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Found 225 results

  1. I use eden editor create slot player i have a problem when player lose connection or dead why role slot is blank
  2. Can you please add Land_HeatPump_F to the editor? I can only add this with a mod or with CreateVehicle(), but I want to be able to use this in the editor. It has scope =1 and cannot be placed. Thanks. It would only take 1 minute to change this. And the runway papi lights. It is annoying that there are some items that we cannot place easily. This heat Pump item actually looks very nice, it would be good to have on the side of a building in a base for example.
  3. Visual Studio Code SQF Language v1.0.6 Lastest update: 22.10.2018 Microsoft Visual Studio Code is a new, but already very known Code Editor. Works on Linux, OS X and Windows. Now in the Visual Studio Marketplace -> Report bugs, ask questions or make suggestions <- Supported Products: Operation Flashpoint [OFP], Operation Flashpoint: Resistance ArmA, ArmA 2, ArmA 3 (DLCs & Extensions included) Take On Helicopters [ToH] Community Based Addons [CBA], ACE Easy Installation (Recommended) Download Visual Studio Code. Open the Editor and click on the extension icon to your left ( ) Enter "SQF" and hit enter Select "SQF Language" and click on "Install" Enjoy Manual Installation Only use this guide if the installation over the extension manager and/or marketplace isn't working! Download VS Code Download the latest release from GitHub ( https://github.com/Armitxes/VSCode_SQF/releases ) Install Visual Studio Code Navigate to your VS Code extension Folder. Windows: %USERPROFILE%\.vscode\extensions Mac/Linux: $HOME/.vscode/extensions In the plugins folder, you create a folder called Armitxes.SQF, if you have it already delete all files inside! Inside the Armitxes.SQF folder you then unzip the sources you obtained from GitHub That's it, now simply (re-)start Visual Studio Code (or just "Code") and it's done :) With VS Code, every folder is a project! To open your SQF Project simply go on File->Open Folder and choose your mission/mod folder. Feel free to ask any questions, aswell the Code of the GitHub Project was now simplified several times by me and is open for everyone for contribution! Cheers, Armitxes
  4. Anyone else noticed the long loading times since 1.78 in Eden (vanilla arma x64/no mods/no magical launch parameters/mallocs etc...) (talking about "play scenario"(in singleplayer))? Before i pressed the button and the mission was instant loaded ~1-2s now its like 10-15s (game installed on ssd (550mb/s read/write), no hw change, nothing else is slow even benched & trim'd it because i thought it was broken... Steps to reproduce: - start Editor - Stratis/Altis/Malden (Tanoa/Virtual Reality unaffected) - place 1 playable unit - press "play scenario" (in singleplayer) - enjoy loading times that feels like back in 5.25" floppy times... Can someone confirm this? edit: long loading times only occur on altis/stratis/malden, tanoa/virtual reality are loading as fast as pre 1.78
  5. I have built a terrain, packed by AddonBuilder, which Arma 3 loads without error, but do not display in the map list. I wonder if I made some mistake with the config. I'd appreciate for your help! $PBOPREFIX$ Config.cpp BIS_AddonInfo.hpp cfgClutter.hpp cfgSurfaces.hpp sino_ChengtaiRailway.hpp File List:
  6. KEEP THIS IN MIND BEFORE READING BELOW: Here I am talking about the scenario editor, and the lacking features. And if you are just going to tell me that I should play the official gamemodes, I Would do that if not for the lack of multiplayer features (Like ranks to balance teams out & the ability to vote kick) and lack of CO-OP (me and my friend only, without random children spamming their microphone and not playing) features. Hello everyone at Argo forums! I was recently making a scenario to play with my friends using the Editor, and my god does it lack Everything. So here are some things that I Really Really want to be implemented into the editor and the game itself. Here's the list: Make it so you can open your inventory (Check 4th 5th statements) and equip items. Add civilians that we can spawn in. Add actually working ammo boxes into the Props spawn menu so we could re-supply mid-battle. There is no way to equip a different scope to your weapon when you pick a scope up from the ground Can't equip different armor/vests/headgear mid-battle I can't see myself and my friends on the map/minimap When starting a custom scenario, in the menu where you can select the team/character you want to be, There is no way of knowing which character has what loadout. This is the end of My list of things that break the scenario editor/scenarios for me. But feel free to add to this list in the comments below! I would really thank the Argo Developer Team if they were to read this and leave a comment! Thank you!
  7. Hiya! Despite my rank on this forum, I am actually pretty well acquainted with the Arma Editor (Can't say my script skills are too good though ) as I have been playing since about late 2014. Anyways, I am trying to recreate the Original Heart of Darkness by Joseph Conrad in a more modern setting. Is it possible to create a sort of trigger that when you, for example, talk to an NPC, a line of dialogue appears? I am more so looking for a Mount and Blade effect w/o actual voice acting and just reading blurbs of dialogue. For the first section of dialogue, I wish for the player to interact with a UN Colonel. The Colonel will be leaning on his desk or whatever and I would have the player approach and have a section stating "Speak" and I am incoporating dialogue from the actual book. Any help would be appreciated! Thanks!
  8. New missions that have exported screw up our server. I tried editing both the Escape Malden and Tanoa missions to be comparable with the mods my milsim group uses. While they are uploaded to the server, the logged in admin is unable to use the #missions command to revert to the lobby screen. Is this being caused by a piece of code BI put into the missions to prevent us screwing with them, or is it a product of the mods I am using? Has any one else had something like this happen? As far as I am aware, no other mission makers have had this same issue, so it's also possible it could be an issue with my Arma files. List of mods below CUP Terrains - Core http://steamcommunity.com/sharedfiles/filedetails/?id=583496184 CUP Terrains - Maps http://steamcommunity.com/sharedfiles/filedetails/?id=583544987 Pegasus 6th - Terrain http://steamcommunity.com/sharedfiles/filedetails/?id=1130468064 RHSUSAF http://steamcommunity.com/sharedfiles/filedetails/?id=843577117 RHSAFRF http://steamcommunity.com/sharedfiles/filedetails/?id=843425103 Pegasus 6th - WEU http://steamcommunity.com/sharedfiles/filedetails/?id=1122878265 Pegasus 6th - Vehicles http://steamcommunity.com/sharedfiles/filedetails/?id=1122870272 CBA_A3 http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 RHSGREF http://steamcommunity.com/sharedfiles/filedetails/?id=843593391 RHSSAF http://steamcommunity.com/sharedfiles/filedetails/?id=843632231 Pegasus 6th - Core http://steamcommunity.com/sharedfiles/filedetails/?id=1122861524
  9. Hello my boys, im searching some recent tutorial of how to create easily an arma 3 map from nothing. Sorry for my bad english (lol) and greetings to pole message.
  10. Created a mission, went perfectly fine. Tested constantly through the entire creation. Only simple modules and scripts used. Suddenly the screen is locked in the sky when I preview the mission. All I had done between the preview working and not working was add some empty props like signs and chairs! I even tried to remove said items but there was no luck. I spent an hour rolling back my changes but to no avail. This is exactly whet I get when I hit "Play SP" from the Eden Editor:
  11. Pvt. Sparkleshoes

