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A safe zone where you can't shoot or throw grenades. When the player leaves the zone, he can shoot and throw grenades. If the player died and slept in the area of this zone, he again can not shoot in it until he leaves it. If the player left the zone and came back, he can not shoot in its territory.
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Weird weapon config issue with firemode
Amphibious05 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi, I'm encountering a really weird issue when trying to make a modified version of a pre-existing weapon. TLDR; fire mode is broken (trying to change puts the weapon on my back, and no white bars indicating which mode), infinite ammo, and the OPTRE ammo counter breaks. This is a video with the weapon in question. class twelfth_MA37K: OPTRE_MA37K { author = "Waylen"; scope = 2; scopeArsenal = 2; canShootInWater = 1; mass = 30; displayName = "[12th] MA37K Carbine"; baseWeapon = "twelfth_MA37K"; magazines[] = COMMON_MA5C_MAGAZINES; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 30; class MuzzleSlot: MuzzleSlot { compatibleitems[] = { "OPTRE_MA37KSuppressor" }; }; class CowsSlot: CowsSlot {}; class PointerSlot: PointerSlot { compatibleitems[] = COMMON_SIGHTS; }; class UnderBarrelSlot: UnderBarrelSlot { compatibleitems[] = {}; }; }; }; I've had reports as well that apparently this exact same issue is appearing on other weapons as well, but I've personally not experienced it on my game. FWIW, COMMON_SIGHTS and COMMON_MA5C_MAGAZINES are essentially just long arrays of magazines/sights defined like such; #define SOME_MACRO { "some class name", "bla bla" } Found solution; https://cdn.discordapp.com/attachments/1262214879759302766/1304281870665777254/image.png?ex=672f7b66&is=672e29e6&hm=b583caefd823c01e6bf49a73cae755b7d20c8da7d62c90948b9c192bab97fd18& The circled classes need to not be in CfgWeapons. -
[Solved] Arma 3 Vehicle apperance customazation not working
Feeniks_FIN posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello, I have just started modding Arma 3 & I can't for the life of me figure this out. So what I want to do is have a part of my model hidable like the backpacks in vanilla AAF wheeled APC AFV-4 Gorgon. I have made an animation & animation source and gotten them to work by using animateSource command in debug console but I don't know why I cant press the checkbox in virtual garage. Images and files provided below. - VehicleCfg.hpp class AnimationSources: AnimationSources { class HideWireCutter { displayName = "hide wire cutter"; author = "Feeniks"; source = "user"; animPeriod = 0.001; initPhase = 0; mass = 50; } }; - Model.cfg class Animations { class hide_wire_cutter { type = "hide"; source = "HideWireCutter"; selection = "cable_saw"; minValue = 0.0; maxValue = 1.0; hidevalue = 1.0; }; }; - in game (nothing happens when pressing "hide wire cutter") - Video link where animation working using debug console https://youtu.be/WQ-5U0goMT0 Edit: Solution was naming the animation class the same as animation source class. I'm dumb 😂 -
Hello, I'm new to this forum but not new to ofp or arma assault.... I started with ofp cold war crisis then moved up to Arma assault which I did manage to play it on a dedicated server along time ago, kind of ended the game play in 2009. Well life went on and here I am again with both ofp and Arma 2 ultimate sim along with arrowhead staring at me from my computer shelf....needless to say fast-forward to now I'm not tech savvy at all. I'm hoping I could get help with reinstalling Arma 2 on a new system that has windows 11 installed on it only. From my understanding now it's pretty easy to install off of steam I hear now a days, which later on I will upgrade to Arma 3.
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I installed some mods famous , but some of them are 0B in the steam properties.. why?
