Jump to content

Search the Community

Showing results for tags 'help'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • ARMA 3
    • DAYZ
    • ARMA 2
    • ARGO
    • YLANDS
  • 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


PlayStation PSN














Found 247 results

  1. Hiya! Despite my rank on this forum, I am actually pretty well acquainted with the Arma Editor (Can't say my script skills are too good though ) as I have been playing since about late 2014. Anyways, I am trying to recreate the Original Heart of Darkness by Joseph Conrad in a more modern setting. Is it possible to create a sort of trigger that when you, for example, talk to an NPC, a line of dialogue appears? I am more so looking for a Mount and Blade effect w/o actual voice acting and just reading blurbs of dialogue. For the first section of dialogue, I wish for the player to interact with a UN Colonel. The Colonel will be leaning on his desk or whatever and I would have the player approach and have a section stating "Speak" and I am incoporating dialogue from the actual book. Any help would be appreciated! Thanks!
  2. Hello! Having a hard time getting my Arma 3 server up right now. Got everything setup and go to use my command to start my server and I get "bash: syntax error near unexpected token `('" Really upset right now, haha. Here are my startup commands: ./arma3server -config=server.cfg -mod=@@Mantel\;@9Liners and Notepad\;@ace\;@ACE 3 Extension (Animations and Actions)\;@ACE 3 Extension (Placeables)\;@ACEX\;@Advanced Towing\;@ALiVE\;@BackpackOnChest\;@Blastcore Edited (standalone version)\;@Burnes Armories - MK10 Landing Craft Utility (LCU)\;@Canteen Mod\;@CBA_A3\;@CH View Distance\;@Chemical Warfare\;@CSA38 mod - Czechoslovak army 1938 (Munich crisis)\;@CUP Terrains - Core\;@CUP Terrains - Maps\;@DynaSound 2\;@Enhanced Movement\;@Enhanced Soundscape\;@Faces of war\;@Gear Functions\;@GEIST-A3 LITE\;@GEIST-A3 LITE FOW\;@Hors de combat\;@IFA3 liberation\;@IFA3_AIO_LITE\;@IFA3_WW2StyleCompassAndWatch\;@Immersion Cigs\;@Iron Front - Sabre Planes Integration [IFA3]\;@Iron Front 44 RealPanzer\;@Kompanie Mod\;@Kompanie Mod 3\;@Kompanie2Mod\;@Kurt's Survival System (KSS)\;@LEN - Aircraft Reskins pack for IFA3 LITE\;@LEN - Weapons pack for IFA3 LITE\;@MCC Sandbox 4 - Mission Making The Easy Way\;@Remove stamina\;@Remove stamina - ACE 3\;@Renner's Unit Texture Pack [WW2]\;@Sabres Flying Circus\;@Sabres Secret Weapons\;@Sabs Aircraft Lib\;@ShackTac User Interface\;@Suppress\;@Tank Shell Fly Sound\;@task_force_radio\;@Vcom AI V2.94\;@Whistle Mod\;@WMO - Walkable Moving Objects\;@WW2 Extra Factions\;@WW2 Flags for IFA3+FoW\;@WW2_OBJECTS Any help would do great, new to the Arma 3 server side of things. Thanks, Liam
  3. Unit suspended

    A unit I was a part of got suspended and upon the inspection from the unit Owner there is no listed information on how to un suspend the unit.
  4. Just getting back into arma 3

