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Showing results for tags 'Compositions'.
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Hey, when I`m placing custom compositions in zeus there often is a gap between them and the ground. Trying to move them on ground level by selecting the composition and pressing alt, the whole construction crashes(items aren`t on the table anymore etc.). Is there a script to fix that?
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If anyone has played the arma 3 campaign 'resist' you know exactly what im talking about. For the rest ill quickly explain. In arma 3 resist you have a sequence in a mission in which you can choose to go a distance by foot over open ground or move to a certain location and enter an 'underground' sewer. The sewer obviously isnt underground because arma doesnt really allow that kind of stuff, instead it is a prebuilt structure, just like a house, but from the inside it feels like its underground. The way it works is a addaction command which teleports you in and out of the sewer and changes time of day at the same time so it seems like its underground. The sewer is built very well and the immersion is immense. Now to my question: Does anybody have prebuilt and/or expanded sewer from Resist? If not, does anybody have a different prebuilt sewer? And in any case, does anybody know the scripts that could be helpful to add a teleport and fadeout/fadein and time change for the object init? Reason is im trying to build a mission for the unit and id like to do something that hasnt been done a million times before. Maybe even @Kydoimos? I know you started building a whole sewer section and I was wondering if you ever finished it/have the started construction somewhere still. The new Composition feature would be amazing for this. Because yours looked realistic and i cant seem to find the right objects to recreate it.
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The editor let me to create compositions, created once I can not leave them on the map, any solution? Thank you https://i.imgur.com/uooiI8a.jpg
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Hi, I have a gun store as well as a vehicle store that were made in VR so that everything is flat which I plan to use on other terrains. It will be created via code, etc... The problem is, the compositions are very complex (in terms of how they are made) and they use vectors and all that. The BIS composition functions does this but it doesn't take these things (vector, etc) into account. The only thing I can think of is to create some function that copies position, simulation, vectors, etc. Or modify the BIS composition functions? I am looking for advice and ideas for the best approach. This is the vehicle store (you'll see what I mean by complex) https://imgur.com/a/RLV7I Here are some images from gun store that will give you an idea of what the issue is: https://imgur.com/a/ZLbvF
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Custom Compositions on the Workshop? + my composition
Ferdilanz posted a topic in ARMA 3 - EDEN EDITOR
I recently decided to start making bases for my singleplayer survival modes. I finished one, and saved it, but the button to publish it was grey'd out. I don't know if it's because I used mods to make it, or what, but I don't even know if it's a thing that's been implemented yet. If anyone's curious, I'll add a link to download and poast screenshots. Armaholic is down and I don't want to upload a scenario to the Workshop so the forums sounded like the best place to me. Requires CUP Terrains Malden 2035 (official addon, for the resources) Helicopters DLC (helipad lights) RHS US Armed Forces (turrets) Screens Download File contents Installation-
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Help working with ObjectsMapper Compositions
