Jump to content

Search the Community

Showing results for tags 'editor'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
    • ARGO
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Die Hard OFP Lovers' Club's Topics
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos


PlayStation PSN














Found 177 results

  1. LRG Fundamentals Steam Workshop What is LRG Fundamentals? 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. This mod is the LRG's one stop shop for all functionality to complement any mission. We use it extensively with @ACE and @TFAR and this is where it works best, however you only need @CBA to use this mod. Key Features Spawn multiple customisable AI Objectives by simply placing AI Spawn Module where you want them. Use one of the predefined factions or request your own! Set AI Difficulty using the LRG AI Settings - This can apply to AI placed in the editor, spawned in using the module and even immediately when placed with Zeus (ConfigZeus) Enable, Disable and customise huge amounts of inbuilt features within LRG Fundamentals, all through LRG Main Settings in the Eden Editor Addon Options. Enable, Disable and set duration of all in game channels using LRG Channel Settings. Customise the infamous QS Icons by Quiksilver using LRG QS Icons Settings. Create Multiple Safe Zones where players can't shoot, simply place the Safe Zone module where you want it. Call upon a rapidly growing selection of Functions from our Functions Library. From configuring player radios and traits... ... To making a vehicle into a player activated IED! Note: LRG Fundamentals contains the following open source functions to make this mod as encompassing as possible: AIS Revive (When ACE not available) CHVD View Distance Use of DERP Occupy functions Use of YAINA Crewnames and FPS counter Functions I have questions, how do I get in touch? If you have any questions about how to use this mod or want to know more, simply respond in the comments or come and speak to the Development Team on Discord.. 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. Will this mod create a dependency? This Mod will create a dependency if you use modules, such as the Spawn AI or Safe Zone module. However, this mod is designed to be used in a multiplayer environment and for best results should be on both server and client. Can I get involved? If you’re thinking of getting involved, either playing Official LRG Missions or wanting to contribute to this mod, come speak to us on Discord. Useful Links Discord Forums LRG Fundamentals Steam Workshop Functions Library Issues & Suggestions Template Missions LRG CBA Settings Steam Workshop
  2. Hi. Anyone know how to make these animated/clickable markers on the map..? Like in arma 2 warfare for example where you select respawn location. I don't know where to start with it Never dealt with it before
  3. 3den Enhanced by Revo Description This modification adds new functionalities to 3den, 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. Translation You can help with the translation of this modification. For more information visit GitHub Download Armaholic Steam Workshop Changelog Contributors dixon13 dardothemaster niquenen solentis XerXesCZ Artenis KiritoKun223 11RDP-LoupVert arv187 Theassassinzz Jason Bert TaktischerSpeck pokertour
  4. TypeSqf Editor 0.64 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 0.64 -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. Version 0.58 -Project file is now saved automatically when starting a new project or opening an existing mission. -Added video "TypeSqf Features Part 4 - The CPack Console". -Fixed: No code completion on lines with the alternative variable declaration syntax. -SQX: Fixed: Compiled files (.sqx.sqf) is not removed when a CPack is removed. -SQX: Analyzer improvements. -SQX: Fixed: Compiler sometimes not starting. Version 0.57 -Added menu item "Videos" with links to tutorial videos. -Analyzer improvements. -SQX: Analyzer improvements. Version 0.56 -Enabled support for alternative variable declaration syntax. Like { private _myVar = 10; }. -Analyzer improvements. -SQX: Syntax Highlighting improvements. -SQX: Analyzer improvements. Version 0.55 -New and better installer (uninstall the old version before installing this). -Variables declared in mission.sqm now included in editor (mission.sqm must not be binarized). -Items in the file explorer now gets selected on right click. -SQX: Minor analyzer improvements. Version 0.54 -Added all script commands in Arma 3 version 1.72. -Revealed SQX content (it was previously "beta content"). -SQX: Added enums. -SQX: Added code completion for static methods. -SQX: Added code completion for custom types (classes and interfaces). -SQX: Minor fixes in the analyzer. Version 0.53 -Fixed: Error when updating CPacks and files need to be overwritten. -Fixed: Improved checks for declared, non declared, used and not used variables. -SQX: Added static methods. -SQX: Made it possible to specify type on iteration variable in a forEach statement. Like "{ hint _x } forEach as String;". -SQX: Made it possible to specify type on iteration variable in a count statement. Like "_count = { _x.IsActive } count as MyClass;". -SQX: Fixed: Analyzer do not recognize interface types for method return values. -SQX: Fixed: Minor issues in analyzer. Requirements Microsoft Windows. Other releases Engima's Traffic Engima's Civilians Engima's Simple Tasks
  5. Recently I encountered such a problem that the name of the mission in the scenario menu is displayed incorrectly, although everything returns to normal when it starts up. I suppose that it happened after some Arma 3 update. Can anyone check if it's only me who has this problem. Here are mission files: http://rgho.st/8XW7GVqbf Some screenshots:
  6. 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!
  7. A week or so ago I saw my key bindings reset. I was a bit annoyed but it had happened before so I just re-did them and carried on. However, I have just now gone into the editor and seen that none of the missions under my user profile are shown. I have checked the launcher, and I am definitely loading the "Lawman" profile, of which there is only one. I have also checked the Arma 3 - Other profiles / Lawman / missions folder to confirm my mission files are still there, which they are. Not sure what to do from here on. I tried saving a new mission file to see where it ended up, and It appears to have been placed in the following directory: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Missions Have BIS changed something so mission files are no longer local to profile? Cheers, Law
  8. 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.
  9. Hello, so I've created my fairly long mission in the Eden Editor and everything worked fine until the point where I wanted the player to load 2 Marshalls in 2 Blackfishes it for the purpose of my mission can't matter in which the blackfish the marshalls are. I've already tried a few things like this: (Marshall1 in Blackfish1 OR Marshall1 in Blackfish2) AND (Marshall2 in Blackfish2 OR Marshall2 in Blackfish1) That evidently didn't work hence this post. I also because of the tests I made found out that marshalls aren't actually inside the blackfishes. I did my own research but either I couldn't understand it or it didn't fit my needs. Hopefully somebody here can help me with this. Thank you in advance.
  10. I'm new to ARMA 3 editor. I'm trying to make a D-Day like scenario. when i give way points (beach) to the boats to move to the way point and get out from the boat some boats do the work right but some boats turns backs and runs like hell. I checked with in combat and out of combat, this only happens in combat.I tweaked the fleeing coefficient to 0 too but they get bitchup every time.....I made then Open fire and careless too maxed out courage and command btw.....Any ideas to fix this.....sry for the bad english... :P :P :P
  11. 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.
  12. hi, Unfortunately, one can take a sector by helicopter. in my Spawn Trigger (init) i have set: this && ({_x isKindOf "LAND"} count thisList)>0 && isServer; does not work with the sector modules :/ Does anyone have a solution for me? thank you.
  13. Editor

