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Found 51 results

  1. OVERVIEW CompoT is a toolset designed for mission/addon makers to place and manipulate objects. CompoT is integrated directly into Eden mission editor, allowing you to place most ArmA 3 buildings and objects seamlessly, while normal mission making. To play mission made using CompoT, players do not need to have addon installed, everything is stored in mission.sqm and/or ct_projects.sqf. Addon is needed only for mission making process. CompoT have powerful GUI tools to utilize objects added by other addons, as example it is natively compatible with CUP objects, which is 3500 additional objects. CompoT`s cornerstone is randomization. With CompoT, mission/addon makers are able to significantly increase replayability and overall variability of their missions, by adding certain level of battle field randomization. CompoT is aiming to support as much of community tools and utilities as it possibly can. If you like to have CompoT`s functionality in your own project/addon/what-ever-you-are-doing, please don’t hesitate to contact me, I will be happy to help integrate CompoT in your project. CompoT is open source, it is found on GitHub, feel free to fork and/or pull request. Stable branch v0.2 github Dev branch github (latest updates and issues ^_^) KEY FEATURES Solid connection to Eden Editor Powerful object browser tool, with searching. Can be used to place objects from any mod or addon. Does not need mod to be installed for playing mission. Can be used virtually in any kind of missions, including persistent MP missions like DayZ. Flexible means of randomization. Object library with more than 4.5 k entities, all categorized and have screenshots. SHOWCASES If you would like to see CompoT in action, consider playing RTDM - Randomized Team DeathMatch. This game mode build around randomization of battlefield, looting and round based - one life - team death match. You can directly connect server with IP address 173.199.107.44:2302 Or search new server browser for "RTDM" In order to play you don`t need any mods. Please join the fight and call your friends! TS server available on same IP as server, password: rtdm INSTALLATION To install the Composition tool you should use modfolders to keep it seperate from the official game content to prevent issues. With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded. STABLE 0.2 Armaholic Workshop DEVELOPMENT Armaholic Workshop Dev build have all the latest features and new bugs. It is updated as frequently as new features or fixes added. This is same as github`s CompoT->dev, but packed and sighned. MEDIA TUTORIALS Please see tutorials on official youtube channel. You will find all tutorials in this playlist. If you have tutorial request, let me know in this thread, i will try and make it for you. CONTACT If you like to contribute to project, have suggestions, want to add support for your objects addon or just talk about Composition Tool. Feel free to contact me via one of the following methods. Hate typing like me? Like to have voice conversation? Join discord PM me on this forum CHANGE LOG Changes mentioned from oldest to newest
  2. OOP LANGUAGE version : 0.5 Release: https://github.com/code34/oop.h/releases/ Wiki : https://github.com/code34/oop.h/wiki reference : Initial project Hi Guys, As certainly a part of you know, it's a long time i develop now in OO way with ARMA and OOP. It is definitely great and allowed me to develop a large number of projects that would have been complicated to realize with simply sqf. This type of language will certainly be used more and more in arma in the years to come As the original author of preprocessor file no longer maintain it since end of 2013, and totaly delete its project since a while, and i still to use and improve it, i fork it now. I just create a GIT PROJECT under GPL3 (original licence when i retrieve oop.h in RBS project). All contributions are welcome :) I also create a Wiki that explains how to use OOP Features Human-readable syntax that closely resembles PHP's OOP integration. Extensively documented source-code for ease-of-use. Only one header file, and it's fully macro-based, and only executed by the preprocessor. Implements full class-based object inheritance. Compiles to full-speed SQF code, so no need for run-time interpretation! Allows for public, protected, and private class members, for instituting complex objects and inheritance. Full support for polymorphism (to the limits of the SQF syntax). Small memory footprint - all functions are static, and no code is unnecessarily duplicated. Support for constructors and deconstructors. Completely recursive via the MEMBER macro. Allows for static variables, which are persistent to all classes of the same type. Note: Objects cannot be copied to other machines just by sending the object variable - all data members (object variables) need to be serialized (preferably to an array), transferred, and then added to a new object on the remote machine.
