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Found 48 results

  1. 3den Enhanced Description This modification adds new functionalities to the Eden Editor, without creating any dependencies for players. That means, mission builder can use this mod to make their lifes easier without making the lifes of the players harder by forcing them to download additional mods. Features (Images) Feedback Feedback is always welcome and will help me to find bugs and improve this modification. GitHub & Translation This modification is available on GitHub. Feel free to contribute! Download Armaholic Steam Workshop Changelog Contributors See ingame credits
  2. Hello, I have written a module for carpet bombing for Sabre's secret weapon and Unsung. Unfortunately it's quite hard to use as one needs to know the class name of the plane (easy to get in Eden though) and the bomb weapon classname (very hard to get, through config viewer). Now I want to ease the setup of this module via a custom entry in the tools menu of Eden where one can select a bomber and bomb type through browsing an additional config entry, CfgCarpet. Before setting up dialog and what not, I tried to alter the config of a script placed unsung carpet bomb module in the Eden debugger. When setting the 'bomb' variable this change is not reflected in the module, though in the debug script the new value is shown: e = create3DENEntity ["Logic", "uns_ModuleCarpet", screenToWorld [0.5, 0.5]]; systemChat str (allVariables e); systemChat str (e getVariable "bomb"); e setVariable ["bomb", "flip"]; systemChat str (e getVariable "bomb"); The last systemChat prints flip. But when I double click the uns_ModuleCarpet Eden entity I still see the old value. Any solution to this, I suspect that the setVariable doesn't work to well with Modules. Alternative approaches to the problem of configuring a module is also welcome! Cheers, TeTeT
  3. _bpos = []; _origin = ((get3DENSelected "object") select 0); {_bpos append (_x buildingPos -1)} foreach (nearestObjects [_origin, ["House", "Building"], 50]); { _bp = selectrandom _bpos; _bpos = _bpos - [_bp]; _x setpos _bp; } foreach (get3DENSelected "object"); The code is used in the 3den editor CONSOLE to place the SELECTED units/objects to all buildings in 50m radius. You need to select your units in the editor, then press ctrl + D to enter the console, then you run the code. Works with editor placed buildings/fortifications. the units will be put into nearest buildings, the 3den markers will update AFTER testing the mission, to make them stay you should put {_x disableai "PATH"} foreach units this into the composition of the group
  4. Hey everyone, Was wondering something for a while now and I am pretty stumped. Whenever I create my child displays with: finddisplay 46 createdisplay "displayMenuChild" I can still interact with the parent display (i.e. Can press buttons and interact with listboxes etc.) I also use the same controls as used in the 3DEN Editor displays. I create my parent display as a dialog with: createdialog "displayMenuParent"; Maybe I need to create it another way? Thanks in advance, Skirmish_
  5. Hey everyone, I've been wondering this for a while now, maybe someone here can help me out. I've been making UI's the same way for a long time, via the GUI Editor and exporting them using SafeZone. However this positioning technique overlaps controls when you're on different resolutions and display sizes. I looked around the 3DEN displays and controls in their configs and saw that the positions and completely different to safeZone: class Picture: ctrlStaticPictureKeepAspect { text="\a3\3DEN\Data\Displays\Display3DENMsgBox\picture_ca.paa"; x="( (0.5 - 0.5 * 75 * (pixelW * pixelGrid * 0.50))) + (2) * (pixelW * pixelGrid * 0.50)"; y="( (0.5 - 0.5 * 25 * (pixelH * pixelGrid * 0.50))) + ( 5 + 2) * (pixelH * pixelGrid * 0.50)"; w="10 * (pixelW * pixelGrid * 0.50)"; h="5 * (pixelH * pixelGrid * 0.50)"; }; Is there a way I can start creating displays using this positioning technique? Thanks in advance, Skirmish_
  6. Hey everyone, I've been wondering this for the longest time now and I've had no real answer to this question. How are the Displays - 313 (Display3DEN) and 46 even getting spawned? As you can obviously move while they are on screen. I am asking in regards to the displays being overlapped: finddisplay 313 createdisplay "Display3DENNew"; and the parent display still being visible on screen while the child display is open. I cannot get this to work by myself and I've copied basically everything bohemia have done when it comes to configs etc. I've tested pretty much everything and have came to the conclusion that it definetly has something to do with the parent display and how it is opened. Example - Overlapping displays Thanks in advance, need all the help I can get at this point. Skirmish_
  7. Hi, I've been wondering for a while on how Bohemia have done this, maybe someone can help here. The 3DEN Displays all have actions that display a new box on the screen (e.g. Clicking new scenario button will display a another box and wont let you interact with anything behind it): https://gyazo.com/956ab95d3148cd87e4c9de5902d591ca I was thinking they made it so when the user clicks on the button, the controls get made in the script, but I don't know. Thanks
  8. Hi, I'm really confused on why when I use createDisplay, it doesnt go over the parent display like the 3den displays: https://gyazo.com/956ab95d3148cd87e4c9de5902d591ca Instead it just looks like I created another parent display/dialog: https://gyazo.com/be01e67e6a0a7a6ebfcd6d9e1562407b Thanks in advance, skirmish_
  9. Hi, I've been very confused for the past week on how bohemia made their 3DEN displays overlap each other. I've copied basically everything they have done as far as configs go, and I have also been using createDisplay to have the child display go over the dialog, however it just looks like I made another parent display/dialog and its not going over the display. Maybe someone here can help. Thanks in advance, skirmish_
  10. Hi, As from the title of this post, I am looking at how I set-up a new respawn position in a mission after completing a Task. I'm expecting to set up a trigger, and not wanting to make any external folders/files in the file location.
