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Found 720 results

  1. Well, I need someway to prevent a weapon from firing by script. ps: I'm not asking for the script just a function or something alike to prevent the firing cycle. And someway to delay the firing cycle, for now, only this is needed.
  2. i'm trying to change view position like squadleader view when press "." in numberpad.so i tryed camon = true; cam = "camera" camCreate (man modelToWorld [0,-1,17]); cam cameraEffect ["external", "LEFT TOP"]; cam camSetFocus [18, 3]; while {camon} do { cam camSetTarget man; cam camSetRelPos [-20,-2,18]; cam camCommit 0.6; }; but player unit doesn't follow controls. so i remoted "man" unit. _unit = man; _vehicle = vehicle _unit; player remotecontrol _unit; _vehicle switchcamera cameraview; result are same. i think camera commands disabled player unit controls. any another way to changing user view or using else camera commands??
  3. 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? :)
  4. Found the answer https://forums.bistudio.com/topic/180425-module-mission-end-game-mode-how-to-use/ ______________________________________________________________________________________ I made a mission for me and my friends with a "shitty" download intel from computer script, but is there a simple way or a guide on how to create the same "download intel from computer" as the End game uses? And about the assign tasks from map etc is this also ~easy to accomplish in the editor? If this is a common question i do apologize in advance. I haven't find any answers yet.
  5. So i've made a mission for a community public server and during the finishing stages noticed that it cannot be played unless those playing it have Blastcore Phoneix, is there any way or method to which i can remove the blastcore element so that the mission can be played. Without remaking the mission entirely?
  6. Hello first off, I'm not sure if this is the correct place to post this. I was on the fence between here and "ARMA 2 & OA : ADDONS - Configs & Scripting". Im want to know more about the actuall scripts/commands than the addon itself so I think it belongs here. Edit this post as you wish. I saw someone use a debug console and I thought it was the greatest thing I have eveer seen in Arma. However now having one (This one in specific https://forums.bistudio.com/topic/72232-debug-console-for-arma-2/ ) I dont quite understand it. For example I managed to get some things working like: hint format ["Hello %1",getPos player]; cursorTarget setDamage 1 cursorTarget setDamage 0 player setPos [(getPos player select 0) +10, getPos player select 1, getPos player select 2]; but if I tried to run a script (that I know works when executed from my action menu) It did only some parts like hints, and finding my direction, but I didn't spawn anyvehicles in like it should have. Here is the line I executed in the console: _handle = execVM "flyingDestroyerT1.sqf"; This above is me not understanding how this works especially why I cannot for the life of me figure out how to spawn a vehicle from it. Next, since I I managed to get "player setPos" above to work, I wanted to try to make a command to teleport infront of myself like the one in infistar by branching off of that command since it only moves me one direction reguardless of where I faced. So I came up with this, which doesn't work: player setPos (player getPos [50,(getDir player)]); I saw in the wiki That I could use the getPos command like this: player getPos [10,45]; to get the position 45degrees and 10 feet away from me so I thought I would replace 45 with getDir since I know that worked for an output in the debug console but nothing happened once executed, I tried many forms of this with no success so I succome to the forum. Shorted down, my end questions are: -Why/how can I spawn vehicles in debug (I've seen it happen in Arma 3) -any basic info I should know about the debug console since I found little to no info/help on it. -How to get the TP infront of me command/script to work. -Why only half of my script "flyingDestroyerT1.sqf" ran when used in the console (I can include this if you wish). Thanks, this is pretty much my first post, sorry for mistakes or this being impossible to understand, I tried my best!
  7. SonOfKrazyBee

    L3DT Imaging Help

    Hello I'm brand new to Terrain Building, making a new terrain which hopefully will become public for download on the forums. Watching a tutorial but in the tutorial instead of a land based map such as Hindu Kush, Sangin, Takistan, etc it's an island. I can see that easy to crop out the image from the OpenTopography website and merging it together with a colored snipped picture from Bing but having trouble getting the exact alignment with a desert/no water map. Thank you so much for reading, Have a fantastic day. (Note the problem is not getting it in GIMP together it's me aligning it.. any techniques)?