  3. I'm experiencing a problem with my Object Builder viewport. The mouse constantly flickers while trying to move the camera around, and the sensitivity of the mouse is painfully slow, likely because of this flickering. Even with Direct3D enabled this issue is apparent. My mousepad is 8 inches wide and utilizing all of that space with the mouse doesn't even move the orbit of the camera 90 degrees. This has occurred for months now and I'm dreading the mere thought of opening this program because how strenuous it is. Please, does anyone have a fix, or any idea on where to start to fix this? I've tried reinstalling Tools. I've tried countless combinations of settings in the compatibility mode for the program, yet nothing has worked. I'm running windows 10, and I've heard that the fall update may have caused similar issues. Has this bug really gone months without resolution?
  4. Object Oriented Circularlist - OO CIRCULAR LIST Lastest version : 0.2 by code34 Like to Donate ? Donate with paypal Github: https://github.com/code34/oo_circularlist.altis Reference: http://forums.bistudio.com/showthread.php?167980-Object-Oriented-SQF-Scripting-and-Compiling Description OO CIRCULARLIST is a class (object oriented) that permits to use a circular list instead of simple array. Features: getPrev / GetNext Methods to parse the list meeting some custom conditions Licence: Under Gpl, you can share, modify, distribute this script but don't remove the licence and the name of the original author Readme: /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2014-2018 Nicolas BOITEUX CLASS OO_CIRCULARLIST - Circular LIST This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ Create a circular list from array with next/get method Usage: put the "oo_circularlist.sqf" and the "oop.h" files in your mission directory put this code into your mission init.sqf call compilefinal preprocessFileLineNumbers "oo_circularlist.sqf"; See example mission in directory: init.sqf Licence: You can share, modify, distribute this script but don't remove the licence and the name of the original author logs: 0.2 fix private var / add use case / tune sleep 0.1 - OO CIRCULARLIST - first release Documentation /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2014-2015 Nicolas BOITEUX CLASS OO_CIRCULARLIST - Circular LIST This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ /* Function: _list = ["new", array] call OO_CIRCULARLIST; Create a new circular list Parameters: array - array contains the list */ /* Function: = ["getPrev", [condition,return]] call _list; Retrieve the previous element of the list Parameters: condition - code condition return false/true return - return expected when all conditions are false */ /* Function: = ["getNext", [condition,return]] call _list; Retrieve the next element of the list Parameters: condition - code condition return false/true return - return expected when all conditions are false */ /* Function: = ["set", array] call _list; Set the list Parameters: array - array containing the new list */ /* Function: = ["delete", _list] call OO_CIRCULARLIST; Destroy the list Parameters: _list - _list object reference */ Examples call compilefinal preprocessFileLineNumbers "oo_circularlist.sqf"; private ["_list", "_condition"]; _list = ["new", allunits] call OO_CIRCULARLIST; _condition = { if(getDammage _this > 0.5) then { false; }else{ true; }; }; while { true } do { _element = ["getPrev", [_condition, objnull]] call _list; hint format ["try to hurt someone - %1 is fine", name _element]; sleep 1; };
  5. I recently downloaded arma 3 tools and when i go to open object/terrain builder it doesnt do anything, the tools just crashes. I'm running a 1060 gtx, and a AMD FX-4300 processor. Has anyone found a solution to this or is it just me?
  6. As the title says I am trying to do a check if a trigger area is completely empty before spawning an object via an addAction. Here is the addAction on an object: this allowDamage false; this enableSimulation disable; this addAction ["Get Wheel","scripts\boxWheel.sqf"]; and here is the script: wheelBox = [getPos boxSpawn,0,"ACE_Wheel",WEST] call BIS_fnc_spawnVehicle; the name of my trigger is: boxTrigger_01 How do I set it to check if the trigger area is completely empty before executing the addAction/script?
