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Found 192 results

  1. Hello, i'm trying to do some stuff in Eden Editor. So lately i found this tutorial about keyframe animations and start trying. For the first try everything works great, but in some time red lines (paths) between keyframes just dissapear. So doing animation without seeing paths is imposible. Is there way to show red lines again or it some sort of bug?
  2. I need a easier way to spawn random units instead of individually pulling all classes from the in game editor and pasting it while adding quotations and commas like this: ["B_mas_med_Army_ENG_F", "B_mas_med_Army_EXP_F", "B_mas_med_Army_GL_F",]. I want to use a script that when called it will pull a random unit from a given side of a given type (infantry, land, air) and spawn them in a group. The group will be filled with random units. I also want it to pull units from mods that I download. I dont want to have to keep updating the script every time I download another unit mod. The mod MMC sandbox has no problem in doing this but I dont know how they did it.
  3. I need either a script or in trigger action that will kill AI units that leave the area. I want to also separate the types, example: I have an inner radius lets say 250 by 250 that AI infantry units must stay in. If they leave this area then they will die. Then I have an outer radius, 500 by 500, that allows AI Land vehicles to operate through, they are also allowed in the inner radius but if they leave the outer radius then they will be destroyed. The land vehicles include all land vehicles, not just tracked and tanks. I have thought of using multiple triggers to compare what is in the larger circle which is not in the smaller circle at which the trigger will kill the AI that is not within both triggers but I am not sure how to do that or if there is an easier way.
  4. 3den Enhanced Description This modification adds new functionalities to the Eden Editor, without creating any dependencies for players. That means, mission builder can use this mod to make their lifes easier without making the lifes of the players harder by forcing them to download additional mods. Features (Images) Feedback Feedback is always welcome and will help me to find bugs and improve this modification. GitHub & Translation This modification is available on GitHub. Feel free to contribute! Download Armaholic Steam Workshop Changelog Contributors See ingame credits
  5. In short, I made a faction mod by using Drongo's Config Generator to create new units based on units from other mods and official platform updates. I took the faction mod config file into Notepad++ and edited it to add editor subcategories for my units to help improve organization and scenario compatibility. One problem remained: many of my units did not appear under the category of my faction in 3DEN or Zeus (though some arbitrarily did). Instead, they appear under the subcategory I assigned them, but under the faction category that the unit I had built them upon belonged to. This includes infantry, vehicles, turrets, and other such hardware. Squads and groups appear to function fine. In order to solve this, we went into the configs and added a class editorCategory under the same display name as the faction, then assigned this category to all the units in cfgVehicles. they all appeared, neat and organized, as desired. This for some reason broke compatibility with the Reinforcements Module of Achilles, and now my faction no longer appears under the Vehicle Faction selection dialogue, although it still appears under the squad selection dialogue for the same module. Since Achilles reinforcements only handles infantry in the form of groups, I think the issue at hand is not limited to only vehicles, but all units under cfgVehicles including infantry and others. Just as well, in cfgVehicles, all the units are assigned to my faction, and should be appearing under the appropriate category, but don't. There is no issue with selecting the faction as a playable faction in scenarios like Dynamic Recon Ops, and if the classname for the faction were somehow wrong in the config files, I would be getting all kinds of errors. This leads me to believe that, somehow, there is an issue with my units inheriting the faction editor categories of the factions their base units originated from. This is strange, because unless a unit can somehow belong to more than one faction simultaneously, they should not be inheriting these classes and the original faction category should be completely overriden by the new one. I am ready to provide photographic examples as necessary for clarification, and my config as well.
  6. 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.