    I am working on the argo editor and made a map but don't know how to put the normal game modes like link and respawn.
  14. Hello, I'm looking to creating a short stealth co-op mission where a group must attempt to quietly enter a base, assassinate 3 HVTs and steal intelligence. Except I'm also trying to get a stealth trigger working, where once BLUFOR has been detected by Independent, the maintain stealth task should fail and create an evacuate task, however I can't get the Stealth trigger to work at all as I could be shot to hell by Syndikat soldiers and the task wouldn't appear. Went as far as to cover the whole playing area with a large rectangular trigger area, but it still doesn't work. Anyone knows of any way around it?
  15. 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
  16. Hello first of all. I want to make a Scenario in which a plane starts from the deck of the Aircraft carrier and I want the deck crew member to make the animation which is shown in the Jets DLC campaign/ showcase when the player presses the spacebar to start the takeoff procedure. So it's timed correctly with the Jet taking off and the end of the animation. This, of course, should only be done by the Crewmember who is standing next to the Jet taking off. Since I have no Idea how to script or program I'd like to ask a kind helper to make me a script which makes that above possible but compatible with a 2 player scenario which I'm trying to make. I know this is a lot to ask for but I'm hoping for someone that would be able to help. Thanks!
  17. Hello, OOP macro File : https://github.com/code34/oop.h Today i wanna share with you my gui editor. This is the link https://github.com/minipopov/GuiEditor Why new editor? -Based on layer with ctrlGroup -You could use your own style control directly from mission -You could export HPP (with EVH link for oop user) -You could export OOP file which is load on createDialog and delete variable on closeDialog -OOP file will contain all functions associate with your dialog. You could set from editor a name for each control which is the name of variable inside class and add init function Press F1 in mission you will see all shortcut. Let's talk about other thing. In initPlayerLocal.sqf you could set OOP_GuiEditor_ListControl which is an array of control avaible. You could remove all, add yours. The only thing that you have to do for add your control is to fill the file styles/customStyle.hpp with your style. Let's create together a new simple dialog. I named it shop with idd 8600. I create a simple dialog with 1 layer. Inside my layer i would create 1 LB which i named "itemList" and 2 button btnClose, btnOK. On my LB i check in event "Init" "OnLBSelChanged". Screenshot:http://prntscr.com/i2r1zj Let's look hpp file generated: Have a look for people who doesn't use OOP. All Event call static function to OOP class that you don't have. You need to change the call AND remove onLoad/unLoad event on display. Hpp contain string to reimport later your dialog Now let's generate oop class First there is standard function Init that it executed at openning your display. For ours BUTTONS We have 2 buttons on our hpp, so 2 functions btnAction_btnOK and btnAction_btnClose. They are call on click For Listbox We have Init function that you could call like this ["static",["onLBSelChanged_itemList", _whateveryouwant] call oo_shop. You could passed to the function anything you wan't and do your job... We have this function cause we check Init There is onLBSelChanged_itemList that is called on selected element on LB. EVH functions are auto fill. Now in-game how to use that? Just by using createDialog "shop", this gonna call our constructor function and get/set all controls, exec standard init. How to delete all vars & clear memory? closeDialog 0; Gonna set all variable to nil and clear memory Hope that i don't let but inside my code ^^. We're on beta version but, it's seems work well
  18. I'm looking for a way to stop a specific vehicle from being able to be blown up. I want the hull and engine to be invincible, so that the vehicle won't explode when hit, but the wheels should still be vulnerable so that it can still be disabled, just not destroyed/blown up. I'm looking for this to be achieved within the vehicles init field, or via an external script. The reason I want this to be possible is because I don't want a simple vehicle respawn in my mission like I have now. I want to punish players for getting a vehicle blown up, making them have to airlift the damaged vehicle back to base where it can be repaired (I don't need help with the airlift or repairs I've got that covered, just need help on making the vehicles hull and engine invulnerable.) Are there any scripts out there which can help me a achieve this? I was looking into the "SetHit" functionality etc but I am a total noob when it comes to scripting. To be completely honest with you I'd love for someone to figure this out for me as I really don't have a lot of time to dedicate to testing and playing about with things myself
  19. VBS3 Scripting editor help needed

