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Found 720 results

  1. Hello everyone, im new on this website! I need help on a problem, that I spent hours trying to fix it, but still no idea... So I'm making a stealth-kinda mission, with guards, alarms and stuff. I already made a Sentry to move into a house, and activate an alarm, when activated, making the nearby guards search for an intruder. I kinda got used to using triggers, but there is something I can't figure. It's the following; So in the base, I want a vehicle crew just chilling with a Sentry waypoint, and a Get In waypoint, so when they see an intruder, they'll use the nearby BMP. So it works well, but i want them to get in the BMP when they see enemy OR when the alarm is triggered. So I can only make them get in the BMP ONLY when the alarm is on, or ONLY when they see enemy... How can a make it both? I dunno if there is still people playing with this game, but I hope someone will find this thread. :) (I'm not from an English speaking country, I hope I was understandable :) )
  2. In this Operator Drewski video at 14 seconds you can see people boarding a C-130 and then jumping out of it well standing well it is moving. How in the world did he do this?! Video - https://youtu.be/Pb6g0CIkVIo
  3. Hey there guys, so I'm pretty new to scripting and I've ran into something I could do with a little help with. I'm trying to use this script To make loot spawn in a crate, but I don't need it to be done on the missions init, I need it to be based on a repeatable trigger so it only activates when a player gets close to it. Is there a way to do this?
  4. HptFw. MoinxDGamer