  7. Description LRG Fundamentals is a complete mission makers tool, used to create complex missions with ease. Using the huge Library of functions, settings and modules you can create almost any type of mission. LRG Fundamentals is designed to be entirely modular, meaning you can use as much or as little as you want. By default, the master switches are set to off so only what you want to use will be used. See the Key features below for further details. LRG Fundamentals has been used by the LRG in one form or another for nearly 3 years. At the turn of 2019 we decided to publish our work and make all our files open source. That means your free to download, edit, change and create your own work, based on what's we've already made. Download Links Version 1.5.6 Released 01/10/19 Key Features AI Spawn LRG Main LRG Channels LRG QS Icons LRG Weather Player Attributes Safe Zones Vehicle Loadouts Equipment Loadouts Vehicle Servicing Medical Facilities Zeus Configuration Functions Library Third party Features More information on available functions and features as well as our functions library, our Wiki is available here. How do I get in touch? If you want to find out more about LRG Fundamentals or about the community itself, the best way to get in touch is to join our Discord Server. Issues/Suggestions/Faction Requests If you come across any issues, have an idea for an improvement or simply want another faction added to the AI Spawn module, please submit your request here. Changelog v1.5.6 AI Tweaked - Spawn AI module group count Explosives Fixed - fn_IEDVehicle Fixed - fn_MakeIED Fixed - fn_SpawnExplosives Interaction Fixed - AddHoldAction error Main Added - Option to lock third person camera in vehicles Fixed - VanillaFatigue error v1.5.5 Equipment Added - Additional selection for Ammoboxes Tweaked - Selection and function titles renamed and matched. Vehicle Removed - Vehicle specific loadouts - Merged with Equipment settings. v1.5.4 AI Added 16 Factions from @3CB Factions (see Factions list below) SafeZone Permanent value changed from -1 to 0 Default value changed to 0 v1.5.3 AI Added 3x @IFA3 Factions Main Added - Flip Vehicle AddAction Tweak - AddAction Order Tweak - Arsenal Save/Load defaulted to Enabled Tweak - Earplugs changed to Hold AddActions Tweak - Earplugs - Added duplication check. Tweak - Repack Mags changed to Hold AddActions Tweak - Loadouts - RHS Warlords removed from LR_fnc_Loadouts Tweak - Backend Postinit functions replaced by CBA_Settings call. Warlords Added - Persistent Credits Added - RHS Asset Vehicle Servicing Pods Tweak - RHS Apache price to 10,000 Tweak - RespawnTemplate to Respawn on Start Weather Fix - Time Acceleration Tweak - Reduced Random chance of rain by 50% v1.5.2 Equipment Added Warlords Loadouts for Vanilla and RHS factions Main Added QS Mag Repack Function Added Voyager Compass scripted Function QS Icons Added AI Names CBA Setting Added Faction Only CBA Setting Warlords Updated Warlords Respawn template Removed Warlords specific Loadout Script - Handled by default LRG function LR_Fnc_Loadouts called upon Respawn v1.5.1 AI Fixed number of units spawning for all types (values falling above max defined value) Fixed Heavy Vehicles not spawning independently Fixed Light Vehicles not spawning independently Removed GarrisonedGroup Exact value Added GarrisonedGroupMin value Added GarrisonedGroupMax value Added Error checking step for Garrisoned Groups v1.5.0 AI Backend rewritten to be easier to update in future Added AI Spawn Module Description Removed redundant AI Settings Module CBA Settings Added CBA Settings to Repo (no effect on mod) Channels Removed Redundant Channels Module Main Removed Redundant Main Module Removed unused YAINA Commands Medical Facility Removed Medical Facility Attribute Replaced with Medical Facility Module Added Module Description Included new Medical Facility Icon QS Icons Added Option to Show/Hide AI Added Option to Show/Hide Rectangular Group Icon on Map Added Option to Show/Hide own Group only. Safe Zone Added Module Description Warlords Added Warlords Specific Respawn Template Added Warlords Params Added RHS and RHS Pacific Faction Preset Added Function to set custom loadout on joining YAINA Earplugs Changed Default to out. Vehicle Servicing Changed to use Object Bounding Box for Servicing area instead of being defined. Added Module Description
