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Found 26 results

  1. Sarogahtyps Simple Loot Spawner - SSLS V-1.1 Spawns weapons, items and bags in buildings near to alive players maybe inside a trigger area or marker area. Deletes stuff if players are not close enough anymore. The script doesnt care about any trigger preferences except the trigger area. Soft delayed item spawning to prevent performance impact. Script reads your missions config files and should spawn loot of your mods (e.g. CUP weapons, Etc.) as well DOWNLOAD V-1.1 Usage: initServer.sqf fnc_spawn_loot = compileFinal preprocessFileLineNumbers "SSLSv1-1.sqf"; _d = [] call fnc_spawn_loot; you are able to stop the loot spawning script at any time by SSLS_script_switch_off = true; If you set up high spawn chances (see top of script) and have a high player count on your server then I recommend to make trigger or marker areas for spawning to get the needed performance. But if you do not encounter performance issues then spawning loot everywhere near players should be okay. Tweakable features (can be found on top of the script): //***** EDIT BELOW TO ADJUST MAIN BEHAVIOR // (L) means lower values are better for performance - (H) means the opposite SSLS_script_switch_off = false; //if you want to stop spawning loot then set this to true at any time in your mission _trigger_array = []; // contains the names of triggers/markers in which area loot should spawn. _spawn_chance = 100; // (L) The chance to spawn loot inside of a specific house. _launcher_chance = 30; // chance to spawn a launcher as weapon instead of rifle, pistol or machine gun _item_chance = 70; // chance to spawn an item instead of a weapon _bag_chance = 50; // chance to spawn a backpack instead of an item _max_magazines = 7; // the maximum number of magazines spawned for a gun _max_magazines_launcher = 3; // maximum number of ammo to spawn for rocket launchers _max_magazines_gl = 5; // maximum number of ammo to spawn for grenade launchers _house_distance = 25; // (L) houses with that distance to players will spawn loot _player_exclude_distance = 15; //if 2 players or more are closer together than this then only 1 player is considered _exclude_loot = []; //classnames of items which should never spawn (blacklist) _exclusive_loot = []; //add classnames here and nothing else will be spawned (whitelist) _use_bohemia_classes = true; // for spawning bohemia created stuff set this to true _use_mod_classes = true; //// for spawning stuff from loaded mods set this to true _debug = false; //information about number of places where items were spawned or deleted // if you have performance issues then consider introducing spawning areas (_trigger_array) before changing following values! _spawn_interval = 1.5; // (H) desired runtime for the main loop. time which is not needed will be used for soft spawning or a break. //***** EDIT ABOVE TO ADJUST MAIN BEHAVIOR details: Changelog 1.1 (download) -fixed a major bug which showed an error message during spawning -added feature to enable/disable Mod/Bohemia classes spawning -huge performance optimizations (shorter arrays, better smooth spawning and other stuff) Changelog 1.0 (download) -added script
  2. GF Building Replacement Script - Mod by GEORGE FLOROS [GR] Description: GF Building Replacement Script - Mod , replace the buildings with your desired. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Building Replacement Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Building Replacement Script - Mod , replace the map's buildings with your desired. It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.0 Added a distance check and blacklist zones Added more options v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40364 Armaholic GF Building Replacement Script - Mod
  3. Extended Fortifications Mod Sustainable security solutions for your safety. More than 1 year after announcing and hundreds of working hours, im happy to release the third public version 0.7 of the Extended Fortifications Mod. It contains a variety of 94 modular base elements aiming at the extension of vanilla fortifications by adding the possibility of creating contorted military outposts on small areas, mountain bases, checkpoints aswell as the refining of big sized, military bases. As Im going to be absent for 6 month from September on, please submit suggestions or bugs before that time. Benno FEATURES - 94 single models - Up to 6 range LODs - "Simple object" option in Editor - Editor preview pictures - Server key (.bikey) included - Zeus integration PLANNED FEATURES - Ace integration - More assets KNOWN ISSUES - CHANGELOG Version 0.7 (02.09.2017) ADDED Note: Updated