    So I have been away from Arma 3 for about a year-and-a-half to two years now. I left because I wanted to be able to create missions, that I could play by myself or with friends without needing to spend 100 + hours learning how to code. I don't know if this is possible but I have a question that I'm here to ask today? I downloaded MCC sandbox and was told to start there. My goal at the end of this is to create a completely Dynamic mission for me and possibly other friends to play when we have time, and I do not know if that is possible but I would like to ask the community. I have rhs plus a ton of other mods. I'm talking 64GB+ of vehicles, uniforms, textures, xcetera. All I want is to make a simple mission where I'm able to set up my starting units and maybe create a base in the editor. And then somehow have a way, to get dispatched to go take out targets and do certain missions with varying Rewards. Those rewards with then allow me to upgrade the base. I know there used to be a lot like this that worked with rhs, however it is no longer being updated. I wish this game was as simple as, I throw all that unit I want into a certain type of pool, and that the game will use them for each side, but I understand that this is not the case. Is what I am asking too much or is it possible? Thank you for any help!
  5. Hello, when i clicked 'Crunch' buttons on pboProject i got a message like 'Packing failed' error message on dos: <Creating a land_class config> ..H..WARNING***:lod 8: trailing space(s) detected in property 'explosionshielding ' = '0.1' b_ficusc1s_f.p3d trailing spaces in named selection(s) and/or properties error message image under here https://i.imgur.com/SmHNcs3.png i was wondering if you could help me Thank you.
  6. Hello! I have played about with the editor forever but now I'm starting to get into scripting. I have come up with an idea to implement a battlefield-like "mCom" system. I am in need of some help, I'm not sure how to script correctly and am struggling to get this to work. I have an sqf called "mCom" in it is the following; mCom1Armed = false mCom1Destroyed = false; if (playerSide = WEST) then [ [ _mCom1, //// Object to add Action to, create this object in editor "Arm mCom", //// Add Action title "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", //// Icon shown while Idle "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", //// Progression Icon shown "_this distance _target < 3", //// Condition for the action to be shown "_caller distance _target < 3", //// Condition for the action to be in progress {_this call s_fnc_armingStarted}, //// Code exectuted when Action starts {}, //// Code executed on every progression tick {_this call s_fnc_armingComplete, ,mCom1Armed = true}, //// Code on completion {_this call s-fnc_armingCancelled}, //// Code on interrupted [], 15, //// Activation duration (seconds) 0, //// Priority (not sure what this is for) true, //// Remove on completion false, //// Show in unconscious state ] remoteExec ["BIS_fnc_holdActionAdd", -2, _mCom1]; ]; I have another sqf called "countDown" with the following code; _timer = 300; [ _timer = _timer -1; ] call BIS_fnc_loop; hint "The mCom has been Armed! /n it will detonate in 5 minutes!"; if (_timer = < 120 ) then [ hint "Two minutes until the mCom detonates!"; ]; if (_timer = < 60 ) then [ hint "One minute until the mCom detonates!"; ]; if (_timer = < 30 ) then [ hint "30 seconds until the mCom detonates!"; ]; if (_timer = < 1) then [ bomb = "Bo_GBU12_LGB" create vehicle getmarkerPos "mCom1Mark"; mCom1Destroyed = true; ]; Then I have a folder filled with custom functions. All sqf's One being "s_fnc_armingStarted"; if (playerSide = WEST && mCom1Armed = true) then [ hintSilent "Your team are arming the mCom"; ]; if (player side = EAST && mCom1Armed = true) then [ hintSilent "The enemy team are arming the mCom"; ]; Another; "s_fnc_armingComplete"; if (playerSide = WEST && mCom1Armed = true) then [ hintSilent "Your team have armed the mCom!"; ]; if (player side = EAST && mCom1Armed = true) then [ hintSilent "The enemy team have armed the mCom! /n quickly disarm it!"; ]; execVM "countDown.sqf"; And one more, "s_fnc_armingCancelled"; if (playerSide = WEST && mCom1Armed = true) then [ hintSilent "You have stopped Arming the mCom!"; ]; if (player side = EAST && mCom1Armed = true) then [ hintSilent "The enemy team have stopped Arming the mCom"; ];
  7. Rigging HELP!

    Hi, I'm hoping this is the right place! I am tasked with rigging on a mod team i am in. I have an fbx that seems to be weighted but none of the bones seem to be named correctly and some of the weights don't seem right or are missing. Is there anyone who can help me with this? I simply cannot seem to figure out how to rig in arma. And I have watched that german guys videos but he gives no help to oxygen 2. Someone please help me. Basically its a uniform. The configs and everything work, but the armor doesn't even apear in game because its not rigged. If you could help me that would be great. Thanks
  8. After launching Arma gold for the first time I am greeted with this: https://ibb.co/c48H9w Any suggested fixes? I assume It's probably direct x but I am not sure how to check.
  9. Hi to everyone. I'm editing a stealth mission to my team, and i want to know if it's even possible to create a kind of electric generator. This generator should turn off all the light in an area when it's detroyed or turned off itself with a voice in the scroll menu. Do anyone know ho to do that? Thank you for answer
  10. Ive been trying to fix arma for hous, i keep getting this message "bad_module_info has stopped working" I also got this message "0xC0000005 - ACCESS_VIOLATION" Any help?
  11. New To Editing.