  8. TypeSqf Editor 0.68 by Engima Overview The TypeSqf Editor is a script editor for Arma 3. The most important features are: Syntax Highlighting Syntax Checking Auto Completion Folding Object Oriented Scripting (SQX Syntax) CPack Service (like nuGets in Visual Studio) Description The TypeSqf editor is a developer's tool for scripting in Arma 3. Besides using it to write SQF code with syntax highlighting and auto completion, it analyzes your syntax in real time, alerting you if something is erroneous or suspicious. Object Oriented Scripting The editor comes with an optional extended functionality for SQF syntax, called SQX. In a convenient way, and with as many similarities to SQF as possible, SQX enables object oriented scripting (classes) and adds type handling. Classes may contain a constructor, fields, properties and methods. It works because the .sqx files are compiled into corresponding .sqf files before executed by Arma 3. The CPack Service The CPack Service is a service for sharing content with other script editors as well as to organize your own code. In short a CPack is a content bundle (a .zip file) that you upload and label with a name and a version number. Then they are very easy for anyone to download and include in any mission. Download Download at Official TypeSqf Site. Installation / Usage 1. Open the zip file and run the installer. 2. Run TypeSqf from the start menu. (See the video "Getting started with the TypeSqf editor" below.) Media: Getting started with the TypeSqf editor. Creating and using an SQX Crowd class in Arma 3 using the TypeSqf Editor. More videos: TypeSqf Features Part 1 - Getting started with TypeSqf TypeSqf Features Part 2 - Main Features TypeSqf Features Part 3 - The Power Of CPacks TypeSqf Features Part 4 - The CPack Console You can find all videos here. Feedback and error reports I will gladly receive any feedback. Please tell me good things, bad things, errors, whishes etc. Please use this forum thread for comments, but email all error reports to typesqf@outlook.com. Thanks to Josef - The main man on auto completion for script commands. Changelog Version 0.68 -Separated the analyzer window and the SQX build result window into two tabs in the editor (big thanks to Josef!). -Fixed: protected methods were not possible to collapse and expand. -Minor improvements and fixes. -SQX: Fixed serious issue when referencing properties in class inheritance with more than two levels. -SQX: Minor improvements and fixes. Version 0.67 -Added feature to create and deploy a PBO file directly from the TypeSqf editor to Arma's Missions or MPMissions (or a custom) folder. -Added support for all script commands up until Arma 3 version 1.94 (into ScriptCommands.xml). -Updated the file templates so that all methods now include parameters in the method header. -Minor fixes and improvements. -SQX: Added true inheritance. -SQX: Class properties can now be protected (and not only public like earlier), and have a protected setter. -SQX: Class methods can now be protected (and not only public or private like earlier). -SQX: Added the "return" statement. -SQX: Extended the method log tool to include return values (and not only calls like earlier). -SQX: Updated color themes - Go to Tools and reset the color themes for the changes to take effect. -SQX: Minor fixes and improvements. Version 0.66 -Minor GUI fixes. -SQX: Added settings option to enable logging of all method calls in the RPT log file. -SQX: Made it possible to reference private setters on private static properties from within class. Version 0.65 -Minor GUI fixes. -SQX: Fixed: Unwanted semicolons sometimes appeared during compilation. -SQX: Fixed: Sometimes the dot (.) had not highest precedence during compile. -SQX: Various fixes and improvements. Version 0.64 -Fixed: Parameters declared with "params" no longer generate a warning of not being used. -Minor fixes and improvements. -SQX: Made it possible to compile the current open file instead of the whole project. -SQX: Interface method declarations now require complete parameter list, e.g. "method String GetName("_unit" as Object);" -SQX: Class method declarations now allow alternative syntax for explicitly specified parameters, e.g. "public method Scalar GetAge("_unit" as Object) { ... };" -SQX: Added parameter check in calls to interface methods. Verson 0.63 -SQX: Fixed: Interfaces returning custom types not recognized as implemented in interfaced classes. Version 0.62 -SQX: Fixed: Type names no longer case sensitive. -SQX: Fixed: Parameters (params) with default value got wrong type. -Added all script commands for Arma 3 version 1.84 to ScriptCommands.xml. Version 0.61 -SQX: Added parameter check in calls to constructors (if first command in constructor is "params"). Version 0.60 -Added parameter check in calls to functions (if first command in function is "params"). -SQX: Added parameter check in calls to methods (if first command in method is "params"). -SQX: Added support for static fields in classes. -SQX: Added support for static properties in classes. -SQX: Fixed: Some Operators compiled incorrectly (e.g. the lookup operators >> and /). -SQX: Fixed: Compiler adds faulty semicolons at end of array elements. Version 0.59 -Added all script commands in Arma 3 version 1.76. -It is now possible for CPack authors to add a line to the top of description.ext. -Fixed: Crasch if the CPack installer tries to write to a file that is open by another process. -Fixed: Stability issues. -SQX: Analyzer improvements. Requirements Microsoft Windows. Other releases Engima's Traffic Engima's Civilians Engima's Simple Tasks