    3DEN editor trigger help

    I'm trying to make a radio conversation between the player and npc. I have the radio chat modules set up to triggers, but I want them to be activated by the player onky, instead of just civilian, BLUFOR, and OPFOR teams. Can anyone help?
  12. Hello. Recently I have noticed really bad lag when selecting or moving multiple units in the Eden editor. This happens whenever I drag a selection box around lots of units at once, either in map or 3d. It also happens when dragging lots of units at once to a different part of the map. With a single unit the lag is minor but when selecting many (e.g. 20) I get a screen freeze for 20-30 seconds until they all become highlighted and editable again. I am using a lot of mods but the issue is the same when running stock vanilla. I have also tried dev branch and non-dev branch. Non-dev seems slightly faster but there's not much in it. It's been a while since I played Arma 3 but I never used to have this problem. In the past selection and movement of units in the editor was basically instant. I should add that apart from this issue Arma runs very smoothly for me, so it isn't caused by an under-spec system. My settings are all mostly on max. Is anyone else experiencing this, or perhaps someone knows what causes it? Thanks.
  13. Hi guys, I'm aiming to build a mission where the player is a squad leader in a platoon, maintaining full control of the squad, whilst recieving orders from the AI platoon leader. I can't for the life of me work out how to place the player squad leader under the command of an AI platoon leader without having to relinquish command of the player's squadmates. I've had friends suggest using the High Command modules but I'm not understanding how an AI platoon leader would be able to use the command module as commander. It would also be great to still give the other AI squad leaders full control of their squads but that's not such a big priority. The main priority is having the AI platoon leader send orders/markers to the player and then the player can command their own squad to achieve the objective however they see fit. Any help or suggestions is much appreciated. I really should know how to do this, considering I've been an OpFlash/ArmA head since 2004!
  14. Croy Mossman

    New To Editing.

