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Found 17 results

  1. Hello guys, I've tried the new Modded Keybinding, but it's not working for me. Even if using the examples: https://community.bistudio.com/wiki/Arma_3:_Modded_Keybinding WHAT HAPPENS: in the keybinding settings there will be a new category "Mods" with three entries: "Camera" "Editor Camera" "Mod Section" (the one created by the example) but the keybind option "My test action" (Mod_MyActionName ) will be under "Editor Camera". The created entry "Mod Section" is empty Everything else working fine. You can set the keybind and scripts are executed. Any idea what I'm missing, to push the created entry into "Mod Section"? EDIT: The "Camera" and "Editor Camera" settings are default settings. They just appear under "MODS" after adding the custom keybind. The default settings for "Editor Camera" are all gone and replaced by the custom keybind (Mod_MyActionName). Thanks for throwing your brain cells into it ūüôā
  2. Is it possible to add an action to all objects through the description.ext? like? class CfgVehicles { class LIB_AmmoCrates_NoInteractive_Large { class UserActions { class CollectPoints { displayNameDefault = "Collect"; showWindow = 0; hideOnUse = 1; displayName="Collect"; position="action"; radius=0.10000; onlyForPlayer = 1; condition = true; statement = "this addAction ["Collect", {myCurator addCuratorPoints 0.15}]"; }; }; }; }; which the code doesn't work because i keep getting the (something) instead of ''' error. Anyway if its possible, i want to do this route instead of doing init code as this would mean that all objects placed by editor or Zeus would be affected.
  3. So I have a dedicated server. I've been using inline functions (some on server, some on clients) since some server functions doesn't need to be called on client machines and vice-versa. Recently I discovered CfgFunctions in Description.ext which promisses to prevent functions from being recompiled, addition to Functions Library, hack-proofing, possibility to preInit and posInit, all that good stuff. But I'm under the impression that if I compile all my functions from there, both parties (server and clients) would have allocated RAM resources to ALL those functions, am I correct? Is there a way to define which functions to compile (using CfgFunctions) so I can free clients from compiling the ones they don't need, but make them DO compile functions they need to have? Or am I stuck with inline functions?
  4. Hi: I'm creating a WWII-themed mission based on the map @IwoJimaV2 and the mod IFA3, facing up the fow_uscm faction agains fow_ija. I had previously created 2 different missions of the spanish FFAA Mod vs the CUP Russians, using the guide of the wiki (https://community.bistudio.com/wiki/Arma_3_MP_Warlords) with no trouble at all, even with custom asset lists, but this time I'm getting several errors that are preventing me from leaving enabled AI slots and buying troops. This mission, however, has some oddities: ·I've chosen as REDFOR the fow_usmc faction (which is coded as independent (greens), but I don't think that's the problem, as I tested changing them for genuine redfor factions, and the fow_ija (BLUFOR)was already in that faction. ·I haven't left any neutral Warlord Sector. All of the island is controled by BLUFOR, except for REDFOR Base (a beachhead). ·There are double REDFOR (american) slots than BLUFOR (japanesse). Japan players are expected to reinforce/help the AI to create a more interesting game, not to push like in a regular Warlords game. ·There are a lot of BLUFOR ambush groups, and random minefields (the System) covering some routes. I don't think this configuration is causing any problems, but the point is I don't even know what else to do, so I'll copy the broken_script alerts I get while opening my game in multiplayer: (I got this logs from ~:\Users\~~\AppData\Local\Arma 3\Arma3_x64_2020-10-13_22-26-51.rpt) This"paragraph" creates a loop that repeats several times. If I let AI playable teammates enabled, I algo get this error: All of my sectors (the 2 bases and 4 sectors) are properly configured and synced ingame. But with AI enabled, they don't even show up. If I disable them, I can play (but the 1st error keeps me from buying troops) Finally, I'm showing you my CfgWLRequisitionPresets. It should allow me already to buy a few fow_ija infantrymen but not even the Infantry category shows up. I'n my file there's also the parameters codeblock, also copied from the wiki, and that (at least) works properly when testing from multiplayer. Well, I think I have more or less explained my problem, and contributed most of the relevant information (just ask me if I should provide more complete logs, the mission files or