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Found 719 results

  1. FurbyPlatypus

    1 FPS Just On Menu

    my game runs at 1 fps or sometimes a i get lucky with 2 or 3 fps. i have tried a lot of things but nothing is working. specs: i7 6700HQ 2.6 GHz GTX 1060 6GB Notebook 16 GB DDR4 2400 MHz
  2. Hey folks, I've been hitting a wall lately while replacing some vehicle textures. The usual way only works with the external texture, but not with interior and detail textures. I've tried the ODOL Web Converter and opened the p3d model in Object Builder to look for possible hiddenSelections, but to no avail... I've tried looking through the rvmats, but couldn't find anything in there either. Does anyone know where "Heli_Light_01_int_CO" and "Heli_Light_01_detail_CO" are applied? I've been looking through all the B_Heli_Light_01_* classes, most of their parent classes and all their inherited classes as well, but still nothing?!
  3. Hello community! I am currently doing a lot of config work revolving around submunition parameters. I am getting pretty much all the results I expect, and I am very happy with how its implemented, but there's one thing that I can't find out how to get right. I am trying to create a specific submunition pattern, but have met the wall. What I am looking for is that the submunitions spawn omnidirectionally (in a perfect sphere) with random chance of direction. Basically, if the parent ammo strikes something, the submunitions will spawn from that hitlocation, and can basically go in any theoretical direction afterwards. What I am experiencing, is that no matter what settings I tweak, I am getting a 45 degree cone (off the parent vector) (meaning a total of 90 degree spread). I can't get the submunitions to face a direction greater than 45 degrees. Here is the relevant config code: submunitionAmmo="fragment_medium"; submunitionDirectionType="SubmunitionModelDirection"; submunitionParentSpeedCoef=0; submunitionInitSpeed=1000; submunitionInitialOffset[]={0,0,0}; submunitionConeType[]={"random", 20}; submunitionConeAngle=90; submunitionConeAngleHorizontal=90; Swapping submunitionDirectionType from "SubmunitionModelDirection" to "SubmunitionAutoLeveling" has no effect on the spread angle, it just effects the initial direction (retain parent or align to horizon). Changing submunitionConeType from "random", to "randomcenter" or "poissondisc" etc has little effect on what I'm trying to achieve. Altering submunitionConeAngle and submunitionConeAngleHorizontal within values of 45 degrees has an effect (I can tweak how narrow the spread is within +-45 degrees off center - for a total of 90 degree spread. However, changing this to between 45-359 (Degrees) has no effect. Setting it to 360 causes the "cone" to collapse into "0" spread (all submunitions retain parent vector perfectly). So can anyone please help me? The https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit guidelines do not describe accurately what the various patterns mean, or how the custom one acts. Any help would be greatly appreciated, Thanks Str|ke
  4. Hello community! Look, I need help from those who are dedicated to the creation of mods or retexturization of objects. You see the question is quite simple, this is what I need: I want to create a small addon that uses the model of one of the original ArmA 3 caps (that of official) and creates a second cap exactly the same only with a different texture. I already have the texture made. But I can not find a detailed and step-by-step guide to achieve this. I understand that to create an addon I just have to place the PBO file in the "addons" folder of the addon folder I am creating (@my addon) example. The part that I do not understand is the whole process of creating files to place inside the PBO in addition to the texture. Can someone enlighten me with this knowledge or suggest a good guide on how to do it? I will be eternally grateful.
  5. I wanted to work on a mission I'm doing and as I tried to open said mission the error on the title popped up, I dont know how to fix it. can anyone help? this is the SQM: https://pastebin.com/XXNMk4XY thank you in advance
  6. Hello! I have as of recently been getting the classic error message of "BattlEye Client Not Responding" and then being kicked off the server i'm on. I get into the server and can run around for 1 minute and then I get kicked off. I have tried: * Restarting my router * Restarting my pc * Reinstalling battleye * Completely deleting and reinstalling battleye (http://customcombatgaming.com/forums/index.php?/topic/26088-instructions-manually-repair-battleye-for-arma-3/) * Verify game integrity files. * Reinstalled the mods for the server. I would be very thankfull for any help I receive as this is getting quite annoying at the moment. Thank you for taking your time to read this. //Cookies2432
  7. I bought the game today and i lunched it and after 4-5 sec in the menu it freezes! help someone
  8. hey guys ive just generated my layers in Map frames, after I click okay I get a error file popping up saying "11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_dirt.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_dry_grass.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_forest_pine.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_grass_green.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_soil.rvmat" ) Source file cannot be opened..." what do I have to do over come this ?
