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so i tried to play the wla amalgamation mod on the map fallujah v1.2 but i end up spawning in the air and falling to my death meaning i cant even set up and begin the mission at was wondering if i could adjust the spawn height of my player through the .pbo file and how exactly i do it
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arma3 Arma 3 Editor, How to spawn object/walls/groups of entities etc with a Trigger.
warlord3037 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay. Hey peoples, one of my first threads here pleading for Help!!! I have been working on a CQB, VR Map for quite a long time now using VR blocks only. Now, I have different rooms from the start to finish that increase in difficulty and each stage is marked by colored arrows that point the direction of the finish area. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- So what I have done is I have used large amounts of 1x1x1 VR Blocks, to build walls, towers, roofs, balconies, cover etc. My idea was to have previously cleared stages blocked off by different shaped walls of VR blocks, once the player hit the next stage's trigger that is. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- My go-to solution for this was to make a wall of blocks that separates stages 1 and 2 or Blue and Light Blue, Then set all the VR blocks conditions to false so that they would not be there on mission start and then create a trigger out of sight around a corner or something so as the player enters the trigger some magic VR wall appears in the previous stage so that the player can't go back to mission start and basically Re-Kit themselves with anything they want, before going back to finish off stages. I Just don't no how to tell the trigger to make the conditions of the sync'd VR blocks back to true once the trigger owner steps into the trigger. I really appreciate any help i get, Steam Name: Warlord I've been searching forums to no avail. I have thousands of hours of editor experience and not much to show for it so any other tips or anything will be incredibly helpful thank you so much everyone!! I have images of the Map but i can't post them here :( -
Object Builder - Excpetion -2137467259 [ERROR]
MrBohannon_ posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
sxstrace.exe log file Arma 3 Tools RPT -
Hello guys, I'm searching for a mod who converts the RHS arty to ACE arty system (without arty comp) with range tables and other stuff like that. There was an existing addon but he is outdated at this time (ruPal rhs to ace). There is also a ACEX_Artillery mod on the acemod github but i'm not able to compile it and run it properly. If someone could help me please ... Thanks guys !
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Looking for a person to help code a arma 3 life server
Dray1 posted a topic in ARMA 3 - FIND OR OFFER EDITING
I am looking for someone to help me code a arma 3 altis life server at a reasonable price rang preferably someone who is experienced and knows a decent amount in this topic any help or recommendations are Welcome ~thank you- 2 replies
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- altis life
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Hey, Guys, I'm pretty new to the forums and scripting, so I have this problem with other people's scripts, I can't see the dialog text, I'm using TAA name And VAS Vas: http://www.armaholic.com/page.php?id=19134 TAA: http://www.armaholic.com/page.php?id=23512 TAA Picture VAS screenshot:
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- dialog text
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hey i was wondering if there is a way to have it so i hold mouse 2 down to aim instead of clicking (toggle aim) iv'e looked in settings and messed around with them and cant seem to find a Setting that will allow me to it.
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Need help with respawning inside a static airplane
thermicgravy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, I'm currently making a WW2 airborne style mission for me and a couple of friends, but I've run into a problem. After struggling with the respawning inside of a vehicle for a while I've finally managed to do it with the help of a trigger, but now I've run into a new problem: the vehicle they're spawning in is a C-47, but because the AI can't keep them in the air for long I've had to disable the simulation so that they don't spawn inside a crashed airplane. The problem with that is that when simulation is disabled, they are unable to move around inside it, and can't jump out. So I'm stuck with a respawn that is either a crashed plane, or a static plane they can't jump out of. Does anyone know of a way of making the plane stay static in the air but still being able to get out/getting kicked out as soon as they spawn inside it? Or is there a way to make the AI fly around the AO for a undetermined amount of time without it crashing? Any help would be appreciated! -
delete respawn point / trigger How to delete a Respawn point with a trigger
Dr. Jeff posted a topic in ARMA 3 - EDEN EDITOR
Hello, my question is : Is it possible to delete a respawn point OPFOR when a BLUFOR go into a trigger, I know how to create a respawn point with a trigger but I don't know if it's possible to do the reverse Thx for your help, And sorry if my English isn't good :/ PS: A second question : How to reserve a radio to the BLUFOR et an other to the OPFOR (For example; Alpha for BLUFOR et Beta for OPFOR) In other words I don't want that the Opfor use the radio of the Blufor ^^ -
So here is the issue. I am trying to run a server for a whole bunch of my friends to play on. They're able to connect to the server without issue. But, it is not loading any of the mods with it. This is not my first rodeo working with TADST so I am completely baffled at how to fix this. I have been searching across forums looking for a fix for a few hours with no success. I will provide some images down below. Thanks for everything in advanced. Please take a look at these images - http://imgur.com/gallery/P7nTO The server parameters - https://pastebin.com/e56LcS1P
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- dedicated server
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My steam downloaded Arma 3 won't launch even after restarting both my PC and Steam, the arma 3 icon appears but doesn't go full screen or take place on my desktop.