whatever xD) In case any of my enabled mods is messing up, I'm also sharing my modlist. Most are WWII Assets, along with their dependencies, the Iwo Jima Map, and 3 movement-enhancement mods. I will deeply appreciate any clues about what I could do. This battle wasn't (afaik) represented in any Arma Scenario and I'd like to bring to fruition this project. Regards. This is my modlist: Enhanced MovementSteam http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 CUP Terrains - CoreSteam http://steamcommunity.com/sharedfiles/filedetails/?id=583496184 CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 Advanced Towing Steam http://steamcommunity.com/sharedfiles/filedetails/?id=639837898 Advanced Sling Loading Steam http://steamcommunity.com/sharedfiles/filedetails/?id=615007497 IFA3_AIO_LITE Steam http://steamcommunity.com/sharedfiles/filedetails/?id=660460283 IFA3 liberationSteam http://steamcommunity.com/sharedfiles/filedetails/?id=950999958 7Y Assets WW2Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1202636528 IFA3 liberation compatibility 7Y WW2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1215887665 Iron Front ArmA 3 : Faces of War Compatibility patch Steam http://steamcommunity.com/sharedfiles/filedetails/?id=828493030 Flying LegendsSteam http://steamcommunity.com/sharedfiles/filedetails/?id=2012417505 Faces of WarSteam http://steamcommunity.com/sharedfiles/filedetails/?id=891433622 Enhanced Movement Rework Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2034363662 Cyprus Autorun By A. Cyprus Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1433000796 @IwoJimaV2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2017579768
  5. Hello Lads, I am new to Arma Community and i have been into Arma since 6 months. i learned a lot and i'm in love of this game, and Frankly i want to do my own campaigns, Missions, Mods, and Intros. But i can't due lack of Experience in Arma 3, i watch a lot of Youtube Videos and tutorials, i'll get straight to point ... i want to use the Damn F*cking Intro/ Scenario/Outro Bar and it's Complicated with Feurex Tutorial Video - like Class Campaign {}, Class missionDefault {}, and a lot a lot... i just need assistance in my work that's all, if anyone could give me an example of the perfect Campaign or show me how to open Eastwind Project mission files so i can learn from the Original Campaign, i would be very fuckin Appreciate. Also i have military Experience, i know a lot of Covert Ops and Operations done amazingly by The US Armed Forces and British Armed Forces including The SAS, US Delta, US Navy SEALs and i can assist in Mission Making for anyone including Middle East Military.
  6. Is it possible to be able to get the mission revive settings for use in a script? I guess an ability to to get/read the description.ext file is what I am looking for. So I can do something like this: if ( reviveMode == 1 ) then { hint "Any player can revive."; }; Thanks in advance S
  7. Adding needful sounds one-by-one to the Description.ext is annoying. I want to add all the sounds by defining the class as ALL of cfgsound. The sound browser mod, here: http://www.armaholic.com/page.php?id=34408, has all the sounds loaded usable by defining the whole cfgsound library but I can't figure out how. Any ideas how to accomplish this?
  8. Hey, for every RscTitle I defined I get the error message 'Error loading control' Here are all of the error messages: I googled and tried a few things to get rid of the error but nothing worked. (mainly changing names) The texts and pictures work like they should but I still wonder what I did wrong to get the message. Anybody got experience with RscTitles and Dialog Control? Here is my description.ext: I think I did it with MrMurrays guide. Thanks in advance. Cheers.
  9. Hello ! I'd like to make a HUB mission in a user-made campaign the same way HUBs are present in the Arma 3 campaign. However, there's no documentation for the HUB parameter in the campaign description.ext reference page, where the only explanations provided are : enableHub = 1; // TBD - has to do with coming back to a "base" . . . //Define a mission to be hub. May have to do with CfgHubs. isHub = 1; // 0: disabled - 1: enabled. Default: 0 Is there someone with knowledge on the subject who can share information on how to make a campaign HUB ? Thanks !
  10. At first tried to change locaction names (or their font) for map control in the description.ext. Seems impossible, as far, I can tell. Location names properties seem to be defined in the CfgLocationTypes, and these are chosen in the "Names" subclass of given map class. So, as a plan B, I'm looking for a way to hide these names instead. Is that possible in the description.ext (RscMapControl config)?
