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Found 41 results

  1. All-in-One Single-Player Project by Leopard20 Short description: All-in-one Single-Player project is (at this time, will be) a collection of 3 separate addons that work in tandem to create the ultimate single-player experience. _____________________________________________________________________________________________ Long description: Hello guys. I'm sure everyone agrees that the current state of ARMA single-player is not really playable (unless you're alone!). The AI are always a burden and hard to manage. Well, in this project, my goal is to change that. Check out the latest development videos on Superior Intelligence (aka Super AI) in the next post! This project will consist of 3 addons: 1. All-in-one Command Menu (Deluxe ver.): The improved and enhanced version of my old , dusty mod, All-in-one Command Menu which itself was basically an improved version of WW AI Menu by Windwalking. 2. Superior Intelligence (WIP) 3. ADDON #3 (WIP) The other two addons are not "command menus" but something entirely different and crucial to the single-player game, and interaction with them will primarily be through All-in-one Command Menu. I will update this thread about the latest development status. Stay tuned! All-in-One Command Menu (Deluxe Version) Current version: v1.4.2 (Jan. 30, 2022) Some of you may have used, seen, or at least heard of my All-in-one Command Menu mod, which added many new capabilities to the vanilla AI. When I started working on that mod, I was completely inexperienced in scripting, and the mod, despite its great feature roster, became a poorly optimized and buggy mess over time. So I decided to rewrite the mod from the scratch; updated the visuals, rewrote most features and added many new stuff. Without further ado, let's jump into the feature list! Release Trailer: Additional Screenshots: Feature Overview: What's new since All-in-one Command Menu classic: This is a complete rewrite of the classic mod, so obviously there's so many changes. Here is some of the most important ones: Manual (MUST READ): Some of this stuff might be a little hard to grasp at first (but once you learn them you realize how easy and intuitive they were!). I'm very busy right now so I'll add a video tutorial later. For now, try to make do with these! Download: Steam Workshop GitHub Dropbox (Outdated) Google Drive (Outdated) Armaholic Installation (non-Steam): Note: The name of the mod folder has changed! Please delete the old "@AIO_AIMENU" folder if you have the classic version. F.A.Q: Donation and Support: If you like my mod and would like to support it, or you just want to buy me a drink, etc., you can donate on PayPal, or even better, become a Patron! Requirements: Community Base Addons (CBA)
  2. OPCOM - OPERATIONS COMMAND VERSION: DOWNLOAD: Steam Workshop DESCRIPTION OPCOM is a "see what you get" menu to set up a single-player scenario for missions and a basic liberation mode. You can also drop into other maps, directly from your current scenario, to execute a special operations mission. It takes just a few clicks to set everything up to your liking. Also great for testing new maps and other content. The menu has customization options, so you don't have to stick with its name, colors, or my logo in the boot sequence. More things to come in the future. WARNING: 1. This mod is still in development. Bugs and errors are guaranteed! 2. This mod is made out of fun, not to compete or replace other mods! 3. This mod is not perfect, but I am willing to learn, optimize and clean my scripts. 4. My military knowledge is from games and movies. Military terms might not be used correctly. This mod wouldn't exist, without all the great people here in the community. Without you, I don't know what I would have done when I couldn't wrap my head around an issue. To all of you who are contributing to the Wiki and Forum... THANK YOU! GLOBAL OPS UPDATE (17.02.2022) In Global Ops, you will drop from your current scenario into any other map of your choice in the Arma world! Here's what you can expect: Deploy from your current scenario to Global Ops missions on any other map. Set up to three different objectives for your operation. Insert on foot, with a helicopter or para drop into the action. Easy Access from a homebase on Stratis in Singleplayer Scenarios. Your entire setup carries over to the Global Ops mission. The Global Ops mission ends after all objectives are done or failed. MORE UPDATE FEATURES OPCOM should now work on more maps, as long as they