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Found 7 results

  1. ampersand38

    Brush Clearing

    Clear Brush action for getting rid of bushes and grass with ACE Entrenching Tool. Doing so will allow many positions hindered by foliage to be better utilized. Requires ACE3. ACE Self Interaction will appear when looking at a `Bush` type terrain object or the ground within 2 meters of the player. Action will destroy the bush or spawn a small grass cutter. Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1889104923 GitHub https://github.com/ampersand38/Brush-Clearing
  2. Hello, I need a little help: I would like the AI not to be visible to the naked eye but only visible through thermal NVG. I would like to add it either in the IA init or in a script. And usable in Multiplayer. Can someone help me?
  3. fonzieboss

    invisible interior?

    Hey so I am making a custom building in-game and I am completly new to modeling. And I am trying to make my building enterable but the inside walls/faces are invisible. How do I fix this?
  4. Hey guys, I'd like to know how to make an invisible man take regular damage? You can't set all of the infantry unit to have no texture (face and some clothes still show) and using hideobject true makes them immune to gun fire (but funny enough, not explosions). I need an invisible man that can take regular damage by guns etc. Anyone know how to do this? Cheers
  5. hi @ all Since a pretty long time i got a bug in Arma that drives me mad. In our community, we play a lot coop missions with a zeus as missionmaster. In the beginning when i play as zeus, everything works fine. I can place all the units and modules, no problem. But after a while (let it be 2-3 hours after missionstart), my zeus seems to get fcked up. The units that i place are invisible to the players, I cant call firesupport anymore and also the modules arent working. When this happens, I have to completely close Arma and start it again. After that, everything works fine again. Yes, we are usig mods, but every other zeus-player in our community have the same mods but not such problems as I. I did a reinstall of Arma with no positive result. Anyone got an idea what it could be? Thanks! Greetings, befubo
  6. Hello everyone, today I come here on the forums once again for help. This time it's very important, to me at least. It has become a matter of life or death. I have been trying to figure this out the whole day and have been trying not to beat the living shit out of my computer. I have been working on a campaign for the past few months and I recently with the update moved to EDEN. The editor it self is all good and very easy to use for people that were previously experienced with Zeus and the 2D editor. In the campaign which I am currently working in, I use CUP Terrains for the terrains I plan to use in the campaign. I was looking through the stuff and I noticed "A2 Water" or something like that. There were ponds there and I thought how that would look in game. I placed one, saw that it looked shit and deleted. When I previewed the mission after a couple of changes I kept hearing water, like you know your regular wave sound. I approached it and my character started swimming on the air. He could go underwater, he could drown. How on earth am I to remove that. I tried looking through the mission.sqm but thanks EDEN for making everything so complicated outside the game. You try to simplify something ingame and you complicated out of the game. This is the mission.sqm, I hope the spoiler worked because it's a long one.
  7. Good day, I have been searching this forum for a solution but either I can't find it or it is not yet here. I belong to a small group of modders and we have done our own smoke grenade and dinamite models and added them succesfuly into an also custom cratebox. We can then lay down the cratebox in the editor and access these items from there, or by putting them directly into a custom faction soldier's inventory. However, we cannot see them in the virtual arsenal, and would really appreciate it if someone could point us in the right direction. Here are the configs: (DINAMITE): class CfgPatches { class go9_dinamita { units[] = {}; weapons[] = {}; requiredVersion = 