  7. OO_extDB2 - A driver for extDB2 addon (Mysql/Sqlite) Lastest version : 0.1 by Code34 Download from : Dropbox Download from : Armaholic Like to donate ? with Paypal GitHub : https://github.com/code34/oo_extDB2.Altis OO_extDB2 is a driver for extDB2 addon. Features - Facilitate the use of extDB2 by giving ready to go methods. - Standardize methods name and return value Licence Under Gpl, you can share, modify, distribute this script but don't remove the licence and the name of the original author Example Documentation Readme
  8. Object Oriented Hashmap Lastest version: 0.4 by Code34 Like to Donate ? Donate with paypal Github: https://github.com/code34/oo_hashmap.Altis Reference: http://forums.bistudio.com/showthread.php?167980-Object-Oriented-SQF-Scripting-and-Compiling Description OO HASHMAP is a class (object oriented) that permits to replace arma array with an hashmap object :) Features: Implementing the java hashmap interface http://docs.oracle.com/javase/7/docs/api/java/util/HashMap.html Licence: Under Gpl, you can share, modify, distribute this script but don't remove the licence and the name of the original author Readme: /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2014 Nicolas BOITEUX CLASS OO_HASMAP OBJECT Interface reference http://docs.oracle.com/javase/7/docs/api/java/util/HashMap.html This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ Create an hasmap object Usage: put the "oo_hashmap.sqf" and the "oop.h" files in your mission directory put this code into your mission init.sqf call compilefinal preprocessFileLineNumbers "oo_hasmap.sqf"; See example mission in directory: init.sqf Licence: You can share, modify, distribute this script but don't remove the licence and the name of the original author logs: 0.3 - OO HASHMAP - use key string now - use missionnamespace instead entryset array - remove useless code - fix test init code & add some use cases - fix function names typo - remove slow searchindex function 0.2 - OO HASHMAP - add documentation - add performance improvements - fix clear function 0.1 - OO HASHMAP - first release Functions clear() Removes all of the mappings from this map. containsKey(key) Returns true if this map contains a mapping for the specified key. containsValue(value) Returns true if this map maps one or more keys to the specified value. entrySet() Returns a Set view of the mappings contained in this map. get(key) Returns the value to which the specified key is mapped, or null if this map contains no mapping for the key. isEmpty() Returns true if this map contains no key-value mappings. keySet() Returns a Set view of the keys contained in this map. put(key, value) Associates the specified value with the specified key in this map. remove(key) Removes the mapping for the specified key from this map if present. size() Returns the number of key-value mappings in this map. Examples call compilefinal preprocessFileLineNumbers "oo_hashmap.sqf"; private ["_map", "_size", "_i", "_key", "_value"]; _map = ["new", []] call OO_HASHMAP; _return = "isEmpty" call _map; diag_log format["isempty %1", _return]; ["put", ["toto", [3,7]]] call _map; ["put", ["tata", "turlututu"]] call _map; ["put", ["jp", "test du hashmap"]] call _map; _return = ["containsKey", "toto"] call _map; diag_log format["contains key toto %1", _return]; _return = ["containsValue", ["bullshit"]] call _map; diag_log format["contains value bullshit %1", _return]; _return = ["containsValue", [[3,7]]] call _map; diag_log format["contains value [3,7] %1", _return]; _return = "entrySet" call _map; diag_log format["entryset %1", _return]; _return = ["get", "toto"] call _map; diag_log format["get toto %1", _return]; _return = "isEmpty" call _map; diag_log format["isempty %1", _return]; _return = "keySet" call _map; diag_log format["keySet %1", _return]; _return = "size" call _map; diag_log format["Size %1", _return]; ["put", ["toto", [8,8]]] call _map; ["put", ["toto", [4,1]]] call _map; _return = "keySet" call _map; diag_log format["check for toto doublon, keySet %1", _return]; _return = ["get", "toto"] call _map; diag_log format["after toto setting, get toto %1", _return]; ["remove", "tata"] call _map; diag_log "remove tata"; _return = ["containsKey", "tata"] call _map; diag_log format["contains key tata %1", _return]; _return = "keySet" call _map; diag_log format["after tata remove, keySet %1", _return]; _return = "entrySet" call _map; diag_log format["after tata remove, entryset %1", _return]; "clear" call _map; _return = "size" call _map; diag_log format["Size %1 after clear", _return]; _return = "IsEmpty" call _map; diag_log format["isempty %1", _return];