have at least three locations. OPCOM should now work with more factions. You can now add and delete single units from your squad. Access to the full arsenal, including all ACE items. Import and export your OPCOM loadouts to BIS and ACE arsenals. Add vehicles from all factions of your side to your current faction. Change your operator type in the commander settings of your faction. Randomized weather system (experimental). OPCOM now works on other screens than 16:9 (at least tested with 4:3, 16:10, and 21:9) Your squad now heals themselves or each other when wounded or down. Disable OPCOM respawn and revive system entirely. Script and performance optimization. For a full list of all features, tweaks and fixes have a look at the patch notes below. SCREENSHOTS OPCOM KEY FEATURES full operator customization, including inventory management and gunsmith import and export loadouts with BIS and ACE arsenals support setup, incl. transport, CAS, artillery, and vehicle drops faction setup for your scenario customize the name, flag, vehicles, and groups of factions six missions available, plus liberation game mode world settings, incl. random patrols, air traffic, and random weather system (experimental) various settings for gameplay, AI difficulty, and menu customization transfer your settings between different OPCOM scenarios HOW TO USE OPCOM Place a unit on the map in 3DEN editor (you can change faction etc, in the menu). Place the OPCOM module on the map. It can be found in ‘modules >> ai-mods’ Save your mission to single-player scenarios or play directly from within the editor. Open OPCOM from your action menu or bind a key in Arma settings. COMPATIBILITY AND KNOWN ISSUES Don’t use respawn, revive or damage multipliers, if you use ACE or other mods that include medical features or damage handling. Some combinations of mods may cause issues when spawning the dummies or vehicles in the menu (just happened once with Project Blufor and COD: MW2-Core enabled. The Game crashed when a new dummy spawned on faction change.) Performance drops with ambient flybys over large AI groups. Various problems if you decide to play in multiplayer, despite the mod's singleplayer nature! Bloodlust mod conflicts with OPCOM respawn (will look into it). FUTURE PLANS coop support more objectives squad units customization civilians I don't want to plan too much ahead. The top priority at the moment is to make this mod stable. But I'm curious about your feedback and what you want to be added. THANK YOU! Bohemia Interactive: Thank you for giving us Arma without any boundaries. Community: Thank you to everyone who is contributing to the Wiki and Forums. Honorable Mentions: KillzoneKid, das attorney, Dedmen, Gunter Severloh, Larrow, PierreMGI, serena, Tajin Test-Squad: Arsenic, CazerVarix, Berni, Gattobuono, and Z Lone-Wolf-Patch by Domi Task Icons by Kalthramis (GitHub) PATCH NOTES v.0.0.220217.1 v.0.0.211204.3 v.0.0.211121.1 DONATIONS You like my mod? You want to support me? Thank you in advance! At the moment, every cent is appreciated. MAKE ARMA, NOT WAR! DOWNLOAD Steam-Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2651774379
  3. Does anyone have any ideas where to start with properly handling dialog/menu input capturing? From digging around around the Reforger resources, it seems like a menu is the most appropriate class for what I'm trying to achieve (NPC quest menu) I can display my dialog layout using the HUD manager, but I need to be able to handle inputs, so I've been trying to figure out how to define a Menu in a way that I can use the MenuManager, but OpenMenu requires an enum as a menu input and I haven't been able to determine how Reforger associates Menus to enums. ChimeraMenuBase defines its own inherited enum, but I can't find where those enums associate to the UI classes with different names. They don't appear to exist in the project files at all. Am I missing something?
  4. Hi again, i would wnat to know what is causing this problem, which mod or which configuration
  5. Hi everyone, Yesterday I was talking to a friend of mine and we agreed that the Arma 3 action menu ain't that great or more generally: the way us, players, interact with the environment isn't that great, let's be honest. So I started to think about a way to improve the default interaction system and I decided to make my own. Later on that day, I came up with a little something that I decided to share a preview with you, the Arma 3 community. Let's have a look, shall we! Version #1 Version #2 - Houses Let me guys know what you think. Thank you.