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Error "Could not open \AddonsByJoe\IronHelmet\IronHelmet.p3d"?
Yolo Joe posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Hi everyone. I have been trying to add my own helmet into the game but I keep getting this error when equipping the item ingame: Error "Could not open \AddonsByJoe\IronHelmet\IronHelmet.p3d ". The helmet is showing in Bulldozer with textures. I have also checked that the location is correct with the config.cpp. The files are placed like this: P:\AddonsByJoe\IronHelmet. In the IronHelmet folder is where the IronHelmet.3pd file is. I also have another folder in there called data where I put all the textures and .cpp and .cfg files. Here is the config.cpp. I think this is where the error is. I do see how it could be anything else. class CfgPatches { class YoloJoe { author = "YoloJoe"; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { }; }; }; class cfgWeapons { class HeadgearItem; class ItemCore; class Vest_Camo_Base; class VestItem; class UniformItem; class Uniform_Base : ItemCore { class ItemInfo; }; class YoloJoeHelmet : ItemCore { scope = 2; author = "YoloJoe"; displayName = "Iron Helmet"; picture = ""; model = "\AddonsByJoe\IronHelmet\IronHelmet.p3d"; hiddenSelections[] = { "Camo1" }; hiddenSelectionsTextures[] = { "\AddonsByJoe\IronHelmet\data\helmetplate01.paa" }; class ItemInfo : HeadgearItem { mass = 30; uniformModel = "AddonsByJoe\IronHelmet\IronHelmet.p3d"; mmodelsides[] = { 3,1 }; armor = 300; allowedSlots[] = { 6 }; explosionShielding = 0.4; hiddenSelections[] = { "Camo1" }; minimalHit = 0.01; passThrough = 0.01; class HitpointsProtectionInfo { class Head { hitpointName = "HitHead"; // reference to the hit point class defined in the man base class armor = 300; // addition to armor of referenced hitpoint passThrough = 0.1; // multiplier of base passThrough defined in referenced hitpoint }; }; }; }; }; I also have the model.cfg here, if needed 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", "neck", "Spine3", "neck1", "neck", "head", "neck1", "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", "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", "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", "LeftUpLeg", "Pelvis", "LeftUpLegRoll", "LeftUpLeg", "LeftLeg", "LeftUpLegRoll", "LeftLegRoll", "LeftLeg", "LeftFoot", "LeftLegRoll", "LeftToeBase", "LeftFoot", "RightUpLeg", "Pelvis", "RightUpLegRoll", "RightUpLeg", "RightLeg", "RightUpLegRoll", "RightLegRoll", "RightLeg", "RightFoot", "RightLegRoll", "RightToeBase", "RightFoot" }; pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class YoloJoeHelmet: Default { htMin=60; htMax=1800; afMax=30; mfMax=0; mFact=1; tBody=37; sections[]= { "Head", "Camo1" }; skeletonName="OFP2_ManSkeleton"; }; }; -
triggers Question: Enabling Zone Trigger?