    Hello everybody, I have been playing Arma 3 now for quite some time now and after about 400 hours in I have decided to get into the editor, mostly to just play around. The thing is I literally don't even know where to start learning about it at. I have downloaded the "alive" mod, and would just like to know where I should start learning at, to fully understand the editor. Thank you for your time, see you on the battlefield.
  15. I want to make a mission where the player passes trough a city destroyed by artillery fire, of course I don't want to create a thousand mortars that need to shoot at different positions so I was wondering if there is a script that can break all buildings and trees in a given radius
  16. I want to have a box where players can come up, and select a class from scroll wheel options, and it'll give them the gear immediately. I've seen it done, I just want to do it myself. Please reply if you know how. LTJG Hummel SEAL Team 10
  17. I have an idea of a campaign for Arma 3, my question is how do I make gear persistent from one mission onto the next. I am making a base that’s going to be used for mission briefing and gearing your player. That alone would be its own scenario, with the mission following after, how about would I get my gear selection to carry over to the mission
  18. Hi, It's been a while since my last posting and I'm getting backing into editing once again. My question is this: When I go to edit the multiplayer attributes of a mission, I've noticed that in the "incapacitation Mode" that I only have 'basic' and 'advanced' modes for revive. Is there not a 'realistic' mode? Was the 'realistic' mode incorporated into the 'advanced' mode'? Is there a way to get the 'realistic' mode back if it is not incorporated into the 'advanced' mode? Any info is helpful!
  19. Antilochos

    Flora in Editor

    I was wondering why we can not place all flora (trees, plants, etc) freely in the editor. I mean, rocks are available, why not trees? This might be asked and answered in the past by somebody, but I could not find it.
  20. Antilochos

    Flora in Editor

    I was wondering why we can not place all flora (trees, plants, etc) freely in the editor. I mean, rocks are available, why not trees? This might be asked and answered in the past by somebody, but I could not find it.
  21. Hi everyone. I am looking for a way to show a big countdown clock that starts from 18:00 to 00:00 Is there a way to do this? I can create scripts that would pop up messages say how long is left. But I want the timer to show up on the upper left side of th screen and actaully countdown the time. I will be grateful if anyone could help me.
  22. Marcog93

    VBS3 Scripting editor help needed

    Hello everybody! I am a research student working on his final thesis on a Helicopter Simulator implemented in VBS3. I would need to do some script in order to create a training field in VBS3, something like targets appearing that responde when you pass throught. I was used working with unity and there it´s easy to access the editor and code there. Here in VBS3 I think it´s different, I have seen that there is the possibility of writing and external function and name it with .sqf extension and then call it, but where do I call it in VBS3? Isn´t is possible to write some code directly inside VBS3? Are there any other ways of creating interaction between things without scripting? I wish a good day to all of you, Marco Gotelli
  23. Hey Guys, First of all, Thank you for wasting time to read this issue, Im really appreciate your effort for trying to help me and to others. I am trying to create a template with a costume loadout, and I have encountered in issue. The loadout won't start, I have tried to fix it by myself, but I can't find the issue somewhy. I will Add to here the links for the Class define, Loadout Script, And RPT Log. (I know I can make it simple through EDEN. But I want to add some functions like Parameters to the Loadout.) RPT LogClass Define / Clients Loadout Script Thank You!
  24. This seems like it should be so much more simple but this isn't working. I have a trigger set to Type - none Activation - Any Player Activation Type - Detected by Opfor The trigger will not activate though. When I change "Activation - Any Player" to "Activation - Blufor" then it works. Since it says "Activated when any player of the given side satisfies the 'Activation Condition'". Then I assume I have to put something in the "Condition" box. I tried Blufor, WEST, and SideBLUFOR_F but none of those worked. Can anybody explain how to make this work?
  25. Hey there everyone, I have been trying to hack away at this issue I have, with no end in sight. Maybe one of you can help.... So I have a multiplayer mission set up. There are two teams (Alpha and Bravo). Both teams have to go to a table to be briefed before the mission. Alpha team leader is owner to 3 triggers, while Bravo team leader owns 3 separate triggers. The triggers display subtitles, specific for each team. The issue I keep having is Alpha teams subtitles show up when Bravo team leader goes near the trigger and vise versa. Both teams' subtitles show up for one unit. I have the mission set up to where if you pick Bravo team, Alpha does not spawn, and the other way around. Is there a way to only spawn a trigger when a unit is present, like the "!alive obj" for condition of presence? I would love to get this fixed so I can finish this mission, and my friends can try it without being confused on which mission they are doing. I know it may seem confusing.. This is my first time posting a question in here, and I'm not the best with explaining things. But if you happen to decipher my gibberish, please let me know if you know of a solution!!! Thanks