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Found 201 results

  1. 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 1.6.0 Released 23/02/20 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. Latest Changes v1.6.0 AI Added - Civilian Spawn AI Module. Media Added - Icon for Civilian Spawn AI Module
  2. ArmA.Studio Open-Source Community made IDE for ArmA (best works with profiling build) !PLEASE DISABLE BATTLE EYE DURING DEBUGGING SESSIONS! Downloads ArmA.Studio 0.1.6290.31151 setup.exe 0.1.6293.24366 setup.exe 0.2.6331.26237 setup.exe 0.2.6333.12157 setup.exe 0.2.6402.7223 setup.exe ArmaDebugEngine BIDebugEngine.dll build 28 x86 BIDebugEngine.dll build 28 x64 BIDebugEngine.dll build 34 x64 BIDebugEngine.dll build 45 x86 BIDebugEngine.dll build 45 x64 Installation Please refer to this wiki article https://github.com/ArmA-Studio/ArmA.Studio/wiki/Install-and-use-ArmA.Studio Links ArmA.Studio at GitHub ArmaDebugEngine at GitHub Discord Invite Important Informations The tool is provided with auto-update and auto-error-report. Both cannot be disabled as of now. We are actively seeking developers in the community! So if you capable of writing C# code, feel free to join this project :) How to test -@myMod --Addons <-- workspace is set here ---Tag_Mod ----$PBOPREFIX$ ----examplescript.sqf <-- set breakpoint in here ----config.cpp Hope you enjoy!
  3. 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
  4. convertedObjects = []; { if (isNil {_x getVariable "preventSimple"}) then { private _interiorPositions = []; _interiorPositions = [_x] call BIS_fnc_buildingPositions; if (count _interiorPositions isEqualTo 0) then { if (lightIsOn _x != "ON" && lightIsOn _x != "AUTO") then { private _position = getPosWorld _x; private _vectorDirUp = [vectorDir _x, vectorUp _x]; private _model = getModelInfo _x select 1; deleteVehicle _x; private _simpleObj = createSimpleObject [_model, _position]; _simpleObj setVectorDirAndUp _vectorDirUp; convertedObjects = convertedObjects + [_x]; }; }; }; } forEach (( allMissionObjects "building" - allMissionObjects "StreetLamp" ) select { !isClass( configFile >> "CfgVehicles" >> typeOf _x >> "UserActions" ) && ( getArray( configFile >> "CfgVehicles" >> typeOf _x >> "ladders" ) isEqualTo [] ) }); // add this command to the object's init to prevent it from going simple: // this setVariable ["preventSimple", true]; // use this command to count how many objects were turned into simple objects by the script: // count convertedObjects; // for obvious reasons the script will not turn into simple objects the following objects: // 1) Objects that have interiors 2) Objects that emmit light 3) Objects that have user acctions such as ladders, gates, street barriers etc. The code above replaces all the mission objects (That are not units/vehicles, have no interiors and/or have no lights) with simple ones. I gain +10 FPS immediately after running that code in GLOBAL turning +2100 objects into simple objects on my reference mission. (The FPS increase will depend on how many objects you've added to your mission via EDEN editor). The reduction in stuttering is notorious. Combine this script with other optimization scripts such as view distance and you will get more additional frames than overclocking your CPU without all the dangers! 😉 Special thanks to @Larrow Question for the Arma Gurus: How can I save those results to the mission file so it is those same simple objects right from the start? (Without using such MP resource heavy script). Thanks
  5. Mod Version : 0.1.1 (29/10/2019) "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. (fixed with Arma 3 v1.96) - The Alien AI is significantly more demanding than the average Arma 3 AI : don't use too many of them. Changelog Download Link : Invaders 0.1.1 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!