MitchJC posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, I was hoping someone would be able to help with the following. I've created a composition which is spawned using ObjectsMapper. I want to be able to disable damage and enable dynamic simulation on each of the items in the composition. Additionally I want a way of deleting the composition on objective completion. The problem I'm having is getting the building from the array. _HQComp = [ ["Land_Cargo_HQ_V3_F",[0,0,0],89.937,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[8.04028,-1.2489,0],89.872,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[7.69019,7.33813,0],89.872,1,0,[0,0],"","",true,false], ["Land_PortableLight_double_F",[11.2708,5.54102,0],313.275,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[8.07739,-9.8667,0],90.1586,1,0,[0,-0],"","",true,false], ["MetalBarrel_burning_F",[-1.35107,13.1682,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[2.74634,-13.2556,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[-5.88013,-13.412,0],0,1,0,[0,0],"","",true,false], ["B_supplyCrate_F",[-14.9216,-0.610474,0],88.5408,1,0,[0,0],"","",true,false], ["Box_NATO_WpsLaunch_F",[-14.9614,3.56836,0],91.5848,1,0,[0,-0],"","",true,false], ["Land_Cargo_House_V3_F",[-13.1018,10.2432,0],270.412,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[10.7866,12.7167,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[14.2078,9.14673,0],269.947,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[-17.5911,0.522949,0],89.8719,1,0,[0,0],"","",true,false], ["Land_CncBarrier_stripes_F",[16.7244,5.35376,0],0,1,0,[0,0],"","",true,false], ["Land_Cargo_Patrol_V3_F",[-12.9534,-12.9851,0],358.398,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[-12.0073,14.6807,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[-17.4727,-7.99268,0],90.1586,1,0,[0,-0],"","",true,false], ["Land_Cargo_Patrol_V3_F",[12.1367,13.3417,0],358.398,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[-14.3176,-13.4429,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[-17.8599,9.36365,0],89.8719,1,0,[0,0],"","",true,false], ["Land_CncBarrier_stripes_F",[16.4963,13.2567,0],0,1,0,[0,0],"","",true,false], ["Land_CncBarrier_stripes_F",[20.6875,9.172,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[2.70532,23.7155,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[-5.86133,23.599,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[-17.7747,17.9559,0],89.8719,1,0,[0,0],"","",true,false], ["Land_Cargo_Patrol_V3_F",[-17.2051,18.9408,0],88.6308,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[23.6223,10.1174,0],269.947,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[11.2742,23.9015,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[-14.479,23.327,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[23.3862,18.7457,0],270.049,1,0,[0,0],"","",true,false], ["Land_HBarrier_Big_F",[19.97,24.0022,0],0,1,0,[0,0],"","",true,false] ]; 0 = [(_ObjPos), random 360, _HQComp] call BIS_fnc_ObjectsMapper; { _x enable damage false; _x enableDynamicSimulation true; } ForEach _HQComp; {deletevehicle _x;} ForEach _HQComp; The question is how do I return each object from each string to get this to work? The above doesn't work as it's a string and not an object. Thanks in advance. Mitch -
ZEC - Zeus and Eden Templates / Building Compositions
lsd posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
ZEC A collection of over 100 compositions for use in Eden/Zeus of varying sizes/complexity. This addon uses vanilla objects and has NO dependancies - Removing the addon will not affect any strucutres already placed in the mission with the addon. Players will NOT require this addon to see the buildings etc... Inspired by austin_medic's pack (https://forums.bistudio.com/topic/170000-wip-custom-zeus-compositions/) which has been incredibly useful. If anyone has made some compositions/bases they think would fit in this pack I'm happy to include them and give you credit. Enjoy. SAMPLE IMAGES: http://imgur.com/a/BJPWk DOWNLOAD (v1.0.9): Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=642912021 Do you use CUP Terrains? Take a look at ZECCUP! SOURCE: https://github.com/LISTINGS09/ZEC NOTES: Some compositions are very large with upwards of 300 objects, be aware of possible desync when spawning them in a Zeus Mission.- 73 replies
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So at the moment there are a couple of roadblocks and bases available as well as the normal squads and fire teams for each faction. However, in the Eden editor, you are able to put down a certain collection of units, props or both and save that for later use. It would be great if these compositions could be used in the Zeus Editor as well as being able to create new ones that can be saved from Zeus. I doubt this would be too much work as it is essentially already in the game, but just not transferred and would be very useful for "Zeusing".
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How to create addon with object compositions for zeus ?
