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Found 10 results

  1. Hi all, I'm having a few issues with a script that I've come across and want to use. I've already used the current version of the script to spawn objects in with their default rotation, but now I'm wondering if there is any way to rotate them? getDir and getMarkerDir haven't worked for me so far, so any help is much appreciated. here is the version of the script I'm currently using, for reference: "Land_W_sharpRock_wallH" createVehicle getMarkerPos "marker0"; where "Land_W_sharpRock_wallH" is just an example object and "marker0" is the example marker I'm using as a spawn location. P.S. I'm incredibly new to scripting stuff in arma, so please be kind to me, I'm just trying to learn, but with that said any criticism is welcome!
  2. Hello. So, I've been trying to host for friends for a while now but ever since I changed providers I've been limited to using hamachi and it's very awful ping to host, which has been grueling. Even after enabling UPNP, disabling it, opening the ports 2302-2306 UDP, and even testing to see the ports were open using a port tool (and getting confirmation they are infact open,) I get this same message "Port forwarding setup failed." When checking what ports arma tries to use, it doesn't seem to even try to use any of these ports, and instead goes for a port that seems to be completely random each time, though even with the ports in this range of random opened, I still get that same error. Turning off firewall and adding the ports as inbound outbound rules also produced no results. I checked to see if my new ISP was using Carrier Grade NAT, and that is also not the problem.
  3. How can I activate a trigger only if the player has spotted (knows about) all east units within the trigger area? I can't find any post about this on this forum.
  4. Hello, I am trying to play a certain sound upon opening a container i'm importing into the game. However, I don't really know how to do this. Currently I am doing the following but to no avail: config.cpp bagsounds.sqf Everything else about my object works as it should and acts as a proper container: I just cannot figure out how to play these sounds to the player locally upon opening or closing the bag. Any help is appreciated.
  5. Hey everyone 😀 Im making a mission and im wanting the AI to shout when firing at eachother. I have the sounds i want to use, im wanting each side to have certain phrases they will shout at eachother when firing weapons (like battle cries) but i only want them to shout only when firing. im only wanting certian AI on each side to shout stuff not all the ai. there is a video on youtube that has something similar to what im wanting - he made a script that made the ai shout stuff when shooting but he didnt give any instructions. Also on the same note im also wanting to know how to add music to cars, so that when we are travelling the radio is playing. im also wanting one of the ai to 'sing' whist in the car.so basically we get in start driving, the radio plays and one of the ai sings then when we reach a certain spot the ai stops singing and the radio turns off. (can this be done with waypoints or connected to them so that certain sounds be played when you reach certain spots and stop when you reach others?) thank you for any help given its much appreciated 😘
  6. Hello to all! Let me get directly to the Point: I wanted to edit the original Eastwind Campaign, you know, add a few units here, replace a loadout there...That does even work, at least, as long as I extract the missions to a seperate file, and leave out everything script based. This ofcourse Limits you to working exclusively with what's already on the map or to place them by yourself. That way I was able to create a working playable campaign without errors poping up. Now, I wanted to Change a few Things within the "skirmish POI" files. (After all, there are so many cool addons out there, and beeing limited to only use them when they're handplaced is a bit boring). Now to my newest attempt. I can't get the damn thing to show up in the campaign menu in game. I so far changed Nothing (apart from giving the campaign a different name to distinguish it from the vanilla one), simply extracted the files with Eliteness and renamed the main folder from "missions_f_epa" to "eastwind_retold" and repacked it, put it in a folder named "@TEST" and inside said folder, I created another folder named "Addons" I say again, at this point, I haven't changed anything inside the "eastwind_retold" folder. but nothing happens. Putting "eastwind_retold" in a campaigns folder, causes it to display an error about a mssing ".ext" file. So, I am a bit puzzled, and help would be much welcome 😄