  6. Hello, I'm currently trying to write a script that creates a trigger via the radio Alpha channel and that can be activated by the player. The trigger statemesnts should set another unit (hunter1) into a combatmode Red and also have a line of sideChat from the player. Here is what I have so far _trig1 = createTrigger ["EmptyDetector", [0,0,0]]; _trig1 setTriggerArea [0, 0, 0, false]; _trig1 setTriggerActivation ["ALPHA", "present", false]; _trig1 setTriggerText "Sniper Cover - Geronimo"; _trig1 setTriggerStatements [ "this", "hunter1 setcombatmode "RED"", "player sidechat "OPEN UP!" ]; }; I keep getting an error message saying I'm missing a "]" but I cant for the life of me figure it out. Any help would be greatly appreciated. Thanks in advance, Denzo
  7. Hello, I've been thinking about a possible MOD for Arma 3 that could really produce some butt-clenching, heart pounding, gameplay moments. It's heavily inspired on the Battle Royale mod which is dying out sadly, and there's some MMO elements in them too. Anyways, I've made a small presentation that explains the idea better: https://docs.google.com/presentation/d/1LYfntb3MyRWQUp3Eyju9cyEopTPzSF_dRzpS99TxcvE/edit?usp=sharing I'm no developer, my goal with this post is to just 'test the water' and see if there is some interest in a game mod like this. Secondly if someone can enlighten me on how much work creating a minimal viable prototype of this MOD would take, or point me in the general direction of someone that can help me get this going, that would also be greatly appreciated. Thank you! best regards
  8. TypeSqf Editor 0.70 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.) Code Code is shared at Github: https://github.com/XEngima/Apps-TypeSqfEdit 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 0.70 Added search and replace functionality. (Big thanks to Josef!) Version 0.69 -Added support for all script commands up until Arma 3 version 1.96 (into ScriptCommands.xml). -Updated dependency to .NET to 4.6.2. 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"). Requirements Microsoft Windows. Other releases Engima's Traffic Engima's Civilians Engima's Simple Tasks
  9. Anyone looking for a potential fix, simply remove the MCC mod (if you're running it). This removes the following 2 errors: [BIS_fnc_activateAddons] The function can be activated only through the mission init [BIS_fnc_moduleCurator] Curator owner not defined, player used instead in single player See below for further details: https://github.com/shaygman/MCC_sandbox_modDev/issues/60
  10. Hello, just reporting on a bug I have been encountering recently that I have finally found the root cause of. When setting up a Zeus v Zeus mission I wanted to have a limit and natural regeneration of either Zeus' resources. (So they couldn't just spam a bunch of units and overwhelm the server.) All of the modules to set costs such as Side, Object, and Soldiers and Vehicles work perfectly as intended. (Each cost set is used for the synced curator.) However, the module controlling the costs of Zeus modules, Ie: Audio, Effects, Animals, Objectives, etc... does not function properly. I didn't want the Zeus' just resorting to using the Fire Support Module to win fights so I set this Module using the editor Set Costs - Modules to a number greater than 1, so it could not be used. But, there was an issue, after setting the cost of this Module, Fire Support was still available and at the same resource cost as any of the other Modules I did allow the Zeus' to use... It wasn't till today, when I decided I wanted this exploit patched that I uncovered what was causing the issue. When setting the costs of Modules one of the categories is "Misc" and this is what is creating the issue, no matter what value you set any of the other Module costs too, they all follow the cost of Misc... meaning that all Modules are forced to either all be the same cost as the Misc value or to have them all disabled, by having the value set to an unattainable cost. (1<_) I will provide screenshots demonstrating this issue, I hope it can be resolved in the near future. Thank you. Screenshots: Misc at 0.02 (2%): Misc at 0.9 (90%):
  11. Hello everyone, im new on this website! I need help on a problem, that I spent hours trying to fix it, but still no idea... So I'm making a stealth-kinda mission, with guards, alarms and stuff. I already made a Sentry to move into a house, and activate an alarm, when activated, making the nearby guards search for an intruder. I kinda got used to using triggers, but there is something I can't figure. It's the following; So in the base, I want a vehicle crew just chilling with a Sentry waypoint, and a Get In waypoint, so when they see an intruder, they'll use the nearby BMP. So it works well, but i want them to get in the BMP when they see enemy OR when the alarm is triggered. So I can only make them get in the BMP ONLY when the alarm is on, or ONLY when they see enemy... How can a make it both? I dunno if there is still people playing with this game, but I hope someone will find this thread. :) (I'm not from an English speaking country, I hope I was understandable :) )
  12. 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
  13. Hi guys I'm having a trouble with my mission file. I was trying to edit out a mod dependency and i unfortunately deleted the wrong thing and saved it. Here is the sqf file. https://pastebin.com/NLinF5bU Here is the screen. https://imgur.com/a/4H743mC I really don't wont to lose this mission because i spend lots of time on it. If anyone can help me i would be grateful. If you are wondering what the mission is, it added lights to the Seattle map airports.