license! EFM_revetment_wall_0_80x0_60x0_90m_soil_c_blufor EFM_revetment_wall_0_80x0_60x0_90m_soil_c_opfor EFM_revetment_wall_0_80x0_60x0_90m_soil_double_c_blufor EFM_revetment_wall_0_80x0_60x0_90m_soil_double_c_opfor EFM_revetment_wall_1_60x0_60x0_90m_soil_c_blufor EFM_revetment_wall_1_60x0_60x0_90m_soil_c_opfor EFM_revetment_wall_1_60x0_60x0_90m_soil_double_c_blufor EFM_revetment_wall_1_60x0_60x0_90m_soil_double_c_opfor EFM_wood_wall_2m_half_beam_single EFM_wood_wall_2m_half_beam_single_c_blufor EFM_wood_wall_2m_half_beam_single_c_opfor EFM_wood_wall_2m_half_beam_single_filled EFM_wood_wall_2m_half_beam_single_filled_c_blufor EFM_wood_wall_2m_half_beam_single_filled_c_opfor EFM_wood_wall_2m_door EFM_beam_wood_h_4m EFM_beam_wood_h_4m_railing EFM_coverage_camo_net_2x2m_blufor EFM_coverage_camo_net_2x2m_opfor EFM_coverage_camo_net_2_8x2m_blufor EFM_coverage_camo_net_2_8x2m_opfor EFM_stair_wood_1m EFM_stair_wood_1_7m EFM_stair_wood_2_7m EFM_ladder_metal_1_7m EFM_ladder_metal_2_7m EFM_ladder_metal_3_7m Fixed fixed performance issues for revetment_wall_types missing zeus objects deleted unsupported UV Sets _______________________ Version 0.6 (24.08.2017) ADDED Zeus integration EFM_wood_wall_2m_beam EFM_wood_wall_2m_door EFM_wood_wall_2m_half_single EFM_wood_wall_2m_half_beam_single EFM_wood_wall_2m_half_single_filled EFM_wood_wall_2m_half_beam_single_filled EFM_wood_wall_2m_single EFM_wood_wall_2m_single_filled EFM_wood_wall_2m_support FIXED Added "simple object" possibility in EdenEditor Server key now working properly EFM_coverage_plywood_2_7m - changed _as for top side EFM_coverage_plywood_2_7m_beam - changed _as for top side EFM_coverage_plywood_2_7m_fortified_A - changed _as for top side EFM_coverage_plywood_2m - changed _as for top side EFM_coverage_plywood_2m_beam - changed _as for top side EFM_coverage_plywood_2m_fortified_A - changed _as for top side EFM_revetment_wall_1_60x0_60x0_90m - fixed alpha texture EFM_revetment_wall_0_80x0_60x0_90m - fixed geometry / fire / physX LOD EFM_revetment_wall_0_80x0_60x0_90m_soil - fixed geometry / fire / physX LOD EFM_revetment_wall_0_80x0_60x0_90m_soil_double - fixed geometry / fire / physX LOD EFM_revetment_wall_1_60x0_60x0_90m - fixed geometry / fire / physX LOD EFM_revetment_wall_1_60x0_60x0_90m_soil - fixed geometry / fire / physX LOD EFM_revetment_wall_1_60x0_60x0_90m_soil_double - fixed geometry / fire / physX LOD ____________________ Version 0.5 (03.08.2017) ADDED EFM_beam_wood_angular_bearer_01 EFM_beam_wood_h_1_5m EFM_beam_wood_h_1_5m_railing EFM_beam_wood_h_1m EFM_beam_wood_h_1m_railing EFM_beam_wood_h_2m EFM_beam_wood_h_2m_railing EFM_beam_wood_h_3m EFM_beam_wood_h_3m_railing EFM_beam_wood_v_0_5m EFM_beam_wood_v_1_5m EFM_beam_wood_v_2_75m EFM_beam_wood_v_2m EFM_concrete_barrier_new EFM_concrete_wall_big_half_new EFM_concrete_wall_big_new EFM_concrete_wall_big_new_camo_blufor EFM_concrete_wall_big_new_camo_opfor EFM_concrete_wall_big_pillar_new EFM_concrete_wall_half_new EFM_concrete_wall_new EFM_concrete_wall_new_camo_blufor EFM_concrete_wall_new_camo_opfor EFM_concrete_wall_pillar_new EFM_coverage_camo_net_1_5m_blufor EFM_coverage_camo_net_1_5m_opfor EFM_coverage_camo_net_2m_blufor EFM_coverage_camo_net_2m_opfor EFM_coverage_concrete_2_7m EFM_coverage_concrete_2m EFM_coverage_plywood_2_7m EFM_coverage_plywood_2_7m_beam EFM_coverage_plywood_2_7m_fortified_A EFM_coverage_plywood_2m EFM_coverage_plywood_2m_beam EFM_coverage_plywood_2m_fortified_A EFM_ground_surface_2x2m_dirt EFM_ground_surface_2x2m_soil EFM_ground_surface_4x4m_dirt EFM_ground_surface_4x4m_soil EFM_ground_surface_8x4m_dirt EFM_ground_surface_8x4m_soil EFM_rack_wood_big_new EFM_revetment_wall_0_80x0_60x0_90m EFM_revetment_wall_0_80x0_60x0_90m_soil EFM_revetment_wall_0_80x0_60x0_90m_soil_double EFM_revetment_wall_1_60x0_60x0_90m EFM_revetment_wall_1_60x0_60x0_90m_soil EFM_revetment_wall_1_60x0_60x0_90m_soil_double EFM_stair_wood_3_5m EFM_support_hole_dirt EFM_support_hole_soil EFM_mobile_barrier_A EFM_mobile_barrier_B EFM_mobile_dragons_teeth_small EFM_mobile_dragons_teeth_small_orange EFM_pole_B_01_yellow EFM_pole_B_02_black EFM_pole_B_03_black_white EFM_slide_gate_small EFM_tetrapod_line EFM_tetrapod_line_wet EFM_tetrapod_pile_big EFM_tetrapod_pile_big_wet EFM_tetrapod_single EFM_tetrapod_single_wet CONTENT DOWNLOAD Steam Workshop Armaholic Included Files EFM_basic_textures.pbo EFM_modular_base.pbo EFM_road_barrier_items.pbo EFM_road_barrier_static.pbo LICENSE By downloading and using my work, you hereby agree to the following license agreement. Creative Commons Attribution by nc-nd-4.0 International Public License -Attribution-NonCommercial-NoDerivatives For more info, see https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode Additionally to this license, I prohibit the use of this software or parts of it in any "pay-to-play" monetization scheme and / or server. This addon is provided for Bohemia Interactives Arma 3 series only. Please report any infringement of the license above directly. CREDITS Special thanks to Jay, Jokoho, Da12thMonkey and X3KJ aswell as the whole ArmaWorld and Discord Community for helping me out with bugs and scripting. DISCLAIMER One or more textures used on the models included have been created with images from http://www.textures.com/ These images may not be redistributed by default. Please visit http://www.textures.com/for more information. _________________________________ THE AUTHOR IS NOT RESPONSIBLE FOR ANY INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES OF ANY CHARACTER INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION, OR ANY AND ALL OTHER COMMERCIAL DAMAGES OR LOSSES.
  4. Hi all! I am trying to implement a sound on a specific building on my new map. (cf pmc wiki : https://pmc.editing.wiki/doku.php?id=arma3:terrain:environmental-sounds) But I do not understand the variables, I do not understand or the config will look for the object in question. Can you help me? Another question, is it possible to directly implement a smoke effect (cars exploded) directly on the map? Or do you have to do it via EDEN editor with the modules? Regards, Casseburne
  5. Attention Arma modelling community! A strong proposed Arma 3 Creator DLC project with a mil-sim focus is seeking capable artists from within the Arma modding community: 1 character artist 1 building artist 1 vehicle artist 1 fx artist 1 terrain artist to join a large, friendly, professional team who have already delivered paid game content for the Arma series. Time commitment is 10-20hrs per week, for 10-15 months. Typical income $30k+++ and a fair risk/royalty share. Blender or Max / Substance Painter workflow demo required. Some coaching can be provided, if you're 90% there with skills. We're hoping to hire from within the Arma community, so if you're a capable artist and wondering if you can go professional, now is the time to make contact. 10 hours per week would be the minimum commitment. It may mean giving up your modding hobby, to spend time on this work (paid at the end of the project). If you already have a job, but feel your life isn't too busy, and you have spare time in the evenings /weekends to make the transition to professional developer, this would be the ideal project. Please pass this on to any talented people you know, who might be interested in this opportunity. Please send pm for details. cheers Rob Graham Savage Game Design Ltd. Discord: Rob (Eggbeast)#3291 Linked-in https://www.linkedin.com/in/rob-graham-3a807a10/
  6. So I was testing my model in-game to verify everything worked out (Scale/Layout), and it did...... ......except for the fact that I couldn't interact with the model at all. So, I went back into Object builder, Selected all components, Set them all as Geometry, and Exported. However, when loading Arma back up and attempting to place the building down; the model does not show (The model does have physical properties though- Stops vehicles/players). Anyone got any ideas or help on this matter? *Update* I have (in desperation) duplicated the structures LOD in OB and set one as Resolution and the other as Geometry, and a third as Volume Shadow. Exporting this and loading it into the game however, only leads back to the same issue as the first attempt. The building is visible, but players and vehicles pass right through it.
  7. Hello armaholics! I've run into some trouble with AI and a certain building. I've put AI Waypoint to go into to a military cargo building. The problem is not if they can go inside. The group leader goes where he's suppose to, but some other group members start crawling under the building, then standing up. This results the AI half under and half inside the building. Link to image of the building Is there a way to disable AI from crawling? Forcing them to not go under the building. I'm aware of putting AI to only stand or only crouch, but I want them to be able to crouch and stand. Just removing the crawling aspect. Thanks in advance! Some of my missions: [CO-04] Last Stand - Compound [CO-04] Last Stand - Town [CO-04] Terrorist Hunt - Village [CO-04] Terrorist Hunt - Factory
  8. Is this building complex in the A3 campaign? https://steamcommunity.com/sharedfiles/filedetails/?id=1439480527
  9. Hi guys i have some questions about creating a custom building for arma 3. Did i need to model a new door with hinges, handles if i want to put a door in my building ? Windows need a model too ?
  10. cookies2432

