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Found 44 results

  1. Dreamshot-068069dd371912f1

    Objects behind glass are white

    So, im onto this problem for several hours now. im texturing a building rn but some of the objects/walls behind my glass are white. i tried to fix the faces, move the faces to the top, repair, turning and so on but it still wont work. i really dont know what i could more. does anyone of you have an idea?
  2. (On Dedicated Server Setup) Hello, I'm working on a script that spawns in specific AI units in specific locations upon activation of a trigger. This is for performance purposes but also because I want to be able to disable the AI in certain situations. In order to set the unit in exactly the position I want them to be in, I'd like to use the Eden editor. Next I have a few options on how I can spawn them in. I'm not sure how each will tax the server resources and I'd like to use the option that is the most efficient to avoid latency and hardware slog. 1) I've thought about creating each unit individually via script and pass xyz coordinates for placement. I imagine this will be slow, taxing, and may not even be possible from what I've read about the z variable in position. 2) I can place an object like a "can" where I want them to spawn, turn the can invisible and then replace the cans with my units when the trigger is tripped. 3) I can place my units in a group name, set the units for simulation false and hidden in the init and run a script that activates and shows them upon trigger. I'm leaning towards option 3, but what is the resource cost of having a hidden deactivated AI preloaded in place? Should I expect it to be similar to having them entirely loaded and activated? Should I instead use one of the first options? I'm open to other suggestions as well, but would like to get a feel for how taxing a hidden object and a shown object are on the server. I'd also like to know where I can learn more about activating objects visibility, collision, ect so I'd you have a link of be very grateful.
  3. I've created a soccer ball, and I'm having a pretty hard time trying to find a way to create a config that allows a player to interact with the ball so they can push it while walking, running or possibly shoot at it to push it around. I've seen some on Youtube take a gander at it, but it seems to be mostly scripting. I really want to stay away from it, and keep it as a config in the mod's folder as much as possible. Is there any suggestions, templates to work with or info i can use to make it possible? I will give credit to where credit is due for the help.
  4. Hey all. Apologies if I posted in a wrong section. I'm getting into modding and I'm playing around with some different solutions. I was thinking about creating and releasing a mod soon. As a part of it however, I need to create a custom object that can draw a text (from its custom attributes) on its flat surface. I really want to avoid creating textures for every single digit and letter of the alphabet. I'm guessing it's possible, as even aircraft HUD's and dials can display current altitude and speed. I tried looking it up on the forums but I didn't find anything useful. Obviously performance is key for me, so if there isn't any good way to solve it, I'm happy to do it with a ton of textures instead. The object is very unlikely to change its text mid-game because it's basically a specific, static sign, so I don't know if having each frame loop to update it is really necessary, unless it doesn't take too much power. In case I need to use the textures approach, can anyone shed some light how to create an object that works with setObjectTexture? As mentioned earlier, I would like to provide some extra options in the eden editor's object's attributes to customise the sign's textures, is there a way of making it reflect its textures set in attributes in Eden after they've been changed? Is there a way of creating textures that glow in the dark, or otherwise having a light on an object that turns on at night and lights up the sign? Thanks!
  5. Hi! I want to create a function that allows me to remove trees in entire maps in a balanced way, basically reducing the ammount of trees on heavily crowded forests. I want to do this as quick as possible, so my take on this was to run a function to iterate over hundred thousands trees, choose randomly 50% of all trees (for example), and store the resulting array in a file, that I could call straight away to remove those objects on mission load. And when I run my function to delete those objects, I receive " Error Missing ] " at this point: (#) _remove = [299376: t_piceaabies_3f#.p3d,122775: t_piceaabies_3f.p3d,507279: t_piceaabies_3f.p3d, ... , ... ]; It is asking me to close brackets before .p3d on first element. I'm grabbing all data with copyToClipboard str This problem only happens when I'm trying to store data in an array, but if I run this inside the game, same logic, I can delete everything I want without problem. Any idea what I'm missing here?