  11. Hey guys, I've just registered so, many greets to you all:D Allright, here's the idea: Last night I was bored and played some Tropico, then I thought: How about implementing some small economy to the different locations like the lumberjack camps or banana plantations on Tanoa to hire some guys to work for your Team and earn some money with it. It could lead to a persistent rebell mission where you have to buy new weapons and stuff and defend your economy against the local government or something, don't know exactly, just been playing around, but here is my point: I have set up a first dialog that opens at a laptop at the plantation office like this: If you klick on the different inactive buttons (in fact these are pictures, but I will call them buttons from here on), the script will hire some workers, pay them as you want and you will need some trucks to move the stuff your guys harvestet. Example: If no budget button is active, they all have transparency 0.2. If you just hover over it, transparency is set to 1 to indicate to the player that he can click something. In the case of no active buttons, if player for example clicks on budget button #3, all buttons left from #3 including #3 will switch to active, color transparency changes from 0.2 to 1, colorActive transparency switches from 1 to 0.2. Now you are paying some money, right;D If player now clicks on maybe button #2, buttons #2 and #3 will "deactivate" and change transparency back again. Everything is working fine so far, you get the idea, right? So here are the problems, finally: I need a method that allows me to create just one class (inside controls in dialog.hpp) for the "budget buttons", one for the "worker buttons" and just one for "trucks buttons", wich I can access dynamically via some script to set their position and transparency. Right now, every single button has its own class, so just for this dialog i needed to write 17 classes RscActiveText. I did this because I needed to change the transparency of "color[] = ...." and "colorActive[]=..." every time you click on a button and for this I declared three unique variables for every button, makes 51 global variables in total just to change transparency. First one to let the script know if the button is already clicked, and the two other ones to change the transparency of color and colorActive back and forth, depending on the state of the button. Heres a little summary of a part of the dialog.hpp and the script activated by clicking the buttons. The 51 global variables (and more) ar predefined after init. dialog.hpp: class budg_bttn1: RscActiveText { idc = 1601; text = "pics\moneyPile.paa"; x = 0.840312 * safezoneW + safezoneX; y = 0.258 * safezoneH + safezoneY; w = 0.0154688 * safezoneW; h = 0.022 * safezoneH; color[] = {1, 1, 1, missionNamespace getVariable "bttn_col1"}; //global variable#1 for transparency colorActive[] = {1, 1, 1, missionNamespace getVariable "bttn_actCol1"}; //global variable#2 for transparency onMouseButtonClick = "[_this] execVM 'oumere_plantations\moneyBttns.sqf';"; }; class budg_bttn2: RscActiveText { idc = 1602; text = "pics\moneyPile.paa"; x = 0.87125 * safezoneW + safezoneX; y = 0.258 * safezoneH + safezoneY; w = 0.0154688 * safezoneW; h = 0.022 * safezoneH; color[] = {1, 1, 1, missionNamespace getVariable 'bttn_Col2'}; colorActive[] = {1, 1, 1, missionNamespace getVariable 'bttn_actCol2'}; onMouseButtonClick = "[_this] execVM 'oumere_plantations\moneyBttns.sqf';"; }; class budg_bttn3: RscActiveText { idc = 1603; text = "pics\moneyPile.paa"; x = 0.902187 * safezoneW + safezoneX; y = 0.258 * safezoneH + safezoneY; w = 0.0154688 * safezoneW; h = 0.022 * safezoneH; color[] = {1, 1, 1, missionNamespace getVariable 'bttn_Col3'}; colorActive[] = {1, 1, 1, missionNamespace getVariable 'bttn_actCol3'}; onMouseButtonClick = "[_this] execVM 'oumere_plantations\moneyBttns.sqf';"; //..........etc. etc. moneyBttns.sqf: disableSerialization; _display = findDisplay 5000; _control = (_this select 0) select 0; _controls = [_display displayCtrl 1601, _display displayCtrl 1602, _display displayCtrl 1603, _display displayCtrl 1604, _display displayCtrl 1605]; //_activeButtons = []; //_inacitveButtons = []; switch (ctrlIDC _control) do { case 1601: //checks wich button is clicked on { switch (bttn_active1) do //checks, if button is already active. bttn_active1 switches between 0 and 1 { case 0: { missionNamespace setVariable ["plantationIndex", 1, true]; //plantationIndex tells how many buttons are