  8. Hello once again; I've come across another thing that I was wondering how could I do. I'm working in a mission currently; and there's a loadout that you always spawn with, right? - I kind of don't like that I'm or the people playing would always spawn with the same uniform everytime they spawn/respawn; so I was trying to use "BIS_fnc_selectRandom" but I couldn't really understand how to apply it. Here I'm using a loadout script (Kill_Phil's; https://forums.bistudio.com/topic/142113-respawn-with-custom-loadout/),although, everything works fine and all; but I wanted to know or get some help towards how to make this work making it choose a random uniform off of a list; and maybe same for Headgear. here's the script; loadout.sqf (All credit to Kill_Phil for the "template".)
  9. Hello, Me and a small group of friends are looking to expand our mission list on one very much lacking type of missions. We have a lot of missions where we are the aggressors or escapees'. And we have tried and discarded a scary amount of 'leet special forces silencers in the dark'-missions. We have yet to find a single decent mission that revolves around defending or enduring an assault. We found some with potential (stress fortress, hill46 and embassy defence) but they appear to either get broken by our current mod-set or be so outdated they have ceased to function. Now I have done what most people do and just started working on my own mission tailored to my vision of a good, defend X, scenario. But I am not adept at mission making, so it will take time. As time is constantly in motion I figured I'd ask for suggestions for this type of missions to try out. With all the different release platform and differences in naming/description/labeling standards it can be very hard to find 'all the missions'. We are usually 4 players on a bad day and 10 on a good, so something that work with those numbers are good. I also like our missions to be hard, as I find that my co-players relishes in the tension it creates. Also while we prefer dependent free missions if a mission is good enough we will not shy away from adding mods to our collection. Thanks a bunch, Sodien
  10. Ive bee ntrying to run a mission now on a dedicated server and i have even gone so far as to remake it but the same issue appear; The mission don't start. It only kicks me out in the selection screen. Does anyone know why and have any one experience with this? RPT log: 20:01:45 Starting mission: 20:01:45 Mission file: Operation_Soft_Stone_v1_1 (__CUR_MP) 20:01:45 Mission world: Altis 20:01:45 Mission directory: mpmissions\__CUR_MP.Altis\ 20:01:47 Attempt to override final function - bis_functions_list 20:01:47 Attempt to override final function - bis_functions_listpreinit 20:01:47 Attempt to override final function - bis_functions_listpostinit 20:01:47 Attempt to override final function - bis_functions_listrecompile 20:01:47 Attempt to override final function - bis_fnc_missiontaskslocal 20:01:47 Attempt to override final function - bis_fnc_missionconversationslocal 20:01:47 Attempt to override final function - bis_fnc_missionflow 20:01:47 Attempt to override final function - rhs_fnc_findangle 20:01:47 Attempt to override final function - rhs_fnc_calcbalistic 20:01:47 [101619,1944.12,0,"XEH: PreInit Started. v2.0.0.150817. MISSINIT: missionName=Operation_Soft_Stone_v1_1, worldName=Altis, isMultiplayer=true, isServer=false, isDedicated=false"] 20:01:51 [101619,1947.9,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] 20:02:01 [101986,1957.94,0,"WARNING: PostInit did not finish in a timely fashion"] Server log: 20:06:48 Reading mission ... 20:06:56 Cannot open object z\ace\addons\javelin\data\reticle_titan.p3d 20:06:57 Mission Operation_Soft_Stone_v1_1.Altis read from bank. 20:08:27 Roles assigned. 20:08:27 Reading mission ... ((20:06:56 Cannot open object z\ace\addons\javelin\data\reticle_titan.p3d) this is known. and is not a issue cause it works on other maps.) Mission File: http://pastebin.com/pv37Bg0X
  11. I have been having troubles with opening ArmA 2 Operation Arrowhead. I also have the following problem after continuing the problem I posted as the title above: Shaders Not Valid (mismatch of exe and data?) I am unsure of the issue, and unsure how to resolve it. I am willing to go to far extents to fix the issue. I have searched google, with no results. I tried installing Microsoft Redistructable, however did not manage to fix the issue. If anyone can help, thank you.