    Boat sits on top of the water

    I can't get the hull of my boat to be in the water. It just sits above the surface. Can you help me?
  5. Good evening. At First Sorry for my Bad English So I got a Arma Server a few Years, and yet i got no big Problems that i have solved myself or with help from Google or Forum like this. But now my Own Server keept banning me for no Reason, when i Join my Server i came to the Missions choice so as i Want and when i Wait i get Banned or i got enough time to select a Mission but the Server said no youre are Banned 😞 and i Only but 2 new Mods and a new Mission on the Server, befor everythink works fine... So i do this not for the first Time, I Downloaded the RPT file and Scroll to the end and there only stands "User name='JakoI3', pid=490450230, steamID=76561198101165559 banned" and Nothing else, i tried to Google what pid=490450230 means but witch no Result. So what have i Tried so far. yes i have unbann myself but the server keep Banning me. I Tried to turn off battleye but the server keep banning me .... I Tried to Remove Infistar but with no result. I Have Reinstalled the Server but with no result again 😞 So I Hope you can Help me out? and here are the Mods there are on the Server. DLCs Global Mobilization Mods CBA_A3 Task Force Radio RHSAFRF RHSUSAF RHSGREF LEN - Cold War Aircraft There are 2 Modpacks by Myself but i nerver has any Problem with them. New on the Server are Global Mobilization and LEN - Cold War Aircraft, and i try to run KP Liberation on Livonia but the Mission should´t Ban me. But anyway, thanks for any answer and have a nice evening. Full RPT Log
  6. Hello! Now, I am kind of new to the "running arma 3 server" scene but have ran certain servers before. The Arma 3 Life scene for awhile was stagnant and there was too much of a variety to choose from and the variety honestly had little to no development that actually improved the experience in game. I have been a member of life servers for over 4 years now, being on many different communities and experiencing a lot of good, bad, and frustrating times. This is why I am trying to bring back Arma 3 life to it's former glory, in 2019 it's hard to think of a good FREE server to play on besides Altis Life and maybe City Life. But I don't want Altis, or Lakeside as the map. I want a fresh brand new map built from the ground up. A place where people can experience for the first time and explore many different locations. I want fresh mods customized to bring the best roleplay experience to the community. Custom building, possibly, and custom scripts. Now, a few things are is that I NEED HELP. Specifically with development, scripting, and hosting the server. If anyone is willing to help me with these things please shoot me an email -- jaylenryan@icloud.com A few specific questions that I have are.... 1. What host should I use to run the server if my connection isn't the best (because college internet). 2. How do I script mods into my server, add mods, and set up TFR so we can have a better VOIP in game. 3. Website creation has never been my strong suit, so how should I go about that? 4. How do I create a custom map, from the ground up? Thank you again for taking the time to read this, and again, if you'd like to contact me either reply here or shoot me an email -- jaylenryan@icloud.com Have a great day!
  7. Is there any way to perfectly control the helicopter's advanced flight model with just a gamepad? Right now I'm using the regular gamepad Logitech F310. I bind the collective (analogue) to my right controller stick. The problem is because the collective acting as a lever, when I'm not touching the right thumb controller, the collective stays at 50% power, making it impossible to perfectly hover and trying to land smoothly. To be able to do collective raise I must holding up the controller, as well as collective lower with holding down the controller. Is there any way to fix this in order to achieve smooth control over the collective? I don't know what the correct term that I'm looking for is, full axis control maybe? Because I think my state of gamepad's stick for the collective is two axis.
  8. i need some help whit this i want to (if player get Damage and that Damage are enough to kill player then spawn fnc_tazed )
  9. I've been wondering how blood is applied to the models when getting shot. I'm having quite an original idea to do and I'd love to browse for possibilities to add this feature. Main thing I'm trying to accomplish is having a custom layer over/under the blood applying layer. What I've tried so far: - Browsing through the files, scanning for any clue on how it would work but I haven't found anything yet. - Youtube/google/reddit searching that didn't point to anything concrete as I'm not sure what to search for other than something model related. Does anyone know how it's applied and how it works? I'd really appreciate some insight. #EDIT1: Finally found these: setObjectTextureGlobal and setObjectTexture - Thing is if I can apply a colour mask over a texture or to completely retexture it without changing the paa.