active in total missionNamespace setVariable [format ["bttn_active%1", 1], 1, true];//sets the buttons active state missionNamespace setVariable [format ["bttn_Col%1", 1], 1, true];//changing of transparency, in this case, button will.. missionNamespace setVariable [format ["bttn_actCol%1", 1], 0.2, true];//...appear with transp. if you hover over it (_controls select 0) ctrlSetTextColor [1,1,1, bttn_Col1];//sending transparency state to class (_controls select 0) ctrlSetActiveColor [1,1,1, bttn_actCol1]; if (debug) then {systemChat format ["PlantationIndex = %1", plantationIndex];}; }; case 1: { plantationIndex = 0; missionNamespace setVariable [format ["bttn_active%1", 1], 0, true]; missionNamespace setVariable [format ["bttn_Col%1", 1], 0.2, true]; missionNamespace setVariable [format ["bttn_actCol%1", 1],1, true]; (_controls select 0) ctrlSetTextColor [1,1,1, bttn_Col1]; (_controls select 0) ctrlSetActiveColor [1,1,1, bttn_actCol1]; for "_i" from 1 to 5 do { missionNamespace setVariable [format ["bttn_active%1", _i], 0, true]; missionNamespace setVariable [format ["bttn_Col%1", _i], 0.2, true]; missionNamespace setVariable [format ["bttn_actCol%1", _i], 1, true]; (_controls select (_i-1)) ctrlSetActiveColor [1,1,1, call compile format ["bttn_actCol%1", _i]]; (_controls select (_i-1)) ctrlSetTextColor [1,1,1, call compile format ["bttn_Col%1", _i]]; }; if (debug) then {systemChat format ["PlantationIndex = %1", plantationIndex];}; }; }; }; case 1602: { switch (bttn_active2) do { case 0: { plantationIndex = 2; for "_i" from 1 to 2 do { missionNamespace setVariable [format ["bttn_active%1", _i], 1, true]; missionNamespace setVariable [format ["bttn_Col%1", _i], 1, true]; missionNamespace setVariable [format ["bttn_actCol%1", _i], 0.2, true]; (_controls select (_i-1)) ctrlSetActiveColor [1,1,1, call compile format ["bttn_actCol%1", _i]]; (_controls select (_i-1)) ctrlSetTextColor [1,1,1, call compile format ["bttn_Col%1", _i]]; }; if (debug) then {systemChat format ["PlantationIndex = %1", plantationIndex];}; }; case 1: { plantationIndex = 1; for "_i" from 2 to 5 do { missionNamespace setVariable [format ["bttn_active%1", _i], 0, true]; missionNamespace setVariable [format ["bttn_Col%1", _i], 0.2, true]; missionNamespace setVariable [format ["bttn_actCol%1", _i], 1, true]; (_controls select (_i-1)) ctrlSetActiveColor [1,1,1, call compile format ["bttn_actCol%1", _i]]; (_controls select (_i-1)) ctrlSetTextColor [1,1,1, call compile format ["bttn_Col%1", _i]]; }; if (debug) then {systemChat format ["PlantationIndex = %1", plantationIndex];}; }; }; }; case 1603: { switch (bttn_active3) do { case 0: { plantationIndex = 3; for "_i" from 1 to 3 do { missionNamespace setVariable [format ["bttn_active%1", _i], 1, true]; missionNamespace setVariable [format ["bttn_Col%1", _i], 1, true]; missionNamespace setVariable [format ["bttn_actCol%1", _i], 0.2, true]; (_controls select (_i-1)) ctrlSetActiveColor [1,1,1, call compile format ["bttn_actCol%1", _i]]; (_controls select (_i-1)) ctrlSetTextColor [1,1,1, call compile format ["bttn_Col%1", _i]]; }; if (debug) then {systemChat format ["PlantationIndex = %1", plantationIndex];}; }; case 1: { plantationIndex = 2; for "_i" from 3 to 5 do { missionNamespace setVariable [format ["bttn_active%1", _i], 0, true]; missionNamespace setVariable [format ["bttn_Col%1", _i], 0.2, true]; missionNamespace setVariable [format ["bttn_actCol%1", _i], 1, true]; (_controls select (_i-1)) ctrlSetActiveColor [1,1,1, call compile format ["bttn_actCol%1", _i]]; (_controls select (_i-1)) ctrlSetTextColor [1,1,1, call compile format ["bttn_Col%1", _i]]; }; if (debug) then {systemChat format ["PlantationIndex = %1", plantationIndex];}; }; }; };//....etc.etc. So, can someone imagine a better practice to solve this idea? As you can imagine, if I want to create more businesses on the island, I need to write a huge amount of classes and variables for every location. The problem is, that If I just use one class using the same global vars for the budget buttons, all buttons change transparency even when I just click a single one. I don't really unserstand how to refer between classes and variables using uiNamespace, maybe there's a solution in there? I hope I explained this one well enough and any help is highly appreciatet. Greets from Germany;D