  9. Object Oriented DIGITAL TREE Lastest version: 0.4 by Code34 Like to Donate ? Donate with paypal Github: https://github.com/code34/oo_digitaltree.Altis Reference: http://forums.bistudio.com/showthread.php?167980-Object-Oriented-SQF-Scripting-and-Compiling Wikipedia: http://en.wikipedia.org/wiki/Trie Description OO DIGITAL TREE is a class (object oriented) digital tree that permits to stock value like string, scalar, object, etc... in a digital tree. This object will permits to stock objects in digital tree, and give linear time access to them. Time access to record depends of the key size. Features: Put, remove, search value Retrieve keyset, and entryset Licence: Under Gpl, you can share, modify, distribute this script but don't remove the licence and the name of the original author Warning: The script uses sleep for scheduled environment. Documentation: /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2013 Nicolas BOITEUX CLASS OO_TREE OO_NODE This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ /* Function: = ["get", key] call OO_TREE; Retrieve the value associated to a key Parameters: key - string */ /* Function: = ["put", [key, value]] call OO_TREE; Put/update a value associated to a key Parameters: key - string value - any kind of value */ /* Function: = ["remove", key] call OO_TREE; Remove the value associated to key Parameters: key - string */ /* Function: = "entrySet" call OO_TREE; Return all the value in the digital tree Parameters: none */ /* Function: = "keySet" call OO_TREE; Return all the keys in the digital tree Parameters: none */ /* Function: = "size" call OO_TREE; Return the number of values in the digital tree Parameters: none */ Readme: /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2013 Nicolas BOITEUX CLASS OO_DIGITAL TREE This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ Usage: put the "oo_tree.sqf", "oo_node.sqf", and the "oop.h" files in your mission directory put this code into your mission init.sqf call compilefinal preprocessFileLineNumbers "oo_tree.sqf"; call compilefinal preprocessFileLineNumbers "oo_node.sqf"; See example mission in directory: init.sqf Licence: You can share, modify, distribute this script but don't remove the licence and the name of the original author logs: 0.3 - fix parseChildKeySet 0.2 - Make Arma Not War version 0.1 - OO DIGITAL TREE - first release Examples Put string value into the digital tree. _tree = ["new", []] call OO_TREE; _key = name player; _value = "my entry value"; ["put", [_key, _value]] call _tree; Retrieve the value into the digital tree _key = name player; _value = ["get", _key] call _tree; hint format ["%1", _value]; Put an object into digital tree _tree = ["new", []] call OO_TREE; _key = name player; _value = player; ["put", [_key, _value]] call _tree; Retrieve the object into digital tree _key = name player; _value = ["get", _key] call _tree; hint format ["%1", _value];
  10. Hi. How can I get the "in-game" name of objects? (for example instead of the long and weird name you get by "typeOf" for HEMTT you actually get "HEMTT") Edit: I just realized it's called "displayName" of a unit!
  11. 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! :)
  12. So my issue is quite simple can someone help me with my vest clipping my character. I've copied the sample vests selection groups as close as possible example would be "Spine1","Spine2","LeftArm","LeftArmRoll","LeftShoulder" etc.. But i still get major clipping when the weapon is raised. Any help or input is appreciated and if you need any more info to help me just ask. Images Many Thanks -Irish
  13. 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 :(
  14. Hello, I would like to store the rotation params' of an object in order to reuse it later. How I can do that? Thanks and regards.