Spaphy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! I've stumbled upon a small problem to solve. I was curious as to what the simplest method is to enable a trigger's ability to activate. Example: Say there's a zone that ends the mission, but you want to force the player to complete tasks before they can walk into the specific zone, ending the mission. It seems using standard zone triggers has nothing preventing the player from walking into the zone, ending the mission. Essentially, I look to have the trigger's ability to activate enabled only after something specific has been completed (Whether it be a task or a trigger first.) This being the goal, "triggeractivated" isn't ideal as it forces activation. If there's a simpler way (or better, coding as well), I'd love to know. Many thanks. -
Help With Vehicle Texture Variants (Decals)
Crimson Mage posted a topic in ARMA 3 - MODELLING - (O2)
I need help making texture variants for tanks. I have two separate types of decals that I want to be switched. Can I use the virtual garage and make it a paint scheme. Or is there another way? Could I also randomize it? Write now I just have multiple tanks in the editor that have the variant. But I would like it to be just one tank in the editor that you could edit on the garage or in the attributes. Any advice is greatly appreciated. -
HELP: How do I randomize the damage on a...
unshadow56 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to randomize the damage on a car on the start of a mission, same thing with a tank and helicopter and so on. What are the codes for each part and how do I make it random? Is there some place to reference each part of a car/tank/helicopter like a website I could use? -
I go into my equipment and make custom loadouts for each one of my slots. Yet when I load into a game all that's there are the default loadouts
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Hello everybody, i am currently working on a very big and detailed plan to make a properly done arma 2 dayz mod mod oldschool style proper first day of release. I have played dayz since the very first day i know what its all about and i have done alot of research on what was there and how everything setup, unfortunatly i cant do all the coding and modding myself as my skills are limited on the heavy hitters. So i am looking of for some modders and coders who share my vision and passion for the old dayz and are down to work on this unique project, the project it aims to catch tha flair and feel of the good ol days of dayz arma2 mod. As some of you might know, there like 1 or 2 other server out there trying to do this and even tho they do horrible job on it, yet their server are still filled to the brim allmost allways so emagine what a proper done server will achive. A little overview of what is planned https://www.pic-upload.de/view-33301738/Overview.png.html (about 15 pages font size 11 in total and still growing) The main tasks would be : -Getting the hud up to date or rather down to date https://www.pic-upload.de/view-33301742/512231231.jpg.html means all the icons changed (i allready have all the icons ready to go just needs to be changed) -Importing all the guns we need from arma 2 into arma 3 (full list of all guns that where in the game back then is ready) and making them work with sound animations and very important ZEROING, obviously back then guns didnt have attatchments so now they wont have them either which means every gun has fixed attatchments (i allready started with that task) -Map changes chernarus back then was looking quite a bit different obviously this needs to be changed to fit aswell im sure you can find the code for the special dayz mapping somewhere in the dayz files (i got allmost every dayz version file from vanilla to now) but if that wont work ill just map in the stuf. -Custom loottables will ofc also be a task that needs to be done i allready got everything planned out on what spawns where just needs to be added in a lootcompiler -Importing skins from arma2/dayz to arma 3 and make them work i thought of putting them in the vest slot since i plan on giving certain skins more armor like the hero skins to encurage less kos. -Importing all the sounds from arma 2 to arma 3 including the (background music from dayz (dont know if we are allowed to do that might have to get a license)) -Getting custom models from arma 2/ dayz for all the misc items bloodbags, car parts, etc. -Also getting a repair system working because the normal all in one duct tape exile fix is just boring. -Possibitly of making cars damaged and also make guns spawn with attatchments if needed -Getting a debug monitor running -Adding helicopter crashsites with special loot Thats roughly the goal to get these things done and working. I know very well that this is no over the weekend project or even over a few weeks but this project would go off like a rocket i already asked many ppl (100+) if they would be interested in playing on such a server with highly positive responce. I am looking very much forward to translate this into action and make a proper oldschool arma 2 dayz server. THANK YOU VERY MUCH FOR YOUR ATTENTION Best regards. Chris. STEAM: http://steamcommunity.com/profiles/76561198046410470/
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Hello, i was curious if it would be possible for someone to help me with a personal request/project. I was curious if someone could help (or voluntarily do themselves) me replace the US soldiers in the Cold War Rearmed^2 mod for ArmA 2? NOTE: I will only be using this replacement personally so do not worry about me turning around and uploading this to other websites for download. It would be greatly appreciated if someone could either help me or guide me to the right area to go about doing this. Thank you,
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- arma 2
- cold war rearmed
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Hello guys , i want ask you . Still minidayz multiplayer servers onlline ? Or are offline ? :( Thanks a lot Michael !