  12. So I'm making a custom version of the Combat Patrol mission for the community I'm with but I've run into a bit of a snag. I grabbed the parameters settings from the description.ext of the sample mission and added it into the description.ext I already have. However they don't seem to actually affect the mission in any way, weather and time doesn't change nor does amount of enemies if garrison size is changed. I don't believe it's my description.ext that caused it as the same thing happens on the sample mission itself with no changes. Here is the parameters from the Combat Patrol sample mission that I used. I'm not real good with code so I can't really tell if anything is wrong with it myself. class Params { class startingDaytime { title = "Starting time of day"; values[] = {-1, 0, 1, 2, 3, 4}; texts[] = {"Random", "Dawn", "Morning", "Afternoon", "Dusk", "Night"}; default = 1; }; class weather { title = "Weather"; values[] = {-1, 0, 1, 2, 3}; texts[] = {"Random", "Clear", "Semi-cloudy", "Cloudy", "Storm"}; default = 1; }; class garrison { title = "Enemy garrison"; values[] = {0, 1}; texts[] = {"Standard", "Reinforced"}; default = 0; }; class reinforcements { title = "Enemy reinforcements"; values[] = {0, 1}; texts[] = {"Standard", "Advanced"}; default = 0; }; class showInsertion { title = "Mark insertion position"; values[] = {1, 0}; texts[] = {"Yes", "No"}; default = 0; }; class tickets { title = "Respawn tickets"; values[] = {5, 10, 20, 50, 100}; texts[] = {"5", "10", "20", "50", "100"}; default = 10; }; class enemyFaction { title = "Enemy faction"; values[] = {0, 1, 2}; texts[] = {"CSAT", "AAF", "Random"}; default = 2; }; class locationSelection { title = "Location selection"; values[] = {0, 1}; texts[] = {"Manual", "Random"}; default = 0; }; };
  13. Hey guys, Does someone know if there is a way to use CustomAttributes that you can edit in the eden editor with just the description.ext or so? I want to use the attributes for some different maps and can not edit all the maps for that, and i can not always use eden editor for it. So i search for a scripting way to get them active. To be precise i want to use the revive feature in all its power without the eden editor based map. Something like this in the description.ext does not work. Not all attributes are listed as desctiption.ext values in the BIKI ReviveRequiredTrait = 0; This is the code from the eden mission.sqm class Attribute1 { property="ReviveRequiredTrait"; expression="false"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=0; }; }; }; Some attributes are withing the description.ext, but not all the required ones, you would need to control the revive feature. If anyone has an idea about this, that would be great. Regards Arkensor
  14. Can someone please clarify, I was testing the mission update with Apex Sneak Preview branch, and discovered that BIS's revive system stopped working, and indeed, "Revive" is no more present in "CfgRespawnTemplates".
  15. Hey guys! In the wiki entry of setIdentity is described how to create an identity in description.ext and set it by its classname. here is the description.ext example of those wiki entry: class CfgIdentities { class MyLittleSoldier { name = "Givens"; nameSound = "Givens"; face="WhiteHead_06"; glasses="None"; speaker="Male05ENG"; pitch=1.1; }; }; if u have that in ur description.ext then u can set a units identity with: _soldier1 setIdentity "MyLittleSoldier"; I m working on a script which deletes units and spawns them at a later time. therefor i need to get the identity classname ("MyLittleSoldier" in the above example) directly from the unit. Idk how to get it. Any help is appreciated...
  16. Ok. I have old problem with Inventory management in briefing. I can use weapons and magazines in "description.ext", but can not items. I know about Post #135 in DEV Changelog at 26/09/2013 * Inventory management in scenario briefings is enabled, but still undergoing quite a lot of work But 2016 is NOW! How was the problem solved? When it will be resolved? Will it solved? (Sorry, I used google translate)
  17. Hey guys I am wondering on how you can edit pieces of the CfgRespawnInventory class outside the description.ext. This is what I have to start. I would think by having userweapon = "arifle_MXC_F"; in the description before the class CfgRespawnInventory and then editing weapons[] = {userweapon,"hgun_P07_F"}; or weapons[] = {"userweapon","hgun_P07_F"}; would have the same effect as the original but it doesn't seem to like that. Also if you guys would like to show me how to edit weapons[]=...... in script that would be amazing. Thanks ahead of time :)
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