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Found 56 results

  1. 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.
  2. 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 :)
  3. 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]; };
  4. 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;
  5. 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) ...
  6. Hi, i'm currently updating (or at least trying to!) a dynamic arma2 mission that spawns small objectives randomly in a given area. Now in arma2 it uses object compositions (these ones - http://community.bistudio.com/wiki/Dynamic_Object_Compositions). Now i've done a search and cant seem to find any info about whether or not arma3 has them. So my questions are, does it? and if not whats the best thing to replace with?
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