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Found 720 results

  1. Hello! I would like to play the S.O.G Prairie Fire coop campaign together with my friends on our dedicated server and not on public servers or a self-hosted game. With the Apex coop campaign you only have to enter the missions in the server.cfg. Here is an example: class Missions { class TestMission01 { template = MP_Marksmen_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission02 { template = MP_End_Game_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission03 { template = MP_End_Game_02.Altis; difficulty = "veteran"; class Params {}; }; class TestMission04 { template = MP_End_Game_03.Altis; difficulty = "veteran"; class Params {}; }; }; another example: class MPMissions { class Apex { briefingName = $STR_A3_CoopCampaignName; class EXP_m01 { briefingName = $STR_A3_exp_m01_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m01.tanoa"; }; class EXP_m02 { briefingName = $STR_A3_exp_m02_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m02.tanoa"; }; class EXP_m03 { briefingName = $STR_A3_exp_m03_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m03.tanoa"; }; }; }; But how do I do it now with the S.O.G missions? Can someone send me a template for the server.cfg? I am looking forward to help!
  2. alec Vancrof

    Livonia source code

    Hello everyone! I'm actually staff of a french arma3 server and with one of mapper we search to take the "livonia source code" for implant mapping in the terrain builder because we have some object of this mod. One of you will know where I can found the source? Thank you everyone and take a good night/ good day. PS: sorry for my so bad english I'm a french people and I'm not a very good translater ^^
  3. I'm editing a exfil but I can't figure out how to make a task appear after all 3 objectives are finished. I want it to be invisible until after all 3 objectives are finished.
  4. Bingo-66d21d294c551e45

    Need help with a trigger

    I'm having trouble with my mission, I've been trying to activate a trigger only after 3 tasks are finished, I am currently using this ( this && ["AA"] call BIS_fnc_taskState == "SUCCEEDED" ) But I can't figure out how to add more tasks to it. I am also trying to make a task show up after all 3 objectives are finished. Hope I can get some help on this 👍
  5. So we are building a Arma 3 sandbox Server the problem is that many vehicles are often damaged but only slightly so that they don´t respawn i want to make a trigger which tiggers the vehicle respawn every 60 seconds so that there are only fully repaired vehicles at the Spawn if it´s possible to only respawn damaged vehicles that would be even better but i guess that´s not possible thanks for you´re help Marvin Letsche Admin at German-Gamers.net Edit: solved it with a respawn script
  6. So we are creating a Sanbox Server we want to have some AA Turrets for fun but they keep on shooting down allies (everything exept some planes is bluefor) . This happens when i kill like 3 standing Hummingbirds so that they can respawn at there origin postion and after that the AA turrets shoot me down autonomous. i tried thinks like putting {this disableAI _x} foreach ["TARGET","AUTOTARGET"]; in the init but it didn´t help at all. thanks for you´re help Marv Admin German-Gamers.net
  7. I recently checked out a mod, it is an older one. After messing around I noticed that there are quite a few things that are visible in eden, but unavailiable in zeus and if added to zeus using update module, than it gives "insufficient resources" when I try to move it. How does one fix that? This mod contains a number of vehicles in it. Mod in question is D3S Vehicles
  8. Just downloaded SOGPF and can't play the missions as there are no player slots available. Tried other missions on other maps, same thing, no slots. While I originally tried to play with mods, I unloaded all of them and verified the game yet there are still no slots. Given as I have verified the game and unloaded any mods, idk what else to do. I'm running base arma now. Reinstalling the game rn but doubt that will be useful. Below is most recent log file. might have mods but almost certainly not the issue as I tried with and without mods.
