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Found 98 results

  1. Hello there, How can I give AI a custom death animation. (from an addon) It's for my "cinematic movie" I tried to combine "IF statement" and "switchmove" for example " if _soldier1 alive false switchmove ....; But it didn't work properly. If anybody could help, I would appreciate. Thanks :)
  2. I am in a bit of struggle. I am making a mission where I want an assault boat unit to respawn if it is killed, the problem is you can't simply use the AI spawn module because it does not support naval vehicles for some insanely stupid reason. I want the boat crew to follow a waypoint (Guard waypoint) again when they respawn, but how?? PS: I have tried using JEBUS but they do not respawn or follow waypoints so... I have also tried different things with the "Object: Event Scripting - On killed" field, but nothing works. Hope you guys can help
  3. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  4. I am new to mission creation and a scripting approach and my progress at learning has been good but looking to streamline what I am sure is a sub optimal process for loading new scripts and then testing those on live server. I am working on an A3Wastelands mission, now becoming increasingly customised it has grown from 6MB to sitting at about 10MB. I will explain my current workflow and welcome suggestions about changes to that to improve cycle time from new script developed to tested on server. Workflow Generate/modify new script - using Visual Studio Code - managing a local git repository to stage and commit all changes. I like the editor and combined with the git process is great to understand what you have changed, setting up for good rollback processes when it all goes skew. Some changes like syntax requires one set of brackets, edited in seconds. Clone from git folder on local computer to new local location, but without the git entries folder - they add to much to a folder size for next step. (5 seconds give or take) Generate local .pbo using .pbo manager to zip up the "gitless clone" copy of the mission. Compiling quick (10 seconds give or take) Using Filezilla connect to my.gameservers (that is the host provider I am using). Get new .pbo into correct mpmissions location on server, ensure configs line up and restart server. (with variable ADSL internet speed can be 1-5 minutes to upload). Restart server. (usually about 30-60 seconds to initialize server for login access from Arma launcher). Reconnect to server with local ARMA launcher and start game. (usually 2-5 minutes to upload new mission files, establish client session) Run server for period. Previous provider had a streaming log viewer functionality, new one doesnt, so using periodic log file (RPT) download, to then open log using GamutLogViewerProfessional. The line parsing, filtering in the log viewer is great, and fast, its just the continual download and lack of live streaming that has become annoying. Fast but repetitive. Most testing involves cycling sub missions quickly, fast timings for new missions spawning and quick expiry, god mode to poke the missions for responses required, and attempting to use diag_log to set log messages for error/logic/expected response flaws. (time consuming and rpt file entry problems currently) Based on responses observed in game or in logs, change code and return to step 1. Opportunities Things I know I dont know about, but had no luck finding answers yet - reference articles/sites would be fantastic. I think I might need to get RCON skills - but again a little unclear if that helps me more as an administrator vs a code tester. The admin stuff isnt a big deal at present. Live log streaming - seen evidence but dont have a solution in place for that at Gamerservers yet. .pbo generation - previous host had an inbuilt capability to compile the .pbo on the server reducing the upload traffic and time considerably, is the best way to look at installing a .pbo generator on the server myself for this? Is that a big deal to implement? git publish - seems more like publishing back to a public repository, wonder of i should be pushing to a local folder ie the one that wont have the .git folder, or could i git push to the server folder just the changes. No luck finding git answers to this myself yet. I do not use the debug console within the editor or the server when running - i think i am missing something about the debug console concept it appears lined up to force only very simple issues. Again lacking reference sources to learn more on that. For a complex mission with many scripts, are these something that can be tested in mission editor, or outside editor. I use editor for waypoints, additional buildings, manually generating mission routes that are then codified into sqfs., i dont test the sqfs in there yet, should I. Server memory consumption appears to be an issue as restart intervals increase. Previous server could run for 24 hours and stay under 2GB memory allocation, at 48 hours be under 150% and then by 72 hours crash due to over commit. Rather than double subscription settled for 24 hour restarts. New host does not have this easy monitoring indicator so i think i need an additional piece of software to monitor. suggestions? Anything else that I dont know, that I dont know about, sure there is heaps. Finally, anyone who has had the patience to get his far through this monologue, i appreciate your time so far. Even if you only have a suggestion for 1 item in workflow or a comment on an opportunity I welcome your input. I did 6 months of pascal, fortran, basic programming, but i refuse to say how long ago that was..... So suggest i write up a new C# routine, that feels well beyond where I am at now. Server management is new to me, but sort of getting the idea of the Arma approach to server side, client side management. Thanks
  5. Hey there, I have an inquiry as to trying to find some music for a campaign I'm working on. I wanna find a song for the intro cut-scene that has a similar tone and feel as Anthropic Universe from the COD:IW OST. Does anyone know where I could find something like it?
