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Found 17 results

  1. Pretty sure I'm stepping through a basic question but, really, I've TRIED hard all this afternoon to find out on my own how to make the forEach understand the array content are trigger variable names already dropped in place via Eden Editor. myTriggersVarNames = [ "myTrg1", "myTrg2", "myTrg3" ]; while {true} do { // Doesn't work: { if (player inArea _x) then { systemChat "Player inside the trigger"; }; } forEach myTriggersVarNames; // Working fine: /* if (player inArea myTrg1) then { systemChat "Player inside the trigger" }; */ sleep 3; }
  2. So I want to make things easier when randomizing things. Right now I have an array of vehicles, air vehicles, and units class names that I manually pulled from the in game editor. Im alright with manually selecting individual units but now I want to randomize the units vest, weapons, and headgear but I do not want to go through the in games edit loadout screen and export each vest and items then have to search the text to find the class name of the vest to add it to an array. Is there a way for the game to provide a list of ALL vests and ALL weapons ect. in the game including addons? If this is possible is there a way to do that to ALL vehicles and units on a given side like EAST or WEST? Is there a possible way to do this without creating an array like calling a BIS_FN?
  3. Compilation List of my GF Scripts - Mods by GEORGE FLOROS [GR] Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Below are the links and the download button , for every of my available GF Scripts . This list , will always be up to date. For anything that you might want , feel free to ask , if it's possible to do something for this , after all the arma series generally , has a good and helpfull community! Thank you Guys , for the whole support ! and off course . . . have FUN !
  4. Hi everyone ! I'm stuck on something, i'd like to count items on a container. but I'd like to count _x for a group of item. I explaine myself : Every day (ingame) I check with a script if the box "Box" contain a certain amount of items, let's say that I check if there is some food in it. So I'd like to count if there is enough food (like 10 food item) in the box container, but it can be 2 carrots / 1 fish / 4 chickens etc... and I don't want to count like : _nbChicken = {"chicken" == _x} count (itemCargo MyBox); _nbFish = {"Fish" == _x} count (itemCargo MyBox); _nbFood = _nbChicken + _nbFish...... I'd like to make it this way : _table = ["Fish","chicken",etc....]; _nbFood = {_table == _x} count (itemCargo MyBox); is this possible ?
  5. So thanks to Commy on Arma 3 Discord, we have finally been able to fix the issue whereby Zeus would not show some of our units, objects or buildings Here's how to ensure your items show up in Zeus 1. make sure each item has scope = 2; scopecurator =2; 2. make sure in the cfgpatches class, units[] has a full set of working classes listed with no mistakes/ scope 0 objects, or incorrect classnames - see example 3. if vehicle has scopeCurator = 2 & is present in cfgPatches but crew is scope = 1; or scopeCurator = 0 or not present in cfgPatches or crew = ""; or the crew pbo is not preloaded, then the whole vehicle is not visible in zeus. 4. make sure your cfgpatches class name is in preloadaddons list[] in cfgaddons. The downside to preloading all of your addons, is that it uses a lot of RAM. So choose the best set of mods that you really need for Zeus. Beware in more complex mod packs, you might have multiple instances of cfgaddons throughout your config family. In this case, if you accidentally duplicate a class of cfgpatches in your list[] array, the entire list in that instance of cfgaddons will fail to load in Zeus. For this reason I recommend having only one cfgaddons class in your mod, with a full list of your correct cfgpatches classnames in the list, OR only have one cfgpatches entry in your list and have one cfgaddons class containing that list in each of your pbo /addons. So distributed or centralised, but don't mix the two approaches. You can use configviewer to browse cfgaddons to see which classes are loaded In the example below, all of our cfgpatches classes are listed in one single central list in class cfgaddons { class preloadaddons {class unsung { list[]= {etc}; }; };}; and that's it! simple. demo example of the distributed way of doing it, (as opposed to the equally valid centralised way shown above in config editor) class CfgPatches { class UNS_Buildings { units[] = { "LAND_UNS_Hootch" }; }; }; class CfgAddons { class PreloadAddons { class UNS_Buildings { list[] = { "UNS_Buildings" }; }; }; }; class CfgVehicles { class House; class LAND_UNS_Hootch: House { scope = 2; scopeCurator = 2; vehicleClass = "aa_uns_buildings_W"; editorSubcategory = "aa_uns_buildings_W"; editorCategory = "UNS_All_Obj"; displayName = "Hootch"; //etc }; };
  6. Hey! I've tried searching for two days but haven't found much. I'm trying to use hideObjectGlobal to clear a field on Altis and can't get rid of field toilets. I also can't seem to find the type of any of the objects neither. My question is. Does anyone have a full list of object groups for ArmA3? As in "HOUSE", "TREE", "WALL", "FENCE", but also "CAR", "TANK", "AIR", etc etc. I'm struggling to figure out under which category the field toilets fall under.. :/ Any help would be much appreciated! :)
  7. So after beeing requested here I thought to myself, why not make a list of all the ArmA dialogs and displays? So here it is: https://docs.google.com/spreadsheets/d/1mfvetmBp2iC44rOzQwNnvlSzQyXAYbkOEw2vhFLLJGg/edit?usp=sharing The function used to find the displays: The table contains two charts. The first one ("Ingame") contains all displays which I could acutally find ingame. The other one ("config.bin", unfinished) contains the theoretical displays which I couldn't find with my function or I don't know what/where they are. If you want to contribute to the chart you can do so by commenting here or on the table directly. Any help is appreciated ;) Have fun, Terra Some mentions: http://dbmst.blogspot.de/2013/05/arma-configfile-display-idd-list.html, @pierremgi