  9. Hey guys, I want to create a Battle Royale Style PvP Mission for me and my friends. I want the mission to end when there is only one player left. If possible it should show the mission completed screen. My problem is that i have no idea how to script it. Ive tried googling but i couldnt find anything usefull. I hope you can help me. Vecto1511
  10. Hi there, Im in the middle of making a custom shooting range. Im using this in the init of the "One meter User Texture" and im putting that over the "Target" objects : this setObjectTexture [0, "target.jpg"] Would there possibly be a way to randomize that texture to be one of say 6 jpeg files in the mission folder? My idea is to have a trigger set so that whenever it is activated, the textures on the targets change randomly. For example, the mission file would have multiple jpegs marked out as "target1.jpeg" "target2.jpeg" "hostage.jpeg" "target3.jpeg" and when the mission starts, each target randomly selects a jpeg to show. Help would be greatly appreciated.
  11. Hi everyone, Im experiencing very high lagging like in range from 3 to mostly 25 FPS in multiplayer, and in singleplayer with no bots its about 30 to 35 FPS and it depends on how many AI I spawn. I have Radeon RX 550 4GB GDDR5 graphic card,10 GB DDR 3 RAM and AMD`s CPU A8-5600k whose fan was broken accidently and replaced with some other and now it runs on 64 degrees out of 77 max how Core Temp says. I want you to tell me about your experience and suggest me what to do cause i believe i have too good hardware for that kind of performance ( I believed its about that AMD`s processor, but on net it says its better than Intel pentium G3450 which my friend has and he runs multiplayer between 35 and 60 fps (he has radeon R7 graphics with smaller amount of that GPU RAM and 8 GB of PC RAM). Thank you for advices.
  12. ***EDIT: Issue resolved, Server owner managed to fix the issue with reading my GUID being corrupted somehow litterally 30 minutes after i posted this** For several days now, When attempting to join my milsim group's server I keep getting kicked and recieving the message "Battleeye: Client not responding". I have literally tried everything to fix this problem. 1. Verifying game files 2. Joining with only required mods 3. Disabling firewall and resetiing router 4. Deleting all battleeye content from PC in Appdata and Program files and verifying to reacquire missing files 4. Twice now i have uninstalled Steam and Arma 3, unsubcribing from all mods and redownloading mods. 5. Deleting all profile data and using new ones I can join the server but after about 30 seconds to a minute i get kicked and I honestly don't know what else to do. However this may have been casued by me resetting my PC two days before I began seeing these issues So i don't know if that is the problem. Could it be a problem with the server itself not reading my batteye stuff correctly, or something similar? I am in contact with the server owner if this is this case. If anyone thinks they have a solution please help!