  15. I have two points on map. Point A is in air and point B is in ground. I want to move object from point A to point B in time X seconds. (smooth falling effect) I got so far: _end = getPosASL player; _distance = 800; _seconds = 15; _object = "Land_Camping_Light_F" createVehicle [0,0,0]; _object setPosATL [(_end select 0) + selectRandom [_distance, -_distance], (_end select 1) + selectRandom [_distance, -_distance], _distance]; _velocityX = ((_end select 0) - ((getPosATL _object ) select 0)) / _seconds; _velocityY = ((_end select 1) - ((getPosATL _object ) select 1)) / _seconds; _velocityZ = ((_end select 2) - ((getPosATL _object ) select 2)) / _seconds; _object setVelocity [_velocityX, _velocityY, _velocityZ]; But object is not falling on point B ( _end - position of player)
  16. I have been trying to create a mission where a task will be activated if the player picks up a file. However, I have not been able to activate the task. Can anyone give me any ideas?
  17. Hello, I've recently started to try and learn how to create my own things for Arma (so it could be something realliy stupid :P), but I'm now running into a problem where it gives an error saying "Cannot Open Object" followed by the path to the .p3d file In the config.cpp when I try to spawn it in in the editor in arma 3. I'll try to give as much info as I can. When trying to find out what's causing this I've eventually tried just getting a box in game and it still gives the same error. In my rpt it also says: 13:51:57 Warning Message: Cannot open object jsd_test\jsd_test_box.p3d 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape Which I don't understand as the box does have a visual LOD and a geometry LOD, and the object does show properly in object builder and bulldozer. my config.cpp: class CfgPatches { class JSD_Test_Box { units[] = { "JSD_Test_Box" }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Static; class JSD_Test_Box : Static { scope = 2; model = "\JSD_Test\JSD_Test_Box.p3d"; displayName = "JSD Box"; editorCategory = "EdCat_Things"; editorSubcategory = "EdSubcat_Default"; }; }; I've uploaded the .p3d as well: https://mega.nz/#!q9hzXJoA the .pbo: https://mega.nz/#!GgJh2Qzb My addon builder settings, unsure if it'd help: http://imgur.com/IDN5e7v The way I've created the box is in blender (with that blender toolbox thing), set it to the custom LOD and export as a .p3d. Then open it in object builder, copy the box into a geometry LOD, use Structure > Topology > Find Components. I hope I've given enough information to be able to work this out, as said earlier I am very new to this so it might be an extremely stupid thing. Thanks in advance for any help.
  18. Hello community! I need some help. I have been trying to get an arma 3 model into the object builder to be exact if it matters it's the ia_soldier_01.p3d file. As soon as I press open in the object builder and select the file it crashes! No message nothing! It just crashes! Any help is appreciated!
  19. SOLVED: I didn't think to load the template libraries from the old project before attempting to import the objects via exported .txt file. I got sloppy and disorganized across a bunch of folders and decided to start a fresh, consolidated project in terrain builder for my island and I successfully imported the old terrain, satmap, mask and all that. Everything is there, including the roads. However, I cannot for the life of me figure out how to export and import all the objects. I've tried exporting them but they just go into a "file" file and do not show up as a choice when I go to import them. Anyone know the trick for this one? The terrain is identical, I just need the objects copied over in their correct locations. Thanks for any help on this one!
  20. Hi there, I'm looking for a way to attach an object to a building, in MP, remotely (from a client with a visual result for any client). Well, attachTo is a command supposed to be AG EG. So, where is the problem? If, as a client, my addon is able to attach an object thru an event Handler, the object is just attached locally (on client PC which triggered the EH). The other clients (or even hosted server) just can see the object on ground. Furthermore, if i try to attach this object on a vehicle, that works for every clients! On a building, only on the client PC performing the EH. I'm not sure there is a link with that: I remarked a difference between buildings and vehicles: The owner of (empty) vehicles is server ( owner returns 2), but buildings are just "remote" (owner returns 0). Any idea to attach an object to a building for any client?
  21. Hi, I remark that the result is inverted for 3DEN attribute "show model". By default, this option is checked and object/unit is visible. Uncheck the "show model" in 3DEN for whatever unit/object. Run preview (SP). The model is still visible. Check "show model": the model becomes invisible, uncheck again: the model is back, check.... now you have an inverted toggle. Other attributes (special states) seem to work normally, so far.