  12. hello, I own a hosted server on Linux, but some addons doesn't work well. All what I want is to be able to use RHS units with Zeus + Ares. But Zeus doesn't read it. Is there a conflict between the mods ? Cause I have the command line -mod= @CBA_A3;@ares;@RHSUSAF;@RHSASFR; Does someone have at least maybe a pbo file where every configuration similar to what I want available on download ? Thanks.
  13. Hi, everyone. This is my first time making addon for arma3. And right now I have made a HK416 assault rifle. Not perfect work as you guys can see....but I do need help with the reload problem. :( Here is the short vedio: https://youtu.be/zQIUBNguqGE As you can see when the mag was took out and there was no problem with that. But when it was starting to insert the mags, there was nothing there until the animation finished then the mag just pop out from nowhere. And here is my code for model.cfg. Is there any step I missed? class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class HK416 : Default { SkeletonBones[]= { "trigger", "", /// not in this model, but good to use "bolt", "", "bolt_catch", "", "magazine", "", "safety", "", "muzzleFlash", "", "OP", "", "ForeSight", "", "BackSight", "" }; }; }; class CfgModels { class Default { sections[]= { "zasleh" }; htMin = 1; // Minimum half-cooling time (in seconds) htMax = 600; // Maximum half-cooling time (in seconds) afMax = 0; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // 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 = 100; // Metabolism temperature of the model (in celsius) sectionsInherit=""; skeletonName = "HK416"; }; class HK416 : Default { skeletonName="HK416"; sectionsInherit = ""; sections[] = {"zasleh","muzzleFlash","Camo"}; class Animations { class trigger /// not in this model, but good to use { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = "1"; angle0 = "0"; angle1 = "rad -30"; }; class bolt { type = "translation"; source = "reload"; sourceAddress = clamp; selection = "bolt"; axis = "bolt_axis"; minValue = 0.5; maxValue = 1; offset0 = 0; offset1 = 0.3; }; class bolt_2: bolt { minValue = 0; maxValue = 0.5; offset0 = 0; offset1 = 0.7; }; class bolt_empty: bolt{ source = "isEmptyNoReload"; minValue = 0; maxValue = 1; offset0 = 0; offset1 = 1; }; class bolt_reload_move_1: bolt_empty { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0; maxValue=0.00001; }; class bolt_reload_move_2: bolt_reload_move_1 { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0.78; maxValue=0.80; offset1 = -1; }; class bolt_catch: bolt { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_2: bolt_2 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_empty: bolt_empty { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_reload_move_1: bolt_reload_move_1 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_reload_move_2: bolt_reload_move_2 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.188; unhideValue = 0.550; }; class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.5; unhideValue = -1.0; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; class magazine_reload_move_2: magazine_reload_move_1 { minValue = 0.573; maxValue = 0.602; offset0 = 0.0; offset1 = -0.5; }; class muzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="muzzleFlash"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; class OP_ROT { type="rotation"; source="zeroing2"; // use second muzzle zeroing for rotation sourceAddress="loop"; // loop when phase out of bounds selection="OP"; // selection we want to rotate axis="OP_axis"; // has its own axis minValue=0; maxValue=3; angle0="rad 0"; angle1="rad 65"; }; class BackSight_optic { type="rotation"; source="hasOptics"; selection="BackSight"; axis="BackSight_axis"; memory=1; minValue=0.0000000; maxValue=1.0000000; angle0=0.000000; angle1=(rad 70); }; class ForeSight_optic: BackSight_optic { selection="ForeSight"; axis="ForeSight_axis"; angle1=(rad 70); }; }; }; };
  14. So what i wanna do is to make an ai join my group when i'm at a certain distance away from him. Problem is, it could be random where he is. I've tried the "Attatch To" script but it doesn't seem to work for me and i've also tried to use "if (_x distance <5) but that doesn't work either. I'm not very good at scripting : /. Any help with this would be appriciated.