    CLE - Classic Exile

    CLE -Classic Exile Welcome to CLE- Classic exile. CLE is a newly started exile server which has been designed to give players a challenging yet fun experience. It is not your typical 100k start exile server where you have tanks that cost 50k or less. This is a server which will challenge you and encourage you to get your gear and vehicles from missions rather than buying them. Being based on Chernarus, it offers players a familiar sight, one that has been liked for a lot of years. You will notice that buying a territory and upgrading it will be a challenge and will feel rewarding once you are able to gather the money to purchase your base or your next base upgrade. The same applies for buying vehicles. Who are we? We are a group of friends who have been playing the arma series for thousands of hours across several years. After years of playing we have started to notice that most exile and overpoch servers have begun shifting to the easy path with easy loot and lots of money. This is something that we and a lot of other players do not like. We have thereby decided to start our own exile server which focuses on making it challenging for players to buy and upgrade their territories, challenging to buy expensive vehicles and challenging to get money. Features: * Challenging missions * Challenging to get money * Advanced Rapellening * Advanced Urban Rapelling * Advanced Towing * Advanced Sling Loading * DS Houses (Almost all buildings are enterable). * Custom XM8 apps * NIArms * TRYK * Custom traders (done completely from scratch by us). * Custom economy (created from scratch by us). * Good performance. Connection info: IP: 54.38.218.161 Port: 2302 Discord: https://discord.gg/59p4djC Hope to see you on the server!
  11. Hi , i am looking for a script to building a bunker in few minutes, i wanna do a place where you use a addaction "build defense", than you wait few minutes and spawn a bunker in a specific position,. If posible, also create a task at beginning building and suceedees task at end of the time. Can anyone help me pls¿?¿¿ Thanks you very much!!
  12. socs