1.0.0; requiredAddons[] = {"A3_Weapons_F","A3_Modules_F_Misc"}; }; }; class cfgAmmo { class SatchelCharge_Remote_Ammo; class Dinamita: SatchelCharge_Remote_Ammo { author = "RealityTeamMod"; scope = 2; displayName="Carga de Dinamita"; picture = "\go9_dinamita\data\ico\dinamita.paa"; hit=8000; indirectHit=8000; indirectHitRange=15; deflecting = 25; model = "\go9_dinamita\go9_dinamita.p3d"; mineModelDisabled = "\go9_dinamita\go9_dinamita.p3d"; soundHit[] = {"A3\Sounds_F\arsenal\explosives\mines\Explosive_Charge_01",3.1622777,1,1500}; defaultMagazine = "DinamitaM"; ExplosionEffects = "MineNondirectionalExplosion"; CraterEffects = "MineNondirectionalCrater"; whistleDist = 32; mineInconspicuousness = 5; mineTrigger = "RemoteTrigger"; triggerWhenDestroyed = 0; }; class Dinamita_Scripted: SatchelCharge_Remote_Ammo { triggerWhenDestroyed = 1; }; }; class cfgMagazines { class SatchelCharge_Remote_Mag; class DinamitaM: SatchelCharge_Remote_Mag { author = "Reality Team Mod"; scope = 2; mass = 12; displayName="Carga de dinamita"; picture = "\go9_dinamita\data\ico\dinamita.paa"; model = "\go9_dinamita\go9_dinamita.p3d"; ammo = "Dinamita"; descriptionShort = "¡Cuidado con los dedos!"; class Library { libTextDesc = "Carga de dinamita"; }; }; }; (SMOKE GRENADE): class CfgPatches { class go9_granada_s_v { units[] = {}; weapons[] = {"granada_humo_throw"}; requiredAddons[] = {"A3_weapons_F"}; }; }; class cfgAmmo { class Default; // External class reference class Grenade : Default {}; class GrenadeHand : Grenade {}; class SmokeShell: GrenadeHand {}; class go9_granada_Sammo_b: SmokeShell { model = "\go9_granada_s_v\go9_granada_s_v.p3d"; timeToLive = 80; smokeColor[] = {1,1,1,1}; effectsSmoke = "SmokeShellWhiteEffect"; }; class go9_granada_Sammo_v: SmokeShell { model = "\go9_granada_s_v\go9_granada_s_v.p3d"; timeToLive = 80; smokeColor[] = {0.2125,0.6258,0.48909998,1}; effectsSmoke = "SmokeShellGreenEffect"; }; class go9_granada_Sammo_r: SmokeShell { model = "\go9_granada_s_v\go9_granada_s_v.p3d"; timeToLive = 80; smokeColor[] = {0.8438,0.1383,0.1353,1}; effectsSmoke = "SmokeShellRedEffect"; }; }; class cfgMagazines { class Default; // External class reference class CA_Magazine : Default {}; class HandGrenade : CA_Magazine {}; class SmokeShell : HandGrenade {}; class go9_granada_Sshell_b: SmokeShell { author = "RealityTeamMod"; scope = 2; displayName = "Granada S Blanco"; displayNameShort = "Humo Blanco"; picture = "\go9_granada_s_v\data\ico\go9_granada_s_blanco.paa"; model = "\go9_granada_s_v\go9_granada_s_v.p3d"; ammo = "go9_granada_Sammo_b"; descriptionShort = "Granada S de humo blanco RTM"; }; class go9_granada_Sshell_r: SmokeShell { author = "RealityTeamMod"; scope = 2; displayName = "Granada S Rojo"; displayNameShort = "Humo Rojo"; picture = "\go9_granada_s_v\data\ico\go9_granada_s_rojo.paa"; model = "\go9_granada_s_v\go9_granada_s_v.p3d"; ammo = "go9_granada_Sammo_r"; descriptionShort = "Granada S de humo rojo RTM"; }; class go9_granada_Sshell_v: SmokeShell { author = "RealityTeamMod"; scope = 2; displayName = "Granada S Verde"; displayNameShort = "Humo Verde"; picture = "\go9_granada_s_v\data\ico\go9_granada_s_verde.paa"; model = "\go9_granada_s_v\go9_granada_s_v.p3d"; ammo = "go9_granada_Sammo_v"; descriptionShort = "Granada S de humo verde RTM"; }; }; class cfgWeapons { class Default; class GrenadeLauncher : Default {}; class Throw : GrenadeLauncher {}; class go9_granada_Sthrow : Throw { displayname = "Throw"; baseWeapon = "go9_granada_Sthrow" scope = 2; scopeCurator = 2; scopeArsenal = 2; muzzles[] = {"go9_granada_S_Muzzle"}; class ThrowMuzzle: GrenadeLauncher { aidispersioncoefx = 6; aidispersioncoefy = 6; autoreload = 1; cursor = "EmptyCursor"; cursoraim = "throw"; enableattack = 0; keepininventory = 1; magazinereloadtime = 0; maxrange = 60; maxrangeprobab = 0.03; midrange = 45; midrangeprobab = 0.9; minrange = 10; minrangeprobab = 0.2; modeloptics = ""; reloadsound[] = {"", 0.000316228, 1}; reloadtime = 0; showempty = 0; sound[] = {"", 0.000316228, 1}; }; class go9_granada_S_Muzzle: ThrowMuzzle { magazines[] = {"go9_granada_Sshell_b","go9_granada_Sshell_r","go9_granada_Sshell_v"}; }; }; }; Thank you for your time in advance! Peace out B)
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