  11. My English is not very good, I am very sorry, but please help me as much as possible. In 3DEN you can export buildings to coordinate formI will export this, but I want to import the following coordinates into 3DEN. How can I do this? By loading the sqf method, the building will become unselectable. ["Land_TentDome_F",[16692.7,13517.2,-0.00139904],316.818,[[-0.684318,0.729184,0],[0,0,1]],false], ["Land_TentDome_F",[16692.7,13517.2,-0.00139904],316.818,[[-0.684318,0.729184,0],[0,0,1]],false], please help me! thank you very much! I just want to import the coordinates of buildings and buildings into 3DEN.Because 3DEN can export terrain, These building coordinates are super! I want to change all their positions in 3DEN.
  12. In the editor, when the player dies, is it possible to show the debriefing screen instead of the usual death screen?
  13. Eden WYSIWYG emitter editor Use particle and light emitters in your scenarios without any scripting. Adds an emitter editor akin to the old "utility mission" editor that has floated around since the original OFP and the "Eden way" of adding emitters via object attributes. Does NOT create dependencies, as in this mod is not required to play the scenarios edited with it. Before you get all excited you must remember that this is just scripted pile so it is not 100% stable, you will break it, you will possibly ruin your scenario with it etc. So bear that in mind. Features include: - add emitters (particle/light) and edit their parameters in Eden, in real time. WYSIWYG, will appear in scenario as it does in Eden - Attach emitters to virtually anything (Eden entities, terrain objects, object selections) - Save emitter parameter presets - Export emitter parameters in sqf format like with the old "utility mission", sometimes you just want/need to script it - Export emitter parameters as config class, greatly speed up creating your CfgCloudlets and CfgLights effects - Includes "scenario function set" to deal with the emitters added with this tool in "mission runtime" - Full set of Eden tutorials - 100+ page pdf manual with a lot of examples on how to use the tool... !IMPORTANT NOTE!: If your game crashes with error "DX11 ERROR BUFFER MAP FAILED" while using this tool it in most cases means that your Particle Quality setting in the game Video Settings is too high. Lowering it should fix this. License: You are not allowed to make any derivative works of this mod or it’s documentation in portions or as a whole. You are not allowed to repackage or distribute a repackage of this mod or it’s documentation. Obviously Steam Workshop EULA additionally applies to the Steam Workshop version of this mod and it’s documentation. Changelog: A few videos: Obtain from: - Steam WorseShop - Ye olde skool download Contacts: - Discord Thans to: - Everybody making proper bug reports - kju - Undeceived - R3vo - savedbygrace - sokolonko + the rest of the NF single girls - sa8gecko - BI
  14. Hi everyone, I have written a function that will allow people to configure an aircraft in the 3den editor and have it able to respawn with that exact loadout. I found that I was having very inconsistent results when the respawn module was set to delete or delete with explosion. It has been rock solid since setting the module to preserve. The function deletes the old vehicle once it has all the old data anyway. Instructions You will need two things for this function to work: You will need to create an init.sqf file in your mission folder and paste the code below into it. You will need a respawn module in your mission with the customized vehicles synced to it. Put this code into the Expression section:: [_this, 2] call RESPAWN_VEHICLE; Note: The number allows you to customize what happens with the cargo of the respawning vehicles (guns, medickits etc etc). It is all listed in the function below Optional If you want to be able to edit and move the vehicles as Zeus, you will need to add an "Add Editable Objects" module to your mission and name it ZEUS_EDITABLE and put the variable name of your zeus player unit in the owner section. In the script do a search for "ZEUS_EDITABLE" and uncomment it. Things I am trying to work out currently: - Why the sync commands don't work at all. My goal was the have it pick up all the objects the old vehicle was synced too. Alas I haven't worked that out yet. - Work out if its possible to get all the customizations like missing doors on vehicles from the old vehicle and pass them onto the new one. I have tested this in Multiplayer and it does work. DEMO MISSION AVAILABLE HERE
  15. Hi! I've searched for it for quite a while now and wasn't able to find a solution. How do I make items defined in CfgWeapons visible in the Assets section in 3den Editor? CfgVehicles stuff is obviously available by default, because I can see units and backpacks, but other stuff doesn't appear there. Thanks in advance.
