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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"];
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I saw this game this morning advertised on IGN as a free to play game and thought it looked cool and saw the promo for the Xbox jacket. I received my code and when I got home from work and entered it the code had already been claimed. Not only that, the game isn’t free to play like it says in the description. It’s $20 but has a two hour free trial...
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Explosion classnames and Event Handlers?
Freestyle_Build posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I am currently trying to add some simple scripted effects to all the explosions in Arma. I am therefore using CBA3, in particular the addClassEventHandler function. However I am not able to find the calssnames of the explosions and the event name which is triggered upon detonation. I already tried the classes in the CfgAmmo. Am I missing anything important? -
Will there ever be new or more forces added to arma 3. There is a heavy US presents, so is there ever going to be more diversification, like the UK or more European nations?
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I don't know very much about Arma editing, but at the end of a mission I'm attempting to spawn this above a x, y, and z coordinate, just to sit and float there - https://steamcommunity.com/sharedfiles/filedetails/?id=1777761378&searchtext=contact First I tried BIS_fnc_ambientFlyby which almost worked but it only spawns there for about half a second and disappears (helicopters work fine though, I did mark the positions for it to fly over.) The unit is technically a "drone" so maybe that has something to do with it, but then I tried "ct_o_halienBrain_f" createUnit [[5919.97,8052.39,200.00], [], "NONE", .5, "PRIVATE"]; in the on activation field of a trigger after a couple of certain aliens are killed, of which I checked the trigger is working properly doing other things, like playing SFX/music. However, this doesn't seem to be doing anything at all. I'm not sure if I need to use createVehicle or something else, but I tried various combinations with that as well which didn't seem to work. (I wrote out the whole thing otherwise it was giving me errors, I'm not sure how to skip or set parameters to default really, if that's any indication as just how little I know what I'm doing) I'm assuming I'm just doing something wrong but I'm not sure what it is. Thanks.
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solved Hostages like in the Firing from Vehicles Scenario
JFisher posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
SPOILERS INCOMING FOR THE FIRING FROM VEHICLES SCENARIO!!! Is there an easy way to add hostages to your mission in the same way as the firing from vehicles hostages? Where they had the nice animation and you had to use the BIS_fnc_holdActionAdd action to release them? If not, how do I tie the animations together so nicely like they did there? Currently struggling with getting the animations nice n smooth. Thanks! -
Hello Community, As the title suggested my question is pretty short. Can you publish a custom made campaign (with chapters and stuff) on the Steam workshop? If that's possible I would be really glad to know how to do that. Thx!
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Hello guys. I would like to know which programming language most identifies with Arma3. I intend to start some course in this area. Not as a profession, but only out of passion for Arma 3.
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question Can we get a PlayStation Vita version?
hedelmasalaatti posted a topic in MINIDAYZ - GENERAL
This would be great on PS Vita! Vita has two joysticks, direction buttons for ez inventory management(also touchscreen!),index finger buttons for shooting and reloading and four more buttons! And vita does not have any good survival games or 2D multiplayer shooters.(hotline miami is not multiplayer!:D)- 1 reply
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- playstation
- vita
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So I am making plans on using the BIS_fnc_playVideo function and I am wondering if it is MP compatible. I tried searching for the answer to no avail and I cannot test it myself at this time so, is it MP compatible and if not how can I make it? and in general are such functions MP compatible? The BIS_fnc_ambientAnim one is. I have tested that one. I have also tried implementing the BIS_fnc_MP to be sure and not have to ask but it reported an error. So any help will be appreciated..
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The last post I made over in the Vigor forum was marked / made hidden. Why would this happen? Pretty sure I didn't violate any forum guidelines.
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Why is the Debug console for offical servers gone? Zeus without it is pretty lame and annoying to do.. now I can't put my premade missions in it either nor can I make arsenals. Please add this back or add a key for ares achillies mod. I have no idea why you removed it or what might have caused it to dissapear.
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ok so ive been away from the game for a while and i see so many new things can someone give me a rundown?