  13. In my mission there is a little actionmenu box that doesnot have anything in it, this is a problem because it gets rid of an option all players should pawn with. here is a link to a screen shot : https://imgur.com/a/5Pq9E
  14. Back in the Arma 2 AO days a script/ module used to exist that allows the player to call medevac and land at a red smoke gernade. This was a module and could be placed in any mission easily. I tried this module in Arma 3 but it did not work anymore, so I was wondering if anyone had another module. I would rather have the Module because it can easily be used for different missions, rather then writing a whole script per mission. If a module is not available i was looking for a script that might work. I have checked the forums and really don't see a FULL answer for what I'm looking for. I have tried assembling bits and pieces and have yet to get it right. The idea would be as follows. Medevac helicopter "Med_heli1" awaiting at the FOB or airbase. Player would activate the medevac call using the radio menu. Once activated the medical helicopter will begin the call. Trigger would have a timer so that the helicopter may not simply spawn or show up. The timer is to give the player the feel of waiting and securing a sight. Our birds are not ready at a moments notice unless it was already in the air. "Med_heli1" would begin the journey to the EVAC site and would await a signal. This signal could be red, green, or Ir strobe as needed. Until the helicopter sees this or this trigger is activated it would orbit the player area to avoid being an easy target. Once the helicopter detects it will land at the smoke, IR, or a suitable location. (Engines stay on and hopefully it doesn't crash) Player can bring the casualty to LZ (helicopter) and it will be loaded onto. Once all wounded has been loaded or helicopter is full it would RTB and await it's next call. (the idea of having the casualties removed vs having them healed instantly is up in the air, I prefer to have the guy off the squad because it is far more realistic and teaches you to really watch what your doing vs run and gun.) (if this was not possible or not wanted the casualties can be healed over a time and returned to the players squad) The other thing would be to LIMIT how many times the bird could be called or to set a trigger that can force the player to secure the LZ and make sure the no opfor is detected. (In real life those birds dont fly into a hot LZ, that LZ needs to be secured and if you lose control or become overrun a hasty LZ would have to be established, they dont want the birds shot down and even though the 9 line has an ARMED escort option it is RARE.) I have tried some of the options using the EDEN editor but it really looks like a mess so I'm assuming script or module would be the only way to make it work and not clutter up the entire map. Thanks again for any help Bill
  15. Hi, So i'm trying to make a plate carrier retexture, based on a met police CTSFO. I've done the texture to the best of my (limited) ability in GIMP2, and have converted it to a .paa. I have, however, appeared to have reached a standstill, because whenever I try to binarize my addon, it gives the much-feared "Error in config.cpp" warning. My mod is located in P: Path to textures and config.cpp is P:\HNL\DataP:\HNL\Data Config: class CfgPatches { class {HNL} { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class cfgWeapons { class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "{SFO_Plate_Carrier}"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"P:\HNL\data\SFO1_FINISHED1.paa"}; class ItemInfo : VestItem { ; uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; Would someone kindly help me get this binarized? Thanks in advance, Will
  16. I'm using a Google translator because I do not speak English, so sorry if my message is not completely readable. Hi guys, you will see I have the following problem when using say3D. You see, I'm using it in an airplane "Junkers Ju 87 Stuka" to reproduce from this the characteristic sound emitted by these airplanes when they were launched in a dive. The question is that everything works as it should except that when that plane passes over me, suddenly the audio distorts, becoming much lower, not in volume ... I do not know how to say it in English but basically it goes from sounding from niiiiiiiii to nuuuuuuu. I'm using unitPlay to make the plane plummet and then rise quickly. This is what I have put in my description.sqf class Stukafall { sound [] = {"Stukafall.ogg", 40, 1, 3000}; titles [] = {}; }; }; and this is what I put on the trigger in 3D editor plane1 say3D ["Stukafall", 3000, 0] and of course the unit is called "plane1" As I said, everything works wonders, the sound feels far away and gradually comes closer. I only have that problem that when going from my right to my left, it becomes abruptly distorted. Some idea or reason for this to happen. Thank you!
  17. Hello everyone, In my MP zeus mission I am trying to establish a 2-way teleport system using flagpoles at point A and Point B. As an addaction I can easily enough get players to scroll wheel and teleport themselves from Point A to Point B and back again using the flagpoles However, I was wondering if it is possible to introduce a delay/sleep timer of about a minute to the teleport script (maybe with a hint that says "teleport in cooldown") that is for each player. For example, player 1 teleports from flagpole A to flagpole B and is then unable to teleport back for 1 min while simultaneously player 2 is still able to interact with flagpole B to get themselves to A (and similar delay to teleport back). Apologies if this is kind of question is not allowed, i'm somewhat new to Arma and im learning as much as I can on YT tutorials but this seems a bit beyond me. If anyone can help that would be amazing.
