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Need help to find the intented Target of AI
Heavensrevenger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey I want to make the C-RAM bullets explode if they fly past the target. I know how I'll do the Code but I don't know how to get the object that the C-RAM is currently shooting at. Any help is appreciated! -
Cannot lock Lasers from Aircraft
Heavensrevenger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, I used the following code to add cruise misssles to aircraft: this addWeaponTurret ["weapon_VLS_01",[-1]]; this addMagazineTurret ["magazine_Missiles_Cruise_01_x18",[-1]]; If the Code is added to like a rhino MGS or something it works fine, but if added to eg. the Gryphon when trying to lock on to the laser it just has the 4 corners around the laser but doesnt actually lock it. -
Condition to check unit damage
FunnyCookieEver posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, was wondering how to check unit for ACE damage specifically, not for vanilla damage, it doesn't work. There is info everywhere on how to add damage to unit (ace_medical_engine_fnc_damageBodyPart) etc. but not on how to get it. https://github.com/acemod/ACE3/blob/master/addons/medical_engine/functions/fnc_handleDamage.sqf searched here for info, but no luck. As I understand this stuff is stored in those: _unit getVariable [QGVAR($HitLeftArm), [0,0]]; _unit getVariable [QGVAR($HitRightArm), [0,0]]; _unit getVariable [QGVAR($HitLeftLeg), [0,0]]; _unit getVariable [QGVAR($HitRightLeg), [0,0]] _unit getVariable [QGVAR($HitPelvis), [0,0]], _unit getVariable [QGVAR($HitAbdomen), [0,0]], _unit getVariable [QGVAR($HitDiaphragm), [0,0]], _unit getVariable [QGVAR($HitChest), [0,0]] But I have no clue how to get data from those to check if player has healed the unit. In my case I'm making generated task to heal a unit, but how to check if if the unit was succesfully healed? -
Cannot Lock/Target spawned in Vehicles
Heavensrevenger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I want to make Cuise Missile that can be shot down. So far I've made the following code: this addEventHandler ["Fired", { params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; _drone = "O_T_UAV_04_CAS_F" createVehicle (getPosATL _projectile); _drone attachTo [_projectile,[0,0,0]]; _drone setObjectTextureGlobal [_index, ""]; createVehicleCrew _drone; nul = [_drone, _projectile] spawn { params ["_drone","_projectile"]; waitUntil {!alive _drone}; _bomb = "SatchelCharge_Remote_Ammo_Scripted" createVehicle getPos _projectile; _bomb setDamage 1; deleteVehicle _projectile; deleteVehicle _drone; }; }]; I works great (beside that the drones pylons stay visible, which I haven't found a fix for) and you can manually destroy the cruise missile with an autocannon. But you cant lock it for some reason. Even if you turn the engine on the spawned drone on you just get the rectangel but not the sound/diamond with dot in the middle. Anyone know why? (Code is copied from the MK 41 Init Field) -
Can’t join pc server on Xbox
Modxfirefox2 posted a topic in Arma Reforger - Servers & Administration
I’ve been trying to make a conflict server on my pc so I can play with my friends on Xbox but every time I try to join my own server on my Xbox it just keeps saying session error connection has failed, with this code: Kick cause code: group=1 REPLICATION, reason=3 CONNEGTION FAILURE any help would be appreciated:) -
Run loop in init field with suspension
Heavensrevenger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know .sqf is generally better but i would like to save the props as a composition so i can just place it down in different missions. Is there a way to run loops in the init field WITH suspension. Sleep doesnt seem to work. -
Mods getting installed to wrong folder from friends' library
Zyperspace posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I have limited space on my C: drive SSD, so I offload to my E: drive HDD when I can, and ArmA 3 mods is one of those cases. However, recently I got Library Share with a friend to use some software he owns on Steam, and it started downloading 55GB mods he was subscribed to. Which wouldn't be an issue if it wasn't for the fact that it put it on the C: drive instead of the E: drive, which I specifically marked in the launcher. How do I change this? I can't tell him to unsubscribe, that's ridiculous, I had to uninstall another game or I would run out of space on my C: drive... I just checked in-game and the mods aren't even enabled, guessing I can only use my friends' installed mods when I'm logged in as him? Help would be greatly appreciated, thanks and happy holidays! -