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question attach script to dynamic simulation wake up
Ilias48rus posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is some ways ,better then checking all objects with loop, to execute somethng when dynamic simulation waking up unit ? -
Hi, looking for a scripter to solve this Flowchart Theoretical Framework', via use of scripts. I am a videographer, not a scripter or anything technical. Basically, using what apex has given us, have put down a load of modules and triggers in a planned manner, all related around tasks and briefings, along with scripts within triggers filling in the gaps which will make the changes when certain conditions are met. The hypothesis is that these modules should be able to add up/correlate so an objective can either be completed or failed, with the (missing) script in triggers making the missing links. Why do i not do it? Because 1) Not a scripter 2) It would take me a decade to crack it If you take it on and crack it; - include a 'noob' definition of how it works - Add me on steam - Will give you credit in my video for theory, with possibly more rewards Check the link for a image of the theory, along with mission.sqm https://www.dropbox.com/s/e4kc066vn329dsz/Theory.png?dl=0
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question change | camouflage and |_|targetsize | confgs
Ilias48rus posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is any way to change these vehicle confg values during mission?- 4 replies
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- camouflage
- targetsize
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Hello, I was making a custom Helicopter (A retexture of the Hummingbird) in my Mod, and wondered if I could configure the Heli to withstand rougher landings. In the Advanced Flight Model you can Land pretty hard, so I thought it must be doable in the config somewhere. I tried some different things: impactEffectSpeedLimit epeImpulseDamageCoef And making a custom RTDConfig (just upped "thresholdLoad") But nothing worked like we wanted. The "epeImpulseDamageCoef" however changes the vertical landing damage, but doesn't really affect the normal (not just coming down vertically) landings. Is there even a possibillity to change that? -Dj
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Hello o7, I have a question: I have a script for my arma group where every player can send me a .png file that will be shown as their unit insignia. But I fear that, when I get more players in the group, the mission files will be pretty big as I'm currently having all the pictures and the script in the missions themselves. Now I got the Idea to make a little mod with all the common scripts and other files I use in my missions, that way the mission download at the start of the mission won't take ages. So now the Question(s): Does this even make sense, or is there a better way to achieve this? How would I do that? I hope someone can help me! -Dj
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Adding Reverb / Echo to Shaders/Sound Sets
LtShadow posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey there guys; Working on the F-16C sound mod and was curios to know how I could go about adding in environmental reverb to the sound sets / shaders in the mod? So when the aircraft is moving around the environment there is more of a "surround" effect? I think something like this would be a huge improvement for jets/helicopter audio as it would definitely enhance the soundscape in general, providing a more realistic sense of direction as well as being able to hear the aircraft's effect on buildings, trees and even fields. Thanks all!- 8 replies
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question How to check if a button has been pressed? [SP]
Capwell posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, everyone! I am making a single player mission, and want to know how to know if the player has pressed a button? My specific reason is that, on the mission start. The players has all their equipment/weapons hosltered in backpack/vest. If anyone can help with this, that would be awesome. Alternatively: Is it possible to open the inventory without player needed to press a button? Warm Regards, Jack. -
question How to check if a button has been pressed? [SP]
Capwell posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, everyone! I duped the post. Please delete this one, that you are looking at. Sorry. Warm Regards, Jack. -
triggers Question: Enabling Zone Trigger?
Spaphy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! I've stumbled upon a small problem to solve. I was curious as to what the simplest method is to enable a trigger's ability to activate. Example: Say there's a zone that ends the mission, but you want to force the player to complete tasks before they can walk into the specific zone, ending the mission. It seems using standard zone triggers has nothing preventing the player from walking into the zone, ending the mission. Essentially, I look to have the trigger's ability to activate enabled only after something specific has been completed (Whether it be a task or a trigger first.) This being the goal, "triggeractivated" isn't ideal as it forces activation. If there's a simpler way (or better, coding as well), I'd love to know. Many thanks.