  7. Im new to the modelling i made myself a workable car but i want to make turn in out position with workable hatch and when the person turn out they would be able to shoot (FFV). Is there any tutorial or something ? So far what i searched i couldnt find anything. Any help would be welcome thx :)
  8. I'm trying to make a tripwire mine that has the sound/smoke/noise effect that the LoW training mine has. I've gotten 99% of it to work, but that last thing I need help with. In the mission editor I can see my new explosive, and it's in the explosive category. It also fires properly and has the desired effects. That's the good. What's not working is that I can't defuse the mine. In the arsenal it shows up in magazines and not explosives. I believe these two symptoms are related. If I can just figure out how to get this to show up in the explosives tab of the arsenal I think it will fix my lack of ability to defuse. I'm inheriting from stuff that already works, and I don't think I've changed anything that would cause my problem. So I'm here to see if anyone can find what I've missed. Thanks. class CfgPatches { class BHZ_TrainingTripMine { units[]= {}; weapons[]={}; requiredVersion=1; requiredAddons[]={}; }; }; class CfgAmmo { class APERSTripMine_Wire_Ammo; class BHZ_TrainingTripMine_Ammo: APERSTripMine_Wire_Ammo { _generalMacro = "BHZ_TrainingTripMine_Ammo"; model = "\A3\Weapons_F\explosives\mine_AP_tripwire"; defaultMagazine = "BHZ_TrainingTripMine_Mag"; hit = 1; indirectHit = 0; indirectHitRange = 0; suppressionRadiusHit = 0; mineInconspicuousness = 30; mineCanBeReactivated = 0; mineModelDisabled = "\A3\Weapons_F\explosives\mine_AP_tripwire_d"; minDamageForCamShakeHit = 1.55; explosionEffects = "BHZ_TrainingTripMine_Effect"; effectsSmoke = "SmokeShellOrange"; CraterEffects = "IEDMineSmallLandCrater"; picture = "\A3\Weapons_F\Data\UI\gear_mine_AP_tripwire_CA.paa"; class CamShakeExplode { power = 0; duration = 0.2; frequency = 20; distance = 0; }; class CamShakeHit { power = 0; duration = 0.2; frequency = 20; distance = 1; }; soundTrigger[] = {""}; soundActivation[] = {"A3\Sounds_F_Orange\arsenal\explosives\TrainingMine\TrainingMine_Placement_01",1.9952624,1,20}; soundDeactivation[] = {"A3\Sounds_F_Orange\arsenal\explosives\TrainingMine\TrainingMine_Deactivate_01",1.9952624,1,20}; SoundSetExplosion[] = {"TrainingMine_Exp_SoundSet","TrainingMine_Report_SoundSet"}; }; class BHZ_TrainingTripMine_Ammo_Scripted: APERSTripMine_Wire_Ammo { triggerWhenDestroyed = 1; }; }; class CfgMagazines { class APERSTripMine_Wire_Mag; class BHZ_TrainingTripMine_Mag: APERSTripMine_Wire_Mag { _generalMacro = "BHZ_TrainingTripMine_Mag"; count = 1; scope = 2; mass = 15; ammo = "BHZ_TrainingTripMine_Ammo"; picture = "\A3\Weapons_F\Data\UI\gear_mine_AP_tripwire_CA.paa"; model = "\A3\Weapons_F\explosives\mine_AP_tripwire_i"; displayName = "Training Trip Mine"; }; }; class CfgVehicles { class APERSTripMine; class BHZ_TrainingTripMine: APERSTripMine { _generalMacro = "BHZ_TrainingTripMine"; scope = 2; ammo = "BHZ_TrainingTripMine_Ammo"; displayName = "Training Tripwire Mine"; picture = "\A3\Weapons_F\Data\UI\gear_mine_AP_tripwire_CA.paa"; vehicleClass = "Mines"; editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\APERSTripMine.jpg"; }; }; class BHZ_TrainingTripMine_Effect { class LightTTM { intensity = 1; interval = 1; lifeTime = 14; position[] = {-1.65,0.15,0.1}; simulation = "light"; type = "TrainingMine_light"; }; class Smoke { intensity = 0.1; interval = 1; lifeTime = 14; position[] = {-1.65,0.15,0.1}; simulation = "particles"; type = "TrainingMine_smoke"; }; class Sparks { intensity = 1; interval = 1; lifeTime = 14; position[] = {-1.65,0.15,0.1}; simulation = "particles"; type = "TrainingMine_FireSparks"; }; };
  9. Hi I need help with my custom vehicle. Im pretty much new to the moddeling in Arma so I still dont know a lots of things. My damage model its not working for some reason I have tried many things but didnt find any solution. Basicaly my vehicle its working but i cant destroy the wheels and windows for example + the suspension of vehicle its not working too. After some search and tries i found out that it probably is a model.cfg problem. Any ideas on what could be wrong ? Heres my model.cfg :) https://pastebin.com/i5mLefg and my config file https://pastebin.com/qMMR0PHz
  10. Dear Players, I'm going to get this laptop and was wondering on how much fps I would run arma 3 on ultra Processor Intel® Core™ i7-7700HQ (Quad-Core, 6 MB cache, tot 3,8 GHz with Turbo Boost) Grafic card AMD Radeon™ R9 470 met 8 GB GDDR5 LCD-screen 15,6 inch UHD IGZO2 IPS-screen (3.840 x 2.160) with antireflectioncoating, 300 nit Memory 32 GB DDR4 at 2.400 MHz (2 x 16 GB) Harde schijf 512 GB PCIe SSD + 1 TB 7.200 rpm SATA 6 Gb/s (storage)
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