    Hello everybody, I have been playing Arma 3 now for quite some time now and after about 400 hours in I have decided to get into the editor, mostly to just play around. The thing is I literally don't even know where to start learning about it at. I have downloaded the "alive" mod, and would just like to know where I should start learning at, to fully understand the editor. Thank you for your time, see you on the battlefield.
  12. Hi, I have been having issues finding a software that would work with this Rangemaster custom skin I'm trying to make for a mod pack. if anyone knows any good tutorials using notepad++ or will make a tutorial please help me. And how do I fix the null parts.
  13. Greetings all, i have a small problem some of you may be able to help me with. Im currently making a tank in Arma 3, and everything is complete bar texturing. however after doing some testing i discovered that the main gun isn't zeroing properly. It acts as if it doesnt get any range value from the rangefinder when T is pressed. And when manually zeroed its sometimes on point, sometimes off by 100's of meters. No matter what i try, moving the memory Lod points, tweaking the discretedistances and discretedistanceindex; my tanks main and coaxial guns are always of target. Here is a photo of my FCS in the vehicles config. https://gyazo.com/6eb4844c8832d2427d3a5a3208a82762 And here are the memory points that are used (the point at the end of the barrel is excluded from the image) https://gyazo.com/7a8ebf07a5cf434ca30b9e02d85194eb https://gyazo.com/a227d8e8552c7ee23237a5352db5465f all the memory points are in the correct place, and the gun elevates and depresses, just not in perfect sync with the gunnersview; i assumed this was the problem initially but after moving the gunnersview around i couldn't get them to sync up. Not that it should matter if its just draws a line from the barrel to intersect the line the gunnersview draws. :-/ I have run out of ideas for what it might be, hopefully someone here can give me a hand. Cheers in advance.
  14. I am having a bit of an issue with something I tried to do extensive research on. I am trying to make some preset vehicles that the Zeus can edit, start out with being able to respawn on position. When I use a Vehicle Respawn module placed in the editor, and sync that module to an Add Editable Objects module for Zeus, the vehicles aren't editable even if the vehicles themselves were added to the Add Editable Objects module. Only if I remove the Vehicle Respawn module, and keep the vehicles synced to the Add Editable Objects can the Zeus edit the vehicles. I need some alternatives to fix it, if you can help me find a way to make any of my ideas work, I would most appreciate it! Try to make it so any vehicles spawned by the Vehicle Respawn module will be added for the Zeus to edit. Make it so if the Zeus deletes the Vehicle Respawn module, have all the vehicles associated with it delete. A script/initialize string that will enable/set the respawn option for vehicles to the On current position for the Zeus. So that way the game starts with the vehicles being able to respawn on position. Have the vehicles use a respawn script that doesn't require the respawn module. I would appreciate anyone who could help me out!
  15. Hello, I am looking to make a combat Alts life RPG. I would like to do most of the placing of objects myself and a bit of coding but ill need quite a bit of help if anyone knows scripting and functions inside and out contact me through bohemia interactive messages. What I am looking for is someone who can code all the essentials for a very militarised Altis Life RPG. Some of the jobs include; Jobs; truck missions, drug runs, bounties, police/rebel/army/civs and many items such as spike strips etc.
  16. Hi! Guys I need help my first project. I am stucked at creating material for my model. When I apply just diffuse texture, everything works just fine, but I cannot get working other textures. I am currently trying out Super Shader, but with same results over and over again. When I apply RVMAT on my model, textures will not show up and lighting will mess up badly (I tried to recalculate normals). Do you have any idea what Im doing wrong? I have some experiences with coding, but Im pretty new to this kind of stuff. I tried to use tga as well as paa texture without success (buldozer did some work with tga textures but at the end didnt used them and kept model grey) Screen from Buldozer (only diffuse texture) https://imgur.com/AOBY3Uo Screen from Buldozer (with RVMAT) https://imgur.com/MvhiCxL Screen from Substance Painter https://imgur.com/2ayLvAt Here is my RVMAT ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.700000,0.700000,0.700000,1.000000}; specularPower=180.000000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 //Normal map (_NO or _NOHQ) { texture="DrugsAndCoins\textures\Briefcase_nohq.paa"; uvSource="tex"; }; class Stage2 // Detail map (_DT) { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)"; uvSource="tex"; }; class Stage3 //Macro map (_MC) { texture="#(argb,8,8,3)color(0,0,0,0)"; uvSource="tex"; }; class Stage4 //AmbientShadow map (_AS) { texture="DrugsAndCoins\textures\Briefcase_as.paa"; uvSource="tex"; }; class Stage5 // Specular map SMDI { texture="DrugsAndCoins\textures\Briefcase_smdi.paa"; uvSource="tex"; }; class Stage6 //Frenel { texture="#(ai,64,64,1)fresnel(1.3,7)"; uvSource="none"; }; class Stage7 //environment map { texture="ca\air\data\env_co.paa"; uvSource="none"; };
  17. So I'm trying to make a mission where there are 6 or so RHS D-30 AT guns firing into a bay where the players will be making an amphibious landing. The problem: The guns fire and get launched. Sometimes up sometimes backward, it is quite spectacular but not what i want. I have tied disabling simulation, which works but then they don't fire. Parameters: The guns need to stay in their placed position, and need to be able to be destroyed by the players. Not really sure how i can get these guns to be actual guns and not wanna-be spacecrafts. any help would be appreciated.
  18. hi guys, someone can help me create a config.cpp for my mod? the main idea is have a action on menu and when i select this action turn on a siren sound... i have the script to play the sound but the config.cpp dosen't work.
  19. Cant Join Server

