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Found 5 results

  1. Hello I was searching for documentation to ARMA 3 Editor module "Zone Protection". It is calling BIS_fnc_moduleZoneProtection I cannot find any description or use cases. If my hunch is right, it should be a functionality used to create an area where damage is not applied to objects / characters? However BI wiki is very much empty on this module or function. Using function viewer i had a look into the code of the function but i am very much a newbie on arma scripting. While i understood from the code that the module can be synced only with Locations logic entities - documentnation on Locations is equally shabby. I tried in a single player scenario to place a location entity and sync it with this module. To my understanding some area should have been displayed on map but nothing happened. It had no effect. So i would be grateful if somebody experienced could explain. Thank you very much! P.S: Sorry if a topic exists somewhere on the forum explaining it - i was unable to find it.
  2. moricky

    Zeus Documentation

    Here's a documentation for everyone interested in implementing or modding Zeus, or Curator how the system is called internally: Basic explanation of how the system works Scripting commands Event Handlers (those starting with curator prefix) Multiplayer Game Types
  3. I've been collecting, expanding and creating documentation for various addons and mods. Initially this was done for myself, as I found very convenient being able to access all of them on a single place via browser, but I think this might be useful for someone else. The current compiled documentation consists of: WW4 - Units: name, class, 3d model, weapons, magazines... - Weapons: real name of the weapon, class, muzzles, magazines... WGL Everything in the docs directory of this mod, with some added info. - WGL5 manual (draft) - WGL4 tech and field manuals - Ammo values - Damage values - Groups - Infantry units - Laser designator values - Crew, magazines, weapons, etc of weapons and vehicles - Rucksack magazines - Vehicles - Weapons (with muzzle names added) - WGL ZM classes, global vars, etc CoC - CoC NS2 guide (the one already posted) Markers Names and classes of markers from several addons - Default BIS markers - USMC markers - WGL markers You can browse and view the documents here: https://docs.google.com/folder/d/0By2CaodBQ84GN1RDM0ctazhyNlk/edit?usp=sharing The documentation provided here might be expanded in the future. If so I'll notify about here to let anyone interested know.
  4. Hi all. I was about to finish the fifth Arma II campaign mission, "Razor Two", when by some mistake I reverted to the beginning of the mission and all my saved games seemed gone (didn't appear ingame). This bothered me a great deal, because I was playing through it for the third time and finally managed to get all the evidence and get to Bardak in time. I thought I was in luck when I found the saved games in my "home\Documents\ArmA 2\Saved\ca\missions\campaign\missions\C2B_RazorTwo.Chernarus" folder. I opened the last one with the OA executable and reloaded the game successfully. However, although I can finish the mission, it will no longer advance the campaign. Successfully ending the mission does not unlock the following one. Also, after loading the savegame the "Suspend" option in the menu is replaced with "Abort", and it will delete all mission saves, or so the message says. Saving in a new slot and reloading that game doesn't change this. I've tried copying the old save somewhere else, like "home\Documents\ArmA 2\Saved\ca\missions\campaign" but it didn't work either. Only restarting seems to restore the normal menu behavior (and would likely allow me to continue the campaign). Looks like this behavior was intended (perhaps as an anti-cheat measure?) but as I mentioned I have already played through the mission three times and wasted a lot of what little free time I have, and I'd rather make that old save work if it's somehow possible. Does anyone know of a way? Thank you.
  5. Hi fellow scripters! We've just added documentation on an initial batch of 30 new TKOH script commands. We will both do more batches and add more detail to currently posted documentation. This thread shall keep you in the loop on major updates. Of course any community assistance is more than welcome, and in fact, the first commands were added by MadDogX :cool: Highlights of batch 1: Helicopter engine commands Persistent saving / loading to / from user profiles (very powerful for any scripted system needing to store data on the disk - read the warnings please! ) Custom radio channels (potential for a extensive ATC system if desired)
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