  6. Hey Guys, Does anyone know if you can delete the Main Command Menu bind, the default bind is grave (~/`) key (key next to 1 key on US keyboard). I can't find where this bind is located.. Thanks, Fisher
  7. ZeroAinz


    Description : Small ingame loadout cheanger for planes and helicopters, save and load custom presets In game '?' is only in english, if some one know english and russian perfectly any help will be accepted How to import it in your map/scenario? Just add following text in files, and obviously files downloaded -description.ext class CfgFunctions { #include "ZLoad\functions.hpp" }; #include "Zload\defines.hpp" #include "Zload\dialogLoadout.hpp" #include "Zload\dialogHelp.hpp" #include "Zload\dialogSave.hpp" -initPlayerLocal.sqf [player,"MarkerNameFromEDITOR",20] spawn zlo_fnc_CreateZone;//[PLAYER,MARKERNAME,RADIUS] -onPlayerRespawn.sqf [player,"MarkerNameFromEDITOR",20] spawn zlo_fnc_CreateZone;//[PLAYER,MARKERNAME,RADIUS] -stringtable.xml just add all from file in mission to your stringable.xml(if exists, else just put in your mission folder) -in editor add marker to use in scripts, it will be the marker near the menu will apear (ps:sorry for my bad english) Exemple : _Radius_From_center = 20; [_OBJ_TO_ADD_ACTION,"Zone_Center",_Radius_From_center] spawn zlo_fnc_CreateZone; #v1.0 First Release Download <-> Steam Workshop
  8. Description: This is a GUI that allows the person who executed the script to add/assign or remove/unassign Zeus to any specified player(s). Downloads & More Information: GitHub: Pastebin: Video: Steam Guide: Curator Creator Version 1.0: * New version is coming out soon. The script was broken so I am going to re-make it myself. *
  9. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 & WindWalking This thread is no longer updated! For the latest release, check here Hello everyone. As you know, the WW AI Menu was one of the first and best AI mods released in the early days of ARMA 3 release. It addressed a lot of issues and shortcomings with the vanilla ARMA commanding system, and packed a lot of handy features including: - Infantry commands such as healing, garrisoning & clearing building, rearming, .... - Vehicle commands such as engine on and off, horn and eject with parachute. - Waypoint system with the ability to assign multiple waypoints to your squad members. - Weapon accessories (silencers, flashlights, ...) - Unsticking units. and .... Read more about the mod: https://forums.bistudio.com/forums/topic/153621-ww-aimenu-complimentary-commands/ Unfortunately, when Windwalking left the community some of the features ended up broken, and due to the community rule forbidding people from taking over and/or changing an author's work without their permission, nobody has stepped up to bring this mod back to life. Until now. I decided to bring this mod back to life in a way that respects the community rule and the author's work. Namely, "patching" the original mod by adding features and fixing broken ones. As a result, you will need the original mod installed for my mod to work. You can activate the menu by pressing Y .If you use the "Y" key for Zeus or anything else you can either change the keybinding for those features (I personally use "Ctrl+Y" for Zeus) or change the keybinding for the menu by navigating to: "OPTIONS > CONTROLS > CONFIGURE ADDONS > (dropdown menu) All-In-One Command Menu". I've also included a userconfig file where you can add support for your mods (if they are not supported already). Currently you can add support for: Resupply vehicles, AT soldiers (used in the rearming script) and the Handgun suppressors. Note that you might need to enable "file patching" for the config file to work (either add the -filepatching commandline or enable it in the launcher parameters). This mod is compatible with other commanding mods (such as C2). Although I don't recommend using both for issuing the same command at the same time (e.g when you use C2 to order your units to mount a vehicle, don't use the same command in this mod, as it may cause conflicts and unforeseen consequences) I also recommend this mod as it makes issuing regular and frequent commands a lot easier: (you may need to change the default keys used by the mod, keys 1, 2, 3 , 4, as these keys are used for switching weapons) Advanced Command System (ACS) All features were tested using the vanilla ARMA vehicles/weapons (including all DLCs up to the time of release), and work as intended. However some features (the most important of which being weapon accessories) may not work in other mods (such as RHS or CUP). Edit: As of version 0.50 Beta most features should work with other mods without issues. If they don't please post your feedback in this thread. Here's a quick overview of what is changed: Unchanged: Fixed/Modified/Removed: Added: Screenshots: Notes: Special thanks to: - @Windwalking for his awesome mod. - @Muzzleflash for helping me with showing objects on the map and also teaching me a lot about scripting. He's one of the best guys on this forum. - @mad_cheese for allowing me to use the "Bounding Box" function used in his legendary mod, C2. - and everyone else who kindly answered all my questions on the forum. Disclaimer: I can't guarantee this mod is completely harmless. Please back up your ARMA 3 directory located in the "Documents" folder (C:\Users\YOUR_PC_NAME\Documents\) prior to using this mod (especially the file *.vars.Arma3Profile and the "saved" folder because they are the only files that may be affected). Multiplayer support is in alpha state and not fully tested yet. Dear Moderators, The current release still uses the scripts from the original version. Also, to avoid some conflicts, I had to rename the global variables. If you think this mod is still not in compliance with forum rules please let me know to come up with a solution (you can PM me or post it here). By installing this patch, the original mod will be disabled (If you want me to leave it enabled please leave a feedback and I'll re-enable it). Download Link (Current Version: v1.2.1): GitHub (always up-to-date) DropBox Armaholic (updates with a slight delay) How to Install: Future Plans: Changelog: Requirements: CBA: http://www.armaholic.com/page.php?id=18767 WW AI Menu by Windwalking: http://www.armaholic.com/page.php?id=22380 Since v1.0.0, WW AI Menu mod is not required anymore. It's because some users reported they had trouble setting up WW AI Menu (mostly because of FilePatching used in WW AI Menu, which complicated things), so I decided not to make it necessary to have this mod. A couple of such reports:
  10. The usual "Open" or "Expand" button that's present for other campaigns is missing here, and there is no way to start the DLC missions.
