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Found 61 results
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Is it possible to configure vehicle components in the orbat creator? i.e. camo netting, cages etc. unlike in the mission editor, the vehicle editor in orbat does not have a vehicle component section.
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Will I get ban If I use ENDMISSION cheat on a single player campaign?
ResoASF posted a topic in ARMA 3 - GENERAL
Hello! I'm new to the game, I just bought it earlier and I've racked in hours already just from the campaign. There are certain missions which are straight up frustrating and I've been seeing discussions about cheats FOR single player campaign. I'm wondering if it will get me into trouble for using it? I apologize if this is not the place to ask this or if it is a dumb question. I'm still new to the forums and the game -
One thing about this series that always struck me was -why is it so easy to hit an enemy even at 400m+ out? Im an old timer (51yo) and yet its really no biggie to 1 shot an enemy tank crew who's head is turned out at 150m with just iron sights. I feel like something in the world of Parallax? maybe is missing. Like its just a 2d world and i merely have to align pixels and blam -kill shot no problem. Almost like a part of the 3dworld dynamic is missing. For instance in some other games like Insurgency and many of the new VR FPS games, I cant hit anything easily outside of 50m. I mean I can, but it feels like i really had to work for it. So what is it that missing in Arma? I know the recoil/hand shake setting has some effect here and maybe the default one is just set to easily
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Military Symbols Module Stops Working after Unit Switch
Blitzen88 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im using a handful of scripts to create a "single player respawn." The "system" works by adding an evenhandler to the player and, once the player dies, creates a new playable unit that the player can switch to. The problem is, once the player dies and selects the new unit, the player/new unit looses access to the military symbols module. Map markers which were displayed for the "original" player unit are not longer displayed for the new unit. Here is what I am using: Init File: PlayerLoadOut = getUnitLoadout player; _RespawnMarker = createMarkerLocal ['PlayerRespawn', getpos Player]; _RespawnMarker setMarkerTypeLocal 'mil_dot'; _RespawnMarker setMarkerTextLocal 'Respawn Point'; _RespawnMarker setMarkerColorLocal 'ColorOrange'; _RespawnMarker setMarkerSizeLocal [0.5, 0.5]; Player addEventHandler ["Killed", {[(_this select 0)] execVM "Scripts\Support\Support_PlayerRespawn.sqf";}]; PlayerRespawn File: params ["_oldUnit"]; [_oldUnit] join grpnull; _newUnit = group _oldUnit createUnit [typeOf _oldUnit, getMarkerPos "PlayerRespawn",[],0,"NONE"]; _newUnit addEventHandler ["Killed", {[(_this select 0)] execVM "Scripts\Support\Support_PlayerRespawn.sqf";}]; addSwitchableUnit _newUnit; _newUnit disableai "path"; _newUnit setUnitLoadout PlayerLoadout; Is there anyway to re-apply the military symbols module to the new unit once the player dies? Any help would be appreciated. **EDIT** I've been doing some testing and I've found something unusual. I joined a game, killed myself via trigger (setdamage 1), and then switched units. Once I switch to the new unit, I killed myself with the map open. After the death of the unit but before I switched again, the enemy map marker's reappeared on the map....? -
Looked around but can't find any definitive answer. Playing antistasi on my own dedicated server but 9/10 AI spawn with contact DLC guns that I can't even pick up. This ofc means that getting a reasonable amount of guns in the arsenal is taking the piss. Any way to disable AI spawning with guns from the contact DLC as there's no part of me or my mates willing to spend 20 quid so we can play antistasi. Cheers
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Hi I'm trying to copy over all my files using Arma3P to my (P:) drive but I just keep getting errors. Is there a way using Arma 3 tools to copy these files over or do I have to use the "Arma3P.bat" file? I basically receive the error for every action that the bat file attempts to do and the error is related to DeRapDos.exe & ExtractPboDos.exe. (See screenshot below) I do have all of Mikero's Tools installed. Any help with this would be super appreciated. Have a great day 😊
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help Creating Vehicle Spawn Menu with Specific Vehicles
somenoob240 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I'm very new to Arma 3 scripting. I'm trying to figure out how selections in a dialog work (I'm just using the GUI editor via debug menu), and how pulling certain vehicles to assign to each selection (then spawning at marker) would work. Figured I'd ask since I'm not really sure what to even search for. If my prior knowledge of basic HTML coding is correct I'd need to assign some kind of variable to the selected item(s) then pass that to the spawn script, but I just don't know how that works with Arma's code 😛 What I've got so far is my defines and all the code from the dialog I needed to paste into a file, plus the description.ext. Anything helps! Cheers. -
Adding Modules to a Limited Zeus? Is it possible?