  9. Mod Version : 0.1.0 (13/09/2019) "They didn't come here to make contact, it's a goddamn invasion!" Invaders is a light addon for the Contact DLC and adds a dynamic spawn system for Alien Drones. Aliens spawned by Invaders will use scripted behaviours designed by BIS and react to hostiles : left alone, they will wander around and investigate our world, but if you are spotted, you'd better run fast... The module can be found under “Modules>Invaders”, it is easy to use and designed to work both in Singleplayer and Multiplayer. More informations about Alien Behaviour can be found at : https://community.bistudio.com/wiki/Arma_3_Alien_Entity_Behavior#List_of_available_behaviors Known Issues - Spawned Alien Drones are excluded from the “Antenna System”. - Vanilla behaviour prevents Aliens from engaging vehicles : this has been tweaked in Invaders – to some extent. - The Alien AI is significantly more demanding than the average Arma 3 AI : don't use too many of them. Download Link : Invaders 0.1.0 How can you support me? If you want to support me, enjoy the content I make, or simply would like to buy me a coffee (or a beer), you can donate any amount you want, no matter how modest it may be, or support me on Patreon. License & Credits Invaders Mod by Haleks is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Permissions beyond the scope of this license may be available on request. Using Invaders Mod on monetized servers is strictly forbidden. Thanks to Bohemia Interactive for their passion and commitment to making unique games. Special thanks to everyone supporting me on Patreon!
  10. Hi guys, iv just started playing with the mission editor, and i am noticing that say if i am the leader of a squad and i issue a basic command to the squad to just move west 100 meters, there wont be the generic "all move west 100 meters" voice and radio command followed by the "copy" back from the squad. Or say we are a tank crew and i issue a command to disembark, there wont be the generic "all disembark" voice and radio chat. Am i missing something here i never remember having to set anything up for simple things like this? i know its going to be something stupid simple but i cant find any solutions so far.
  11. Ladys and Gentleman, Maybe i oversaw the Question or this is something nobody asked yet. My Question is Simple: Is there a Way to work together in the Eden Editor at the same time or will a Multiplayer version of the Eden Editor released some day? With best regards Leerian Dark
  12. {ubb1}TheBeast

    how to...

    Just need a little start up. If you edit a vehicle in the Virutal Arsenal (Garage), like doors open, beacon on. I thought you press Export and than you can place that in the Init field when you place the object in the Editor. Example, I want to place some cars that block the road. The Offroad Comms (new with the DLC Contact). I open the back doors and put the becon on. But placing the export in the init field doesn't work. Also pressed import and save it.. but that I cannot find back Hard to find something about this... virtual arsenal give all the times results in virtual ammo-boxes. Export is like this: _veh = createVehicle ["I_E_Offroad_01_comms_F",position player,[],0,"NONE"]; [ _veh, ["EAF",1], ["hidePolice",1,"HideServices",1,"HideCover",0,"StartBeaconLight",1,"HideRoofRack",0,"HideLoudSpeakers",0,"HideAntennas",0,"HideBeacon",0,"HideSpotlight",0,"HideDoor3",0,"OpenDoor3",1,"HideDoor1",0,"HideDoor2",0,"HideBackpacks",1,"HideBumper1",1,"HideBumper2",0,"HideConstruction",0,"BeaconsStart",0] ] call BIS_fnc_initVehicle; So, a little start up on this would be great. how do I use this? Thanks in advance!
  13. Hi all! I am working on a small missions for some friends and I would like to setup a trigger system. Basically when a player enters a specific trigger on the map, their side changes from CIV, to either OPFOR or BLUFOR, depending on which trigger they enter. Then when the trigger deactivates they are set back to CIV. Is something like this possible?? If so I would appreciate any help I could get!! Thanks!