  10. Greetings! Long time lurker, first time poster. I've tried my best to research and resolve this myself, but I'm completely at a loss right now. What am I trying to do? I'm making a sector control mission with AI support. The idea is that the AI will check an array of enemy-held sectors, then assign a waypoint to attack accordingly. For example: No enemy sectors? Defend the nearest friendly sector. (BIS_fnc_taskDefend) One enemy sector? Assign a waypoint to attack it. Two or more enemy sectors? Pick one from the closest two and assign a waypoint to attack. AI units invoke the script using a normal execVM command when they spawn: [this] execVM "scripts\ai\sectorTacticInfantry.sqf"; What's the issue? The script throws up multiple "undefined variable" errors, but I can't understand why as they've already been defined. For whatever reason, it's like the private variables are not being passed on to the code blocks below. Here's the script so you can take a look yourselves. I should point out that the "all_sectors" global variable is an array containing the sector module names (S1, S2, S3 etc.) defined in initServer.sqf. systemChat "DEBUG: Starting sector tactic."; [] spawn {while {true} do { _unit = (_this select 0); _grp = group (_this select 0); _grp_side = side (_this select 0); _enemy_sectors = []; _friendly_sectors = []; scopeName "start"; // Update arrays of sector ownership. { if !((_x getVariable "owner") == _grp_side) then { [_enemy_sectors, _x] call BIS_fnc_arrayPush; }; } forEach all_sectors; { if ((_x getVariable "owner") == _grp_side) then { [_friendly_sectors, _x] call BIS_fnc_arrayPush; }; } forEach all_sectors; if (count _enemy_sectors == 0) then {breakTo "noEnemySectors"}; if (count _enemy_sectors == 1) then {breakTo "oneEnemySector"}; if (count _enemy_sectors > 1) then {breakTo "multipleEnemySectors"}; while {true} do { scopeName "noEnemySectors"; // There's no enemy sectors. _grp = group (_this select 0); _grp call CBA_fnc_clearWaypoints; _nearest_friendly_sector = [_friendly_sectors, _grp] call BIS_fnc_nearestPosition; [_grp, _nearest_friendly_sector] call CBA_fnc_taskDefend; breakTo "defendLoop"; }; while {true} do { scopeName "oneEnemySectors"; // There's one enemy sector. grp call CBA_fnc_clearWaypoints; _target_sector = (enemy_sectors select 0); [_grp, _target_sector] call CBA_fnc_addWaypoint; breakTo "attackLoop"; }; while {true} do { scopeName "multipleEnemySectors"; // There's more than one enemy sector. _grp call CBA_fnc_clearWaypoints; _sortedenemy_sectors = [_enemy_sectors, [], { _unit distance _x }, "ASCEND"] call BIS_fnc_sortBy; _closestenemy_sectors = []; [_closestenemy_sectors, (_sortedenemy_sectors select 0)] call BIS_fnc_arrayPush; [_closestenemy_sectors, (_sortedenemy_sectors select 1)] call BIS_fnc_arrayPush; _target_sector = (selectRandom _closestenemy_sectors); [_grp, _target_sector] call CBA_fnc_addWaypoint; breakTo "attackLoop"; }; while {true} do { scopeName "defendLoop"; // Keep defending the point until an enemy takes a sector. _enemy_sectors = []; { if !((_x getVariable "owner") == _grp_side) then { [_enemy_sectors, _x] call BIS_fnc_arrayPush; }; } forEach all_sectors; if (count _enemy_sectors > 1) then {breakTo "start"}; sleep 1; }; while {true} do { scopeName "attackLoop"; // Keep attacking the point until it's ours. if ((_target_sector getVariable "owner") == _grp_side) then {breakTo "start"}; sleep 1; }; }; }; This is my most desperate hour. Help me, Obi-Wan Kenobi BIS Forums. You're my only hope. Thanks in advance, Mr Elusive
  11. Hey folks, I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects. A rescue basket and a life raft. I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help. Here is a model of the rescue basket I made https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052 I was able to implement it into Arma but I need to add some features and solve some problems with your help. Features I have to add: -basket floats on water (implemented) -basket can be slingloaded to a helicopter (implemented) -basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket (implemented) -basket has strobelights for night operation (not really implemented) -lights can be toggled Problems: -basket is static, it won't fall down if placed in the air (fixed) -i dont know how to get textures on the basket (worked around) -basket doesnt move if a vehicle crashed into it (fixed) -crew view position is not where its supposed to be -sling loading behaves odd -light sources don't relly emit light to the environment Basically I want the basket to be a Boat which can't be driven because it has no motor. This is the current config of the basket class cfgPatches { class Rescue_Basket { units[] = {"Rescue_Basket"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; class Life_Raft_8 { units[] = {"Life_Raft_8"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; }; class CfgVehicles { class Boat_F; class Rescue_Basket : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; }; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; }; };
  12. Good evening all, Was wondering if anyone knows of any mods that would allow me to add or change patches of individual characters in the editor? Ive seen a few youtube videos of people doing just that but none actually state the mod being used. Anyone have any suggestions on top of that for loadout editor mods that "open" it up more. Cheers
  13. I've been getting into re-texturing recently. i have noticed that the re-textured units have low resolution. i'm putting the blame on the conversion from jpg to paa using TexView2. i was wondering if there was any way to have the final paa file have higher quality. Thanks! EDIT: i converted the gimp file into TGA instead. But now Texview 2 and image2paa wont work. they both fail to convert
  14. Hello everyone, I appeal to the community because I want to import new uniforms in Arma 3. I have already imported different equipment like combat vests, backpacks etc ... But importing a uniform requires a more developed skill and that's why I'm calling on you. Here is an overview of the model I want to import. I have different questions: - Is it necessary to put the forearms on my model or are they present by default when I am going to put the uniform on my character? - is there a tutorial on importing uniform in ARMA, if not, what should I do to import it and make it functional. - is it necessary to create proxies or those of the default uniform are already present? as I said I already imported vests so I master Object builder for LOD, shadow, and selections (spine2, RightShoulder, etc ...) but the uniform seems much more complex. last thing, I'm French and I master little talented in English so thank you not to blame me if I'm not very clear, thank you to those who take the time to answer me, I wish you a good day 😀
  15. FuRixX Lamborghini

