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Found 7 results

  1. After you've configured your mission correctly, you're ready to follow this tutorial. If not, you might face basic issues. That said, let's do it: Desired: Create random minefields, a solution to prevent players from memorizing the minefield positions when playing several times the same mission; Minefield Structure: In real life: Mine ................... explosive device itself. Minefield ........... a cluster of mines. Translation to World Editor: Area .................... the entire region where one or more minefields will be placed. An Area has one or more minefields. It doesn't matter where the Area will be placed; Layer .................. it is the minefield itself. A Layer has one or more mines; It doesn't matter where the Layer will be placed; Slot .................... it is the mine itself. A Slot has just one mine; It's the exact position where that specific mine must spawn; Building up random minefields: Visit your Resource Browser in ArmaReforger > Prefabs > ScenarioFramework > Components and: AREA-SETUP: Drag and drop an Area (Area.et) somewhere on the map; LAYER-SETUP: Drag and drop a Layer (Layer.et) inside the Area previously created and listed in your Hierarchy tree; Drag and drop how many Slots (Slot.et) you want to convert for landmines for that specific minefield (Layer); Again, in Hierarchy area, don't forget to drag and drop the new slots into the recently created Layer; Select all Slots of the current Layer and: In the Object Properties area, select SCR_ScenarioFrameworkSlotBase; In the Asset area, click on the "..." button, and search for one of these options, for example: US landmine = E_Mine_M15AT.et; USSR landmine = E_Mine_TM62M.et; Crucial: don't use the options without "E_" as a prefix because those options will not work properly in-game. All "E_" options are in ArmaReforger > PrefabsEditable > Mines; [OPTIONAL] In the Debug area, check the option Show Debug Shapes During Runtime to find easily where non-spawned mines would be during your mission creation; Now, repeat the "Layer-Setup" to create more minefields for the same area; Back to "Area-Setup", select your Area in the Hierarchy tree, go to Object Properties, and click on SCR_ScenarioFrameworkArea; In the Children's area: In the Spawn Children field, select Random_Multiple; In the Random Percent, set 50 to say to the engine that only 50 percent of all minefields belonging to this specific area should be spawned when some player is around; Now, repeat the "Area-Setup" for each area you want to set more minefields. The result: (Image below) The result must be similar to this: - - - - - - - - - - - - - - - - Performance Care: With no documentation, I'm not sure what is the limit of landmine planting until the server's FPS starts to be affected. In my own tests, 400 mines didn't even scratch the match performance. Current landmine planting limitations: If you try to set a mine into the ground, leaving just a small portion of it on the surface, unfortunately the mine will disappear when the mission is running; Only AT mines are available; Question? Something more? Share your thoughts! - - - - - - - - - - - - - - - - My Arma 3 Script for automatic minefield creation: https://forums.bohemia.net/forums/topic/241257-release-ethics-minefields/
  2. Hi all, I trying to make a custom mission using CUP Terrains and RHS US and Russia weapons, and after making a custom loadout my AI won't respawn with their main weapon, just a pistol. They have everything else from their custom loadout and the method I've used has worked perfectly before so I'm unsure what the issue is. I've created the description.ext, onPlayerKilled.sqf and onPlayerRespawn.sqf and put in the necessary code which has worked before. Any help will be appreciated. Also the code for onPlayerKilled is p1 setVariable["Saved_Loadout_p1",getUnitLoadout p1]; p2 setVariable["Saved_Loadout_p2",getUnitLoadout p2]; p3 setVariable["Saved_Loadout_p3",getUnitLoadout p3]; p4 setVariable["Saved_Loadout_p4",getUnitLoadout p4]; p5 setVariable["Saved_Loadout_p5",getUnitLoadout p5]; p6 setVariable["Saved_Loadout_p6",getUnitLoadout p6]; p7 setVariable["Saved_Loadout_p7",getUnitLoadout p7]; p8 setVariable["Saved_Loadout_p8",getUnitLoadout p8]; And for onPlayerRespawn removeAllWeapons p1; removeAllWeapons p2; removeAllWeapons p3; removeAllWeapons p4; removeAllWeapons p5; removeAllWeapons p6; removeAllWeapons p7; removeAllWeapons p8; removeGoggles p1; removeGoggles p2; removeGoggles p3; removeGoggles p4; removeGoggles p5; removeGoggles p6; removeGoggles p7; removeGoggles p8; removeHeadgear p1; removeHeadgear p2; removeHeadgear p3; removeHeadgear p4; removeHeadgear p5; removeHeadgear p6; removeHeadgear p7; removeHeadgear p8; removeVest p1; removeVest p2; removeVest p3; removeVest p4; removeVest p5; removeVest p6; removeVest p7; removeVest p8; removeUniform p1; removeUniform p2; removeUniform p3; removeUniform