  11. Hi, I've been wondering for a while on how Bohemia have done this, maybe someone can help here. The 3DEN Displays all have actions that display a new box on the screen (e.g. Clicking new scenario button will display a another box and wont let you interact with anything behind it): https://gyazo.com/956ab95d3148cd87e4c9de5902d591ca I was thinking they made it so when the user clicks on the button, the controls get made in the script, but I don't know. Thanks
  12. Hi, I'm really confused on why when I use createDisplay, it doesnt go over the parent display like the 3den displays: https://gyazo.com/956ab95d3148cd87e4c9de5902d591ca Instead it just looks like I created another parent display/dialog: https://gyazo.com/be01e67e6a0a7a6ebfcd6d9e1562407b Thanks in advance, skirmish_
  13. Hi, I've been very confused for the past week on how bohemia made their 3DEN displays overlap each other. I've copied basically everything they have done as far as configs go, and I have also been using createDisplay to have the child display go over the dialog, however it just looks like I made another parent display/dialog and its not going over the display. Maybe someone here can help. Thanks in advance, skirmish_
  14. Hello, everyone. I have tried an option in a mission where the player can scroll down or up his middle mouse and choose an action to put his main weapon on back. I have found this script that can be placed inside a trigger and when the player is present. it will activate the action: player action ["SwitchWeapon", player, player, 100]; It works the same way in the mission, but how do I get this command/action when I scroll with the mouse? Thanks in advance! Cheers!
  15. Hi, I had a post on here not too long ago and was wondering why valign didnt work on my RscButtonMenu. I want to vertically align an img as well as text text = "<img image='images\Menu\text.paa' valign='middle' align='center' size='2.8' /><t align='center' valign='middle'>Test</t>"; Thanks in advance, Skirmish_
  16. Hello everyone, and thank you for taking the time. I have been doing missions in Arma 3 for quite some time now and after much troubleshooting and learning through places like these forums, I have learned a whole lot. There is one issue I have recently that I have not managed to work out, despite making search and research on it the google results and threads are different and unrelated ACE issues from mine; I have an ACE issue not with installation, or server, but only with a specific Liberation mission that I am trying to make work. My question is that I have not managed to figure out which might be the cause, specifically and I will admit that I am not really good at understanding RPT logs sometimes. I have included the latest RPT log in this post as well. No matter what kind of tests I have ran, the ACE interaction menu (Ctrl+Win/Win) does not work. Been at this for two days now. Some notes: - The issue only persist in that one mission, I create a blank new mission and ACE works. - ACE is fully loaded, as all content including items and addon options are there. - Only ACE Interaction menu is not working it seems. I have been doing a lot of troubleshooting on my own, this is one of the only times when I have not been able to figure out an issue on my own yet. Anyone who have an idea or input it is greatly appreciated. EDIT: Split up the RPT Log through pastebin. RPT Log 1: https://pastebin.com/ky6UUfD1 RPT Log 2: https://pastebin.com/PEGYXHX0 RPT Log 3: https://pastebin.com/H9Acsm5Z
  17. Hi guys. I am trying to add a new option to the mouse wheel menu, but I want it to be activated only if I have any handgun and if I do not have any the option does not shows at all. Everything works well, but I need it to only works if I have the handgun. This is what i have now: And of course at this moment works with or with out the handgun. player addaction ["<t color='#FF0000'>Shoot as Rich Texan</t>","AirShoot.sqf"]; Te script on "AirShoot.sqf" file works great. Please help. Thanks.
  18. Hello everyone, I need some help with basic scripting since I really have no experience in it. So, I want to have setAccTime in my scroll menu, under some basic name of course, 'Slow-mo', or whatever. What should I do and how? Do I need to create a sqf file and call it in playerinit file?
