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Found 11 results

  1. Hey everyone! I am looking at different options to improve the performance during my arma sessions. Frequently, I make use of the hide objects module for various purposes. Now I am wondering if this module, or a code, can be used in a radius around players .. effectively hiding certain objects beyond the distance from players? That way you would only immediately render what you can see, and nothing else beyond what is around you.
  2. I am not even sure what to call them, https://imgur.com/a/tBcXlzI So I want these markers to be hidden in game, how do I proceed to make it work. I am very new to arma 3 editor and bad with scrips, please ad instructions. (i have google this issue but did not find what i was looking for.) Special thanks to Larrow. Solved step 1: create a init.sqf file Step 2: copy this script and past it in the init file step 3: result
  3. Mister GTX

    Field Tent Doors

    Hi Community, Since Contact came out I was walking around and looking at the placement of objects in the Campaign. In the second mission you get called to a tent which is open on one side and closed on the other one and I would like to do that. Sadly I haven't found a way yet (you can only hide or unhide both doors but not a single one [actually at the decon-tent you can close only 1 door]) Thx in Advance!
  4. Hi, is there any possible way to toggle the visibility layer for a specific module so it won't clutter every inch of my modified Malden map? There are some modules that just have a simple marker but no outer transparent boundaries and it would be great to hide this effect while in 3d editor. Thanks for any help
  5. I have a number of static AA in my mission and would like to hide them all from the UAV terminal's list when the player opens it, due to the clutter they are creating. Players being BluFor, I know I could add the AA to Independent, but I don't want to do that because it'll limit my ability to use Independent as friendly OR enemy at a later time. So far all I can come up with is to add a hidden unit for each AA and script their connection. Is there a better way to achieve this?
  6. Hi everybody, I will keep it simple ; I need to create and animate a progress bar, and hide unit info (displayctrl 184) when the player is in a vehicle ; BUT like any HUD display, I need the progress bar to be hidden when map is open, game is paused, etc. My problem is that the progress bar does not hide when the game is paused, or when I activate the splendid camera, etc. 🤔 The only thing I can do is hide when map is open. it's still in the development stage, I'm only testing the possibility of hiding the bar Here is my configuration and my script: CfgIGUI.hpp class WF_RscProgress { type = 8; style = 0; shadow = 2; texture = "#(argb,8,8,3)color(0.4,0.6,1.0,1.0)"; colorFrame[] = {1,1,1,1}; colorBar[] = {1,1,1,1}; colorBackground[] = {1,1,1,1}; x = 1.05; y = 0.1; w = 0.2; h = 0.025; }; class RscTitles { class Default { idd = -1; fadein = 0; fadeout = 0; duration = 0; }; class WF_Progress { name = "WF_Progress"; idd = 611983; fadein=0; duration = 99999999999; fadeout=0; movingEnable = 0; onLoad = "uiNamespace setVariable ['WF_Progress',_this select 0]"; objects[]={}; class controlsBackground { class ProgressBar : WF_RscProgress { idc = 6119831; x = 0.8055 * safezoneW + safezoneX; y = 0.07 * safezoneH + safezoneY; w = 0.28; h = 0.03; }; }; }; }; MyTestScript : _veh = _this select 0; sleep 0.01; disableSerialization; "WF_Progresslayer" cutRsc ["WF_Progress","PLAIN", -1, false]; sleep 0.01; _UnitInfoPos = ctrlPosition ((uiNameSpace getVariable "RscUnitInfo") displayCtrl 184); _WF_ProgrPos = ctrlPosition ((uiNameSpace getVariable "WF_Progress") displayCtrl 6119831); while {alive player} do { if ((player in _veh) AND (isNull (findDisplay 49))) then { ((uiNameSpace getVariable "RscUnitInfo") displayCtrl 184) ctrlSetPosition [0,0,0,0]; ((uiNameSpace getVariable "RscUnitInfo") displayCtrl 184) ctrlCommit 0; sleep 0.01; ((uiNameSpace getVariable "WF_Progress") displayCtrl 6119831) ctrlSetPosition _WF_ProgrPos; ((uiNameSpace getVariable "WF_Progress") displayCtrl 6119831) progressSetPosition (0.0001 max 100); ((uiNameSpace getVariable "WF_Progress") displayCtrl 6119831) ctrlSetTextColor [0.4,0.6,1.0,(0.45 max 100)]; ((uiNameSpace getVariable "WF_Progress") displayCtrl 6119831) ctrlCommit 0; } else { ((uiNameSpace getVariable "RscUnitInfo") displayCtrl 184) ctrlSetPosition _UnitInfoPos; ((uiNameSpace getVariable "RscUnitInfo") displayCtrl 184) ctrlCommit 0; sleep 0.01; ((uiNameSpace getVariable "WF_Progress") displayCtrl 6119831) ctrlSetPosition [0,0,0,0]; ((uiNameSpace getVariable "WF_Progress") displayCtrl 6119831) progressSetPosition 0; ((uiNameSpace getVariable "WF_Progress") displayCtrl 6119831) ctrlSetTextColor [0,0,0,0]; ((uiNameSpace getVariable "WF_Progress") displayCtrl 6119831) ctrlCommit 0; }; }; sleep 0.01; ctrlDelete (((uiNameSpace getVariable "WF_Progress") displayCtrl 6119831)); terminate _thisscript; Can someone help me ! Please ! 🙄
