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Found 443 results

  1. I am currently setting up a campaign in the Eden editor where the intro has you in a slave state area. There are some "decorations" that are basically armed units patting down civs, aiming guns at them, ect. The point of these is to show you are in a slave state, but I wanted you to get shot for interfering if you got too close. I thought the simplest way would be to set the player to OPFOR so they get shot if they try walking near the area, but now I can't figure out how to script a way to change their side, can someone help me?
  2. I dont know a lot of making missions and wanted to know if there is a way to delete a variable with a trigger. I tried looking it up but I kinda didnt find anything useful and only found how to delete units. Also where can I look up all the expressions commands for triggers?
  3. JohnRayMitch

    Alternative to Ace3?

    Hey guys, so I play mainly a lot of single player. But my largest complaint is the lack of nav-map tools so I've been using ace. Are there any mods for map tools that have things such as a protractor and dagr? Ace3 just doesn't seem to be very compatible with single player use without a lot of tweaking.
  4. Hi Guys, i just found an model of mine, back from 2011 of a Panzerhaubitze2000 (A german artillery tank) It was one of just a few models, cause I wanted to try something with 3d modeling and some other modding stuff for arma. Since OFP I do texturing, config writing and I learned a littlebit of scripting, and everything 😄 But now I am on the top of my knownledge, I have this model running in blender with ~31200 verts I know that there is something about the LODs and this Stuff and i know what is, but i just need someone who can help my with this... I realy dont think i can get this ingame by myself. I would like to get a version for arma2 and one for arma3 Some pics of it :
  5. 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 :) )
  6. ok - just to clear up, i launch arma with ONLY the Official DLC's. Its the first time ive played in a while, ive got some old name like Csgt air or something, i go to edit it, and i cant change the name or anything, so i delete the profile and make a new one, cant change the name so i click apply hoping i will be after, arma just crashes, if anyone can help PLEASE discord me so i can show you what happens... Air#7839 is my discord
  7. In this Operator Drewski video at 14 seconds you can see people boarding a C-130 and then jumping out of it well standing well it is moving. How in the world did he do this?! Video - https://youtu.be/Pb6g0CIkVIo
  8. Hey there guys, so I'm pretty new to scripting and I've ran into something I could do with a little help with. I'm trying to use this script To make loot spawn in a crate, but I don't need it to be done on the missions init, I need it to be based on a repeatable trigger so it only activates when a player gets close to it. Is there a way to do this?
  9. HptFw. MoinxDGamer