  6. convertedObjects = []; { if (isNil {_x getVariable "preventSimple"}) then { private _interiorPositions = []; _interiorPositions = [_x] call BIS_fnc_buildingPositions; if (count _interiorPositions isEqualTo 0) then { if (lightIsOn _x != "ON" && lightIsOn _x != "AUTO") then { private _position = getPosWorld _x; private _vectorDirUp = [vectorDir _x, vectorUp _x]; private _model = getModelInfo _x select 1; deleteVehicle _x; private _simpleObj = createSimpleObject [_model, _position]; _simpleObj setVectorDirAndUp _vectorDirUp; convertedObjects = convertedObjects + [_x]; }; }; }; } forEach (( allMissionObjects "building" - allMissionObjects "StreetLamp" ) select { !isClass( configFile >> "CfgVehicles" >> typeOf _x >> "UserActions" ) && ( getArray( configFile >> "CfgVehicles" >> typeOf _x >> "ladders" ) isEqualTo [] ) }); // add this command to the object's init to prevent it from going simple: // this setVariable ["preventSimple", true]; // use this command to count how many objects were turned into simple objects by the script: // count convertedObjects; // for obvious reasons the script will not turn into simple objects the following objects: // 1) Objects that have interiors 2) Objects that emmit light 3) Objects that have user acctions such as ladders, gates, street barriers etc. The code above replaces all the mission objects (That are not units/vehicles, have no interiors and/or have no lights) with simple ones. I gain +10 FPS immediately after running that code in GLOBAL turning +2100 objects into simple objects on my reference mission. (The FPS increase will depend on how many objects you've added to your mission via EDEN editor). The reduction in stuttering is notorious. Combine this script with other optimization scripts such as view distance and you will get more additional frames than overclocking your CPU without all the dangers! 😉 Special thanks to @Larrow Question for the Arma Gurus: How can I save those results to the mission file so it is those same simple objects right from the start? (Without using such MP resource heavy script). Thanks
  7. Base Builder for ARMA III, ver. 0001 (2019) This MODULE is compatible with BASE GAME (current version) Base Builder under construction... Download: you_fnc_camp readMe: Arma Public License No Derivatives (APL-ND) Have fun!
  8. Hello everyone! Welcome to the CSAT ReTexture Thread! What is this? - This is a project of mine I started working on couple of months back, but due to recent improvements, I've decided to take a next step and started uploading things onto the workshop. - It includes different camoed variants of all the vehicles located within CSAT and some objects of some importance, such as camo nets, IR masking tents and tents. About: - First started as a small project, if you can even call it a project, repainting the Tempest (KamaZ Typhoon) vehicles. The video above was the showcase I made for it. At first, they looked really good, I just kept driving around Altis, Stratis and Malden, sometimes for hours. And then it hit me in the head "Why not do it for all the vehicles?". And here we are. - What this addon does is, well, basically adds different textures to already existing CSAT vehicles and objects for different terrains. We're not just talking about one specific color on these vehicles, this is all Hexed, includes 3 different colors per each camo variant, which takes time to properly select each piece and paint, if starting from scratch. - For now, it only contains CSAT Winter, CSAT Desert and CSAT Black Ops variant. Future groups, such as CSAT Urban, CSAT Woodland and CSAT Marines will be added once I'm done with the first three groups I'm currently working on. ( Lack of time.) What now? - Currently working on vehicles and objects. I am in need of templates, so I'm making them on my own. Some templates were used from ArmA 3 Samples, but that only goes for the VTOL and most likely, future content (such as the Spetsnaz gear). - Infantry gear and weapons will be the next step after I'm done with vehicles. - Step after that? There's always a chance of combining static weaponry with these vehicles. Would be nice to have a Tempest roaming around with S-750 or Radar in the back. - Most of the templates are done (over 80%), just a couple more remaining. After that, it will be much easier to focus on the rest of the groups. ( Vehicle templates will be uploaded on Google Drive for others to use and create content of their own, once I re-organize the layers properly. Currently a mess.) It took a lot of hours to make these templates, hopefully worth it. - If there are any problems with the mod or if you do encounter something strange, please feel free to contact me either via this thread or Steam Workshop, where the mod was first uploaded. Download: Steam Workshop Armaholic Liscence: This mod is licensed under a Creative Commons Attribution-NonCommercial NoDerivatives 4.0 International License. You may not use this on monetized servers, it is forbidden. You may not reupload this mod on Steam or any other sites. Changelog Feel free to contact me on Steam or Twitter. Discord server will be created soon. Social sites: - Twitter - Steam Please do enjoy, more to come! 🙂