  16. Hi all, I'm trying to script some plain ellipse markers in 3den I have my own module for that. If I use the createMarker command, everything goes well but these markers vanished at preview. Normal. But when I come back to 3den, the markers are no more present. I don't want that. So, I'm trying to use create3denEntity. that means to know what the cfgMarkers class is: _mk = create3DENEntity ["markers", "class", position] The problem is that all available cfgMarkers classes seem to be for iconed markers but not area ones. I tried "system", "ellipse", "", "empty"... Only empty is a defined class, so it's works... for an empty marker. Then I added lines like: _mk set3DENAttribute ["itemClass","ellipse"]; _mk set3DENAttribute ["markerType",1]; _mk set3DENAttribute ["brush","solid"]; Nothing works. The marker remains "empty". Any idea to add a solid area marker by create3denEntity ? Thanks
  17. ========================= 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.
  18. Evening guys, I've hit a brick wall with attributes and I'm hoping someone here can help. So I've managed to setup various attributes but the one I'm stuck with is entity specific, namely the game master Module: ModuleCurator_F I have a function that gets called on the init but I'd rather it was just a checkbox on this module. Having looked at the documentation I can see entity specifics should be done in CfgVehicles. However, all I get is a duplicate class. Anyway, here's what I have so far and the result. class CfgVehicles { class ModuleCurator_F; class MyEntity: ModuleCurator_F { class Attributes { class LRG_Config_Zeus { property = QUOTE(LRG_Config_Zeus); control = "Checkbox"; displayName = "LRG Config Zeus:"; tooltip = "Enable to allow this Zeus to have placed units use LRG AI Difficulty Settings (Settings - Addon Options)"; expression = "[_this] call LR_fnc_ConfigZeus;"; typeName = "BOOL"; condition = "1"; defaultValue = "true"; }; }; }; }; From https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Entity_Specific Result:
  19. Is their a way that you can create multiple RHSUSAF uniforms with a specific rank patch attached to it and than add it to the ACE Arsenal when editing in EDEN? For example using the RHSUSAF 101st Airborne uniform as the base template, and create multiple uniforms that all have specific rank insignia's on them. Names would look like "Combat Uniform OCP (101st Airborne Div. PRIVATE)." Also what are the files called for an RHS uniforms, and locations of these files to edit?? Thank you! https://imgur.com/a/x6IzB2b
  20. Hi all, I'm about to issue a D-Day mission SP/MP (Iron Front addon + CUP terrains). Everything goes well so far but I'm trying to add an intro via 3den for SP sessions. This should be simple... For test, I'm just clicking on intro layer in 3den, then adding a simple player and a waypoint. I added a condition true trigger with countdown set to 20 sec and end1 termination (to terminate the intro). No camera sequence at this level. Just a basic intro... Well! Not sure to understand the following: a bunch of errors in rpt file and on screen: I thought intro was running before scenario, then before init.sqf and all EH stuffs.... In fact, I don't understand how it works! - Why intro is running the init.sqf with all the init fields of non-yet existing units! I have plenty of units and variables in my scenario I don't care for intro!!! for example, I named the playable group : HUBERT... and I got an error for a non-defined HUBERT in intro.... Sure! What for? I don't want to copy/paste all units from scenario to intro! - Not found a good tuto. I don't mean a way to make a video but something explaining the sequence, initialization order, things to do on 3den intro. I discovered lately the need to have a player as unit, even if there is no playable thing in intro (and no player defined?) or the need to place something to exit the sequence... Not sure what exactly. So, is there any pro of intro, BI dev, who could help for general information about that? (I'm not looking for mission example but rather a minimum things to know). Thanks
  21. Recently i started working on a four part campaign , at the start i didn't have any idea what it was going to be about , but i kind of thought of something while creating it. My question is to the community : what do you guys like to do in a mission ? favorite type of missions. difficulty. number of missions in each part. When you play a scenario , what do you want to see/not see. Edit : What type of vehicles , and how much. Any information is appreciated.