  14. Dynamic Animal/Game Spawn Script This script will continuously spawn animals that can be hunted (and butchered with the ravage mod and the mods "Survival systems" module active) in proximity of the player. Showcase Video: (This is just showing the basic functions with speed up despawn times and reduced spawn/despawn distances FYI) Functions of the script: - spawn loop for animals - random number and type of animals - can be butchered (using the ravage mod and a knife) - despawn once player moves away - customizable code How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "animalspawner.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - "animalspawner.sqf" 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code below into your notepad doc. 4. Save the notepad document with this name ------> animalspawner.sqf 5. Move the animalspawner.sqf to your mission folder. ========================================= animalspawner.sqf code: Script Dependencies: No dependencies. However, the Ravage mod and the mods "Survival systems" module is required to butcher the animals and process their meat. You can find all about the Ravage mod here: LINK Setting up the Script in the editor: 1. Find the Ravage section in your Editors "Systems" tab. 2. Place the module "Survival systems" Note: you need a "Gutting Knife" (from the Ravage mod) to butcher the animals 5. Place your player and start your mission. Using the script without Ravage mod: - the script runs without the Ravage mod active, no changes needed Credit: the basic template for the spawner came from a fellow ravager, however I can not trace back the specific post anymore. so shout out to all the friendly scripters from the ravage comunity for all their input;)!
  15. I am quite new to modding arma, and modding for arma as well. That said, forgive me if I am being dumb or forgot to look for something. I seem to be at a problem. I worked on making a realistic terrain for around 3 days. Then, i booted up Terrain Processor and realized that there was no "import .raw" or "import .png". The only file extension I found was .dem. I am not trying to use terrain data from the earth. I would like to find a way to either convert a .png or .raw to a .dem, or figure out how to import a .raw or .png to the terrain processor Thank you for your time
  16. Backpacks placed in EdenEditor, if are to close each other, just fly all over the place. Even when I mark no simulation, etc. No way to keep all in one place. Is there any solution for that? Is there some code I could drop to init box to keep backpacks as simple objects or freeze in one place? I need to have those backpacks in one stack as decoration.
  17. Hey, so I've got a question regarding the setting up of multiplayer spawns *on* static ships in ARMA 3. No matter what I do, I am unable to successfully spawn onto a static ship, such as in the hangar bay of a destroyer, or on the flight deck of a carrier. Is there some secret Bohemian sorcery that I simply don't know that makes it work, because there's absolutely zero material out there on this matter and it's beginning to get frustrating.
  18. Werthles' Headless Module (now v2.0!) Fully configurable module to give headless clients control of editor/script/Zeus AI. -->TUTORIAL VIDEO - CLICK HERE<-- Albert is the name of my headless client... Downloads: http://steamcommunity.com/sharedfiles/filedetails/?id=510031102 http://www.armaholic.com/page.php?id=29455 Main features: Easy way to create headless client missions HC Setup and Ignore modules Editor/script/Zeus AIs auto-transferred to HC control AI waypoints/scripts/trigger syncs preserved Splits AIs evenly among multiple HCs 3D Debug Mode Here's Why Headless Clients Are Good: https://www.youtube.com/watch?v=0-WKHrC661g&feature=iv&src_vid=15VK_kNOu6o&annotation_id=annotation_4128809211#t=1m46.4s How To Use: Download the mod and launch Arma 3 with the mod. Edit your mission, adding a WH Setup Module, found under "Headless Modules". Configure the parameters as appropriate for your mission. Add an "Ignore" module if required. Add playable, uniquely named, headless clients. Save your mission as a multiplayer mission. Set up your server and headless clients Play your mission! Players, HCs and the server need to run the WHM mod in order to play. Part 3 of this guide is how I set up dedicated servers and headless clients: Werthles Headless Kit Guide http://steamcommunity.com/sharedfiles/filedetails/?id=459917508 Setup Module Parameters: Headless clients to be used Repeating checks for spawned AI Time to wait between repeats 3D debug mode for all or just admins Balance the number of AI units on each HC, and rebalance when uneven Delay between module activation and HC setup starting Time between each HC transfer, to aid stability Initial setup report Phrases the module should ignore when checking AI for the HC (can be whole/part unit names/group names/unit