    Code question

    Any one can help my with this code that is a name filtering. script example: _letrasFuRixX = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","ñ","o","p","q","r","s","t","u","v","w","x","y","z","A","B","C","D","E","F","G","H","I","J","K","L","M","N","Ñ","O","P","Q","R","S","T","U","V","W","X","Y","Z"]; jugadorFu = name player; { checkeoFuRixX = [_x, jugadorFu, false] call BIS_fnc_inString; if (!checkeoFuRixX) exitWith { sleep 2; hint "You name is not valid in this server"; endMission "END1"; }; } count _letrasFuRixX; The problem is that I need to sparete the name player letter to letter like a string or anything: ["P","e","t","e","r"];
  16. I'm working on a mission in Arma 3 and I've been running into an issue with the games AI. In the mission, the player is in a helicopter. One of the objectives is for a player to help an AI ground team clear a small enemy base. The player can clear the base by themselves from the helicopter, but the AI ground team doesn't do much. They're run up to the base I made in editor, which has walls and two entrances which are large enough for units to move through, then just stand there. At most, they'll use the outer walls as cover but won't go into it. If they aren't in combat, they'll just stand outside the base while their move marker is inside it. Is there a way to fix this? Something I can tweak with the AI or the base walls to make the AI recognize that they can go into it?
  17. FuRixX Lamborghini

    Arma 3 Code Question

    Hi I wanna to do a BadWords script so i need a code that check if any word are in the message Example code: _badwords = ["Bitch", "Fuck", "Fuck You"]; _message = "You are a Bitch"; //(imagine that this message was recover in a dialog that was the chat). // next code is the wrong if (_message in _badwords) then { hint "You said a bad word"; }; // 😧 that cant becouse to give true need that the badword contain all the message, is imposible so any can help me? Pd: thats not the code, this is and example, sorry if the code is very wrong but im writing in my iPhone the script :,o
  18. Ryan Krause

