attack & Defend type on Apex/Altis lanscapes with the RHS mods. There are (2) Red and (2) Blue bases with a neutral base in the center. Each base has vehicle and player respawn points with armories (except the neutral). Each base has a "sector" with attributes set for who captures it. The uniforms and weapons are also loaded and saved (we will create an option to alter weapons once we get some of these questions resolved) On the below list are the areas we need help with. We've searched the internet but most of the answers are 3-5 years old and were having trouble sorting through them to find what we need. Thus, we're reaching out here to hopefully find the help and willing to pay for it. We have a Paypal account or can do something like purchase Amazon gift cards or if you have another way to collect your fee, it's ok with us. We're hoping to find one person that's knowledgeable with Arma scripting/triggers & modules who can answer all the questions as oppose to going through several people for them. If you'd like to get an idea of what our maps look like, there's (2) in the "Map Team" on our TeamSpeak (globalconflictA3.teamspeak3.com) These are the questions we need help with: 1. The KOTH maps all have a "rearm box" and players don't have to open it to rearm, they just click rearm. How can we get this option/script? 2. Currently, if we use any ammo, when we respawn the loadout doesn't replenish, it stays the same as when we died. Is there a script to reload all ammo automatically? Can this be applied to resupply vehicles as well? 3. How to set up the helo and tank "rearm" locations. 4. Each friendly base has a respawn with the possibility that the opposing army can take it. Can we make the respawns unavailable to the side that owned them when thier captured? 5. Currently the "tasks" show the neutral base along with the opposing army bases as "tasks" (all are visible) Can we set it so that the "tasks" start with the neutral base (with the other bases hidden) and then once the neutral base is captured, the next base appears as the next "task" and so on? (we know this is done with the triggers and modules, but can't figure out the exact process to link them) 5. We want to set the maps to play 1 hour each. Is this something that is done in Eden Editor or on a server? 6. We need help creating (3) "End Game" scenarious: a. Blue Team wins b. Red Team wins c. Draw 7. Can we make a setting that should one side take all opposing army bases, along with the neutral base, the game will end before the 1 hour timer ends? 8. How to put maps on a server? (or is this something the server support people could help me with) And lastly, there's a lot of servers out there. What options should we look for in choosing one? We dont want the cheapest, but not the most expensive either. We're anxious about getting these maps on a server soon. Your assistance will truly be appreciated.
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