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Found 6 results

  1. Hey there guys, I am looking around and wondering if anyone knows how to set up Dynamic Simulation, for ALL non-player units in the session, at all times. .. maybe a sleep or check timer where it applies it in periods for all non player units. Both from the start of the session and when you spawn them in mid session, through script or by Zeus Micro managing activating dynamic simulation on any and all units is a bit tedious for me as Zeus
  2. Hey guys, so I am practicing at making terrains right now. I decided to start following the suggested PMC ArmA 3 Ultimate Terrain Tutorial. https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial I am at the Binarization step, where I get stuck and encounter a sudden error when I press the Crunch button. Have been trying a bunch of attempts at a work around but not managed to solve it yet. The logs does not show any information at all and I have not managed to google the issue. Very sure I have followed all steps successfully up until this point. My files contain config.ccp and other files, despite it saying no configs or missions found?
  3. I am back to Arma after a long break and would like to know how to change the default enemy side with the combat patrol module. Thanks.
  4. Hello. Would it be possible to tweak the mission editor to allow multiple people participate in mission making?
  5. Hey guys, me and 5 friends have been playing missions in arma for years, using Zeus missions as a sort of DnD campaign. The 5 of them play through missions I make and I use Zeus to make missions on the fly, control NPCs and all that good behind the scenes stuff. Our most recent campaign takes place in the S.T.A.L.K.E.R. universe, and we just concluded the first "episode" succesfully the other day. I'm currently working on #2, but my lack of the editor is starting to show, so I have a few questions and any suggestions are also welcome! So for this next mission I'm looking to try a few things: -I want the group to be suppressed by a sniper and I want them to use some sort of moving cover to flank him, but short of vehicles I wouldn't know what to use. Any suggestions? -I've been placing triggers with sounds effects as jumpscares, but I would prefer being able to place them with the Zeus sound module. Is there any way to load sounds into that module so I can place and move them on the fly? -The S.T.A.L.K.E.R. universe contains these things called "anomalies", and in those games they look like some sort of force field that hurts you when you get too close, anyone got any ideas how to replicate those in ArmA? There are objects in the game that look like them, but I can't figure out a way to make them move around, or maybe have any effects happen around them. I've been thinking about spawning an invisible unit with particle effects enabled on it, but I cannot figure out for the life of me how that works. I'm also looking to make some puzzles in the game that actually require some thinking, anyone have examples or ideas on how to do those? Those are basically all the questions I have for now, would really appreciate some help! Also, if there's any S.T.A.L.K.E.R. fans in here, let me know what you would want to see in a missions based on the games. Appreciate it!
  6. . . . Making missions is tough, it really is. On top of learning a metric ton of scripting commands and SQF syntax, mission makers are also expected to extensively test their scenarios and hope to god everything falls into place as expected. Although it's a job that can feel unrewarding, make no mistake: without missions, no community can exist, and by definition, neither can the ArmA series. So how do we solve these two problems? How do we kindle the interest in making scenarios within the general player-base, without forcing people to spend precious time learning extensive scripting? Throughout the years, BromA - my community of choice - struggled with missions who had a standard of quality, something we could rely on and that wasn't gonna just break at one point or another, pissing off all players and ruining the session. And so, we've started to develop a template for all of our missions, which through lots of testing and debugging, would be stable enough to use and simple enough to be actually utilized. Long story short, as time went by and we got a bit better at scripting, here we are. The Framework comes with a robust and flexible Plugin system, which makes sharing functionality across missions super easy - take a look on what's already implemented. Another powerful feature is the ability to make your missions completely retroactive compatible with any gameplay mods you might want to use: in uses no modules placed from the editor, spawning them all through scripting. On top of making the mission.sqm cleared of clutter that might stop your mission from loading, this also means many module settings are linked to the mission parameters, enabling an unprecedented level of customization. Some of the features include: ACE3, AGM, TFAR, ACRE2, ALIVE and DAC are fully integrated. AI spawning system, complete with unit caching for performance. Cargo loading made simple. Casualty Cap and Body Removal. Casualty Cap for civilians. Commander Lock. JIPs handling. Limit player movement to the AO. Loading screens. Mission time limit. Respawn system with tickets and respawn waves. Setup Zones. Spawn protection. Tasks system which is very flexible and simple to understand. Team Roster. Team killing warning. Very effective Loadout System. Well organized and scenario-agnostic. Important note: this Framework absolutely requires CBA to run. You may need to use a modified version of DAC, compatible with HC to run this properly. Please keep in mind DAC is Silola's work and therefore we ask everyone to keep distribution to a minimum. Yes. Although we don't have any binds like DAC to make its use easier, it's still entirely possible to use ALIVE in your missions and several of our mission makers already have. This project was developed and grew alongside me and its contributors as a great learning experience. As one would expect, we utilized a lot of reference and cannibalized many scripts written by other awesome ArmA modders, so let me stress this as much as I can: although the vast majority of the scripts utilized in the framework have been extensively modified to fit in as a proper Plugin with many hours dedicated to make everything would work, credit to the original authors is fully retained and this is in no way an attempt to upset anyone. That said, this Framework is open-source and free for everyone to use and abuse; if you want to credit me for any of it go ahead but otherwise I really don't care. However, the same might not be true for the authors of the original scripts so please be considerate and don't remove the licenses I've included. List of all Framework contributors. Special Thanks: Ferstaberinde for his work on the F3 Framework and Naught & Olsen for the Core Framework, which basically inspired this one into existing. The BromA and /a3g/ communities, for being nice sports and keeping things always fun to be around. You, for reading all this crap. Although in the future I plan on making a series of video tutorials explaining how to properly utilize every aspect of the Framework, so far the best I've managed is a bunch of dumb streams of myself making missions. This might help you get started on it, but otherwise I recommend the Wiki for documentation. This project is young and still has a long way to go: If you run into some trouble or just have any questions, please hit me up on Steam any time and I'll get back to you ASAP. As a small side note, someone has taken the time to impersonate me on reddit; I do not ever post there so please, kindly ignore whatever is in that account. We hope this Framework helps you to finally make those mission scenarios you've always wanted to make, and then more. Thanks for giving it a shot!
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