p4; removeUniform p5; removeUniform p6; removeUniform p7; removeUniform p8; removeAllAssignedItems p1; removeAllAssignedItems p2; removeAllAssignedItems p3; removeAllAssignedItems p4; removeAllAssignedItems p5; removeAllAssignedItems p6; removeAllAssignedItems p7; removeAllAssignedItems p8; clearAllItemsFromBackpack p1; clearAllItemsFromBackpack p2; clearAllItemsFromBackpack p3; clearAllItemsFromBackpack p4; clearAllItemsFromBackpack p5; clearAllItemsFromBackpack p6; clearAllItemsFromBackpack p7; clearAllItemsFromBackpack p8; removeBackpack p1; removeBackpack p2; removeBackpack p3; removeBackpack p4; removeBackpack p5; removeBackpack p6; removeBackpack p7; removeBackpack p8; p1 setUnitLoadout(p1 getVariable["Saved_Loadout_p1",[]]); p2 setUnitLoadout(p2 getVariable["Saved_Loadout_p2",[]]); p3 setUnitLoadout(p3 getVariable["Saved_Loadout_p3",[]]); p4 setUnitLoadout(p4 getVariable["Saved_Loadout_p4",[]]); p5 setUnitLoadout(p5 getVariable["Saved_Loadout_p5",[]]); p6 setUnitLoadout(p6 getVariable["Saved_Loadout_p6",[]]); p7 setUnitLoadout(p7 getVariable["Saved_Loadout_p7",[]]); p8 setUnitLoadout(p8 getVariable["Saved_Loadout_p8",[]]);
  3. Hi all, I'm trying ti create a big scenario set in Livonia, in Sector Control mode, inspired by Prairie Fire Mike Force mode. In Livonia, as NATO and LDF have garrisoned some key towns and locations, a small group of Spetsnaz ( player ) has the task of capturing those Sectors. Both factions will patrol the locations outskirts and some remote areas. As in the title of the post, this is a single player scenario, and i want it to be a mission complete when ALL sectors are captured by the player. Is there a tutorial for this somewhere? even better if it is a video, and i would like NOT to use a ticket system. Thank you all. Preview: https://postimg.cc/4n6rLq7c
  4. https://steamcommunity.com/sharedfiles/filedetails/?id=2111460425 F-16 Falcon CAS Module For Arma 3 by ANZACSAS Steve. --------------------------------------------------------------------------------------------------------------------------- - Instant brutal and intense Airstrikes !! - Enhanced AI behaviour CAS Module for Firewills F-16 Falcon Mod !! 🙂 - Big Napalm and bomb strikes for great cinematics! - Signed and comes with server key. - Thanks to bis and the community. - Support module capable. - Comes with example mission for Support Module airstrikes.Found in your @ANZACSAS Napalm and WP Smoke marker rockets Mod folder! - Enjoy. Required Addons - Napalm Mod https://steamcommunity.com/sharedfiles/filedetails/?id=1703765606 Firewills F-16 Falcon Mod https://steamcommunity.com/sharedfiles/filedetails/?id=366423278 - Quick how to use - - Place module on map.Sync to a trigger with a Radio Alpha activation or whatever activation you choose. - Make sure player is equipped with a radio. - The direction of the module sets the direction the planes will attack from. - Found in the module tab in the editor (F5) in the effects tab. - See below for a more in depth how to use guide by Phronk from BI Forums. Phronk says, Here's how to place a CAS module in the editor and edit it: Click the Modules button on the right (Or press F5) Click the category, "Effects" (It's the third one down) Click the "Close Air Support (CAS)" item in the list Place the module on the map Double-click on it to open the module and edit it Very bottom category in edit box lets you change type of attack and CAS plane used Here's how to sync it to a trigger: Place your Blufor player unit Place a trigger and set the Activation to "BLUFOR" Right-click your Blufor player unit, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your unit to the trigger Right-click the placed CAS module, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your CAS module to the trigger Results. Also, the azimuth you set the CAS module to will be the direction the CAS plane will ingress from. If the azimuth is 0, then the plane will come in from the north and egress south Copyright 2019[ANZACSAS Steven].This item is not authorised for posting on Steam, except under the Steam account named ANZACSAS Steven.
  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. I am hoping the community can help me out. I recently found a script that places a map maker on units as they move around the map. In the script there was a section that displayed TypeOf the vehicle the marker was attached to. You also had the ability to customized (Color, Shape, etc) the marker that followed. I unfortunately deleted the file that I now I can not find it. Can anyone help me find that script or know of a way to do it. Thanks
  7. Hello everyone. I made a no-mod-mission for ArmA 3 in the Eden editor and then wanted to add mods, so I saved it as a separate File. Unfortunately, later, the modded version overwrote the unmodded version, so is there a way I can remove the mod requirement and get back parts of the original file? Thank you already.
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