    Bunkers

    I am currently in the midst of creating yet another mission and im curious to know if anyone has a template for an underground bunker for tanoa... I just thought of the idea of downloading another map that already has one but I've poured a ton of time into this mission and would hate to go back and have to redo it... If not, which i doubt there is after hours of searching, is there a way I can create my own or at least just the visual aspect of having one, then when entering, have it teleport you to a completely different place? I tried seeing if i could use one of the islands and just start building some sort of base there that just has the visual effect of being a part of the ground when in reality theres only 1 entrance from another part of the map but i cant seem to find any actual like, I guess "building material" to get started, meaning i cant really find platforms, actual building walls, floors, etc... So if anyone could point me in the right directions or give me a few suggestions to more mods/addons for the editor that'd be great... Thanks in advanced!
  13. i'm trying to make a really simple building patrol script using doMove and an array of building pos. theory is unit will move to building pos, and do amibient anim until next do move is received. the debug hints show that its selecting new pos and unit ok but never seems to complete or fail domove. unit will maybe move once then never does new Domove orders. this is possibly issue with slightly buggy cargo tower building pos but i'll post function here is anyone can see anything stupid i'm doing?
  14. I have been tearing up the internet now for two days trying to find out how you would go about this. I have a prison facility within my main base. I want to disable a players ability to manually respawn while on the prison grounds and inside the building. I have haggled with a few older examples but have had no progress in getting them to work. I currently have no functional code to share but am looking for help and examples in order to meet my task.
  15. Lindsey Ryals Warren

    Building/character collision issues

    Hi, guys. I'm trying to create a ruined city out using the mosque towers and minarets from the religious prop subsection, but for some reason, if I have a minaret lying diagonally (say, it's up against a building), my player character can't move under or around it because of some strange invisible walls. Is there any way to fix these collision issues? I can post a screenshot if my explanation is unclear. Thanks so much! EDIT: Here's a video demonstrating the problem.
  16. I'm after a modder that can make a standalone door object that I can place at the entrances of buildings that don't have doors. I'm currently working on a mission and a lot of the buildings in the map don't have doors, so I'd like just a door object that opens and closes like normal and possibly lockable? Should be a relatively easy mod, but I've got no idea when it comes to object addons and stuff like that. I only script. Cheers
  17. I feel like this should have been asked and answered somewhere already but I haven't found it yet. I'm working on the Takistan CUP map and have just discovered that the minarets are indestructible. This is most unfortunate since I've just spent a while working on a script to detonante an IED inside one which I was really hoping would bring the building down. I was looking into ways of destroying and deleting objects that are already part of the terrain but haven't yet been able to get it to work with CUP buildings. Is there a way?
  18. durobulo@gmail.com

    Building type

    Hi, I would like to know, how to get information about building type - such as military, industrial, civilian etc. I can read the building class (name) - but is there any function that returns what type it is? Or is it coded in building name? _nBuilding = nearestBuilding player; hint str typeOf _nBuilding; thnx
  19. Hey, I tried to make a building with a working door, but whatever I do, it doesn't work. I used the Arma 3 Samples and a tutorial on YouTube, but I'm doing something wrong. The action is there, but nothing happens when i "press" it. Here is my config.cpp I included the model.cfg into the config.cpp because then i don't have to binarize the addon. And of course i have the door_1_trigger/door_2_trigger/door_1_axis/door_2_axis in my memory lod
  20. Hey, I'm currently working on a small building, so far it's working quite good. The only problem that i have is, that the lights don't work excatly how I want them to work. This is what the memory points looking like: This is what the light itself looks like in o2: Here is the config: As you can see on the images below, there is no flare on the light position, and the lights goes everywhere but not where I want it to. Ingame:
  21. SiC_fnc_placeSandBag = { _sandBag = createVehicle ["Land_BagFence_Long_F",(_this select 1) modelToWorld [0,2,0], [], 0, "CAN_COLLIDE"]; _sandBag setDir getDir (_this select 1) - 180; _id = _sandBag addAction ["Remove Sandbag", {call SiC_fnc_removeSandBag}]; }; SiC_fnc_removeSandBag = { deleteVehicle (_this select 0); }; _id = player addAction ["Place Sandbag", {call SiC_fnc_placeSandBag}]; SiC_fnc_placeFlag = { _sandBag = createVehicle ["FLAG_US_F",(_this select 1) modelToWorld [0,2,0], [], 0, "CAN_COLLIDE"]; _sandBag setDir getDir (_this select 1) - 180; _id = _sandBag addAction ["Remove Flag", {call SiC_fnc_removeFlag}]; }; SiC_fnc_removeFlag = { deleteVehicle (_this select 0); }; _id = player addAction ["Place Flag", {call SiC_fnc_placeFlag}]; SiC_fnc_placeSupplies = { _sandBag = createVehicle ["CUP_USBasicAmmunitionBox",(_this select 1) modelToWorld [0,2,0], [], 0, "CAN_COLLIDE"]; _sandBag setDir getDir (_this select 1) - 180; _id = _sandBag addAction ["Remove Supplies", {call SiC_fnc_removeSupplies}]; }; SiC_fnc_removeSupplies = { deleteVehicle (_this select 0); }; _id = player addAction ["Place Supplies", {call SiC_fnc_placeSupplies}]; SiC_fnc_placeConcertinaWire = { _sandBag = createVehicle ["ACE_ConcertinaWireCoil",(_this select 1) modelToWorld [0,2,0], [], 0, "CAN_COLLIDE"]; _sandBag setDir getDir (_this select 1) - 180; _id = _sandBag addAction ["Remove Concertina Wire", {call SiC_fnc_removeConcertinaWire}]; }; SiC_fnc_removeConcertinaWire = { deleteVehicle (_this select 0); }; _id = player addAction ["Place Concertina Wire", {call SiC_fnc_placeConcertinaWire}]; So I put this into a radio trigger and it works fine. The problem is when I use this: removeallactions player It also removes the advanced towing, sling loading, rappelling, and urban rappelling from the action menu. I need either a way to exempt these from the removeallactions. (No Progress) or I need the action ids or what to put in the second trigger. (Some progress I've gotten close) i changed all the "_id" to "id" and it got as close as removing the "Place Concertina Wire" option but that is all using player removeaction id I sincerely feel this myaction = player addAction ["Hello", "hello.sqs"]; and player removeAction myaction; holds the answer to my problem. I tested it without my content and it did what I want.
  22. maxjoiner