  9. I have a kill notification script that displays kill type HUD messages (Enemy Killed, Headshot, Long Range Kill, Point Blank Kill, Explosive Kill, Friendly Kill & Suicide), score values & adjusts player rating based on the kill types. The script works but is showing the messages to all players when someone gets a kill. Obviously I want it to just show the message to the player that gets the kill. If anyone could please help me fix this, I will gladly send you a Dora the Explorer sticker book. Thanks init.sqf [] execVM "Kill_Reward\Kill_Reward.sqf"; Kill_Reward.sqf player addEventHandler ["Handlescore", {false}]; sleep 0.5; KillMsg = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 200; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; HSKill = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 250; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; LRHSKill = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 300; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; CQBHSKill = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 275; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; LRKill = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 250; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; CQBKill = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 225; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; FriendlyKill = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 1000; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", toUpper _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ea0000' font='PuristaBold' size='1.4'>-%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; Suicide = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore - 200; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", toUpper _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; if (hasInterface) then { execVM "Kill_Reward\Kill_Type.sqf"; addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer"]; _headDamage = _killed getHitPointDamage "HitHead"; _distance = _killer distance _killed; _minDistance = 100; _cqbDistance = 2; if (isNull _instigator) then { _instigator = _killer }; if (isPlayer _killer) then { if (_killed isKindOf "CAManBase" && {((side group _killed) != playerSide)}) then { if (_distance >= _minDistance && ({_headDamage >= 1;})) then { player addPlayerScores [1, 0, 0, 0, 0]; player addRating 100; [[killType, _ratingScore]] call LRHSKill; } else { if (_distance <= _cqbDistance && ({_headDamage >= 1;})) then { player addPlayerScores [1, 0, 0, 0, 0]; player addRating 75; [[killType, _ratingScore]] call CQBHSKill; } else { if (_distance > _cqbDistance && ({_headDamage >= 1;})) then { player addPlayerScores [1, 0, 0, 0, 0]; player addRating 50; [[killType, _ratingScore]] call HSKill; }; }; if (_distance >= _minDistance && ({_headDamage < 1;})) then { player addPlayerScores [1, 0, 0, 0, 0]; player addRating 50; [["LONG RANGE KILL ", _ratingScore]] call LRKill; } else { if (_distance <= _cqbDistance && ({_headDamage < 1;})) then { player addPlayerScores [1, 0, 0, 0, 0]; player addRating 25; [["POINT BLANK KILL ", _ratingScore]] call CQBKill; } else { if ((_distance > _cqbDistance && {_distance < _minDistance}) && ({_headDamage < 1;})) then { player addPlayerScores [1, 0, 0, 0, 0]; [["ENEMY KILLED ", _ratingScore]] call KillMsg; }; }; }; }; }; if (_killed isKindOf "CAManBase" && {((side group _killed) == playerSide)}) then { if (_killer != _killed) then { player addPlayerScores [0, 0, 0, 0, 0]; [["FRIENDLY KILLED ", _ratingScore]] call FriendlyKill; }; if (_killed == _killer) then { player addPlayerScores [0, 0, 0, 0, 0]; [["SUICIDE ", _ratingScore]] call Suicide; }; }; }; }]; }; Kill_Type.sqf 0 = [] spawn { while {true} do { { _x addEventHandler ["HitPart", { (_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"]; if (_target isKindOf "CAManBase") then { if (!isPlayer _target) then { if (isPlayer _shooter) then { if (_isDirect == true) then { killType = "HEADSHOT "; } else { if (_isDirect == false) then { killType = "EXPLOSIVE KILL "; }; }; }; }; }; }]; _x setVariable ["passedThathitPart",TRUE]; } forEach (allUnits select {isNil {_x getVariable "passedThatHitPart"}}); sleep 2; }; };
  10. hello dear arma community, im very new to arma3 eden and cant get around this error in my mission - whenever i try to run the view distance script i get this error. looks like i forgot something in the description.ext but what? Is there maybe a better way to implement view distance settings for ground & air in a mission? thanks for your help & time cheers
  11. I have been searching high and low for any information about the searchlights given to the East German border units and I cannot figure out how to apply them to my scenario. How in the world do they work? Is there a special script that attaches the searchlights to the BT-11 towers? I'm so confused.
  12. Dreamshot-068069dd371912f1