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I was looking to make my own "mod" using existing units and gear i have ingame from other mods. My goal is to make my own faction on blufor or opfor, like RHS or any other unit mod that has for example "US Army Woodland" and then goes into vehicals infantry etc, but i want them to be permanent, for example every time i load the game up there they are in blufor or opfor or whatever i dont want to just do some scripting to get the gear on them i can already do that some what. If some one could help me getting started that would be great!
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I download a map from armaholic and convert it to .pew. In Visitor 3 and Buldozer i have a nice work. All objects and etc. are a good worked in Buldozer and Visitor. But after Export .wrp and Bynarize i have some ingame problems. There are no roads on the map, and neither roads nor objects are displayed on the "minimap" itself. Only the names of cities from the config. Tried a lot of options with the replacement of the roads themselves. I tried to add MLM for road models (although they worked in the Bulldozer before). Very much I ask to help or assist me and I ask a pardon for bad English. Thank you
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- binarize
- map terrain
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Hello there! My problem only consist on Arma 3. I've heard people tell me it is a memory leak but i am not one hundred percent sure. My game about 5 minutes after playing freezes my computer and goes through a sound loop (repeats same sound) If i leave it long enough a blue screen comes up and says fatal memory error. But i just turn my computer off and it is fine. It has been happening since last update. I figured if i stopped playing for a month or two it would fix. It has not. Any help would be greatly appreciated. Ps: i have submitted a support ticket to Bohemia in hopes of an answer.
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Help on explosive goat code (dont judge)
thesirlaquishabonquiquithe3rd posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello im making an explosive goat script. The only problem is the 40mm keeps colliding with the goat and deactivates the 40mm. Im trying to use "disablecollisionwith" but the same thing keeps happening. view plain player addEventHandler ["Fired", { _bullet = _this select 6; _unit = _this select 0; _newPos = _unit modelToWorld [0,8,1]; _veh = createVehicle ["Goat_random_F",_newPos,[],0,"CAN_COLLIDE"]; _veh setDir getDir _unit; _veh setVelocity velocity _bullet; deleteVehicle _bullet; }]; player addEventHandler ["Fired", { _bullet = _this select 6; _unit = _this select 0; _newPos = _unit modelToWorld [0,8,1]; _veh1 = createVehicle ["G_40mm_HE",_newPos,[],0,"CAN_COLLIDE"]; _veh1 disablecollisionwith _veh; // I added this here before the projectile attatches to bullet _veh1 setDir getDir _unit; _veh1 setVelocity velocity _bullet; deleteVehicle _bullet; }]; -
So im looking to make a FFA server, i've started out with a spawn point, from which you can teleport into the FFA arena - while in the spawn point, i'd like to make it so that a player can choose between different loadouts, they would scroll on a object and it would come up as, for example, MK1, which when selected would give them a mk1 loadout. i was wondering how i would be able to do this, i've tried looking Tround but nothing has seemed to work for me Thanks
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Let me preface by saying I understand that Arma 3 MP is hit and miss, and that it doesn't really matter how good your hardware is if the server being played on isn't any good. I am no longer interested in Arma online! Now, with that out of the way. I'm looking into building a new PC from the ground up and my main goal is to run Arma 3 single player, scenarios, etc... at max settings. I have a GTX 960 4GB GPU and will just hold on to that, knowing that Arma is mostly powered by the CPU. My specs as of now are:AMD 8350 clocked at 4.3 ghzCooler Master heat sinkGTX960 4 GBASUS budget board16 GB RAM @ 1880 MHZ650 W PSUI'm looking into getting:I7 7700k 4.2 ghzMSI Enthusiastic Gaming Intel Z270 moboCorsair Vengeance 16GB ddr4 3200 mhz(I'd like to keep my PSU if possible and will upgrade my GPU when I can (probably a GTX 1080) ) Would this build suffice? Any suggestions or comments are appreciated.
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