    Building Bug

    Hi all, I'm developing a new Skyscarper (I already done two), to improve it I added also the RVMAT files (three Rvmats Front, side and top). But If I use them my new Skyscarper disappears when I go far from it, and then It reappears when I go close... Together the Skyscarper there are other my two buildings, where I used the same Rvmats... But they don't disappear..... The Three Buildings (House, shop and Skyscarper) have the same config, model.cfg and Rvmat (I changed only some tex like NOHQ and SMDI, but only the skyscarper has this bug... I tried to resize it, but also smaller it had the same bug.... I tried to add more resolutions LOD but nothing....... Watch the screens: Any Ideas?!
  23. Hi there, I'm looking for a way to attach an object to a building, in MP, remotely (from a client with a visual result for any client). Well, attachTo is a command supposed to be AG EG. So, where is the problem? If, as a client, my addon is able to attach an object thru an event Handler, the object is just attached locally (on client PC which triggered the EH). The other clients (or even hosted server) just can see the object on ground. Furthermore, if i try to attach this object on a vehicle, that works for every clients! On a building, only on the client PC performing the EH. I'm not sure there is a link with that: I remarked a difference between buildings and vehicles: The owner of (empty) vehicles is server ( owner returns 2), but buildings are just "remote" (owner returns 0). Any idea to attach an object to a building for any client?
  24. Hello, So my problem today is that I cannot figure out how to correctly make a semi transparent texture work for the glass of a building that I am making for iHaze.co.uk . I have the rest of the model taken care of, and using separate .paa's. But whenever I try to convert a slightly transparent image to a .paa with texview2, the image just turns into solid colors. I have everything else of the building taken care of. I am new to modeling and texturing for ArmA, and any games period. If anyone could please help with the glass, that would be more than appreciated. Thanks :)
  25. This script allows you to build pretty much whatever you want using a dialog. You can maneuver the object using various different buttons on the keyboard. Not all types of objects are included as some don't work well with being referenced after they are placed, and some don't have a display name so they are omitted. This script mainly contains things like walls and some military towers and buildings (also includes some smaller objects that can be used to decorate). Once an object is placed it can be moved again as long as it was you that placed it. You can also delete any objects that are relatively close to you (and are owned by you). The rar file contains both the source mission file and the mission pbo. Implementation is simple, merge the description.ext and the init.sqf and drag over the .hpp files. Controls: T - Open Menu H - Place Object C - Lower Object B - Raise Object SHIFT + C - Rotate Object (left) SHIFT + B - Rotate Object (right) Mirrors: Dropbox Armaholic
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