  7. Hello, my fellow community friends! I have a very "strange" and at the same time interesting idea, having seen it in various FPS games. As you all know, in some games, during a stealth mission, the main character must stay in cover and undetected by the enemy... for at least as long as possible in order to complete a secret task or avoid being captured, being behind enemy lines. A little example is Battlefield 1, where the player was behind the German lines and had to stay hidden for the enemy for as long as possible and then, when detected, fight his way back to the friendlies. I was wondering if such a eye awareness (spotting) system can be somehow created, using all the information and possible commands, scripts and "magics" that exist among the community, no matter if they are vanilla ones or BIS'. For example: when an enemy is spotting the player or his teammates, the knowledge begins to arise a little, and a marker, like in those games I mentioned, starts to appear, changing also its color from white to red. By "knowledge" I mean "X knowsAbout player >..." And this would vary from 0 to the highest possible number, may be 4 in this case. So, we'd need a complex script, including all possible variants up to this highest number, which are checked one by one, and when they start to grow, this action would respond or represent the marker value and visibility on the screen, which means it also should get bigger and more red with the time. And, of course, if the player is no longer being spotted by enemy AIs, it should start to dissapear, using the same method backwards. Another command, reveal, also may come in handy, if it is possible to use it as well, or to combine both. I know it sounds complicated, but if such a marker is not possible to be displayed, how about any other kind of indicator, like an alarm, or anything else. A possible marker to use is the already existing one, by using the "use" button for marking something on the map, where a yellow marker with a sounds appears at the marked direction. So, do you think now that my idea sounds crazy... or it's a perfect new option to use in missions... 😉
  8. I used the following script on my backpack item: _backpackItem hideObjectGlobal true; When running the result is the following: I would like to make it completly invisible (remove dangling shadows) and non-interactive (disable actions) How to achieve that? The documentation hints me that this should be actually working like that. Greetings Charlie!
  9. This is the proposal for new addon/script. It would be nice (and realistic) to add ability to hide in soft grounds like mud or sand just like Feint's function to hide boats in similar surfaces. Just imagine how impact that will have on tactical aspect in solo stealth reacon or diversion missions and like every other addon for our lovely arma, would be a part of new magic with all the possibilities that could have. (items to use for digging, time to perform the action, visibility of character to enemies, safe distance, influence of day time, weather, etc.) Thank you for your attention and sorry on my English.
  10. Hi, I remark that the result is inverted for 3DEN attribute "show model". By default, this option is checked and object/unit is visible. Uncheck the "show model" in 3DEN for whatever unit/object. Run preview (SP). The model is still visible. Check "show model": the model becomes invisible, uncheck again: the model is back, check.... now you have an inverted toggle. Other attributes (special states) seem to work normally, so far.
  11. Hi everyone, I'm using respawn module for infantry, what i want to know, is there a way to disable a respawn module for a selected player or group ? i have two respawn modules one is for all blufor players, and other one is for vip players, i want the respawn module for vip players to be invisible to other players. is that possible, what do i have to put in the init of the respawn module ? i tried with hide/module linked to players and respawn module, but it doesn't work.
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