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Found 13 results

  1. So ArmA 3 has come a long way since the old days, one of which being a full working 3D Editor, which allows us to make amazing things in an easy way. But I always found it lacking of one thing, and as you might've read from the title, that's the ability to add trees and some bushes, perhaps even grass and flowers. All these things exist within the game, and can be spawned in via scripting commands, but I find this way to be rather complicated, and not user friendly. I can understand performance would go down if people would spawn in 1000 trees.. (would it though?) but sometimes, adding 5 trees to a small, hand-created neighborhood, can give so much more atmosphere to the environment, that it makes user-created missions better and feel more alive. So.. my question, can we have Trees, Bushes etc. supported and placeable within the 3DEN Editor?
  2. Hey all, I have what I assume is a pretty newbie question but no one I ask seems to know the answer and I wasn't able to find any info online: When I create a polygon to fill it with various trees, bushes, etc I'm forced to give it a unique preset name but I'm unable to find where I can reuse this preset rather than manually adding all the bushes/trees I want and tweaking the density every single time I make a new polygon fill. This is especially annoying with complex fills that include many different objects. Am I doing this the wrong way? If I do create a "preset" how can I then reuse that?
  3. 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?
  4. Battlestar255

    Arma Tree Samples

    So I am trying to create some custom trees for my map I am making. I have used the sample tree in arma 3 tools but I am trying to make a pine tree and the one in the samples pack isn’t a pine tree. I was wondering if anyone knew where or how I can get a sample tree from Arma 2 or Arma 3 that is a pine tree? I have used blender and the sapling addon to create trees and export them into O2. I am just struggling to get the leaves to look proper.
  5. Palms available in Arma are basically two kinds: phoenix palms available in Altis and a variant used in Malden, and various tropical palms available form CUP (used in Fallujah I think) and Tanoa better quality ones. In maps that that portray middle eastern regions terrain makers have opted exclusively AFAIK for the tropical kinds which for me it makes maps seem either south asian or african instead of middle eastern. The best alternative would be to make a new model which can be used to replace the ones in existing maps by script or used in new terrains. Meanwhile the phoenix palm seems the most viable choice: I'l post some examples of using these phoenix palms in existing maps soon. I know it may be a silly discussion for many but since I stumbled on this issue twice already I think we can discuss it here instead of hijacking other people's topics. And maybe we'll get a proper date palm model in the game.
  6. Hello there to Everyone ! I 'm trying to replace the a3 Trees (with the CUP ones) , but i can't find the classnames. I 'm using the following script to replace the Buildings and i would like to do that , with more objects of the map, except , if there is another way. //["Building to replace","replaced Building"] myBuildings = [["Land_i_Stone_HouseSmall_V3_F","Land_HouseV_1I4",0], ["Land_i_House_Big_02_V3_F","Land_HouseV_1T",0], ["Land_i_Stone_HouseBig_V2_F","Land_HouseV_2T2",0], ["Land_i_House_Big_01_V1_F","Land_HouseV2_01A",0], ["Land_i_Shop_02_V1_F","Land_HouseBlock_C2",0], ["Land_i_Shop_02_V3_F","Land_HouseBlock_C5",0], ["Land_Slum_House01_F","Land_Shed_W4",0], ["Land_Hut06","Land_Shed_W02",0], ["Land_i_Shop_02_V2_F","Land_HouseBlock_B5",0], ["Land_Slum_House03_F","Land_HouseBlock_B3",0], ["Land_i_House_Small_01_V3_F","Land_HouseBlock_B4",0], ["Land_i_House_Small_01_V2_F","Land_HouseBlock_A1",0], ["Land_Kiosk_gyros_F","Land_HouseBlock_C4",0], ["Land_d_House_Big_01_V1_F","Land_HouseBlock_C3",0], ["Land_Unfinished_Building_01_F","Land_HouseBlock_B6",0], ["Land_Factory_Main_F","Land_Ind_Pec_03a",0], ["Land_MilOffices_V1_F","Land_a_stationhouse",0], ["Land_i_Stone_HouseBig_V3_dam_F","Land_HouseV_3I2",0], ["Land_i_Shed_Ind_F","Land_Shed_Ind02",0], ["Land_CarService_F","Land_Repair_center",0], ["Misc_Cargo1Bo_civil","Land_Shed_M02",0], ["Land_i_Stone_HouseBig_V2_dam_F","Land_HouseV_1L1",0], ["Land_i_Stone_HouseBig_V1_dam_F","Land_HouseV_1I1",0], ["Land_FuelStation_Build_F","Land_Misc_WaterStation",0], ["Land_Chapel_V2_F","Land_Church_02a",0], ["Land_i_Stone_Shed_V3_F","Land_HouseV_2L",0], ["Land_Chapel_V1_F","Land_HouseV_2I",0], ["Land_i_Barracks_V1_F","Land_Mil_House",0], ["Land_Mil_Barracks_i","Land_Mil_Barracks",0], ["Land_Cargo_HQ_V3_F","Land_Mil_Barracks_L",0], ["Land_Airport_Tower_F","Land_Mil_ControlTower",0] ]; for "_i" from 0 to(count myBuildings-1) do { _CurrentBuilding = (myBuildings select _i) select 0; _ReplacementBuilding = (myBuildings select _i) select 1; _DirectionOffset = (myBuildings select _i) select 2; { systemchat format["getPosATL: %2 getDir: %4 _CurrentBuilding %5",getpos _x, getPosATL _x, getPosASL _x, getdir _x, _x]; //diag_log format["getPosATL: %1 getDir: %2 _CurrentBuilding %3 _ReplacementBuilding %4 _x %5", getPosATL _x, getdir _x, _CurrentBuilding, _ReplacementBuilding, _x]; hideObjectGlobal _x; _myReplacement = createVehicle [_ReplacementBuilding, getPosATL _x, [], 0, "CAN_COLLIDE"]; _myReplacement setDir (getdir _x) + _DirectionOffset; _myReplacement setPosATL (getPosATL _x) ; _myReplacement enableSimulationGlobal false; } forEach nearestObjects [markerpos "center", [_CurrentBuilding], worldsize]; }; hint "Replacmentscript end"; Thanks to everyone!
  7. Antilochos