  6. Hi guys, i m working on making a gendarmerie insignia with "Arma 3 Unit Insignia" but i have a little texture bug : ingame my insignia got a little withe round circle (that i dont want) but in photoshop and texview2 it dosent have it so i dont know what to do, i already put some black paint on the contour (photoshop) but it dosent change anything. I done everthing explain in this video but it still buged. So If anyone could help me I would really appreciate. ty Original 128x128 pixel PNG insignia :
  7. Evening people So I'm currently in the process of making a missions which is coming along rather well but I've now ran into a problem (which I was aware would happen), and I'm unsure how to go about it. Context: Upon spawning there two sides "west" & "civilian" When the CivPop players spawn I wish for one of them at random to be selected to have a certain option and also be hinted they are the chosen player. The option I wish for them to have is an "AddAction" which when activated will execute a script.In that script I wish for it to force that unit to switch Side to "east", change their loadout, play a sound file, hint to "west", and then remove action. Currently I have a onPlayerRespawn.sqf file with the following (Var shooter is currently on "east" side) sleep 5; shooteraction = shooter addAction [ "<t color='#C00000'>BEGIN CARNAGE</t>", "shooter.sqf" ]; Within the shooter.sqf is the following shooter say3d ["pumped", 25, 1]; shooter removeAction shooteraction; All of the above code works fine, it's quite simple, I've got the sound file to play fine and the action to be removed; but now how would I go about the rest. Upon spawning: Choosing random CivPop player to have said option and hint informing them upon spawning When activated: Forcing chosen player to side "east" Forcing chosen player to change loadout to what I list To play the above sound file and finally remove action Any help would be great. I'm still quite Amature to development for Arma but I have a passion to learn. Sadly I'm stumped .
  8. Good guys, I would like you to help me with this script: It turns out that I made this script with the purpose that when a unit is eliminated depending on the side it is, it does an action, but I do not know what it would be doing wrong. this script if it worked as it wanted in dedicated server: FAM_DeadCivilianCount = 0; publicVariable "FAM_DeadCivilianCount"; { if (side _x == Civilian && _x iskindof "Man") then { _x addEventHandler ["killed", { ["Civil", ["Han Matado un Civil. Penzalización -2 Puntos!"]] remoteExecCall ["BIS_fnc_showNotification"]; FAM_DeadCivilianCount = FAM_DeadCivilianCount + 2; publicvariable "FAM_DeadCivilianCount"; }]; }; } foreach allunits; But when I combine it in this way for the other side: FAM_DeadCivilianCount = 0; FAM_DeadPlayerCount = 0; FAM_DeadPEnemyCount = 0; publicVariable "FAM_DeadCivilianCount"; publicVariable "FAM_DeadPlayerCount"; publicVariable "FAM_DeadPEnemyCount"; { if (side _x == Civilian && _x iskindof "Man") then { _x addEventHandler ["killed", { ["Civil", ["Han Matado un Civil. Penzalización -2 Puntos!"]] remoteExecCall ["BIS_fnc_showNotification"]; FAM_DeadCivilianCount = FAM_DeadCivilianCount + 2; publicvariable "FAM_DeadCivilianCount"; }]; } else { if (side player == WEST && player iskindof "Man") then { player addEventHandler ["killed", { ["JugadorDead", ["Miembro de equipo Muerto. Penzalización -1 Puntos!"]] remoteExecCall ["BIS_fnc_showNotification"]; FAM_DeadPlayerCount = FAM_DeadPlayerCount + 1; publicvariable "FAM_DeadPlayerCount"; }]; }; } else { if (side _x == EAST && _x iskindof "Man") then { if (FAM_DeadPEnemyCount == 20) then { publicVariable "FAM_DeadPEnemyCount"; objetivoTareaTres = objetivoTareaTres + 2; publicVariable "objetivoTareaTres"; ["tareaTres", ["20 Enemigos Muertos. Reciben 2 Puntos!"]] remoteExecCall ["BIS_fnc_showNotification"]; //hint str cash; }; _x addEventHandler ["killed", { ["JugadorDead", ["Miembro de equipo Muerto. Penzalización -1 Puntos!"]] remoteExecCall ["BIS_fnc_showNotification"]; FAM_DeadPEnemyCount = FAM_DeadPEnemyCount + 1; publicVariable "FAM_DeadPEnemyCount"; }]; }; }; } foreach allunits; It throws me an error and I would like to know how they help me in Server to work correctly. thanks and regards.
  9. Hi all, I have a problem that does not allow me to live in peace, I try to make an event that when a vehicle receives an amount of damage a variable is TRUE and I mark a specific action, but every time I enter the map to try the script something It goes wrong and I do not know what it would be. Someone help me? here the script that I have made. //initDamageVeh.sqf _granDamage = false; dispo1 addEventHandler ["Hit", { params ["_unit", "_source", "_damage", "_instigator"]; dispo1 setdamage 0.10; veh = getDammage dispo1; if (veh => 0.30) then { _granDamage = true; }; }];
  10. Hi all Sorry if this question has been asked previously. I am brand new to ARMA3 and i particularly like the user created WW2 scenarios. Is it possible to change the parameters of a user created scenario? In particular the revive and re-spawn settings? if so how? cheers
  11. Hi guys, Today I come to a query to know if I could make my first Script correctly, //init.sqf bluNums = west countSide allPlayers; while {true} do { { if (!alive player) then { bluNums = bluNums - 1; if (bluNums <= 6 && _downAllies) exitWith { detenerTiempo = true; "EVERYONELOST" remoteExecCall ["BIS_fnc_endMissionServer", 0, true]; _downAllies = false; }; }; } forEach allPlayers; }; This script was written to indicate to the system that when they have killed a number of blufor soldiers the game ends as lost, since there are 16 blufor but I wanted the counter to subtract to the global variable -1 and to reach 6 finish the mission, because I put a player counter. The script is fine? or do you see any failure or improvement? thank you very much
  12. How can I do to buy if BIS_fnc_endMissionServer has been executed with conditionals? try doing the following: if (typeName BIS_fnc_endMissionServer == 1 ) exitWith { while {true} do { ["<t font = 'PuristaMedium'><t size = '1'><t color = '#00ffd8'>" + timedisplay + "</t>",-1,0.10,10,0,0,789] spawn BIS_fnc_dynamicText; sleep 10; }; }; but without success, can someone tell me how to compare this so that, for example, are stopped the chronometer all players ?
  13. Hello everyone, I would like to know if someone explains to me, how can I do persistent scripts? that although a player to disconnect and reconnect the information continue to be provided since the server started? Example: A counter that is shown to the player, but when it is disconnected and reconnected can return to see the time, the same with the current time since it started? I have a counting clock, but my problem is that when someone disconnects and reconnects they can not see it anymore and if I do a JIP when the player reconnects the time starts again when the mission is not over yet. Does someone tell me how to solve it?