  18. Hello, I'm trying to set up a script for an artillery to fire on a marker. I have found a script but I need to find the config name of the M4 scorchers ammo. Can somebody help?
  19. Dont speak english! Guys, I need help, sorry but as we say here in my country "Estoy maja" · _O (which is to say that I'm a noob in this) XP They will continue with my Omaha mission, and now I face 2 following problems : The first one and the one I think is simpler, the LCVP of disembarkation, even though I assign them a waypoint to the edge of the beach, they never go towards it, they end up leaving the course, taking huge detours or simply stopping. I think this is because the map has some obstacles on the shore. My solution was to do the same as in the demonstration mission of the IFA3 AIO Lite and make the boat move on its own by means of a script ... (The point is that I have no idea how to do it hehe). So that's what I need, for someone to tell me what I have to do to make an object (whether a vehicle or not) move at a certain speed at a certain point. The second and this is already more at the level of request for those who are skilled in 3d modeling in ArmA III and have some time. I need a large object (a cube to be exact) with a size of 50m wide x50m long x50m high which is textured by the sides as a cliff and in the upper part a floor equal or similar to the Omaha map of the IFA3. The point is that I'm not convinced by the current map of Omaha because the "cliff": cabreao: (which does not even have them and instead are hills ") are too far from the beach and would like to create a composition of objects to simulate The problem is the need for this cube to be able to have some "artificial soil." Try retexturizing a CUP springs with setObjecttexture to achieve what I wanted but it did not work so I do not see what else I could do. a lot to ask for this last, thanks for attending to my request
  20. https://gyazo.com/27e4f556f11939bc7afbabde05b9e5e1 I'm fairly new to modding and I'm trying to create a replacement pack for the current NATO which changes their equipment to gear already existing in the game. I'm trying to make them look more like they were in the Alpha/Beta and first release of the game. But some of my mod config isn't working and I'm not sure why? My rifleman class works fine but when trying to create the grenadier class, I'm having some issues, the uniform, vest and helmet I want (which is identical to the rifleman just for testing purposes) isn't appearing and instead is just left with the vanilla gear, but I know some of the config is working somewhat because it has the addon image next to it in the editor and the backpack I placed on him works. Any help towards tidying my config up (as most of it is a copy and paste of sample configs which I've edited) and making it work would be massively appreciated.
  21. I was using the command countSide which does not seem to work correctly as once it reaches 2 it just jumped to 0: same applies to playableUnits _playersWest = west countSide allUnits; hint str(_playersWest); Am I missing something, if there is a way to count all living units on a specific team returning a number please let me know
  22. Hey. I'm trying to retexture the Arma 3 Beret to look like this but its not as simple as i thought. I need help and a way to retexture it in 3D or at least visualize the "roundness" of the model This is what i did: This is how it looks ingame:
  23. Hello guys. So my friends and I are creating a surreal milsim server together with the least knowledge of coding and scripting. Our will is pretty far serious and realistic. We have a different way of playing our military simulation. So here I am to ask you some crucial questions that matters for our server's developpement. I rent a server with 40 slots on HostHavoc. I barely know how to code so I count on the host panel to take care of most of my mods. What I want is a Realistic Milsim with grades, promotions, multiples units such as recon, infantry and mecanics, airborn and sea. What do you suggest ? I have already RHS mods, CBA and Task force radio installed, and currently have a issue with it. The command line doesn't read it. So my questions are, how can I configure properly my server ? Do I really need a scripter to handle the scripts and missions ? If yes, I hire you monthly. How can I make my mods to work and appear in the server ? If anyone can help me with that stuff I'll be very happy and grateful to you. Reply or send me a PM and we could talk on Discord. I really need someone. Thank you very much.
  24. Hello, I log into the website and go toward the 'Play on Browser' then I go to 'Singleplayer/Multiplayer' after that it continuously shows a grey background and does not load. http://gyazo.com/98943a8d6264c1c6c6d269cb3cddace2
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