  22. Hello, So my problem today is that I cannot figure out how to correctly make a semi transparent texture work for the glass of a building that I am making for iHaze.co.uk . I have the rest of the model taken care of, and using separate .paa's. But whenever I try to convert a slightly transparent image to a .paa with texview2, the image just turns into solid colors. I have everything else of the building taken care of. I am new to modeling and texturing for ArmA, and any games period. If anyone could please help with the glass, that would be more than appreciated. Thanks :)
  23. I wrote a little script to help with base building. This is meant for people who want to build static bases on a map with absolute position (not a composition) and just get the simple createVehicle code back. This is essentially what the broken 3D editor does except this uses Zeus so you get all the objects and stuff. Here's the script: private ["_pos","_radius","_collection","_startingInt","_c","_final"]; _pos = param [0, (position player)]; _radius = param [1, 250]; _startingInt = param [2, 0]; _collection = nearestObjects [_pos, ["All"], _radius]; if (count _collection > 0) then { _c = _startingInt; _final = ""; { private ["_obj","_class","_sim"]; _obj = _x; _class = typeOf _obj; _sim = getText (configFile >> "CfgVehicles" >> _class >> "simulation"); if !(_sim in ["soldier","invisible","curator"]) then { private ["_pos","_dir","_fuel","_damage"]; _pos = position _obj; _dir = getDir _obj; _fuel = fuel _obj; _damage = damage _obj; _br = toString [13,10]; _buildStr = format ["_vehicle_%1 = objNull; if (true) then { _this = createVehicle ['%2', %3, [], 0, 'CAN_COLLIDE']; _vehicle_%1 = _this; _this setDir %4; _this setPos %3; };", _c, _class, _pos, _dir]; _final = _final + _br + _buildStr; _c = _c + 1; }; } forEach _collection; copyToClipboard _final; hint "Copied to Clipboard"; }; There are 3 parameters: 0: ARRAY - Position at which the anchor the grabber 1: SCALAR - (Optional, defaults to 250) Radius to use when searching for objects 2: SCALAR - (Optional, defaults to 0) Starting interval number (use this if you want to add on to your base without having to rename variables from 0 to X etc.) All you need to do is put this sort of thing in your init.sqf and then place the Zeus modules on the map in order to enter Zeus (the script will not grab any module objects). player addAction ["Save Composition", { [position player, 200] execvm "zeusGrabber.sqf" }]; player addAction ["Load Composition", "myBase.sqf"]; Output will be something like this. Then to load your objects just call a script with the generated code inside it. _vehicle_0 = objNull; if (true) then { _this = createVehicle ['Land_Communication_F', [3997.9,4011.65,0], [], 0, 'CAN_COLLIDE']; _vehicle_0 = _this; _this setDir 0; _this setPos [3997.9,4011.65,0]; }; _vehicle_1 = objNull; if (true) then { _this = createVehicle ['Land_BagBunker_Large_F', [3990.86,3984.25,0], [], 0, 'CAN_COLLIDE']; _vehicle_1 = _this; _this setDir 0; _this setPos [3990.86,3984.25,0]; }; _vehicle_2 = objNull; if (true) then { _this = createVehicle ['Land_ReservoirTank_Rust_F', [4018.19,3981.11,0], [], 0, 'CAN_COLLIDE']; _vehicle_2 = _this; _this setDir 0; _this setPos [4018.19,3981.11,0]; }; _vehicle_3 = objNull; if (true) then { _this = createVehicle ['Land_IndPipe2_Small_ground2_F', [4025.75,3983,0], [], 0, 'CAN_COLLIDE']; _vehicle_3 = _this; _this setDir 0; _this setPos [4025.75,3983,0]; }; _vehicle_4 = objNull; if (true) then { _this = createVehicle ['Land_Factory_Main_F', [4011.58,4021.95,0], [], 0, 'CAN_COLLIDE']; _vehicle_4 = _this; _this setDir 0; _this setPos [4011.58,4021.95,0]; }; _vehicle_5 = objNull; if (true) then { _this = createVehicle ['Land_BagBunker_Large_F', [3978.38,3996.92,0], [], 0, 'CAN_COLLIDE']; _vehicle_5 = _this; _this setDir 0; _this setPos [3978.38,3996.92,0]; }; _vehicle_6 = objNull; if (true) then { _this = createVehicle ['Land_BagBunker_Tower_F', [4009.92,3967.57,0], [], 0, 'CAN_COLLIDE']; _vehicle_6 = _this; _this setDir 0; _this setPos [4009.92,3967.57,0]; }; _vehicle_7 = objNull; if (true) then { _this = createVehicle ['Land_Shed_Small_F', [4036.71,3988.52,0], [], 0, 'CAN_COLLIDE']; _vehicle_7 = _this; _this setDir 0; _this setPos [4036.71,3988.52,0]; };