  15. Hello, so I recently upgraded my gpu to a AMD R9 270, since then Arma 3 will not open, this is the following exit code: Exit Code: 0xC0000409/ -1073740791 Mods: None Startup Paramaters: None Specs: Amd A8 5600k Amd r9 270 1tb hard drive.
  16. recently I have been getting back into arma 3 editing, and now I want to step my game up with what I can do; but my problem is that I create mostly admin menus and spawn menus just for messing around with. And all is well with that when im using player addAction menus, but now I want to create an openable menu using gui editor with scrolling spawn menus and a list of admin tools but the problem is that I dont really know how to use gui editor so I was wondering if anyone knew how they could help me in any way at all with some up to date tutorials or anything that will shed some light into helping me. thanks in advance, Jack
  17. I have some trouble to make something. _ps = [40,23,26,11,51,12,41,1,0]; _bs = 50; {for [{ _bsc = +_bs},{_bsc >= _x and _x > 0},{_bscm = _bsc - 1}] do { systemchat format["%1 Lb added",_bscm] }} foreach _ps; it was test code for "for syntax".i excuted this in debug console, in clear mission. and game stopped. exit code was -0xCFFFFFFF / -805306369. 0xCFFFFFFF - APPLICATION_HUNG The application became unresponsive and was terminated by the OS. this mean just normal CTD. right? and error .rpt ~~after start mission 0:03:20 Mission world: altis 0:03:20 Mission directory: missions\__cur_sp.altis\ 0:03:25 Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 0:03:25 Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 0:03:29 Attempt to override final function - bis_functions_list 0:03:29 Attempt to override final function - bis_functions_listpreinit 0:03:29 Attempt to override final function - bis_functions_listpostinit 0:03:29 Attempt to override final function - bis_functions_listrecompile 0:03:30 Attempt to override final function - bis_fnc_missiontaskslocal 0:03:30 Attempt to override final function - bis_fnc_missionconversationslocal 0:03:30 Attempt to override final function - bis_fnc_missionflow 0:03:41 c:\w\stable\futura\lib\ui\uimap.cpp DisplayGetReady::Destroy:NOT IMPLEMENTED - briefing! 0:03:43 Fresnel k must be >0, given n=2.51,k=0 ~~end of line I have no idea for this. what's wrong?
  18. dmgaurora

    Arma 3 Karts help

    Please help i downloaded arma 3 karts and it wont show as being downloaded and i cant refund it someone help me fix this
  19. It worked yesterday and now all by a sudden none of the if:s work anymore... It was part of another script and I tried move it around and even putting it in a solo script and still doesn't work. Can anyone help me out? _target = _this select 0; _caller = _this select 1; _lie = "willLie"; if(side _caller == west) then{ _caller sideChat "Hello sir. Have you seen anything suspicious today?"; sleep 1; if(_lie == "willLie") then{ _target switchMove "HudBriefing_think"; sleep 1; _say = ["civNo1","civNo2","civNo3"] call BIS_fnc_selectRandom; _target directSay _say; sleep 2; _caller sideChat "Ok, have a nice day then." sleep 1; } else { _say = ["civYes1","civYes2","civYes3"] call BIS_fnc_selectRandom; _target directSay _say; _target switchMove "HudBriefing_pointLeft"; _mark setMarkerAlpha 1; hint "A civilian has tipped the hunted off.\nMap Updated..."; sleep 1; }; }; _lie is set from another script and work as it should.
  20. Hey, So basically I got a new gaming PC Specs: I5 4440 EVGA gtx 960 ssc 8gb ram 1tb hard drive I immediately downloaded arma after updating all my drivers, I go into a multiplayer game and it loads until my unit is about to spawn in and then it immediately goes black and only a mouse cursor is there. I want to know if there's any fix for this .
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