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In game I do not have a name over my head, and depending on the server nothing at all so I get mistaken as an enemy a decent amount of time. My steam account that im playing on doesnt have a name at all so I understand why i am having this issue, but i have changed my name on my steam account to reflect actually having some characters above my player in game and its still stuck as if i have no name at all. I have also logged into my Bohemia account thinking that could also maybe have something to do with it or could potentially change my name in game but hasn't worked. I just thought about the fact i may need to change something in the files but I dont even know where to start so i come here to ask the real pros. Is there any sort of fix to this at all?
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I'm looking for a way to stop a specific vehicle from being able to be blown up. I want the hull and engine to be invincible, so that the vehicle won't explode when hit, but the wheels should still be vulnerable so that it can still be disabled, just not destroyed/blown up. I'm looking for this to be achieved within the vehicles init field, or via an external script. The reason I want this to be possible is because I don't want a simple vehicle respawn in my mission like I have now. I want to punish players for getting a vehicle blown up, making them have to airlift the damaged vehicle back to base where it can be repaired (I don't need help with the airlift or repairs I've got that covered, just need help on making the vehicles hull and engine invulnerable.) Are there any scripts out there which can help me a achieve this? I was looking into the "SetHit" functionality etc but I am a total noob when it comes to scripting. To be completely honest with you I'd love for someone to figure this out for me as I really don't have a lot of time to dedicate to testing and playing about with things myself
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So I have a problem with my helis/planes that whenever someone goes unconscious/is dead in one or one explodes you can't respawn and you either need the zeus to delete you or someone else pull you out of the vehicle. I have made this script so far but it doesn't seem to properly work. { if ( _X getVariable ["ACE_isUnconscious", false]) or (!alive _x) then {moveOut _x} } foreach crew _vehicle This seems to simply move the unconscious guy out of the vehicle even if he is the only one unconscious there. How would I make it so anyone who is unconscious gets moved out of the thing only when everyone else in the vehicle is also unconscious? Thank you in advance
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help Logging client addons in server log file
IO Logan posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
{if (! (["a3_", _x] call BIS_fnc_inString)) then {diag_log format ["%1: MODS! : %2", player, _x];} } forEach activatedAddons; I am trying to run activatedAddons for players through initPlayerLocal.sqf and log it to a dedicated server's .rpt log. However, I've hit a few walls. Most significant of which is, I believe I need the activateAddons function to run on each client but the diag_log to push to the server. I want a record of all addons players join with. The server will not use signed key validation, however I want to keep an eye the mods players choose to bring in. ArmA scripting is quite different from languages I'm used to and I'm quite confused. -
help Preload Textures for HUD?
GaryTheNoTrashCougar posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I have an issue with a health bar HUD I have made. The texture changes based on the variable and the first time a texture is loaded the HUD flickers. Once each texture has been called it no longer flickers, assuming it is now in memory. _health = round ((1 - (damage player)) * 100); ((uiNamespace getVariable "Health_Status") displayCtrl 91997) ctrlSetStructuredText parseText format ["<img valign='middle' size='0.5' image='\Health_Status\data\health_%1.paa'/>", _health]; The texture files are 128x128 .paa converted from .png using ImageToPAA. Is it possible to preload these textures? I know you can preloadTitleRsc but the texture paths are loaded by the script and not the RscTitles class. Any help please? 🙃 -
anyone know how to setup a weather system in a new world?
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I'm making a tank and I have a problem, I have an animation of hiding an armor element when a hitpoint is destroyed (like ERA), it hides and works correctly, but I want to make an unhide animation after the first animation of hiding after receiving damage is triggered, so that the "visually burnt" version of the top is revealed, I made a model of "burnt armor" but I can't get it to reveal after the 1st animation is triggered, how can I do this? My model.cfg part of animation: class BKL1 { type="hide"; hideValue=0.99999; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="BKL1"; sourceAddress=0; selection="BKL1"; }; class BKL1_Broken { type="hide"; hideValue=0; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="BKL1_Broken"; sourceAddress=0; selection="BKL1_Broken"; }; class BKR1 { type="hide"; hideValue=0.99999; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="BKR1"; sourceAddress=0; selection="BKR1"; }; class BKR1_Broken { type="hide"; hideValue=0; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="BKR1_Broken"; sourceAddress=0; selection="BKR1_Broken"; }; My animationsources part in config.cpp: class BKL1 { source = "Hit"; hitpoint = "BKL1"; raw = 1;}; class BKR1 { source = "Hit"; hitpoint = "BKR1"; raw = 1;}; class BKR1_Broken { source = "Hit"; hitpoint = "BKR1"; raw = 1;}; class BKL1_Broken { source = "Hit"; hitpoint = "BKL1"; raw = 1;}; So how i can make "Unhide", animation correcly, to make it work?