  8. Hello together, first, please excuse my English, I´m German and not a hero in the English grammer or s.th. else :wacko: Problem: I released on the 5.June.2016 my first Arma 3 Server for the popular gamemode Wasteland. But when I searching my Server in the Arma 3 Launcher or Ingame, i cant find him :( The Server will only shown when I use the ''Direct Connect'' option and the IP Address. Why? The Server is running with default port and is open for everyone. It is very stupid because so it's harder to get players on the server. [ If you should find the Server normally it where nice when you could inform me.] [servername: Sky-Gaming.de|Wasteland|NEW|$3K Start|Dark Night|And more ] Does anyone have any idea why he did not appear in the list? thank you in advance :rolleyes:
  9. Bugs and glitches: Links to latest posts are malformed for not logged in users. They lack the ?view=getnewpost parameter. Only the link to the date (such as: Yesterday, 14:50) has that parameter. Threads with polls light up as unread every time a vote is made. You can vote on your own threads. I mean, the stars at the top of a thread. Missing features: Features that were present in the previous version of the forums that haven't been implemented in the new version yet. Missing ability to set the amount of posts to be displayed per page. Missing badge display in posts for supporters. Currently badges are only displayed in the Profile page. Missing the Community groups. Missing bottom panel showing server time, etc. Smiley selection is way too limited. At least compared to the previous version. Missing ability to set format of time and date. To 24h, american date formatting, etc. Missing ability to state a reason when displaying the "Edited by" text. Missing ability to export PMs as xls. While the "Archive this conversation" feature might help with saving PMs it still seems quite limited compared to the ability to export as xls. Missing button to easily insert videos in posts. Meanwhile, you can embed videos using this format: [media]https://www.youtube.com/watch?v=<ID of your video>[/media] or just: https://www.youtube.com/watch?v=<ID of your video> Missing more forum layouts. There's currently an user made Dark Theme that could be of use to you devs. It's not possible to embed Daylimotion videos. Partially solved or unkown status issues: --- Suggestions and Inconsistent/Suboptimal behaviour: You are directed to the main forums page whenever you log in. You should be redirected to the page you were viewing before logging in, as it happened in the previous forums. Quote or multiquote isn't available in the "Reply with more options" or "Full editor" screen. I mean in the list of posts shown there. IIRC this was also the case in the old version, but it'd be nice to have. The Friends list doesn't seem to serve a purpose right now. One would imagine that they would work, among other things, as a "Contact list", so you can easily select any of them when creating a new PM. Yet, there's no link nor any other way to access your Friends when composing a PM. No inheritance in forums selected via "Filter by forum" in New Content. While not an issue per se, this isn't the behaviour I was personally expecting. I thought that by selecting the parent forum ("or subforums hub", such as the ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT one) all the children elements inherited that selection. Actually, you have to manually click every single subforum for this to work as (I) expected. If this behaviour stays, you could as well remove the parent ones, as selecting them does absolutely nothing and just confuses things. uBlock must be disabled to proceed correctly through the login process. The conflict lies here: Static filter /setcookie? . As in: https://account.bistudio.com/setCookie?client_id=... It's part of the EasyPrivacy filtering. APB seems to also conflict with the login process. Font styles and link format bleed to the blank space after a word or line break. As in: underscore strikethrough link etc. It'd be preferred to contain all that to pages and have styles close after line breaks. The current forum layout uses way too much vertical space. Multiquote limit is inconsistent. While it allows you to multiquote a whole page (20 posts) you won't be able to post that unless you trim it to 10 or less quotes. Search function doesn't allow common scripting/modding or military terms if they are under 4 characters. Such as sqf, sqs, COP, FOB, etc. There's a hard limit of 10 maximum images per post. This limit seems a bit too strict. Latest unread post in a locked thread. Ignore signature popup is clipped. Member since display on post bio. Only shows up on the profile card when you hover over username. Mark threads/indication if BI staff have replied. Custom Syntax highlighting of code. Tapatalk integrated functionality. It is installed however there are issues in the testing we have been performing. Unfortunately, there will likely need to be possibly some changes to Tapatalk client software, because of the unified BI account system. Solved issues: Non-issues that were reported as issues: Won't fix / Add / Re-Implement:
  10. Trigger List Changed - v2.1 This script is about handling units which enter or leave a trigger's list or trigger area respectively. This is different from handling "thisList" or "all units inside/outside the trigger". It's easy to handle units in the trigger's "thisList", but handling only those which just entered or just left is a different story. Such distinction might be important for instance if a certain value/operation should be added/reduced/applied/executed only on such units or when a unit enters in the very same 0.5 seconds as another unit leaves, which would let the number of units in thisList remain unchanged while one unit is actually different. This function should be executed server side only! Feel free to use, adapt, expand (and maybe give credit if you consider it useful, I'd be grateful :)). Download v2.1 from Armaholic Changelogs: Have a nice Play!