    Complaint

    I saw this game this morning advertised on IGN as a free to play game and thought it looked cool and saw the promo for the Xbox jacket. I received my code and when I got home from work and entered it the code had already been claimed. Not only that, the game isn’t free to play like it says in the description. It’s $20 but has a two hour free trial...
  19. I'm currently trying to make a script that calls another script when only side is alive in a certain area, i'm not exactly sure how to do this though. I tried this method below but it doesn't detect the player in the radius if they're in a vehicle? help. I mainly just need help detecting players on west and east or by these classnames when they're in a vehicle and out of it in the specified radius. westPlayers = [11205.2,8715.09,0.00143433] nearEntities ["B_Competitor_F", 3000]; eastPlayers = [11205.2,8715.09,0.00143433] nearEntities ["O_G_Soldier_Unarmed_F", 3000]; noEast = (count eastPlayers > 0) && !(count westPlayers > 0); noWest = !(count eastPlayers > 0) && (count westPlayers > 0) waitUntil { (noEast || noWest); }; execVM "scripts\endround.sqf";
  20. Hi everyone! My name is Gani and im playing Arma 3 since october 2016. Playing Arma always was fun for me but i got bored alone quickm, so I got my buddy to buy the game too. We played for hours CTI KOTH even Altis Life. BUT we soon got bored (one year later) in Ocotber 2017 iwanted to do something big but of course with only 2 players so I loaded up the Arma 3 editor with mods from the steam workshop and after working on the missions for hours i wanted to play them with my bud, BUT we didnt have a server and I didnt have and still dont have the money to rent a server every month with things like netflix psn and other things just sucking so much money i could not and still cant afford it so we found Evolve which we used till the end of 2018 when it got shut down still dont know why. Since then we tried to host a server through hamachi but we still cant get it to work and thats why i need help any advice of how to make hamachi work with the game. if somebody knows what to do but dosent belive me that i bought the game here is a link to my steam libary: https://steamcommunity.com/id/ston219 ty very much for ur help !
  21. Hello. Im try to create uniform. But that doesn't work. Please help. https://steamcommunity.com/sharedfiles/filedetails/?id=1825658142 config.cpp: class CfgPatches { class TshirtxAC_v3 { version = "1.1.3"; units[] = {}; weapons[] = {}; requiredVersion = "1.1.3"; requiredAddons[] = {}; }; }; class CfgVehicles { class B_Soldier_base_F; class TshirtxAC_F: B_Soldier_base_F { scope = 2; author = "Hukahire-noob"; dlc = ""; model = "\yowayowa_equipment_Mod\@yowayowa_equipment\addons\TshirtxAC_AOR1.p3d"; hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"\yowayowa_equipment_Mod\@yowayowa_equipment\addons\data\Tshirt.paa","\yowayowa_equipment_Mod\@yowayowa_equipment\addons\data\AC_pants_AOR1.paa","\yowayowa_equipment_Mod\@yowayowa_equipment\addons\data\hl_white_bald_co.paa"}; }; }; class cfgWeapons { class UniformItem; class Uniform_Base; class TshirtxAC: Uniform_Base { scope = 2; author = "Hukahire-noob"; dlc = ""; displayName = "TshirtxAC_AOR1"; picture = "-"; model = "\yowayowa_equipment_Mod\@yowayowa_equipment\addons\TshirtxAC_AOR1.p3d"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "TshirtxAC_F"; containerClass = "Supply40"; mass = 1; allowedSlots[] = {"701","801","901"}; armor = 0; }; }; }; model.cfg: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", // Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", // New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", // Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", // Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", // Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", // Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan: Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // 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 = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide" }; skeletonName = "OFP2_ManSkeleton"; }; class TshirtxAC_AOR1_F: ArmaMan{}; };
  22. We are basically creating a hive city life for Arma 3, it will be strict to the lore but work in Arma! We are working on a map right now, its coming together nicely, however there are some models we dont have that we desperately need! I dont want to share to much details now, but if anyone is interested in helping, that would be awesome! We may be willing to pay for services, but we are looking for some permanent members for the team as well! Please add me on discord -- Wiket#4599 or Email me @ King124kine@yahoo.com if you are interested in helping!
  23. Hello Everyone, I'm new to the arma modding community so bare with me. Using the Eden editor and scripts using ASL i was successful in creating a HitTracker, it works perfectly withing the mission that i created on and if i copy and paste the scripts it work on any mission i create or download. But continuously coping and paste is a hassle so i was trying to make the scripts into a mod. This is where i ran into a problem, i learned how to make the .pbo and the Kay, but the config.cpp i doubt is correct(Because i only initialize one script). My question to the community is can you initialize more the one script in a mod, and if you can how do i do so? (My code is on my work computer so i cant post it, but its wrong anyway.) If anyone can post a template of how to initialize the scripts i think i can figure it out from there.
  24. Hello Everyone, I'm new to the arma modding community so bare with me. Using the Eden editor and scripts using ASL i was successful in creating a HitTracker, it works perfectly withing the mission that i created on and if i copy and paste the scripts it work on any mission i create or download. But continuously coping and paste is a hassle so i was trying to make the scripts into a mod. This is where i ran into a problem, i learned how to make the .pbo and the Kay, but the config.cpp i doubt is correct(Because i only initialize one script). My question to the community is can you initialize more the one script in a mod, and if you can how do i do so? (My code is on my work computer so i cant post it, but its wrong anyway.) If anyone can post a template of how to initialize the scripts i think i can figure it out from there.
  25. So I recently bought Vigor about two or so weeks ago and have been playing with my friends basically everyday and I am already shelter VI. What I don't understand is I bought the game before them and do not own the founder hat nor do I own the extra crowns I am supposed to get. On the other hand my two friends who got the game a few days or even a week later both have the Vigor hat and the extra crowns for being a founder. Did I somehow make a mistake in my purchase on the Xbox store? There is only one way to buy vigor which is the one I have. If anyone else has had this problem and knows how to solve this can you lend me a hand?
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