KDBOWERS posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, in my current mission file, I have a limited zeus. However, this limited Zeus has no access to the modules section, the yellow one, in his spawn menu. Is there a way to add this back to a Zeus? If so, is there a way to specifically add only certain modules back to that spawn section. Thanks! -
(Arma 3) Zeus Respawn Loadouts Not Working on Custom Zeus Missions
MattmanDude posted a topic in ARMA 3 - ZEUS EDITING
Screenshots of what is happening: https://imgur.com/gallery/Cu1YUHX I cannot figure out how to get regular units to appear in the Respawn > Loadouts tab of the Zeus menu, on community maps. They appear just fine on Bohemia's default Zeus missions, but on any Zeus mission made by myself or the community the loadout screen stays blank. This is very annoying when wanting to play scenarios in Total Conversion mods, where I'd like my players to be able to respawn as various units from the mod's available roster. (Space Marines in There Is Only War, Stormtroopers in SW: Opposition, etc). Any help would be greatly appreciated. -
Hello! I have been a member of the Arma 3 community for years and I’ve met some very great people on the Arma 3 Official discord over that time. I was banned today out of nowhere and cited for “advertising” in DM’s. I mentioned my clan to a person and all of a sudden I was kicked with no warning. I saw no rules against that otherwise I would never have said anything. I’d like to request this ban be undone if possible. B. Zack on the Discord.
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question Changing a Sector's 3D HUD Icon
Lockheed Martin posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
The Arma 3 Sector Module creates a zone in-game with a visible HUD Icon when near said sector. It also creates a icon on the side of your screen for when you enter a sector. How would one change these icons, similar to how you can drawIcon3D? Context: Thank you! -
I have been zeusing for a private arma unit for a long time, recently I was told there is such thing as public zeus. I remember in old days you could load out Archilles and have expanded zeus functions. However today I tried loading only Zeus Enhanced, it required CBA, tried Archilles, it required CBA. Downloaded old version of achilles which didnt require CBA, Server didint allow me to join it. Is there a way to use expanded zeus on Public Zeus servers?
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Detect Players with Main Wepons in area
GrogNog-e8af91c06399c530 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, i am fairly new to coding and i am wondering is there a way to detect if a player inside of a zone designated by a trigger has a weapon out or equipped and if so change the relation between indie and blufore, so far I am using this; this && !(currentWeapon player isEqualTo "AssaultRifle"); resistance setFriend [west, 0]; west setFriend [resistance, -
Hi, I'm trying to find way how to assign teams/colors for squad in editor. I only found - [this assignTeam "COLOR"] ,but it doesn't work for multiplayer. Anyone knows some command?