  11. Dear Devs, Hi there - is there any way we can get textures for the lovely objects that have come with the Heli DLC? Just discovered most can be re-textured with the setObjectTexture command! :D I know the PBOs are encrypted - but might the textures become available on Arma 3 Tools at some point, perhaps?
  12. Status of server development/improvements: http://forums.bistudio.com/showthread.php?148288-Dedicated-server-status Performance / Profiling branch feedback http://forums.bistudio.com/showthread.php?169944-Arma-3-STABLE-server-1-38-quot-performance-binary-quot-feedback Stress test http://forums.bistudio.com/showthread.php?187697-Arma-3-(release-candidate)-1-38-128916-stress-test-MP-(MultiPlayer) RC test How-To setup/run arma 3 dedicated server http://forums.bistudio.com/showthread.php?147537-Tutorial-How-to-run-ArmA3-on-a-dedicated-server How-To debug server issues http://forums.bistudio.com/showthread.php?182955-TUTORIAL-DEBUGGING-Server-issues-(e-g-not-loading-correctly) Linux server feedback http://forums.bistudio.com/showthread.php?169926-Linux-Dedicated-Server-feedback Headless client http://forums.bistudio.com/showthread.php?149412-Arma-3-Headless-Client Headless client development feedback http://forums.bistudio.com/showthread.php?183918-Dedicated-Client-Headless-Client-feedback-(dev-branch) BattlEye feature news, detailed information http://forums.bistudio.com/showthread.php?167504-Regular-Expression-(Regex)-Support-for-BE-Filters http://forums.bistudio.com/showthread.php?166050-New-BattlEye-Feature-Mission-specific-Script-Event-Filters http://forums.bistudio.com/showthread.php?145530-Globally-banned-by-BattlEye-See-this * still needs better manual for bonus BE features Discussions/contacts (Skype/Irc etc.) this http://forums.bistudio.com/showthread.php?152378-Admins-communication-channels was merged into http://forums.bistudio.com/showthread.php?131825-Skype-groups-amp-other-contact-groups Tools: Tophe's tool , server configuration http://forums.bistudio.com/showthread.php?104991-Tophe-s-Arma-Dedicated-Server-Tool-(TADST) EPM RCON , advanced remote control via BattlEye' RCON http://forums.bistudio.com/showthread.php?160118-EPM-RCon-Tool-(Beta)-Changelog-and-Information BASIX , opensource anti-hack tool/mod - http://forums.bistudio.com/showthread.php?175855-BASIX-Serverside-Anti-Hack-Administration-Mod ALIVE , AI offloading improvements and performance monitoring http://forums.bistudio.com/showthread.php?169350-ALiVE-Advanced-Light-Infantry-Virtual-Environment B.E.C. (no-longer developed) http://forums.bistudio.com/showthread.php?180125-B-E-C-quot-Battleye-Extended-Controls-quot-Admin-tool-for-dedicated-servers ASM (no-longer developed): http://forums.bistudio.com/showthread.php?155881-Arma-Server-Monitor-(very-small-but-useful) BattleWarden RCON, one of first RCON tools for Arma serie, https://forums.bistudio.com/topic/132652-battlewardennet-rcon-for-arma-dayz/page-4#entry2928783 How change branches of Arma 3 on STEAM client http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client ---------- Post added at 19:00 ---------- Previous post was at 18:40 ---------- reserved
  13. I would like to have a dialog that still allows players to navigate their unit/zeus while it is active. Using a dialog allows mouse movement but no player movement while displays do the opposite. However zeus allows to have both, so I did some dumpster diving in the curator interface but I could not find what determines the ZEUS interface being able to be a display and dialog at the same time. I have also looked at the available parameters used in dialogs but nothing seemed useful. Here is my example //Used for DISPLAYS, not DIALOGS class RscTitles { class interface { idd = 