    Boat sits on top of the water

    I can't get the hull of my boat to be in the water. It just sits above the surface. Can you help me?
  10. Good evening. At First Sorry for my Bad English So I got a Arma Server a few Years, and yet i got no big Problems that i have solved myself or with help from Google or Forum like this. But now my Own Server keept banning me for no Reason, when i Join my Server i came to the Missions choice so as i Want and when i Wait i get Banned or i got enough time to select a Mission but the Server said no youre are Banned 😞 and i Only but 2 new Mods and a new Mission on the Server, befor everythink works fine... So i do this not for the first Time, I Downloaded the RPT file and Scroll to the end and there only stands "User name='JakoI3', pid=490450230, steamID=76561198101165559 banned" and Nothing else, i tried to Google what pid=490450230 means but witch no Result. So what have i Tried so far. yes i have unbann myself but the server keep Banning me. I Tried to turn off battleye but the server keep banning me .... I Tried to Remove Infistar but with no result. I Have Reinstalled the Server but with no result again 😞 So I Hope you can Help me out? and here are the Mods there are on the Server. DLCs Global Mobilization Mods CBA_A3 Task Force Radio RHSAFRF RHSUSAF RHSGREF LEN - Cold War Aircraft There are 2 Modpacks by Myself but i nerver has any Problem with them. New on the Server are Global Mobilization and LEN - Cold War Aircraft, and i try to run KP Liberation on Livonia but the Mission should´t Ban me. But anyway, thanks for any answer and have a nice evening. Full RPT Log
  11. I have with the help of others created a script that spawns and despawns furniture in houses. Download: https://github.com/Tinter/Tinter-Furniture/releases At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Github: https://github.com/Tinter/Tinter-Furniture Steam workshop (Does only have a test mission): https://steamcommunity.com/sharedfiles/filedetails/?id=1895377640 Showcase of the script: Quick showcase of how to add make and add compositions: It spawns furniture locally as simple objects in nearby houses, despawning it when you're far away. The furniture is defined by compositions that you make in eden and using the scripts provided, organize them into files. The compositions are defined on classnames, but a lot of work has gone into trying to make similar buildings compatible, for example the buildings on Altis and Malden are different, but the script will recognize them as the same. Info on how exactly to do this is in the readme file. Furniture is also spawned on the server so that AI will also (hopefully) consider it. I have no indepth test of performance with this script active, but I have played missions with it active and it didn't slow the mission to a crawl at least. At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Thanks to Diwako, G4rrus, Tennessee, jonoPorter, Meanwhile
  12. Hello! Now, I am kind of new to the "running arma 3 server" scene but have ran certain servers before. The Arma 3 Life scene for awhile was stagnant and there was too much of a variety to choose from and the variety honestly had little to no development that actually improved the experience in game. I have been a member of life servers for over 4 years now, being on many different communities and experiencing a lot of good, bad, and frustrating times. This is why I am trying to bring back Arma 3 life to it's former glory, in 2019 it's hard to think of a good FREE server to play on besides Altis Life and maybe City Life. But I don't want Altis, or Lakeside as the map. I want a fresh brand new map built from the ground up. A place where people can experience for the first time and explore many different locations. I want fresh mods customized to bring the best roleplay experience to the community. Custom building, possibly, and custom scripts. Now, a few things are is that I NEED HELP. Specifically with development, scripting, and hosting the server. If anyone is willing to help me with these things please shoot me an email -- jaylenryan@icloud.com A few specific questions that I have are.... 1. What host should I use to run the server if my connection isn't the best (because college internet). 2. How do I script mods into my server, add mods, and set up TFR so we can have a better VOIP in game. 3. Website creation has never been my strong suit, so how should I go about that? 4. How do I create a custom map, from the ground up? Thank you again for taking the time to read this, and again, if you'd like to contact me either reply here or shoot me an email -- jaylenryan@icloud.com Have a great day!
  13. Is there any way to perfectly control the helicopter's advanced flight model with just a gamepad? Right now I'm using the regular gamepad Logitech F310. I bind the collective (analogue) to my right controller stick. The problem is because the collective acting as a lever, when I'm not touching the right thumb controller, the collective stays at 50% power, making it impossible to perfectly hover and trying to land smoothly. To be able to do collective raise I must holding up the controller, as well as collective lower with holding down the controller. Is there any way to fix this in order to achieve smooth control over the collective? I don't know what the correct term that I'm looking for is, full axis control maybe? Because I think my state of gamepad's stick for the collective is two axis.
  14. i need some help whit this i want to (if player get Damage and that Damage are enough to kill player then spawn fnc_tazed )
  15. I've been wondering how blood is applied to the models when getting shot. I'm having quite an original idea to do and I'd love to browse for possibilities to add this feature. Main thing I'm trying to accomplish is having a custom layer over/under the blood applying layer. What I've tried so far: - Browsing through the files, scanning for any clue on how it would work but I haven't found anything yet. - Youtube/google/reddit searching that didn't point to anything concrete as I'm not sure what to search for other than something model related. Does anyone know how it's applied and how it works? I'd really appreciate some insight. #EDIT1: Finally found these: setObjectTextureGlobal and setObjectTexture - Thing is if I can apply a colour mask over a texture or to completely retexture it without changing the paa.
  16. Greetings! Long time lurker, first time poster. I've tried my best to research and resolve this myself, but I'm completely at a loss right now. What am I trying to do? I'm making a sector control mission with AI support. The idea is that the AI will check an array of enemy-held sectors, then assign a waypoint to attack accordingly. For example: No enemy sectors? Defend the nearest friendly sector. (BIS_fnc_taskDefend) One enemy sector? Assign a waypoint to attack it. Two or more enemy sectors? Pick one from the closest two and assign a waypoint to attack. AI units invoke the script using a normal execVM command when they spawn: [this] execVM "scripts\ai\sectorTacticInfantry.sqf"; What's the issue? The script throws up multiple "undefined variable" errors, but I can't understand why as they've already been defined. For whatever reason, it's like the private variables are not being passed on to the code blocks below. Here's the script so you can take a look yourselves. I should point out that the "all_sectors" global variable is an array containing the sector module names (S1, S2, S3 etc.) defined in initServer.sqf. systemChat "DEBUG: Starting sector tactic."; [] spawn {while {true} do { _unit = (_this select 0); _grp = group (_this select 0); _grp_side = side (_this select 0); _enemy_sectors = []; _friendly_sectors = []; scopeName "start"; // Update arrays of sector ownership. { if !