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Is There A way To Transfer Progress From Vigor Switch To The Ps4/5 On Release day
Hallabilkhamis69 posted a topic in Suggestions & Feedback
I have a lot of stuff and valuables in vigor and would not want to waste my time that i collected in switch because i mainly play on ps4(will move to ps5) and want to keep my shelter and weapons through cross save or at least a transfer -
editor removing facewear from character and not bots
toasterbath12 posted a topic in ARMA 3 - TROUBLESHOOTING
hey, i bought Arma 3 at the beginning of lock down for the UK, the game was running smooth and well until around 2 months ago, i thought this may of been a clashing of mods but am still to find out, when i look at my virtual arsenal i can see face wear on my character but when i click play and load in the face wear has been removed, has anyone had issues with this bug or has anyone got any fixes to it, i have already tried uninstalling and reinstalling but that did not work. -
Adding an action linked from another action
JoMiMi posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. For the past hour or so I've tried to link an addaction to another addaction in the init field of a data terminal. Here's my notes for that init section and the script. //Add an action to a data terminal to open it //When that action is activated by a player, it will add another action //When that second action is activated, it will run an .sqf file that //consists of the nopop variable this addAction ["Startup Terminal", {[KillhouseControl,1] call BIS_fnc_dataTerminalAnimate; this addAction ["Start Killhouse", targetup.sqf}]]; this addAction ["Shutdown Terminal", {[KillhouseControl,0] call BIS_fnc_dataTerminalAnimate;}]; //To-do: Remove action First of all, is there anything I'm doing wrong? Second of all, is there a way to do this? -
Is there any way to make custom missile warheads? I'm trying to script smoke missiles into a mission I'm making.
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First time modeling
StarFish-50124bf6f5acc6e5 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
(im new to this) Hello, im trying to import a 3D building i made in blender into Arma 3. I have already inserted it into object builder and messed around with the LOD's and etc. My issue is the config files needed to make it into a PBO and work within arma as a building / model. I dont really understand where im able to get the configs or even to write them. i've only done this once but forgot to save the files before formatting my computer. I was wondering if anyone has a tutorial or the files needed (where i just rewrite the names inside the script) Any help is appreciated! Thank you -
Break down blocked doors/windows using holdAction?
JoMiMi posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way using holdAction to delete obstacles (e.g. Shoothouse Wall (long)) in the way of doors/windows? I am very inexperienced in scripting, and I couldn't figure out how to do it myself. -
Players making civilian AI hostages
Arma Llama posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all I am trying to make a pvp scenario in which opfor will need to take civilian AI Hostage during the mission, and part of blufors mission will be to free those hostages. I am very confused as to how to make this work as I have no experience with scripting. Any help is appreciated, Thanks -
Hi, First of all, im sorry if something on the post isn't understandable, im spanish, but ill do my best to explain my question. ArmA 3 has right now a lot of attachments for the guns; i've seen from dlc to mods a lot of customization. But for now, the guns only have a few ways to be customizable. I know that (for example) SPAR-15 is a shorter cannon version of the SPAR-17, so basically you can "customize" the barrel lenght (by changing weapon). But its something that i would like change myself; not by changing weapons, but changing the cannon's lenght. I don't know if this feature (and more, obviusly) will be added in a future update (I really doubt it) or in the next Arma game. Thanks in advance
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I've been wondering how blood is applied to the models when getting shot. I'm having quite an original idea to do and I'd love to browse for possibilities to add this feature. Main thing I'm trying to accomplish is having a custom layer over/under the blood applying layer. What I've tried so far: - Browsing through the files, scanning for any clue on how it would work but I haven't found anything yet. - Youtube/google/reddit searching that didn't point to anything concrete as I'm not sure what to search for other than something model related. Does anyone know how it's applied and how it works? I'd really appreciate some insight. #EDIT1: Finally found these: setObjectTextureGlobal and setObjectTexture - Thing is if I can apply a colour mask over a texture or to completely retexture it without changing the paa.
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Hi everyone, hi need help, i want to put in safe my script in my Altis Life server to avoid script stealing, I wanna to create a addon like life_server and put my script there, but i dont know how to do that, please, any can help me?
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Any one can help my with this code that is a name filtering. script example: _letrasFuRixX = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","ñ","o","p","q","r","s","t","u","v","w","x","y","z","A","B","C","D","E","F","G","H","I","J","K","L","M","N","Ñ","O","P","Q","R","S","T","U","V","W","X","Y","Z"]; jugadorFu = name player; { checkeoFuRixX = [_x, jugadorFu, false] call BIS_fnc_inString; if (!checkeoFuRixX) exitWith { sleep 2; hint "You name is not valid in this server"; endMission "END1"; }; } count _letrasFuRixX; The problem is that I need to sparete the name player letter to letter like a string or anything: ["P","e","t","e","r"];