konkel posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello, from some time I really wanted to create public mod with custom compositions for Zeus and Eden Editor. I know how to save custom compositions using editor which then saves here : C:\Users\*******\Documents\Arma 3\compositions. Question is how to put the compositions file into a mod that can be loaded and used my editor and zeus. I tried using this this tutorial: https://www.reddit.com/r/arma/comments/2b2cef/creating_custom_zeus_compositions_in_arma_3_x39/ I'd like to create something like this: http://steamcommunity.com/sharedfiles/filedetails/?id=642912021&searchtext=composition What i Did: mod.cpp name = "Konkel's"; picture = "icon.paa"; actionName = "Website"; action = "http://armann.eu.org/"; tooltip = "Konkel's 0.9.0"; overview = "Public custom Composition/Templates for Zeus and Eden Editor, Enjoy"; author = "Konkel"; config.cpp (after conversion its KONKEL_COMP.pbo) I Get this error :- 1 reply
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Willing to Help Creating Missions (Concept part/Making Scenerys/Compositions)
charlis posted a topic in ARMA 3 - FIND OR OFFER EDITING
Hi. If you have good knowledge in scripting and editor and want to create missions with cool backgrounds and interrelated objectives, call me. I created the concept for several missions, which I can never finish because my lack of scripting practice. I searched, learned and try a lot but most of the time, my ideas requires one step up regarding scripting (or adjust/edit existing ones). I can help to create a cool background and lot´s of objectives/hapenings inter-realted and also doing "heavy-work" placing, indicating stuff in the editor and crating scenerys and custom compositions. I have several mission concepts noted down t o start to work with. My preferred game type is COOP (I´m from the "COOP´s golden age" in OFP and ARMA) Send me PM if interested. Thanks-
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(Syntax adjustment) Converting composition file from A2 to A3 - Seems Simple
charlis posted a topic in ARMA 3 - FIND OR OFFER EDITING
Hi guys, I wanna spawn custom compositions from Eden editor at mission sqf. I did something similar in A2 as treated in these topics: https://forums.bistudio.com/topic/190123-calling-custom-compositions/?p=3018391 and https://forums.bistudio.com/topic/189457-custom-compositions-with-units-characters-waypoints-markers-triggers-and-objects/?hl=composition In A2 each composition was saved in a sqf with syntax like his (just an exemple): The syntax file from A3 custom compositions is similar but has minor differences: Confronting these 2 syntaxes, I could note that the information regarding the positions of the elements are the same. Seems that the problem is the "header" and maybe the "end". Unfortunattly my sqf scripting skills are very limeted and after spending hours tryng to solve myself I´m "defeated". any help? Thanks in advance! Charlis-
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Hi All. I´m looking for something similar I had in Arma2, not sure but probably BI3DE. I could create a Scene/Composition with Units, Waypoints, markers, triggers and Objects (and also with it´s init fields working) and then just save it to an sqf for spawn the hole thing in a mission. For now, I searched "MMC 4", "Composition Tool", "DynO A3", "E3DEN" and others besides existing BI functions like in this posts (https://forums.bistudio.com/topic/123960-how-do-i-precisely-place-local-objects-consistently/#post2096215 and https://forums.bistudio.com/topic/163625-dynamic-object-compositions-doc/#post2641626 and others). I was able to make object compositions only, no characters(units), no markers, and no others I mentioned before. The idea is, for example, make a building breach mission, with hostage rescue scene loading in randomic positions but with total control of the composition. The elements involed directly into this part of the action, hostage, guard1, quard2, triggers that setcaptive false to the hostage, objects that compose the scene (chair, tools for torture, light, captive acomodation) will be placed in the 3d editor and save to a sqf file. After that I can just move the hole composition to another "room" or building and just do minor edition or tweaks and saving each one as a different sqf file wich I´ll call randomly at mission start. Pls help! I think that this concept can be very usefull because opens lots of possibilities. I play Arma since OFP and maybe waste more time in the editor rather then playing but besides knowing how stuff works, I´m still suck at coding (well). What makes me mad is that I was able to make it before, but the changes that come with the new versions (a3) makes me start from zero. Pls, Pls, PLS help! I promise that I´ll post a concept mission if I can do it! Thanks in advance, bye OBs1 - How I was calling the composition scripts Randomly OBs2 - How was the sqf of one of the compositions (Insurg_Pos_1_b2_iso.sqf)
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Folder structured compositions - possible or not?
danny96 posted a topic in ARMA 3 - DEVELOPMENT BRANCH
Now that when we have the compositions in 3den that opens whole new level of editing I'm now wondering why we can't organise / layer our compositions into folders? Are you planning to do so or is it impossible to make because It will be on Steam Workshop where you will basically have to stick with the current predefined category system? Sorry for bloating forums with it, but feedback tracker is still down and I can't seem to find any other topic to post things like this.. Cheers.