  22. Hello ArmA community! This modification is kind of expansion for A3 3DEN editor. I very often use this editor during the development of modifications and other trivia stuff (like cinematic trailers etc...) and when it comes to animation configuring part, well... that sucs Previewing animation in Animation Viewer > setting it on unit with switchMove/playMove > [you know whats next]. Yeah, and then... the adjustment of animation. Launching mission to test it out > getting back to Eded to fix position > Doing all this stuff again and again... Then, the idea came to my mind: what if i will be able to preview animations right in eden editor and then just use it on unit with playMove/switchMove? This is the story about how this mod was born AnEVi (Animation Easy Viewer) - is a powerful tool (expansion) that allows you to preview and adjust animations on units right in editor. Currently, the half of work is done and almost ready for release, but the functional is not sufficient yet. I'm planning to add more animation control stuff like: animation speed, play/pause/reset (and other things). What do you think about my idea? And yeah, sorry for my bad engrish guys c: // Soon I'll add link to my Discord server Screenshots:
  23. Hello at all who will read this at first, I am currently working on something called DCFDB a Dynamic campaign Framework for Arma 3. To keep things clear i will write some things about it. First of all there is no released Version right now so it is not avialble yet. The Target of it is to have a Dynamic Zeus Campaign with a saving function and other little extras for administrating the campaign. To achive this i am writting an Database in combination with extDB3. This Database should store the most if not all placable and doable things aswell as states. I started at some point to play Milsim Missions with Zeus and thought that it is somewhat sad that there is nothing really to safe the progress. Better said i am targeting a normal Arma 3 campaign as Zeus Campaign with the use of the Creativity from Community of Arma 3. Well with that said now i get to my problem: I am working right now to make it possible to use the Editor for the campaign that you aren't Limited to only Zeus. So i wanted to use the ID of the Mission.sqm to check if it is a Editor Object and later maybe call it by that or assign paralell a Id from the Database. The id of Item 59 ("I_Truck_02_box_F") would be the 409. Right now with the Knowledge i have i can get this variable by using: https://community.bistudio.com/wiki/get3DENEntityID But this is limited to the Eden Editor right now. I ask myself is there a way to get this exact Value in the mission while the Object "I_Truck_02_box_F" is selected with as an example: cursorobject. I already thought of another sollution of this by first calling all placed objects and extracting the ID in the middle of following: 13b57c080# 1675124: truck_02_box_f.p3d by using _editorID = str _vehicle splitstring ": " select 1; this gives me the 1675124 of the whole thing. I thought this number would be my solution but then i got informed that those numbers can change because of terrain modification like one tree more or less. So i can't use that. Now is the Question is there any other solution to get this ID or something which is also unique and won't change? Just as information NetID changes. Another thing i tried is to include the MissionSQM in the description.ext and work the parts out: class MissionSQM { #include "mission.sqm" }; and call it through: getNumber (missionConfigFile >> "MissionSQM" >> "version"); [this is not the path just as information this is just an example] but there is another problem i can't order the ITEM Class to the object if there is variable itself which it does not need everytime. class Attributes { name="beta_4"; } Without the name Attribut i can't order it corectly to the unit. Position is a bad option since those can change. The funny thing is i can call the object mentioned before with this script so this is why i tried the splitstring Part: [0,0,0] nearestObject 1675124; So i am with my knowledge at the End and wanted to ask if someone knows a command for declaring an unique ID which won't change and are passed on from the Editor. I searched the Internet up and down asked question in the Arma 3 scripting Discord channel. I think also you were able once to read out the 1675124 id with a command but this was discontinued due to the terrain change problems. Now the editor objects get their own ids which was once wanted but this can't be used in the Mission. I am at the point where i don't know what to do now. Maybe some of you has some answers. Would be glad.
  24. Hello! It's probably a very easy situation but I can't find any help so far. I want to apply the steps below between three locations (LA, LB, LC) Start (anywhere): Task 1- Go LA (On LA) - Success Task 2- Go LB (On LB) - Success Task 3- Go LA (On LA) - Success Task 4- Go LC (On LC) - Success I use trigger (Blufor Present) but I'm having problems. When I sync one trigger and set it to "Repeat", both Task 2 and Task 4 gets activated and when I activate again, Task 2 completes and starts again. When I use two different triggers, Task 4 is enabled when units reach LA for the first time. I need tasks to be activated and completed just like the steps I mentioned above. How can I do that?
  25. Hi everyone, Is there a way to get some of the interface from 3den into Zeus. I am finding Zeus is in dire need of an update since 3den has come out.
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