  14. Hello. I am 25 years old. I created a discord server for ARMA 3. Discussions about coop missions, scripts and mission making. I looking only for adequate people and over 18 years. I also looking for people who made adequate coop missions and know a little bit about arma mission making in general. Who have some basics about arma 3 scripting. Please no newbies, who started play ARMA 3 few days ago. Expectations of this server: - Find people who have played ARMA series and operation flashpoint for many years. Newbies who have played long time in ARMA 3 are too welcome - Find people who want learn scripting. The goal is: If the user ask some question about how to do this and that - another users will not give him a ready solution. They will give him tips so that he thinks himself how to do it Expected users: - Mission Makers (Low scripting knowledge) - Modders - Scripters (Mission makers with high scripting knowledge) - Advanced players Thank you for your attention https://discord.gg/GRcKfyY
  15. Hi guys, I would like you to help me with this: Minutes = 10; publicvariable "Minutes"; Minutesd = true; publicvariable "Minutesd"; waitUntil {!isnil "Minutes"}; while {(Minutesd) && (Minutes > 0)} do { [{hintSilent parsetext format ["<br /><t align='center' color='#FF0000' size='1.3' font='TahomaB' >%1</t><br />",[((Minutes)/60)+.01,"HH:MM"] call BIS_fnc_timetostring];},"BIS_fnc_spawn",TRUE,FALSE] spawn BIS_fnc_MP; Minutes = Minutes - 1; publicvariable "Minutes"; sleep 1; }; Minutes = 0; true; waituntil {(Minutesd) && (Minutes == 0)}; // Script "EVERYONEWON" call BIS_fnc_endMissionServer; How could I do so that time counts by hour, minutes, seconds, since this counter only drops from minutes, if I add hours it gives me an error and it drops the time directly as if they were seconds.
  16. Hello mates, I hope this is the right place to come to, cause I'm about to get chronical headaches from trying to solve this problem by myself. The last couple of days I'm spending some of my time overhaulin' a version of DUWS (Dynamic Universal War System), and most of the time everything worked like a charm. But right now I'm not able to find a solution for this problem I've ran into. To make my issue more clear, I'd like to be a little bit more specific, so maybe my helping hand is able to fully understand. In DUWS - I guess many of you know this mission - you are able to buy vehicles, units, squads etc. Since I'm reworking some parts of DUWS Unofficial from scratch - esspecially the units, vehicles and squads -, the one who made it in the first place delivered a very nice template for the things I wanted to do. The unofficial version of DUWS has build in mod support, like for RHS Escalation, etc. I have expanded this, by adding in support for some other mods like "Global Mobilization", "BWMod" and "FFAA" . You can play it vanilla, or with those mods. If you have the mods, you can buy the units and vehicles of those factions, if not, a little hint will pop up, telling you that the mod is missing - this is done by checking if the requested unit is available in the first place. Here is a little insight of how it looks for requested foot soldiers: The same goes for vehicles, of course... BUT... here comes my problem: I'm not able to get it to work for requested mod squads - like a fireteam, or a tank platoon. I mean I'm able to get the mod squads working of course, I can buy them and they are fully functional, but I want the game to check if this squad is available in the first place. Otherwise you will pay credits for nothing if the needed mod isn't installed. And since I'm planning to release this version someday, I really want to get this fixed and implemented. And here is a little insight of how it is defined for squads: (Original, only changed the squad and the faction) It's really driving me crazy. I'm no professional programmer, sure, I've learned and catched many things by myself, and I already tried to solve it by myself, but after many failed attempts I can't think of anything else then asking for help, cause I'm running out of ideas. If some mighty coding paladin would be so kind to point me in the right direction, or even take this template above me and make it functioning, I'd really, really appreciate it. I just want it to work like it works for units and vehicles, and I'm sure this is possible. But I can't figure it out. Well, enough said. Have a nice day folks, hope to hear from you! Regards, MajorBlunderbuss.