5000; duration = 1e+006; movingenable = true; onLoad = "uiNamespace setVariable ['interface_display', _this select 0];"; class Controls { class frame1: RscFrame { idc = 1800; x = 0.208333 * safezoneW + safezoneX; y = 0.85 * safezoneH + safezoneY; w = 0.583333 * safezoneW; h = 0.154 * safezoneH; colorBackground[] = {1,1,1,0.5}; }; class b1: RscButton { idc = 1600; text = ""; //--- ToDo: Localize; x = 0.215625 * safezoneW + safezoneX; y = 0.864 * safezoneH + safezoneY; w = 0.0802083 * safezoneW; h = 0.056 * safezoneH; }; class RscButton_1601: RscButton { idc = 1601; text = ""; //--- ToDo: Localize; x = 0.215625 * safezoneW + safezoneX; y = 0.934 * safezoneH + safezoneY; w = 0.0802083 * safezoneW; h = 0.056 * safezoneH; }; }; }; };
  14. please post here any regressions / game breaking bugs alike between 1.62 and 1.63 OA beta ... either URL to CIT (community issue tracker) ticket if present or short post with repro / description / url to repro mission etc. note: it helps to mention which build number was ok and which is broken etc.
  15. as of today, servers on DEV branch are reporting also to STEAM master you can open the server list in STEAMclient > View > Servers search for "Arma3Client" game name in filters note: servers behind NAT need forward all needed game and steam related ports p.s. feedback and commentary is welcome :)
  16. INF_MIke64

    Skyhook

    Skyhook by john681611 (INF_Mike64) Description: Simple script to simulate the Fulton surface-to-air recovery system for infantry. Now working with Arma 3 and any aircraft with cargo space. Features: - A balloon visual represented by a parachute. - Realistic catch system where the player is moved into the sky then put in the aircraft. - 130M catch line (aircraft must hit top of line for a catch) - Modifiable line length - Usable with any aircraft. - Dismantle skyhook - NV Beacons along rope. -A3 compatable. Installation: To initalise execVM "Skyhook.sqf"; init.sqf (NOT MP tested yet) Any object wanting to have a skyhook add this to init : this setVariable ["SKM",["P",(Baloon height NUM),(hit range NUM),(Lights BOOL),(texture NUM {0,1,3}),""],true]; EG this setVariable ["SKM",["P",30,50,true,1,""],true]; Any vehicles wanting to catch add this to init: _catcher setVariable ["SKM_Catcher",1,true]; - Modifiable for ACE/A3 balloon type. - Modifiable for AI to use. Media: Change log: V1.8 - Added vehicle cargo loading (speed and pull up recommended) V1.7 -Complete Re-Write -Variable based now -Better Looking Balloon -Any baloon can be interacted catched by any catcher vehicle -Rope Technology -Slingloads compatible vehicles / objects -Attach for non compatible vehicles / objects -Mass Simulated for unit (90KG + gear) and vehicle (tanks work as land anchors) -Range of balloon textures -NOT MP tested (yet) -15 second refresh for any new Skyhooks - Clear Sky check - Animation for man. -Probably a load more V1.6 -Moved to .SQF -removed blinking light -Added Arma 3 compatibility -Balloon now rises from peoples back -Added HALO animation -Fix no more moving underground. Download:https://github.com/john681611/Skyhook.VR/releases/tag/1.8
  17. Arma Tactics currently supports these devices Currently supported Tegra3 devices: Iconia A110 Iconia A210 or A211 Iconia Tab A510 Iconia Tab A700 or A701 Transformer Infinity Transformer Prime Transformer Pad 300 Arrows X F-02E Arrows V F-04E Arrows X F-10D Arrows Z ISW13F Fujitsu Stylistic M532 Fujitsu Arrows Tab F-05E Nexus 7 One X+ One X Idea Tab A2109 Optimus 4X HD Optimus Vu Pegatron Chagall Pegatron Olipad Xperia Tablet S Excite 10 SE Excite 10 Excite 7 Excite 13 V985 Tegra 4 devices: Nvidia Shield More platforms are coming soon.
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