  19. I want to add to my mod a setting using the CBA Setting Menu. I have followed the Wiki and so far I have done everything, but the Menu is not showing up. On my config.cpp class Extended_PreInit_EventHandlers { class my_preInit { init="call compile preProcessFileLineNumbers 'myAddon\XEH_preInit.sqf'"; }; }; And on my XEH_preInit.sqf: [ "My_ViewDistance", "SLIDER", "View Distance", "My Settings", [200, 15000, 5000, 0], true, {} ] call cba_settings_fnc_init; Settings are just for testing that the menu is showing up. What am I missing? I have been checking other mods that use the CBA, and I don't see nothing different. In Eden Editor CBA Settings Menu is empty. There no error showing up when starting arma or editor. EDIT: I have been following this wiki: https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System#create-a-custom-setting-for-mission-or-mod
  20. Mod the Arma 3 main menu center spotlight button to join a specific server with 1 click. Based on KK's work. See it in action. GitHub Main components: config.cpp class CfgPatches { class amp_spotlight { units[] = {}; weapons[] = {}; requiredVersion = 0.6; requiredAddons[] = {}; version = 2.0; versionStr = 2.0; versionAr[] = {2, 0}; author = "Ampersand"; }; }; class RscStandardDisplay; class RscDisplayMain: RscStandardDisplay { class Spotlight { class AwesomeServer { text = "[ OFFICIAL ] Arma 3 Zeus by Bohemia Interactive (EU) #15"; // Text displayed on the square button, converted to upper-case textIsQuote = 0; // 1 to add quotation marks around the text picture = "\amp_spotlight\button.paa"; // Square picture, ideally 512x512 //video = "\a3\Ui_f\Video\spotlight_1_Apex.ogv"; // Video played on mouse hover //action = "0 = [_this, 'your.domain.here', '2302', 'yourpasshere'] execVM '\amp_spotlight\joinServer.sqf';"; action = "0 = [_this, '', '2302', ''] execVM '\amp_spotlight\joinServer.sqf';"; actionText = "Join server: [ OFFICIAL ] Arma 3 Zeus by Bohemia Interactive (EU) #15"; // Text displayed in top left corner of on-hover white frame condition = "true"; // Condition for showing the spotlight }; }; }; joinServer.sqf #include "\A3\Ui_f\hpp\defineResincl.inc" params [ ["_buttons", []], ["_IP", ""], ["_PORT", "2302"], ["_PASS", ""], ["_TIMEOUT", 30] ]; ctrlactivate ((ctrlparent (_buttons # 0)) displayctrl 105); /* 1 _IP 2 _PORT 3 _PASS 4 IDC_CANCEL 5 IDD_MISSION 6 IDD_DEBRIEFING 7 IDD_MP_SETUP 8 IDD_MULTIPLAYER 9 IDC_MULTI_TAB_DIRECT_CONNECT 10 IDD_IP_ADDRESS 11 IDC_IP_ADDRESS 12 IDC_IP_PORT 13 IDC_MULTI_SESSIONS 14 IDC_OK 15 IDC_MULTI_JOIN 16 IDD_PASSWORD 17 IDC_PASSWORD 18 diag_tickTime + _TIMEOUT */ onEachFrame format [ " onEachFrame { ctrlActivate (findDisplay %8 displayCtrl %9); onEachFrame { private _ctrlServerAddress = findDisplay %10 displayCtrl 2300; _ctrlServerAddress controlsGroupCtrl %11 ctrlSetText ""%1""; _ctrlServerAddress controlsGroupCtrl %12 ctrlSetText ""%2""; ctrlActivate (_ctrlServerAddress controlsGroupCtrl %14); onEachFrame { ((findDisplay %8 displayCtrl %13) lbData 0) call { if (diag_tickTime > %18) then { diag_log ""RCTS Timeout (no server)""; onEachFrame {}; }; if !(_this isEqualTo '') then { findDisplay %8 displayCtrl %13 lbSetCurSel 0; onEachFrame { ctrlActivate (findDisplay %8 displayCtrl %15); onEachFrame { if (diag_tickTime > %18) then { diag_log ""RCTS Timeout (cannot join)""; onEachFrame {}; }; if (!isNull findDisplay %16) then { private _ctrlPassword = findDisplay %16 displayCtrl %17; _ctrlPassword ctrlSetTextColor [0,0,0,0]; _ctrlPassword ctrlSetText ""%3""; ctrlActivate (findDisplay %16 displayCtrl %14); }; if (getClientStateNumber >= 3) then { diag_log ""RCTS Success""; onEachFrame {}; }; }; }; }; }; }; }; }; ", _IP, _PORT, _PASS, IDC_CANCEL, IDD_MISSION, IDD_DEBRIEFING, IDD_MP_SETUP, IDD_MULTIPLAYER, IDC_MULTI_TAB_DIRECT_CONNECT, IDD_IP_ADDRESS, IDC_IP_ADDRESS, IDC_IP_PORT, IDC_MULTI_SESSIONS, IDC_OK, IDC_MULTI_JOIN, IDD_PASSWORD, IDC_PASSWORD, diag_tickTime + _TIMEOUT];

    ADS Settings

    First off, I want to say how unique of a game this is. I love that it has kind of a feel of its own, and it is definitely fun to play! Of that uniqueness, there is a MYRIAD of ADS sensitivity settings. I'm a seasoned FPS player, but a lot of these options I've never heard of (i.e. exponent, ramp up, delay time, etc.). My issue is it's hard to find a guide anywhere online highlighting how to use said options. So maybe to resolve this issue for people like me, add some sort of "Key" or "Info" for these functions. Also a major immersion-breaker I've run into... I have to re-enter these parameters every-time I log back into the game after leaving. It adds another 15 minutes of me fiddling through the menu before a match. Like I said, loving what I'm playing so far! I love early-access because I can really see the game grow from the foundation up. Let me know if you have had any similar problems, and hopefully it get resolved soon. Cheers to Bohemia!!