type/synced module name) If certain units need to remain controlled by (local to) the server, simply sync these units to an ignore module. Compatibility When combining with mods that require setup time, try increasing the WHM startup delay or activate the module on a trigger, so WHM setup starts afterwards. ALiVE Compatibility ALiVE Profiles: Attach "WH Setup Module" to a radio trigger (or similar solution), then activate once in game (else profiles do not load or save correctly). ALiVE Support Modules: Give the group a distinct callsign, then add this to the list of units to ignore within the "WH Setup Module".Please let me know if you find an issue with this and any mods. I will list any issues found here. I would like to make this compatible with as many mods as possible! Headless Client Tips: Headless Clients must be set as playable and have a unique name. HCs cannot connect to client internet multiplayer servers, only local servers or dedicated servers. This is because IPs cannot be whitelisted with these servers. HCs can only connect to servers which are passworded. WHM will change the locality of the AI being transferred to HCs. This can interfere with some scripts. If it does, you can use the "Ignore" module to stop WHM from giving the HC control of individual groups. See: http://killzonekid.com/arma-scripting-tutorials-locality/ Links For Scripted Version: WHK Setup Guide (For scripted version) https://www.youtube.com/watch?v=15VK_kNOu6o Werthles Headless Kit http://steamcommunity.com/sharedfiles/filedetails/?id=459317544 Werthles Headless Kit Guide http://steamcommunity.com/sharedfiles/filedetails/?id=459917508 WHK Armaholic Download http://www.armaholic.com/page.php?id=28917 Please let me know if there are any problems/things that could be improved, and I'll get to work on it! I'd also love to see this in action. Please link me if you have screenshots/videos!
  19. Lint Summary SQFLint is command line tool, that checks specified files for syntax errors. It can output those errors in human readable format, or JSON for some futher processing. Homepage: http://sqflint.zipek.cz/ Releases: https://github.com/SkaceKamen/sqflint/releases Github: https://github.com/SkaceKamen/sqflint (extension moved to separate thread) Changelog You can find changelog at releases page Features Syntax error checking Undefined variable warnings Exports some info about file for futher processing by external tools
  20. In the editor, when the player dies, is it possible to show the debriefing screen instead of the usual death screen?
  21. Arma IntelliJ Plugin Current version: 2.0.2 (Released June 21, 2018) Index 1. Introduction 2. Features 3. Feature Spotlight 4. Planned Features 5. Download and Installation 6. Source Code 7. Donate 8. Wiki, Bug Reporting, Discord 1. Introduction Arma Intellij Plugin is a plugin developed by K-Town (me) for Intellij IDEA. Intellij IDEA is a Java IDE developed by Jetbrains and offers many amazing API's for creating support for custom languages to be used inside the Intellij editor. Intellij is free, but I recommend reading the license agreement regardless. 2. Features Arma Intellij Plugin has many features with more on the way. The plugin currently has: Syntax checking for Header files (*.h, *.hh, *.sqm, *.ext, *.hpp) and SQF files Description.ext Function lookup (See feature Spotlight a.) Documentation 'tags' which can link to command wiki documentation without opening the browser. Finding usages of variables and commands Syntax highlighting Rename refactoring for functions and variables Auto-completion (ctrl + space) Wiki documentation on commands and BIS functions via ctrl+Q Complete type checking (including arrays) Full preprocessor support for Header/Config files Partial preprocessor support for SQF Files 3. Feature Spotlight a. Auto-completion (more detail here) b. Syntax Checking c. Documentation Tags - detail here 4. Planned Features Automatic code formatting for SQF and Header Creating new mission files from scratch More code inspecting functionalities Other secret features ;) 5. Download and Installation Download: IntelliJ IDEA: Jetbrains Website Plugin (Optional download. See Install from JetBrains Plugin Repository below): GitHub: https://github.com/kayler-renslow/arma-intellij-plugin/releases JetBrains Plugin Repo: https://plugins.jetbrains.com/idea/plugin/9254-arma-intellij-plugin NOTE: both GitHub and JetBrains Repo include the same .jar files. You only need one plugin jar from one of the repositories to install. Install: To install the plugin, you do one of the following: Install it from disk with the .jar plugin download (see Plugin download above). Step 1: In Settings Dialog, click on "Plugins", click Install plugin from Disk. Step 2: Locate the "Arma Intellij Plugin.jar" (file name may have version info like v1.0.7) Step 3: Click OK button when you located the plugin jar and then Restart IntelliJ IDEA Step 4: You're good to go! Install it from JetBrains Plugin Repository. Step 1: In Settings Dialog, click on "Plugins", click Browse Repositories. Step 2: Search for "Arma Intellij Plugin" Step 3: Click Install and then Restart IntelliJ IDEA Step 4: You're good to go! 6. Source Code This project is open source. The plugin and it's creator (K-Town) aren't affiliated with Jetbrains or Bohemia Interactive. This project (the plugin code) is licensed under the MIT License. You don't need to contact me if you want to create derivatives or publish the project elsewhere. You can download and view the source here: https://github.com/kayler-renslow/arma-intellij-plugin 7. Donate I am accepting donations, but please only donate if you can afford it because I will not give refunds. Donate here. 8. Wiki, Bug Reporting, Discord The Wiki for the plugin is available. If you have been using the plugin already, you may still find something you don't yet know. Also, please report bugs at the Github repo. It's easier to manage than the forums and is specialized towards reporting bugs. You can report bugs here: https://github.com/kayler-renslow/arma-intellij-plugin/issues I have created a Discord server for Arma Dialog Creator and Arma IntelliJ Plugin. Here is the invite (remove the spaces in the link - they are to prevent bots): https://discord.gg/K d u 8 c q e
  22. Lint Summary Extension for Visual Studio Code, that does some syntax error checking, variable existence checking and more. ( It's now completely separated from sqflint CLI tool, with many other features, so I decided to make separate thread for it. ) Homepage: http://sqflint.zipek.cz/ VSCode Market: https://marketplace.visualstudio.com/items?itemName=skacekachna.sqflint Github: https://github.com/SkaceKamen/vscode-sqflint NOTE: Works best with SQF Language extension Changelog You can find changelog at here. Features Syntax error checking Checks existence for variables (global and local) Go to definition and Find usages for variables Displays help (hover help and signature help) for BIS/CBA functions and commands Autocomplete for BIS/CBA functions, commands and unit/ui events Debugger (RPT file monitor) Screenshots
  23. Hello there! I'm working on a remake of the "East Wind" campaign where I replace every NATO unit with a Bundeswehr unit (BWMod). I'm currently working on the first mission of the campaign, now here's my problem: There's a game logic entity where MacKinnon's vehicle is supposed to lie on the side. I replaced the Hunter with an Eagle. Now when I'm starting the mission, the Eagle is stuck in the ground. Mods: BWMod Bundeswehr ReTex Pack CBA_A3 I'm not a programming god and I have no idea how to fix this issue! Any ideas? Thanks in advance! Images: Game Logic in editor: https://ibb.co/2YqB3Rm How it looks like in the mission: https://ibb.co/9y1k8wy Game logic code: https://ibb.co/YWs2tLc Vehicle code: https://ibb.co/PgFG74h PS: Sorry for my english skills...
  24. Hello! I run a WWII Milsim unit and need to make an op for this Saturday. I want to have a spawn where my guys can load in, and kit up with BI Virtual Arsenal, and then I want to have a spawn point on a moving, AI controlled plane ( C -47 ) that all of my guys can spawn into, it puts them in a seat, and we can then jump out accordingly. Is this possible?
  25. Gentlemen, I finally got around to turn a script collection into a addon, ready to be uploaded to steam. I however need to provide the user with a ingame/eden editor module interface so the user can adjust the settings of the script/addon before i can release the addon in order to make it customizable. E.g. disable feature 1 from spawning, increasing the amount of times feature 2 spawns, define classnames for an array and so on. I have unsuccessfully tried to wrap my head around this wiki: https://community.bistudio.com/wiki/Modules I get the example from the wiki above to work in Eden Editor, however, I get quite lost when trying to adapt this example or create a new module from scratch for my addon. What do I want to do: Let the addon user define variables in Eden Editor that will then be executed accordingly in the features of my addon according to these settings. I want to have a "module - mask" per feature that lets the user change or set variables that have so far been defined and altered in a settings.sqf. (see below spoiler) As an example for the feature that spawns Banditcamps: the below variables need to pass on as true, false or representing a number, so once a feature is executed, it can access these variables with the desired values. Ideally i am looking for a template with a few options to enter a number, and a few options for true/false and one or two to enter a string (classnames, or marker names for arrays). Any help, insights or link to alternative guides is greatly appreciated!=) cheers Vd
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