help Applying a custom texture to every vehicle of a certain class in mission
Tochka-U posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I want to make a script that checks the mission every set amount of time (30 seconds??) for new vehicles of a certain class and then applies a custom texture to those specific vehicles. I'm at beginner level and I really want to make this work. this what I've managed to make so far: { while {true} do { private _VicData = []; //Array made of all vehicles in the mission by class _VicData resize (count vehicles); for "_i" from 0 to (count vehicles) -1 do { _VicData set [_i, typeof (vehicles select _i)]; }; switch (true) do { case (_x iskindof "BWA3_Leopard2_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MBT.paa"]; }; case (_x iskindof "BWA3_Puma_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_IFV.paa"]; }; case (_x iskindof "B_T_APC_Wheeled_01_cannon_F") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_APC.paa"]; }; case (_x iskindof "Fennek_Flektarn") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MRAP.paa"]; }; case (_x iskindof "Fennek_Flektarn_HMG") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MRAP.paa"]; }; case (_x iskindof "Fennek_Flektarn_GMG") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MRAP.paa"]; }; case (_x iskindof "O_Truck_02_covered_F") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Truck_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_Truck_02.paa"]; }; case (_x iskindof "UK3CB_AAF_B_Gripen_G") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Jet.paa"]; }; case (_x iskindof "ffaa_ea_ef18m") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_F18_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_F18_02.paa"]; }; case (_x iskindof "BWA3_NH90_TTH_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Heli_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_Heli_02.paa"]; }; case (_x iskindof "BWA3_NH90_TTH_M3M_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Heli_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_Heli_02.paa"]; }; } foreach _VicData; sleep 30; } }; //didnt work for me -
Picking Up Bushes and Moving Them
Connall McCarthy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, basically I'm trying to write a script to pickup and move nearby bushes - right now I've got it to the stage where it removes any bushes from a 10m radius around the player and I have the script for picking up and placing them pretty much ready, however I need a way of grabbing the p3d of the bush to spawn it in with the "pickup" script. (currently this spits out the error: Type Object, Expected Array,String) I also need a way of removing any tree p3ds from the script since some map makers put bushes in the same terrain class (not sure if that's the right terminology) as trees and so simply removing "tree" from the ["tree", "bush"] section of my script wouldn't work. Since all trees are named t_*treename* and all bushes are named b_*bushname* I have tried to stop them from being included in my script however I am completely lost. I would appreciate any help regarding the script - Cheers ! -
Hi, I'm having an issue inside the Helicopter VR Training, whenever I crash or die, I'm taken to an End of Mission SITREP screen with a replay of my last seconds and a menu that will take me to the VR Training selection or the game's Main Menu instead of restarting from the checkpoint. This is becoming really frustrating and I don't know why it's happening. I tried reloading the game and it is still happening. I am trying to add a screenshot but I'm not being successful so if you need one let me know how. Thanks!
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After launching arma 3 through the launcher it get stuck on the loading screen (splash screen) and stays there, I uninstalled every mod and reinstalled the game with no luck, I need help fixing it
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- troubleshooting
- arma 3
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I've used the Arma Reforger Tools for a few hundred hours and have made a modified version of C&H. I'm running into issues setting up the ability to save loadouts. I've referenced the conflict mode a few times to try and figure it out. I see that you need a playerarsenalloadout with the base player. I also see the components in the arsenal itself to addaction save loadout. I cant figure out why I'm unable to save the loadout once in game to be selected upon respawn. Could someone do a walkthrough on how to set this up? I'm sure it's some obvious thing I've missed, please help me out! Thanks.