  9. Hello, my fellow friends from the community! 🙂 -> We all know about some scripts for special effects like those of @aliascartoons. -> Such special effects can be spawned, for example, within marker areas, or attached to objects, placed on the map. -> I would like to create such areas or use such objects, generated randomly on the map and depending on different conditions that are checked by the script over different periods of time. -> In this case, as I suggest or suppose, that a condition can be: 1) if the player is moving; 2) if the player is alive; 3) if the player is X meters away from these objects; 4) if the player is within a marker area etc. They can differ and vary from the possible commands used in the scripting. -> My idea is these effects to be randomly spawned at different locations and time around the player so he wouldn't know where they can appear if he goes through an area multiple times or replays the mission. -> I can later provide example codes of such special effects, but I guess it's more important to define the way they would appear on the map. -> I personally prefer to add some objects on the map, but if they are too many, this could lead to a weaker performance of the PC and dropping FPS. So, is it possible to create these objects randomly and they are named after creation, using specific names, which are also used for the special effects as a condition to be triggered at the same time? We all know about the S.T.A.L.K.E.R.-like effects from this mod or the effects provided by @aliascartoons. I have tagged him assuming he may also help to find a way and achieve this. Thank you in advance and cheers! 🙂
  10. Adds destruction effects to various flammable related Eden objects. Search for "EO Exploding Objects" in the Asset Browser. Object destruction is roughly based on three factors: Size of object, distance from object, calibre of weapon fired. Steam Workshop.
  11. Need help. I want to get units in a group into nearby vehicles. But my code returns an error, as described in the comment, next to it. In my research I found only how to convert string into object. If they point me in a way to research and learn about, it's a big help. Thank you. private _Grupo = (group p1); private _VEIC = nearestObjects [_grupo, ["Car"], 30]; {_grupo addvehicle _x} foreach _VEIC; sleep 1; { _x assignAsCargo _veic} foreach units _grupo; //error, array type waiting for object (_veic is an array of nearestObjects) {[_x] orderGetIn true; [_x] allowGetIn true}foreach units _Grupo;
  12. Hi there. First of all sorry for my poor English. So, i just started "scripting" things for Arma3 and i faced with problem of creating object by client globally. Basic idea was to build the bridge by holding button, but when i hosting a server i (the server ) can make my script work, but not friend of mine (client). With that problem i tried many different solutions like HideObject, then making it's "false" in the body of "holdAction". Here is my code now, holdAction : if (!isDedicated) then { if (playerSide == west) then { [ planks_s, // Object "Construct bridge", // Title "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa", "(_this distance _target < 5)", "(_this distance _target < 5)", {}, {}, { [] spawn {[] execVM "PlankSimple_S.sqf"}}, // Code executed on completion {}, [], 3, // how long 0, true, false ] call BIS_fnc_holdActionAdd; }; }; And here's my file "PlankSimple_S.sqf" : if (isServer) then { _simpleObject_0 = createSimpleObject ['a3\structures_f_exp\civilian\accessories\plank_01_8m_f.p3d', [5613.273926,4128.347168,13.888593]]; _simpleObject_0 setVectorDirAndUp [[-0.857715,-0.499353,-0.122361],[-0.114261,-0.0469019,0.992343]]; _simpleObject_1 = createSimpleObject ['a3\structures_f_exp\civilian\accessories\plank_01_4m_f.p3d', [5618.109863,4131.231934,14.0554686]]; _simpleObject_1 setVectorDirAndUp [[-0.84041,-0.514142,0.171377],[0.155349,0.0744123,0.985053]]; _simpleObject_2 = createSimpleObject ['a3\structures_f_exp\civilian\accessories\plank_01_8m_f.p3d', [5608.121094,4125.246094,13.159078]]; _simpleObject_2 setVectorDirAndUp [[-0.854349,-0.503035,-0.130551],[-0.151054,0,0.988526]]; }; So once again. I need to make it work globally on server to every client. Thanks in advance. And once again, sorry for my English.