((_x getVariable "owner") == _grp_side) then { [_enemy_sectors, _x] call BIS_fnc_arrayPush; }; } forEach all_sectors; { if ((_x getVariable "owner") == _grp_side) then { [_friendly_sectors, _x] call BIS_fnc_arrayPush; }; } forEach all_sectors; if (count _enemy_sectors == 0) then {breakTo "noEnemySectors"}; if (count _enemy_sectors == 1) then {breakTo "oneEnemySector"}; if (count _enemy_sectors > 1) then {breakTo "multipleEnemySectors"}; while {true} do { scopeName "noEnemySectors"; // There's no enemy sectors. _grp = group (_this select 0); _grp call CBA_fnc_clearWaypoints; _nearest_friendly_sector = [_friendly_sectors, _grp] call BIS_fnc_nearestPosition; [_grp, _nearest_friendly_sector] call CBA_fnc_taskDefend; breakTo "defendLoop"; }; while {true} do { scopeName "oneEnemySectors"; // There's one enemy sector. grp call CBA_fnc_clearWaypoints; _target_sector = (enemy_sectors select 0); [_grp, _target_sector] call CBA_fnc_addWaypoint; breakTo "attackLoop"; }; while {true} do { scopeName "multipleEnemySectors"; // There's more than one enemy sector. _grp call CBA_fnc_clearWaypoints; _sortedenemy_sectors = [_enemy_sectors, [], { _unit distance _x }, "ASCEND"] call BIS_fnc_sortBy; _closestenemy_sectors = []; [_closestenemy_sectors, (_sortedenemy_sectors select 0)] call BIS_fnc_arrayPush; [_closestenemy_sectors, (_sortedenemy_sectors select 1)] call BIS_fnc_arrayPush; _target_sector = (selectRandom _closestenemy_sectors); [_grp, _target_sector] call CBA_fnc_addWaypoint; breakTo "attackLoop"; }; while {true} do { scopeName "defendLoop"; // Keep defending the point until an enemy takes a sector. _enemy_sectors = []; { if !((_x getVariable "owner") == _grp_side) then { [_enemy_sectors, _x] call BIS_fnc_arrayPush; }; } forEach all_sectors; if (count _enemy_sectors > 1) then {breakTo "start"}; sleep 1; }; while {true} do { scopeName "attackLoop"; // Keep attacking the point until it's ours. if ((_target_sector getVariable "owner") == _grp_side) then {breakTo "start"}; sleep 1; }; }; }; This is my most desperate hour. Help me, Obi-Wan Kenobi BIS Forums. You're my only hope. Thanks in advance, Mr Elusive
  17. Hey folks, I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects. A rescue basket and a life raft. I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help. Here is a model of the rescue basket I made https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052 I was able to implement it into Arma but I need to add some features and solve some problems with your help. Features I have to add: -basket floats on water (implemented) -basket can be slingloaded to a helicopter (implemented) -basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket (implemented) -basket has strobelights for night operation (not really implemented) -lights can be toggled Problems: -basket is static, it won't fall down if placed in the air (fixed) -i dont know how to get textures on the basket (worked around) -basket doesnt move if a vehicle crashed into it (fixed) -crew view position is not where its supposed to be -sling loading behaves odd -light sources don't relly emit light to the environment Basically I want the basket to be a Boat which can't be driven because it has no motor. This is the current config of the basket class cfgPatches { class Rescue_Basket { units[] = {"Rescue_Basket"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; class Life_Raft_8 { units[] = {"Life_Raft_8"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; }; class CfgVehicles { class Boat_F; class Rescue_Basket : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; }; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; }; };
  18. Good evening all, Was wondering if anyone knows of any mods that would allow me to add or change patches of individual characters in the editor? Ive seen a few youtube videos of people doing just that but none actually state the mod being used. Anyone have any suggestions on top of that for loadout editor mods that "open" it up more. Cheers
  19. I've been getting into re-texturing recently. i have noticed that the re-textured units have low resolution. i'm putting the blame on the conversion from jpg to paa using TexView2. i was wondering if there was any way to have the final paa file have higher quality. Thanks! EDIT: i converted the gimp file into TGA instead. But now Texview 2 and image2paa wont work. they both fail to convert
  20. Hello everyone, I appeal to the community because I want to import new uniforms in Arma 3. I have already imported different equipment like combat vests, backpacks etc ... But importing a uniform requires a more developed skill and that's why I'm calling on you. Here is an overview of the model I want to import. I have different questions: - Is it necessary to put the forearms on my model or are they present by default when I am going to put the uniform on my character? - is there a tutorial on importing uniform in ARMA, if not, what should I do to import it and make it functional. - is it necessary to create proxies or those of the default uniform are already present? as I said I already imported vests so I master Object builder for LOD, shadow, and selections (spine2, RightShoulder, etc ...) but the uniform seems much more complex. last thing, I'm French and I master little talented in English so thank you not to blame me if I'm not very clear, thank you to those who take the time to answer me, I wish you a good day 😀
  21. Hello everybody. I've been playing for about about 10-12 hours non-stop since installation finished. I've encountered a few issues so far that should probably be addressed. - Sometimes, ammo will not deposit into your stash after a match ends or you extract back to home base. This usually only locks up the same types of ammo used by the guns you have equipped, but even then it sometimes locks up other items as well. They dissappear upon entering a new game, instead of being usable ammo or health items. - If your game crashes while in mid-game; It counts as a death and you lose all items when you log back in. - (X) icon on cars, dressers, and all other lootable sources is glitchy, it takes a few times to try and get it solid so you can loot uninterupted. - Sometimes, after killing a player, The (X) Icon, will only show the bar fill half way, making the corpse non-lootable. - I've also noticed that sometimes firing doesn't register while rapid firing in single shot, or continuous fire in full auto or burst. Such as, the gun will look like it's shooting, but no sound or bullets will be dispersed. - Drop crates will sometimes land sideways or tipped over, and thus become non-interactive and making them impossible to loot. - Vaulting over guard rails, balconies, and some other edges of rocks it takes several jump attempts before actually registering and letting you hop over said object. - Fire fights are somewhat broken; I've noticed that Even using my iron sights, standing still, while my opponent does the same, bullets will not register on them even though it shows the blood stain. Me and a friend tested this by somehow ending up in the same lobby and fighting each other with the same gun, same amount of bullets, without running or moving away from each other. Even at extremely close range. (This happens the most with the Suomi KP weapon.) I will continue to update this post as I progressively find more bugs/issues. UPDATE 1 : - SPAWNS ARE TOO DAMN CLOSE TO EACH OTHER! I've only been getting in matches with 8 of 8 people, And i'll still spawn with someone less then 100 feet away and get gunned down immediately. And if these maps plan on containing 16 individual solo players, It's gonna be a nightmare... So either there needs to be something in place to ensure we spawn at least 1-2 squares away from on another, or add alot more possible spawning locations... Cause i've loaded into the same spots multiple times on multiple matches; So I know people who've been playing longer than me may have better ideas as to where these actual spawn spots are and go spawn killing. - I've also noticed that other players footsteps make no sound, and neither do opening or closing doors, looting, or anything to give some alert to people that someone is close. Even if they're 5-20 feet away it's as if their silent ninjas with no shoes on tip toeing through tulips to come claim my guns and soul. - The rain sound effects on Draug are too damn loud. And I don't wanna risk not hearing players shots by turning the sound level of my effects. - Sometimes upon extracting out of a map, the game will crash. Resulting in a loss of any acquired items or guns. However, sometimes when I load back into my home base I'll still have the guns and ammo i Initially left with. So it's not as destructive as the crashing-mid-game bug mentioned above. - Some sound effects bug out, and will sound like a skipping cd where the first millisecond of the sound byte is on a rapid repeat.
  22. FuRixX Lamborghini