  22. Hello. Anyone know if there is a "correct" way to execute pause menu? (Escape menu. When you press Esc button). You can open it with createdialog "RscDisplayInterrupt", but there are no scripts which set functions to it. So it's useless. Maybe there is some way to execute it correctly..?
  23. Is it possible to open a settings menu like a custom CBA one from a billboard with the hold space bar action? I have code that can open a field manual with a hold action, but I have a custom menu that allows setting view dist and sound volume, and I would like to be able to have players open it from a billboard or a laptop item. Surely I could modify the code to get this to work, but how would I get the path to a custom menu? Thanks. This is the code to open a field manual, I could possibly use this? BIS_holdActionSFX = (getArray (configFile >> "CfgSounds" >> "Orange_Action_Wheel" >> "sound")) param [0, ""]; BIS_holdActionSFX = BIS_holdActionSFX + ".wss"; BIS_holdActionProgress = { private _progressTick = _this select 4; if ((_progressTick % 2) == 0) exitwith {}; private _coef = _progressTick / 24; playSound3D [BIS_holdActionSFX, player, false, getPosASL player, 1, 0.9 + 0.2 * _coef]; }; [BIS_TV1, localize "STR_A3_Orange_Faction_IDAP_action_FM", "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_ca", "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_ca", "(_this distance _target < 3) && (isNull (findDisplay 162))", "isNull (findDisplay 162)", {}, BIS_holdActionProgress, {BIS_TV1 say3D "Orange_Access_FM"; ["InternationalHumanitarianLaw", "Overview", findDisplay 46, localize "STR_A3_Orange_Faction_IDAP_FM_filter_LoW"] call BIS_fnc_openFieldManual}, {}, [], 0.5, nil, false] call BIS_fnc_holdActionAdd;
  24. WastedMike_

    Dialog Menu

    How do I get my dialog menu to pop up for every new person that joins the mission?
  25. Hi, I discovered recently a weird behavior, with addAction on a crate (or any object), while you're leader of a group. With any of your AI team mate (so local to your PC), you can order him the addAction on the crate (if conditions are met), with the action menu (6). That means the code will run locally even if you are away from the object. Just test: write an addAction for a crate: myCrate addAction ["Arsenal", { ["Open",true] spawn BIS_fnc_arsenal },nil,10,false,true,"","vehicle _this == _this"]; Here is for arsenal opening, but any code will run a well. Place the crate or any object named myCrate. Place a squad with leader as player. Run the preview. You can see your added action when closing the crate (within 15m as hard coded). Move away then order an AI o close the crate on his turn. Now, you have an added line in commanding action menu (6) for this unit! You can even ask him to open arsenal. The unit will start an animation to come closer to the crate but at arrival, you will open arsenal for yourself. So, the conclusion is that the hard coded condition is checking the distance from object, not only for player but for all subordinates (not tested with several players in same group). The working filter seems to be: vehicle _this == player but this remains a waste of code and performance, imho, because the hard coded distance condition should check only for player's distance. As you can see, with no filter on player, you can open arsenal on crate, even if on the other side of the map. This occurred for me while an AI respawn point was too close from the crate.