    Flora in Editor

    I was wondering why we can not place all flora (trees, plants, etc) freely in the editor. I mean, rocks are available, why not trees? This might be asked and answered in the past by somebody, but I could not find it.
  8. Antilochos

    Flora in Editor

    I was wondering why we can not place all flora (trees, plants, etc) freely in the editor. I mean, rocks are available, why not trees? This might be asked and answered in the past by somebody, but I could not find it.
  9. Capt. Hardbasskov

    Trees loading distance

    While not using scope trees look fine, I can easily spot enemies through them. When I'm using higher zoom scope though, this happens. Trees change into some much lower LOD models making it impossible to see anything but green goo. It's really annoying and it appears that changing video settings doesn't change it (I've tried running it on ultra, and it didn't help)
  10. Hello! So I am making a script for insertion. My issue is even though I am using flyInHeight at 25, the ai pilot is not using the altitude from the ground, but also including tree height. When the helo gets to the waypoint its too high to rappel down. I have tried to setPos, but the helo goes back to the same alt. Any ideas how to ignore tree height? Besides this issue the script runs great. Just need to work this last bit out. I could increase the rappel height, but I really would like to keep it around 25 m max. Thanks! dub
  11. EssacCrown168

    Chenaurus Map

    I suggest to BIS to rebuild this map for these reasons : 1.There is a lot of buildings can't be entered .The 2nd floor shooting position and observation post is very important to urban combat . 2.There is a lot of buildings get bugs when blowed up ,for example invisible wall ,or invisible hill .sometime even hand grenade will make it happen . 3.If you hit some of trees down on downslope of a hill ,they were not fall down to the ground but floating like they are lie down flatland ,And some of trees grows up so high and the tree root is out of dirt . 4.the biggest city Chernogorsk will make most players lag ,especially Sniper ,Marksman and Binoculars .
  12. I can't get it too work. I shows up as controller, but there is no way to map it :confused:
  13. African foliage for ArmA II Latest version: v1.23 This addon contains 34 usable models that can be used too create a vast desert, savanna or jungle. The addon was previously released for ArmA in a un-finished state but now I have ported it over to ArmA II and completed all models that were in prior releases. I want to thank Icebreakr for testing the foliage on his nice Isla Duala. But also check out these beautiful islands: Download v1.23 ---> Click me! Version 1.20 - outdated! mirrors: Mirror #1 @ ArmA.info Mirror #2 @ ArmA2Base.de Mirror # 3 @ ArmAholic.com Some more: http://i18.photobucket.com/albums/b120/Berghoff/Africa2/bush.jpg http://i18.photobucket.com/albums/b120/Berghoff/Africa2/datepalm.jpg Full list of models included: Since this will be my last foliage related add-on I want to thank all the users on this forum who supported me from the very beginning of my little adventure. Looking back I came a long way but now I must put the tree carving tools to rest finally. I just don't find the time nor motivation anymore these days and looking at the quality of the foliage these days It doesn't matter anymore. Now I can actually focus on playing games =). Have a nice safari and/or fun designing terrains! :D
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