    Hello, i first time want to play this game and i cant join the any server, i just pushing join server its loading and show again join server. How can i join server?
  20. Hello! Im having some issues with Dialog Buttons. I want to edit the following things with a script: animTextureDefault = " "; animTextureDisabled = " "; animTextureFocused = " "; animTextureNormal = ""; animTextureOver = " "; animTexturePressed = " "; So let say i have a shortcutbutton with the idc 5040, is there a way to tell a script to change these attributes on the button? Kind Regards Sjolinder
  21. Hi, I would like to introduce my problem, a few weeks ago I downloaded the arma3 tools, and installed it on my new pc properly. Every thing was fine except when I try to rotate the camera it was like really slow and laggy. I´ve been working in OB since 1 year on my other pc and I have never experimented something like that. So I just gived up and started working on my old pc again, but today when opened the OB it appeared the issue. It is really anoying, is nothing with my mouse. It feels like if I was rotating the camera but really slow but actually my hand is moving really fast to try focus the object. When texture is activated it is impossible to move, only works going up/down , left ect, but nothing with rotation. It happens even without any object loaded. I have try to uninstall several times and nothing works. Im lost
  22. Hello Devs and Supporters, I have in my Scripts following: _box = createVehicle [_model, ASLtoATL _pos, [], 1, ""]; or this _terminal = createVehicle ["Land_CampingTable_small_F", ASLtoATL _pos, [], 0, ""]; in Logfiles it is not working anymore since 1.78 Update: 6:16:13 Error in expression <dels call BIS_fnc_selectRandom; _box = createVehicle [_model, ASLtoATL _pos, []> 6:16:13 Error position: <createVehicle [_model, ASLtoATL _pos, []> 6:16:13 Error Foreign error: Unknown enum value: "" or 6:16:14 Error position: <createVehicle ["Land_CampingTable_small_> 6:16:14 Error Foreign error: Unknown enum value: "" 6:16:14 Attempt to override final function - fn_getvehiclevars Attempt to override final function - fn_preprocesssaveddata Attempt to override final function - fn_restoresavedvehicle Please help me Thx Stefan
  23. New to modding

    Please bare as I'm new to modding, and don't know anything. So far I have Blender with Arma Toolbox and Arma 3 Tools. My scenario is this: I wish to make some grenade traps Can I use some ingame Arma resources and import them into Blender, so I don't have to make a grenade from scratch? If yes, how is the procedure? Can I use some jpeg image of a grenade, import it to Blender and customise it? How? Miraculously I mod these items, how do I make them functional and implement them to work as intended?
  24. Hello Devs / Supporters, I have huge Problems with the Arma3 Server Update on my Linux Servs, I have 3 servers down... OS: Ubuntu 14.04.5 x64 It hangs before the BattleEye Initialisation, after this point: MovesType CfgMovesMaleSdr load time 31503 ms At this point the server hangs... No Log Entry anymore :-( Logfile: thats the end I tried rename y/A-Z/a-z/ * every subfolder, but everythings was correct, I made it again, same failure. Server not starting. I tried in Debug mode, now this message - only in debug mode /home/steam/arma3-exile-altis/lgsm/functions/command_debug.sh: line 102: 15567 Segmentation fault (core dumped) ${executable} ${parms//\\;/;} The line is: Params shown are: new-session -d -x 23 -y 80 -s arma3server ./arma3server -netlog -ip= -port=2302 -cfg=/home/steam/arma3/serverfiles/cfg/arma3server.network.cfg -name=profile -profiles=/home/steam/arma3/log/profiles -config=/home/steam/arma3/serverfiles/cfg/arma3server.server.cfg -mod= -servermod= -bepath= -autoinit -loadmissiontomemory Again, everythins worked until yesterday. I did the update, nobody could connect, so I had to do the update :-( arma3server.network.cfg: arma3server.server.cfg: Please help me Greeting Stefan
  25. ArmA 3 apex alternate download.

    I recently purchased Apex, but I don't have working internet at my home. Would I be able to download apex elsewhere, throw it into a flash drive and put it into the arma dlc folder?