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С чего начать изучение скриптинга в arma reforger? Википедия почти полностью не понятная ибо без примеров и тд/ How do I start learning scripting in arma reforger? Wikipedia is almost completely incomprehensible because without examples and so on
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m4_fire3_suppressed.wav has invalid frequency: 44100, all streams must have same frequency 48000 !!! m4_fire1_suppressed.wav has invalid frequency: 44100, all streams must have same frequency 48000 !!! Anyone know how to go about fixing this error? I tried re-exporting from audacity with the project rate set to 48 khz but it didn't work If anybody has any ideas please reach out, here or on discord @ addict2926
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Hello guys. I've basically created an account to ask for your help as I really don't have any idea what's going on. I'm currently doing a little experiment with some scripts I found on the Steam workshop. I created my mission and created an init.sqf file for testing purposes (of course, inside the mission I created). After that and several tests, I decided to stop and continue today. Nevertheless, for some reason, when I loaded the mission I was welcomed with an error message saying: "Script C:\Users\USUARIO\Documents\Arma 3 - Other Profiles\[Sgt]%20Zeonn\missions\DiosDelClimaTEST.Altis\init.sqf not found". My first thought was to make sure my init.sqf was actually a sqf file just in case Windows messed up with my stuff. But it didn't, it is an sqf file and everything is exactly how it was yesterday, after checking the RPT files I saw this: 20:45:49 Invalid path (only relative paths supported): 'C:\Users\USUARIO\Documents\Arma 3 - Other Profiles\[Sgt]%20Zeonn\missions\DiosDelClimaTEST.Altis\init.sqf' 20:45:49 Warning Message: Script C:\Users\USUARIO\Documents\Arma 3 - Other Profiles\[Sgt]%20Zeonn\missions\DiosDelClimaTEST.Altis\init.sqf not found 20:45:49 ScriptVM file C:\Users\USUARIO\Documents\Arma 3 - Other Profiles\[Sgt]%20Zeonn\missions\DiosDelClimaTEST.Altis\init.sqf cannot be opened! It doesn't make any sense because the file path is correct, and file extension is correct (I did the full extension thing, save the file on Notepad++ and with Visual Studio to be double sure). I was about to give up when I loaded another mission, imagine my surprise when I saw the exact same error message, it's happening in all my missions. Even the older ones (like Liberation). However, I discovered that if I export the mission using the editor option (the one that saves it in the steam folder Arma3/missions as a PBO), and loaded using the Scenario option in the main menu, the init.sqf LOADS PERFECTLY, and everything runs as it's supposed to. I don't what's going on, and I have no idea how to solve it. I already tried creating a new profile, reloading the missions, verifying the game files, and everything. Would you guys help me on this? Forgot to mention: if I do an execVM "init.sqf" it also detects the file. Which makes even less sense.