  13. Hey guys, now that i've seen some maps using tunnels, i thought i would make some models for that. These are divided into individual modules and can therefore realize "theoretically" infinitely long tunnels. In addition, there is a saving of resources, since Arma offers no models for such projects. End with eternal stacking of walls and blocks. Here is the first finished project (without MC texture). All models have at least -3 C-LODs -2 shadow LODs in addition comes the -Geometry -Geometry Phys -Roadway -Fire Geometry -View Geometry -Memory - LOD All models get their materials through the Multimats and are scaled differently depending on the LOD. The lowest poly is only textured by a combined _co map. Currently I am working on this tube. I hope I could leave a first, good impression.^^ If you are interested, suggestions or criticism you can contact me. https://steamcommunity.com/id/HGRaVeN103/
  14. Hello everyone, i hope you can help me with my problem...... i try to rotate my Objects from a simple Script that when ever i press a button it rotate a little bit but if i just letting stay it without pressing anything the Object move back at it Start Position..... my Script when i roatiting it is in my keyhandler the folowing : case 18: { _Dir = getDir MoveObj ; _NewDir = _Dir + 0.3; MoveObj setDir _NewDir; };
  15. The fences that surround the Tanoa International Airport; I am able to edit them the way I see fit. The problem I am having is making them have no damage. I have put in the init; this addeventhandler [this allowdamage false]; this allowdamage false; this enableSimulation false; etc. I have put it in the Init ;|; Init+Object Init ;|; Init+Global Object Init ;|; Init+Object Init+Global Object Init ;|; Object Init ;|; Global Object Init ;|; Object Init+Global Object Init. I have tried the Enable Damage tab/checkbox and it seems to only work for doors. If you guys have anything for me on how to make the Terrain Objects not have any damage through the "EDIT TERRAIN OBJECTS," I would be grateful!
  16. Hello All so i have started to play around with terrain builder working on a good size terrain but seem to have an issue when placing objects when in Buldozer i can select an object and move it then move to the next one only to see the object i have just place move by itself a few times i did wonder if it was a memory issue or CPU issue as its like its freezing or something but i have an i7 CPU and 32 GB of ram so the pc should be able to handle it This wouldnt be a problem if i was placing trees but is an issue when placing walls and buildings does anyone have any ideas that can help me ?
  17. Hi everyone. I´m working on a terrain, I've paked it and uploaded to steam. It´s working fine... but, with no objects in map, only roads. Why? I've edited the objects map in Eden Editor, but, when I import the objets to terrain builder, only a few of them appears on the map. When I created the templates library, I "Automatically renamed" the duplicated templates, could that change of names affect the objects importing?
  18. S. Bacon

    Adding Objects

    Hey guys, I'm new to terrain building, especially for Arma, but I thought I would give it a go. I'm following this tutorial(https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial) and I'm at the section to start adding objects to my terrain. I've followed all the steps that the tutorial follows and I'm having issues with placing the objects. I can place them in terrain editor, but when I move to bulldozer it tells me that it can't open the selected p3d. It doesn't matter which one I've opened(granted I imported them all from my P:\ drive a3 folder.) I have imported all the p3d's but they should up with the orange triangle with an exclamation mark. I'm wondering if the tutorial is missing a step or I'm doing something wrong. Do I need to configure a cpp file or a cfg? or is there a import tml files?