  14. 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?
  15. 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.
  16. igame360

    Static Animations

    I love creating pictures in Arma. But i have all the static animation packs. But I feel there needs to be more for the modern day mods and more variety. I've found a couple of video tutorials. But they were unclear, and there wasn't any audio to it. It was also for animations(loading) not a static animation. Can anyone point me in the appropriate direction to find the correct information I'll need to contribute to the community. Thanks in advance. PS. No I didn't search the thread.
  17. Hi Community ! I'm happy (and a bit proud) to present my work : Macaco's mod… A mod everyday ""work in progress"... for now 9 modules... - AI Reaction (Requires CBA, TASKFORCERADIO) With this module you can activate the "hearing" of the AI, which will hear you when you speak with TASK FORCE RADIO - Timer (Requires CBA, ACE) With this module you can activate a timer, based on the DAYTIME variable (totally rewritten) - FollowMe (Requires CBA, ACE) With this module it is possible to enable an ACE interaction menu that allows the player to have some AI commands run: *follow me *stop *lying *stand up * go up to the nearest vehicle * wears protective clothing (helmet + harness) * handcuffing (use a band) *to free - "Logistic Vehicle" module. (Requires CBA, ACE) With this module (can be synchronized with just one faction vehicle) it is possible to create a logistic vehicle for refueling / resetting and vehicle repair ... Also you can use an AI that "simulates" the repair of the vehicle but that if killed will make subsequent repairs impossible ... - "Earthquake" (Requires CBA, ACE) The module allows to create earthquakes with destructive areas; the intensity of the earthquake is adjustable ... - Module "HQ" (Requires CBA, TASKFORCERADIO) The module allows you to create an HQ vehicle with different features: * Equip the vehicle with aeronautical radio with 40km range (Task Force Radio) * Equip the vehicle (in the inventory) with UAV backpack (Darter), batteries and terminal (depending on faction) * Equip the vehicle with an omnidirectional radio disturbance antenna (Task Force Radio) * Equip the vehicle with a directive antenna (movable) to increase the range / power of the radio (Task Force Radio) -"Sounds Of War" module (Requires CBA, ACE) The module allows you to create areas with war sound effects and possibly (real) explosions and light flares, useful for example to delimit areas game recreating a more realistic situation ... -"Supplies" module (Requires CBA, ACE) The module allows you to request a supply case, with a virtual arsenal set by the editor. The module is equipped with various options for operating dynamics. -"Watch" Module (Requires CBA, ACE) With this module it is possible to activate a clock (with graphic interface) that creates two alarms, publishes useful variables for triggers and executes sqf files at the end of alarms .... - "Advanced Stamina" Module (Requires CBA, ACE) (feat. Hollywood) This module manages advanced stamina, adding the possibility of drinking, eating, etc ... Note for those who used the previous mod "Advanced Stamina Mod": Edit the missions with the old mod and then re-insert the modules with Macaco's Mod ON STEAM WORKSHOP: Macaco's mod ON YOU TUBE: Macaco's Channel (Tutorials) SECONDO REGGIMENTO INCURSORI ( 2RGT ) : http://www.secondoreggimento.it/
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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
  23. {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!
  24. 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!
  25. 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;)!
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