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making my own server and looking for someone to create a mission cycle/ building a home base for a vietnam server i already have a map that i want to use for the server if anyone can do this please contact me on here or steam WalmartFleshlight need to see your steam account to see what you have created already and we can go from there or if you know someone who can do this please send them a message to contact me as well all other stuff will be discussed when in a call
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looking for somone to script and code mission/buildings
walmartfleshlight posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
making my own server and looking for someone to create a mission cycle/ building a home base for a vietnam server i already have a map that i want to use for the server if anyone can do this please contact me on here or steam WalmartFleshlight need to see your steam account to see what you have created already and we can go from there or if you know someone who can do this please send them a message to contact me as well all other stuff will be discussed when in a call -
My internet is not the best, 7mbps up 0.6 mbps down. Now I normally only have issues when a large file is being downloaded and devices are also on the network. The whole network will crash and I have to reset my router. I’ve played countless games Warthunder, Arma 3, Squad, HLL, etc. They have never caused any stress on my network like Reforger does. Reforger will run fine for about 5-10 minutes. Then my ping will jump up too 999ms. It will either cause a hiccup in my connection and as soon as I quit Reforger my internet comes back and runs fine. Today this happened, while no one else was using my network and I went to play Warthunder afterwards and my ping was 60-70ms. Most of the time it will just crash my whole network and I need to restart my router. I’m doubtful there is a quick fix for this, I just want to know why Reforger utilizes so much of my network and that the devs are working on fixing this. I just want to play the game, I really enjoy it when it works, which is very rare.
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Hello everyone! I am relatively new to the modding sphere of Arma and I really only barely understand basic commands and init edits. Basically the question I have is the title. Would it be possible to link warlords income rates to the Zeus resource income? I am working to try and make a scenario in which you primarily play as Zeus to control units but there are only limited areas in which Zeus can spawn particular units. (Factories and big towns spawn vehicles, helipads runways and harbors spawn their respective vehicles and everywhere Zeus can spawn infantry). This would allow the players to utilize the amazing Zeus interface and issue commands while also being able to remote control units at their will. Any assistance in this would be awesome!
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so i got banned on the playstation account i usually play vigor on and i created a new one is there a way to transfer my progress to the new account?
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- playstation
- vigor
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Grass and shrubs/ objects pop in within 5m of player
Legionberg posted a topic in ARMA 3 - TROUBLESHOOTING
Hi, I am having an issue where certain shrubs and flowers, terrain objects pop in relatively close to player. As my character runs through a field the shrubs and flowers etc and some grasa doesn't appear until I am on top of it. It's not a distance slider thing as trees and building are not affected. However it's this severe popping like action. It's just like shrubs and flowers are constantly blinking into exitance -
Hi everyone, I am trying to make a script that makes a helicopter with a squad arrive to disembark and defend the area. Everything works except that the helicopter is not going away, it stays where it landed!!! The scripts uses other custom functions which names are pretty straightforward, so I guess you'll be able to help anyways. It automatically defines side, faction, helicopter type, infantry, what I am struggling with are the waypoints. Everything looks correct to me. Thanks in advance. FWK_fnc_enemyQrfAir: //Helicopter QRF of _side from random far start position to _destination params["_destination"]; //Spawning transport _startPos = [_destination, 3000, 5000] call FWK_fnc_getRandomAOLocation; _landingPos = [_destination, 25, 75] call FWK_fnc_getRandomAOLocation; _heloType = selectRandom FWK_EnemyHeloArray; _helipad = "Land_HelipadEmpty_F" createVehicle _landingPos; _spawnHelo = [_startPos, random 360, _heloType, FWK_EnemySide] call BIS_fnc_spawnVehicle; _heloObj = _spawnHelo select 0; _heloGrp = _spawnHelo select 2; //Spawning units in transport based on free seats _cargoSize = _heloObj emptyPositions "cargo"; _groupUnitsArray = + FWK_EnemyInfantryArray; _groupUnitsArray resize _cargoSize; _qrfGrp = [_startPos, FWK_EnemySide, _groupUnitsArray] call BIS_fnc_spawnGroup; { _x moveInCargo _heloObj } forEach units _qrfGrp; //Helo waypoint and unload _landWp = group _heloObj addWaypoint [_helipad, 0]; _landWp setWaypointType "TR UNLOAD"; _landWp setWaypointSpeed "FULL"; _landWp setWaypointBehaviour "CARELESS"; _landWp setWaypointStatements["true", "(vehicle this) land 'GET OUT';"]; //Go away waypoint for helo _awayWp = _heloGrp addWaypoint [[0,0,0], 0]; _awayWp setWaypointType "MOVE"; _awayWp setWaypointSpeed "FULL"; _awayWp setWaypointBehaviour "CARELESS"; _awayWp setWaypointStatements["true", "[vehicle this] spawn FWK_fnc_deleteVehicle;"]; _heloGrp setCurrentWaypoint _landWp; //Waiting for all troops to disembark waitUntil { {_x in _heloObj} count (units _qrfGrp) == 0; }; hint "sbloccato"; _heloGrp setCurrentWaypoint _awayWp; //Defend waypoint for QRF _defendWp = _qrfGrp addWaypoint [_destination, 20]; _defendWp setWaypointType "SENTRY"; _defendWp setWaypointSpeed "FULL"; _defendWp setWaypointBehaviour "COMBAT"; _defendWp setWaypointStatements["true", ""]; _qrfGrp setCurrentWaypoint _defendWp;
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hi, i buyed this game i while ago and i used to play with 30~ without any guide but i had a guide that boost my fps at 144~ but now when i do the thing of the guide its just dont boost i tried to put all of the graphics in very low desactivate shadow etc but its stuck at 20~ fps i have Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz Nvidia RTX 3060 16 go ram
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How To Make An SP Mission Like In Stepping Stone
Bravo 6-6 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I'm trying to make a mission like in Arma 3 Campaign "Stepping Stone", where player have the option to starting poin on map, during the briefing stage. Here's the thing I want to do: https://gyazo.com/f8b7ea5f2126f1300fa5a00bc4505eb6 -
Ok so i am working on a Zeus module that is spawning a civilian unit which should behave like a zombie, tried a lot of times to incorporate this into ZEPT/ EZM with new stuff but got a lot of errors, after i fixed those errors when you place the Module it does not work. here is the script: If anyone got an ideea why this is not working i am happy to hear, this will change PUB zeus if we get it working. Edit: i also tried without the line : private _zombie = "C_man_1" createUnit [_zombiePos, [], 0, "CAN_COLLIDE"]; and made the script into: Main issue, the module made for zeus in EZM, when placed, i get the following error : this line "private _civilian = _civilianClass createUnit [_modulePos, [], 0, "CAN_COLLIDE"];" Error missing ;
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Singleplayer - Changing Player's Characher by Script
Bravo 6-6 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I'm preparing a singleplayer mission and I need to change the player's character in mid-game. Basically, I have a playe character variable named "petros". By a trigger triggered, I need to change player's character variable named "delta_4". "petros" is civilian faction but "delta_4" is BLUFOR and in another place in the map, doing another thing. Is that possible, how do I do that? -
troubleshooting WINDOWS 11 - Arma Reforger crashing on startup.
theworstbbc posted a topic in Arma Reforger - Troubleshooting
Hey so i recently upgraded my computer Specs: Ryzen 7 7700x Asus 4070 Asus x670-p wifi 32 Gb DDR5 6000mhz Samsung 980 Pro And switched to Windows 11 The game will not open, on opening it crashes. Anybody know what might be causing this? Windows update? Drivers? It was a fresh install, nothing on my drives, the game loads for 5 seconds and then crashes.- 4 replies
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(Solved)I need help, the ai doesn't want to get out of the vehicle.
Limo98ITA posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to create a mission, everything works so far except the AI, which doesn't want to get out of the vehicle once it reaches the given position. The situation is that once one of the players identifies the High-Value Target (HVT), the HVT will walk up to a car and get in as a passenger. The driver will then drive to the designated position, but the problem is that the HVT doesn't get out of the car regardless of any command given to him via SQF/trigger or even through waypoints.