  19. Hi! I making a terrain and I want to make it the way that every user who own just only the basic Arma 3 game will be able to use my terrain. After the one of the recent game updates those users can use custom terrains containing Apex objects. But they still can't use terrains containing other not-free DLC's objects? As I understand things stand like this: users with just a basic game can use community made terrains containing DLC's objects from: Apex, Malden. And they can't if the terrain contains objects from Karts, Helicopters, Marksmen, Jets or Laws Of War. Am I right? ---- Also for those who struggling with making their own placeholders or using Mikero's dummies of Apex objects in Terrain Builder: the next game update will contain decrypted Apex objects finally: Now I want Lows Of War objects decrypted
  20. Made a few vanilla missions (with DLCs) where im using object ID's to have my players interact with certain objects native to the map. My problem is that with pretty much every update where the maps have been "polished" in some way or had more objects added to them - the object ID's change and their numbers are scewed with a few digits. This ofc fucks over my mission i a severely bad way - as triggers and events depending on said object having the correct ID - suddenly wont work, as the objects ID has changed. So "blowing up" said object - wont activate the trigger, as the object now has a different ID than what the trigger is waiting for. Please fix this - as i've spent ages on making these missions which i was about to publish on steam workshop. Now however, after discovering this - it seems there is no point in publishing the missions, as they will only work up until the next time an update on the map is put into play. The big question for my sake is, why does old objects need to get new ID's when new objects are added or old ones removed? Having this happen really fucks stuff up for me as a mission creator (now that i finally figured out how to use native objects on the map as part of my missions). *sadface* //Ulfgaar
  21. I have a Little Question. I tried to place a Bridge and trees from Tanoa on the Island. In X-Cam the high was correct. After packing and after start the game the objects are mostly to high. whats wrong?? cheers...
  22. hello to all, I have doubts about the objects of tanoa. As far as I know, on May 30 bohemia has released the objects of tanoa to be used in your land. The problem I have that using the x-cam I can see and place the objects but when passing them to terrainbuilder these do not appear. I have seen that the files are not seen because they are in .ebo and it is necessary to pass them to .pbo some tutorial of how to do it? any other way of being able to enter those objects on my map? Sorry for my english
  23. ========================= EDEN EXTENDED OBJECTS ========================= This mod has been out for a while but I realized that I've never properly presented it. Eden Extended Objects is mainly targeted for terrain building, however you can also use it to extend the standard maps in your missions. If you do so, your users will need to download this mod in order to play the missions. Abusing of this mod in a mission file may result in loss of performance. This small editor extension adds these three functionalities. 1. Insert items that are not available in Eden vanilla. Trees Bushes Clutter Plants Signs Castle ruins Power Wires These items can be accessed under the appropriate Eden categories. LEGAL NOTICE: this mod does not contain any Arma 3 content. All this mod does is expose the existing items from their original Arma 3 file locations in the Eden editor and in user-made scenarios. 2. "Multiply" a selection of objects, thus facilitating the creation of forests, rocky areas, civilian groups, etc. To access this functionality, select one or more objects that you would like to multiply, right click on your selection and in the contextual menu click on "Extended Objects: Multiply". Objects will be created around your original selection. 3. Rotate objects. Apply a random different rotation to each object of a selection by pressing F9. You can find it on the Steam Workshop here. Best, _SCAR.
  24. Hi all! Im having an issues with objects physics in multiplayer: I have a forklift vehicle that can take and lift objects, i.e. loot crates, boxes etc. When i test it in EDEN editor everyrhing works fine - i take and place objects perfectly. BUT when i do the same on my server in multiplayer mission - the object becomes very heavy and stucks all the time, then if i hardly hook it up it just jumps high from me:) For example - object - CargoNet_01_box_F - http://wiki.gruppe-adler.de/arma_pictures/classes/CargoNet_01_box_F.png But actually it happens with all cargo boxes. Also if i spawn the very same object with my admin menu or with some other spawn scripts while being in MP game - it works pretty fine just like im in EDEN - physics of the spawned object is perfect. But if it was spawned by a mission.sqm or a server-side script from mission - it's physics is terrible. Can anyone make this all clear?)) And how to make it work in mp ?
  25. So I've got a small problem with my terrain. There are a lot of bushes wich have collision. Usually that's totally fine but when there are big fields of bushes, those will block shots far too good. (making infantry within those fields nearly invulnerable) So I'd like to turn off the collision on those bushes to offer better gameplay. Is this possible at all? And if so, HOW do I do it? I haven't found any setting or option. (Of course I could rework all fields so that they just consist of a texture with those bushes added as clutter. But I wanted them to be good spots for hiding. And clutter will disappear on lowest gfx setting ingame, wich completely ruins the purpose of those dens bush-fields)