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Error with Zeus skipTime and more, no mods installed
GodBlock posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello folks I'm running into an odd issue I first noticed while trying to skip time as zeus 13:20:59 Error in expression <cAttributeSkiptime_; _fnc_scriptName = 'RscAttributeSkiptime';#line 1 "A3\ui_f_c> 13:20:59 Error position: <RscAttributeSkiptime';#line 1 "A3\ui_f_c> 13:20:59 Error Missing ; 13:20:59 Error in expression <cAttributeSkiptime_; _fnc_scriptName = 'RscAttributeSkiptime';#line 1 "A3\ui_f_c> 13:20:59 Error position: <RscAttributeSkiptime';#line 1 "A3\ui_f_c> 13:20:59 Error Missing ; I have a mission with a single player SL and a zeus module with #adminLogged as it's owner, I try to use the skipTime module and I see this error and I cannot figure out what I do to fix it, if anything... Any help is greatly appreciated! Not sure if related but using 3den enhanced and ZEN this issue seems to go away, maybe i got mixed up in what is default and what isn't? -
Arma 3 crashing after 30mins - a couple of hours consistently
SharpshotM16 posted a topic in ARMA 3 - TROUBLESHOOTING
I'm having a consistent issue in which playing any mode or scenario ( quicker in intensive multiplayer servers) where Arma 3 will freeze essentially locking me out of my computer, where I will then need to do a hard manual restart. I have so far monitored the temperature of my laptop before and after this issue occurs, and the cpu never gets above 60 degrees and the gpu 70 degrees. I mostly believe the problem is to do with enough RAM, I have 16gb (although with nothing open at desktop it says 6gb in use, which I'm unsure of why). I tried manually increasing virtual memory allocation (set initial paging file to 20gb, max 30gb) I have attached the most recent normal freeze rpt file. Any help or ideas would be greatly appreciated. https://drive.google.com/file/d/1spyz0So799kkVCWX31ScgfugUMEf7XF7/view?usp=drive_link -
Hello. I am creating tank mod, I want to make it so that when turning on manual fire, I get control not only over the ability to fire from the gun, but also to rotate the gunner turret, since when switching to this mode, I can only shoot and change ammo. Is this solved by scripts or with the help of cfg, and how can I do this?
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How do I make Al move to the waypoint I made for him after he leaves my squad?
Alicia Clark posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, first, my AI unit already has a waypoint when he joins my squad, but remember that waypoint wasn't working because he's on my squad, and that waypoint was supposed to be later. So what I wanted to do was say there's a specific time in my mission where he needs to leave my group and go to the waypoint where I put it, but the problem is he's not moving at all. Even though I synced the trigger to that waypoint, it was set to skip that waypoint. And it was already put in the condition to only activate it at the specific time when he needed to leave. In simple terms, I want the waypoints to work after he leaves my group. Is this possible? -
AI die when the trigger is activated?
Alicia Clark posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, how can I make an AI die when the trigger is activated? Example: I want my AI to die in a specific situation in case they are still alive.😊 -
When In the launcher I click "Connect my Bohemia account to my Steam account" it takes me to the steam login page on the web browser, i log in and it takes me to the Bohemia login page, after logging in it takes me back to Steams login page and its an endless loop from there, I have tried going into Bohemia's profile page and linking from there but is still an endless loop of signing into Bohemia and Steam, some help would be really appreciated as I've been at this for the past few days..
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PC BUILD: Laptop Name: Alienware m15 r6 (Laptop) CPU: Intel Core i7 11800H GPU: NVIDIA RTX 3070 RAM: 16 GB 1. i went down to the lowest settings possible and still getting 17-28 FPS usually. Also I turned render scale to 90% (1728x972) and draw distance is 1000 m 2. Can someone help me average 30 FPS?