  24. Object Oriented Marker V 0.4 by Code34 Github: https://github.com/code34/oo_marker.Altis Reference: http://forums.bistudio.com/showthread.php?167980-Object-Oriented-SQF-Scripting-and-Compiling Description OO Marker is a class (object oriented) marker that enhances original BIS marker functions and replaces them. This object uses Object Oriented SQF scripting of Naught and doesn't require to use addon. Features: BIS Marker features Attach to an object Blinking Fade in & Fade off Licence: Under Gpl, you can share, modify, distribute this script but don't remove the licence and the name of the original author Readme: /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2013 Nicolas BOITEUX CLASS OO_MARKER This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ Create a main bus message between clients & server Usage: put the "oo_marker.sqf" and the "oop.h" files in your mission directory put this code into your mission init.sqf call compilefinal preprocessFileLineNumbers "oo_marker.sqf"; See example mission in directory: init.sqf Licence: You can share, modify, distribute this script but don't remove the licence and the name of the original author logs: 0.2 - OO Marker - fix locality & case sensitive, add accessor methods 0.1 - OO Marker - first release Examples Create a tracking marker call compilefinal preprocessFileLineNumbers "oo_marker.sqf"; _mark = ["new", position player] call OO_MARKER; ["attachTo", player] spawn _mark; ["setText", name player] spawn _mark; Create a blinking marker call compilefinal preprocessFileLineNumbers "oo_marker.sqf"; _mark = ["new", position goal] call OO_MARKER; ["setText", "You have to go here!"] spawn _mark; ["blink", 0.5] spawn _mark;
  25. Overview Objects on the in-game environments (placed in the Visitor tool) are indexed in the engine by a numerical ID. This ID can be shown in the editor and referenced by various script commands. Unfortunately the IDs also change with almost every update to the environment - especially when removing / adding objects. Any scripted system or scenario referencing them then needs to be updated, and we're seeing people express their frustration with every patch. Let's see what can be done to address this. Note: as of 1.14 ("Win"), object IDs are no longer altered after an object is placed. So existing objects on Stratis and Altis will keep the same ID even when the environment needs to be updated. This attempt has failed and needs more work. Who uses them for what? To start, we should make an inventory of what you are using these IDs for (for reference: we try to avoid ever using them internally). We'll try to update this OP with a list of high-level concepts, rather than very specific examples. Editor waypoints inserted directly onto buildings (to allow selecting building positions in waypoint properties). These get broken when the IDs change. Also used to get units units to building positions nearestObject (the syntax using an object ID) Grouping triggers with objects Removing map objects for specific scenarios Detecting map object destruction for scenario objectives ... Potential workarounds? With a more accurate picture of usage, we can try to find workarounds and possible engine changes to accommodate these. In some cases there may simply already exist another method of achieving the same thing. In other cases we may need to pursue also engine updates to achieve the same in a method that does not rely on the IDs. Fully guaranteeing the IDs will not change with patches is not something we can feasibly do. A new 'Teleport' waypoint method to position things at specific build positions Using a position + object class name for object detection Special module to link logic to objects (details) ...
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