    Hello everybody! I am a research student working on his final thesis on a Helicopter Simulator implemented in VBS3. I would need to do some script in order to create a training field in VBS3, something like targets appearing that responde when you pass throught. I was used working with unity and there it´s easy to access the editor and code there. Here in VBS3 I think it´s different, I have seen that there is the possibility of writing and external function and name it with .sqf extension and then call it, but where do I call it in VBS3? Isn´t is possible to write some code directly inside VBS3? Are there any other ways of creating interaction between things without scripting? I wish a good day to all of you, Marco Gotelli
  20. The fences that surround the Tanoa International Airport; I am able to edit them the way I see fit. The problem I am having is making them have no damage. I have put in the init; this addeventhandler [this allowdamage false]; this allowdamage false; this enableSimulation false; etc. I have put it in the Init ;|; Init+Object Init ;|; Init+Global Object Init ;|; Init+Object Init+Global Object Init ;|; Object Init ;|; Global Object Init ;|; Object Init+Global Object Init. I have tried the Enable Damage tab/checkbox and it seems to only work for doors. If you guys have anything for me on how to make the Terrain Objects not have any damage through the "EDIT TERRAIN OBJECTS," I would be grateful!
  21. I've searched and haven't found anything on Google. So I apologize if there's something out there. I am creating a campaign on stratis where one task is to capture the air base. After it's captured, I'd like the campaign to automatically load the base up the way I set. So it becomes a friendly base. I would like the same thing to happen when I capture other camps and bases. How can I do this?
  22. 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;)!
  23. Hello everyone, and thank you for taking the time. I have now spent quite a lot of time going through the forums and have a lot of experience with mission making and server management myself, however I have a query to anyone who might know more than me on this particular matter. Running a dedicated server and i am trying to make respawning work on the server in a particular behavior; Been looking for the following: - Respawn inside a particular vehicle on dedicated server, not on the ground. - Respawn countdown/timer. - Something like a spectator camera when you are waiting for the countdown/timer (watching a black screen or a map screen is not that fun, more fun to watch other players you play with in the same team/side). I have been trying to tackle this forever, but the respawn system in the editor seem to only work with respawning on the ground not in a vehicle. It works in the editor, but when I run it in the dedicated server everything glitches and blows up, and the respawn vehicle falls deep below the map you can't interact with it only as zeus. I understand a dedicated server needs external files such as a Description file for this. Does anyone know any scripts or how I can make this work? Cheers. --------------- EDIT: I managed to set up a file called OnPlayerRespawn with the following code and it works: player assignAsCargo heli1; player moveInCargo heli1; However, I can't figure out how to make a respawn timer for it or make a spectator camera for the code. Right now the second a player die they instantly respawn inside the vehicle. Any suggestions? --------------- EDIT 2: After hearing I can syncronize the respawn module simply with an empty vehicle, I am having a persistent issue that I have not managed to solve as of yet on my own. But the respawn window is empty, it says disabled and I get no options to choose from. An error that says at the bottom left too. https://i.gyazo.com/f6de357a48cb5f545a12ca521ca4bc01.png
  24. 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.
  25. 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