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Terrain fails to load ingame. Works in-editor
WhoIsSky posted a topic in Arma Reforger - Terrain Creation
Hey guys, So everything is running great in the editor and is running during the in-game play test, When I upload and send it over to the workshop to host the terrain becomes invisible. additionally building just float at the bottom of the map vs the points placed on the terrain. I went to rebuild my terrain I get the error " RESOURCES (W): Non standard build technique used" Thank you for any assistance, Snow. -
This script is a bit of a doozie and I generally wanted it to be handled within all one SQF... Or at least thats what I thought I could do. But my issue is with every attempt at (albeit randomly) changing scopes/globals I always get 'error undefined variable in _' and to be quite I have no idea what I am doing outside of looking at several examples of several things, then attempting to combine them. So I have a scenario involving 4 groups, in a traitor-survival permadeath like scenario. Campers, killers, hunters, and guards. I wanted to an add action script on a Bell to ring that, in this order: Institutes a 30 second COOLDOWN for the addaction. Initiates a titleText BLACK FADED screen when activated, that pauses then shows text like "12 hours later" Hidden by that screen I wish to teleport players to certain markers And skips time 12 hours, more pause BLACK IN titleCut when then the teleportation has happened and they see a different time of day upon lifting Script/Addaction resets/loops Technicalities: Script must be repeatable for my purpose I want a UNIT VARIABLE NAME array, 1 for each pre mentioned group that is NOT SIDE dependent. All units are on Indfor. And a TELEPORTATION MARKER array, and code inserted to the teleportation bits so that once activated, for example, all campers will randomlytravel to one of the several CAMPER markers. This allows for rounds to not be the exact thing. CODE MUST NOT BE SIDE DEPENDENT. Ive clearly tried to make 3 arrays, one for each 'type', the reason why all units are Indfor is for smooth 'roleplay' purposes What Works: I believe the time passage works. The black screen fade in/out/text works. The teleportation does NOT WORK. I am screwing up with scopes/globals in accessing the array's Ive set up... Genuinely would like some help but have no idea how to proceed forward and I thank anyone in advance bellInteraction.sqf // Define the unit and marker arrays outside the function to avoid redefining them every time the script runs. campers = ["cpr1", "cpr2", "cpr3", "cpr4", "cpr5", "cpr6", "cpr7", "cpr8", "cpr9"]; campMarkers = ["campMarker1", "campMarker2", "campMarker3"]; scouts = ["sct1", "sct2", "sct3"]; scoutsMarkers = ["scoutMarker1", "scoutMarker2", "scoutMarker3"]; hunters = ["htr1", "htr2", "htr3"]; huntersMarkers = ["hunterMarker1", "hunterMarker2", "hunterMarker3"]; guards = ["grd1", "grd2", "grd3"]; guardsMarkers = ["guardMarker1", "guardMarker2", "guardMarker3"]; // Teleport function _teleportPlayers = { params ["_unitArray", "_markerArray"]; { private _unit = missionNamespace getVariable _x; if (!isNull _unit) then { private _randomMarker = selectRandom _markerArray; _unit setPos (getMarkerPos _randomMarker); }; } forEach _unitArray; }; // The main script that will be executed when the bell is rung _bellScript = { params ["_target", "_caller", "_id"]; // Check for cooldown if (!isNil {bellCooldown}) exitWith { _caller sideChat "The bell is on cooldown. Please wait."; }; // Set cooldown bellCooldown = true; _target removeAction _id; // Screen fade out to black titleText ["", "BLACK FADED", 1]; sleep 5; titleText ["<t color='#ffffff' size='5'>12 hours later...</t>", "BLACK FADED", -1, true, true]; sleep 2; // Skip 12 hours skipTime 12; // Teleport each group [campers, campMarkers] call _teleportPlayers; [scouts, scoutsMarkers] call _teleportPlayers; [hunters, huntersMarkers] call _teleportPlayers; [guards, guardsMarkers] call _teleportPlayers; // Screen fade in from black titleCut ["", "BLACK IN", 5]; // Reset cooldown after 10 minutes (600 seconds) sleep 600; bellCooldown = nil; // Re-add the action to the bell _target addAction ["Ring Bell", _bellScript]; }; // Execute the script with the provided parameters params ["_bell"]; _bell addAction ["Ring Bell", _bellScript]; The Bell Init Code: bell addAction ["Ring Bell", "mscripts\bellInteraction.sqf"];
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