  17. Hi guys, this is my first post here. First off, I have tried looking around for this but haven't found anything helpful. Now, for my problem: In a Takistan mission I'm working on, you are in a special team sent to investigate a few things in a small town, and move to the location of the Map and Photo Evidence. From here you go further up a road where a waypoint activates, telling OPFOR AIs to get in a truck and drive off. This is done via a few holds and a switch waypoint, and I have no problem with. When this happens, a DESTROY way-point is supposed to pop up on the truck then and only then. However, from the mission start, only the DESTROY waypoint is visible. It is overriding the MOVE way-point I have set up and has seemingly no context. I tried fixing this by adding another trigger on a road you walk through near the truck and having that synchronized to the destroy waypoint, but that does nothing. Anyone have anything to help?
  18. Hi people, I need a little help here; Some good person can tell me what script would help me insert an image centered on an intro outro Example: before starting the mission.
  19. Hi, I made a simple mission with editor and a briefing with Chris' OFP Script Editor, so i exported to Single Mission but what I get on the menu is: "title of my mission".Intro.Pbo (but I did no Intro at all). If I click on it to play it starts without the usual briefing static section like the other single missions but directely on the battlefield, and if I press M for map and briefing agenda the briefing section appears empty, and the mission name I get is _ _cur_sp. The notes section is non existent btw... So problem is that I get briefing showed only in preview... Thank you for helping :)
  20. Hello everyone, I have a question with the triggers, if I create an activator: How do I make that trigger belong to an owner, say that it only activates if a certain group or a certain object is present?
  21. Hi, I need a help guys, can someone make me a simple script, where the enemy on the map chases the player wherever he moves? I tried some but I did not do anything, I have not been doing anything wrong, could you help me with this please?
  22. I'm trying to use this script to make my units charge without shooting back at the enemies _x setskill ["courage",1]; _x setCombatMode "RED"; _x ForceSpeed 10; _x allowFleeing 0; _x disableAI "Target"; _x disableAI "Autotarget"; _x SetUnitPos "UP"; _x disableAI "AUTOCOMBAT"; _x disableAI "COVER"; _x disableAI "SUPPRESSION"; _x disableAI "AUTOCOMBAT"; } forEach [v1_1,v2_1,v3_1,v4_1,v5_1,v6_1]; but i get an error that says "Init: Local variable in global space" Help would be appreciated. Thank you.
  23. Hi guys, I have a mission which is that a helicopter breaks down and rushes to the ground, but I do not want players to take damage until the helicopter is destroyed, try the following: {_x allowDamage false;} forEach allPlayers; if (!alive gh1) then { waitUntil {isTouchingGround allPlayers}; sleep 5; {_x allowDamage true;} forEach allPlayers; }; but nothing happens, how can I make it work?
  24. Hello Community, I've downloaded the Arma 3 Development Build and the new Destroyer is great. My Problem is the following. My Idea was to take the interior parts from the destroyer and use them to create a new interior for the aircraft carrier but I got no idea how to do that and maybe one of you got a place where I can start. Thanks in Advance!
  25. G'day, I made a mission, it required a large mod that my friend didn't have (Project OPFOR, "po_factions_me"), in my confident ignorance I went and deleted all entries of said mod in the missions.sqm without debinarizing it, after doing so, I now get the error "line 0: '.raP:' ' encountered instead of' =" when trying to open the mission in the editor. I downloaded DeRap due to a suggestion, when I used the tool on the mission.sqm, it said something along the lines of: "deRap: unknown entry:" (I can check again if the exact wording of the error is actually important) Anyone have any ideas? it's a beloved mission me and my friend play very, very often. Here is the mission.sqm: https://pastebin.com/70ECMNgy Thank you so much.
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