    Objects behind glass are white

    So, im onto this problem for several hours now. im texturing a building rn but some of the objects/walls behind my glass are white. i tried to fix the faces, move the faces to the top, repair, turning and so on but it still wont work. i really dont know what i could more. does anyone of you have an idea?
  13. I am making a mission where i need to be able to recruit AI to my squad but also make it so the commander can also spawn in a squad any help ??
  14. One of my mission ideas is to make it inside of a space station, however I would love to simulate gravity if thats the case. One of my ideas was forcing units to move in slow motion. Shitty way to do it is: player forceWalk true; However is there a way to make regular animations be in slow motion? For example running, jogging etc? I know you can with AI, can you with players?
  15. Hi guys, my question is in the title. How can I make an AI salute the player just when the player salute first? and I also wanted that the AI stop saluting when the player stop too... Thanks in advance!
  16. L. Wilson 2.0

    Texturing issues

    Wouldnt consider my self a noob with scripting in arma 3, but I have never done any textures straight to workshop and only straight into altis life mission files. Any help would be greatly appreciated just need one good example to get me kicked off and i can not find one on youtube. https://pastebin.com/HWtG3SeE
  17. I have loaded CUP Terrains, CUP Vehicles and CUP Units on my Arma 3 server. But whenever I want to load the mods crash the server. The RAM consumption then breaks down from 2.5GB to 0.6 GB and the server is no longer to be found in the server browser. I once unloaded all my other mods and just loaded the CUP mods and it happens the same thing. But with my other mods, the server works. Only the CUP mods don't work. I did everything right. I put the mod folders in the /arma3 directory on the server and placed the keys from the keys folder of the mods in the keys folder on the server. But it doesn't work. why? Can someone help me? Because we need CUP on the server. I also want to load RHSUSAF on the server but I'm afraid that the same thing happened with CUP. Can who help me? If who needs the log files so he will tell me. I rented my server from Nitrado. Thx.
  18. Hi everyone, Little overview, I am making a survival mission and I want to add items that are required for crafting (things like sandbags, woodplanks and cinderblock etc.) In my mission description.ext I am creating classes under the CfgWeapons for these items. However, I would like to inherit the itemCore class from configFile >> CfgWeapons >> itemCore to make my life much much easier. Simply calling the class like you would for an addon (class itemCore;) doesn't work as I am in the missionConfigFile namespace. So my question is, Is it possible to inherit a class from configFile while working inside missionConfigFile, and if not what would be the best way to go about this? Thanks in advance!
  19. I am looking for a script to lock manual vectoring of VTOL to its downward state. Situation: In FireWills Aircraft mod, whenever AV-8B Harrier engines reach the lowest point while the aircraft is on the ground, they automatically go back up. (I assume it is made so we couldnt do vertical take off with it) I want to prevent that from happening. Is there a script which would turn engines to bottom position and lock it?
  20. Hello. When I host a local ArmA 3 server via the server browser menu, my friends cannot join. I have set in my router that my PC can independently release all ports it needs and I have also released all ports separately for arma to be on the safe side (port: 2302 ...) but under which IP can the server be reached? I've tried sites like whatsmyip but my friends can't join at this address. I have an IPV6 address. I want to buy the new Vietnam Dlc when it is available and then play the co-op campaign and therefore I want to see how it works with the local servers.
  21. Hey BIS Forums, Can anyone explain how SpawnAI unit costs are actually calculated? I'm working on a mission using the SpawnAI modules. The SpawnAI modules have a manpower cap of 50 by default and I'd like to tweak it to spawn more/less units of different types (infantry, armor etc). According to the MP Support Guidelines on the BIS Wiki... a rifleman costs about 0.5 an AA/AT soldier about 6 a MRAP about 6 an APC about 12 a tank about 27 The page says the values are calculated using the cost and threat values defined in the unit's config. I admit I'm not great at math, but I just don't see how they came up with 0.5 as an answer using those two values. Example 1 - a standard NATO rifleman ("B_Soldier_F") and open up his entry in the config viewer: cost = 100000; threat[] = {0.8,0.1,0.1}; Example 2 - NATO AT Missile Specialist ("B_soldier_AT_F"): cost = 130000; threat[] = {0.8,0.8,0.3}; According to the guidelines these units should cost 0.5 and 6 respectively. Clearly I'm missing something, so can anyone tell me how unit costs are actually calculated? Thanks in advance.
  22. hello. I have a script I made to trigger a 'big' simulated explosion (albeit using a real IED with setDamage), but to make the vehicle not take critical damage, by making it immune to damage, then applying damage through commands, and then making it immune to damage again - therefore using a big explosive to achieve a visual effect that does not damage the vehicle to destruction. However, the player within the vehicle, if the vehicle is light enough (and not an MRAP, e.g. an SUV), will still take critical damage. Is there a way I can make the player immune to damage as long as they are within the trigger & inside the vehicle at the time of activation? Can I somehow detect *any* players within the trigger area at the time of the trigger's activation and disable their allowDamage briefly and then turn it back on afterwards? The trigger detects *any* vehicle and unit that enters and not a specific one, please keep this in mind, as it is a variable situation. Thanks!
  23. Hey, I recently watched the Seal Team series. At the end of Season 2, Episode 21, they were evacuated by helicopter. But not normal. they were hanging on a rope. Have a look at it from minute 2:05: https://youtu.be/Sq6iQxhXtkQ is something like that in Arma too? In vanilla or with mods? Because that would be epic!
  24. Hello! I'm interested in replicating something as seen in this Arma 2 mission: https://youtu.be/y0RdVjhsgEk?t=286 How would I go about doing this? I had a sort of mental idea that I could make a group of civilians set as careless, with a waypoint synced to a trigger to make them flee somehow, but that trigger would need to detect when a smoke is in proximity or if a shot is fired at them or when standing in proximity/nearby them. How could I make a trigger detect either of these two conditions? Is there a way I can make that trigger set all the civs to flee? And how about syncing a sound to them to play within their vicinity up until that trigger is activated? I have a sort of idea but I'm not sure which snippets of code I could use, but seeing as it was done in Arma 2, I believe it could be possible. Thanks!
  25. My mic isn't getting detected by Arma3. It's set to be the only sound device in Windows 10. It's set and working in Steam voice chat The sound comes in through the headset. Pushing the push to talk button displays the channel to which I would be speaking if they could hear. Any help you could offer would be appreciated. Rizen5 3600 + Sapphire Pulse 5600xt + 16 GB Ram - $550+ Arma3 and DLC - $150+ Corsair Void RGB Wireless Headset - $80 Still not being able to play Arma3 because it can't detect my mic - Priceless.
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