    Code question

    Any one can help my with this code that is a name filtering. script example: _letrasFuRixX = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","ñ","o","p","q","r","s","t","u","v","w","x","y","z","A","B","C","D","E","F","G","H","I","J","K","L","M","N","Ñ","O","P","Q","R","S","T","U","V","W","X","Y","Z"]; jugadorFu = name player; { checkeoFuRixX = [_x, jugadorFu, false] call BIS_fnc_inString; if (!checkeoFuRixX) exitWith { sleep 2; hint "You name is not valid in this server"; endMission "END1"; }; } count _letrasFuRixX; The problem is that I need to sparete the name player letter to letter like a string or anything: ["P","e","t","e","r"];
  23. I'm working on a mission in Arma 3 and I've been running into an issue with the games AI. In the mission, the player is in a helicopter. One of the objectives is for a player to help an AI ground team clear a small enemy base. The player can clear the base by themselves from the helicopter, but the AI ground team doesn't do much. They're run up to the base I made in editor, which has walls and two entrances which are large enough for units to move through, then just stand there. At most, they'll use the outer walls as cover but won't go into it. If they aren't in combat, they'll just stand outside the base while their move marker is inside it. Is there a way to fix this? Something I can tweak with the AI or the base walls to make the AI recognize that they can go into it?
  24. FuRixX Lamborghini

    Arma 3 Code Question

    Hi I wanna to do a BadWords script so i need a code that check if any word are in the message Example code: _badwords = ["Bitch", "Fuck", "Fuck You"]; _message = "You are a Bitch"; //(imagine that this message was recover in a dialog that was the chat). // next code is the wrong if (_message in _badwords) then { hint "You said a bad word"; }; // 😧 that cant becouse to give true need that the badword contain all the message, is imposible so any can help me? Pd: thats not the code, this is and example, sorry if the code is very wrong but im writing in my iPhone the script :,o
  25. Hi, i'm currently trying to make a machinima in arma 3 and i would like to do a AH-6 low pass firing like we can see in movies like black hawk down. But when i record my movements with tedho's unitcapture script, the helicopter will do all the movements i've done but it will not shoot Can anyone help me ?
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