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Found 44 results

  1. Hey folks, i have some problems and i guess that it have to do something with my config or maybe the addon builder. I was working on little objects to understand how I get it in the game. Im always getting it working into the Bulldozer but ingame I get everytime problems. I made two barrelbombs, they worked fine as a static object ingame. After a few weeks I came back to it and modelled an Improvised Hellcannon and added it raw without any textures applied. I want to try another workflow for the bigger objects. First configure them and make changes to the object and the config and when this work I would texture them. Problem: When I added the new object in the config and the p3d, it showed me ingame that a texture of one of the working objects could not be found. So all three objects does not show up ingame. Even if I remove the new object with the configurations. Cannot load texture Error: Dragged the objects and there is only the text: Config: My folder Structure: Bulldozer is working: Addon builder list: *.pac;*.paa;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.xml;*.hqf;*.rtm;*.rvmat;*.shp;*p3d Hopefully its only a tiny problem... Something I forgot. regards JeckZeRippa
  2. Hello, community. I am working on a Coop mission, where I have placed 3 playable units. I will perhaps add more later, depending on my later ideas. They all (including me - the player) need to be able to pick up an item (a specific bagpack - ace_gunbag_Tan). I have placed this object on the ground and I am the only one who can pick it up right now, but it is an important item, being also a protective gear. 😄 So, when I or the other players pick up the first object, the same object should respawn on its previous location after, let us say, 10-15 seconds. It should respawn exactly X times, according to the playable count of units. How do I achieve that? Thank you in advance and cheers! 🙂
  3. Hello, everyone. Would you help me with the following idea I have in mind: I want a specific item or a custom object, that can be placed in the inventory (and via a script also checked if it's inside of it - to complete the task), to be spawned after a trigger is activated within a specific trigger's/marker's area, for example inside a building (where the trigger or the market is placed to make it appear there like a custom loot). So the player must find the item and collect it, but it should appear on different locations within this area, somewhere in the building. After the item is picked up, a task is finished successfully. What can I use to make it work? Another possible condition, instead of trigger's/marker's area, could be player distance _object < X, and when the player is close enough, the item shall spawn somewhere around... and in this case, I guess, it should be again within a specific area, marked by a trigger or a map marker... So I'd prefer the first option with another condition. Thank you in advance! 🙂
  4. Hey guys and gals, I'm trying to create a task where the player has to take an object on the ground (no matter which one, currently trying with a first aid kit). I don't know why I absolutely can't make it right. I create and configure the task, the task state and the trigger as always, and in the trigger I write "Item_FirstAidKit" in items player" And it won't work at all. Can you guys send help? I'm really stuck on this basic thing and I'm pretty frustrated about it, no matter what I do I can't make it work (Also asked on the steam forums)
  5. You can't see object geometry through vehicle geometry (z plane). ORIGINAL TOPIC==================================================================== Objects won't render inside vehicle cab in first-person camera. The tablet is attached to a helper (yellow thing). The helper is attached to the plane. It doesn't matter what technique is used to attach the tablet. The attachment works any which way, but no matter what in the first person view, the tablet is missing (it actually seems to clip outside of the cab to some relative position). In 3rd person camera it works as expected. Is there some kind of occluder in vehicle interiors that won't allow objects? The move happens during the half-second fade when entering/exiting vehicles. Is this a known issue? Is there a work-around? I really want a tablet on my lap whilst flying. To surmise: It doesn't matter how to attach. It just can't be seen in first-person (because it clips out of position). 3rd person works as expected but that's useless. Any ideas?
  6. GF Object Spawner Script - Mod by GEORGE FLOROS [GR] Description: GF Object Spawner Script - Mod , a simple object spawner. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Object Spawner Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Object Spawner Script - Mod , a simple object spawner. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the spawn. The objects will spawn also , at the spawned or placed in editor Buildings. 3 presets included ,vehicles , wrecks and structures. There is also , an autodetection mods script , for the classnames , instead of lists. There is an option for the spawned vehicles , to add the Ravage addactions. There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&amp;q=40415 Armaholic GF Object Spawner Script - Mod
  7. GF Explosive Objects Script - Mod by GEORGE FLOROS [GR] Description: GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Explosive Objects Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the spawn. The objects will spawn also , at the spawned or placed in editor Buildings. There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40411 Armaholic GF Explosive Objects Script - Mod
  8. Hello, I wonder if is there a way of getting out of a waitUntil loop in the case when a script is remoteExec on the server in the init.sqf with player passed as argument and when the player disconnect from the server? I see on my linux server'screen when i disconnect from the server the error " Client: Remote object 4:0 not found " and the diag_log message continuing emmiting each second so the script never end. //init.sqf if (hasInterface) then { waitUntil {!isNull player}; [[player], "test.sqf"] remoteExec ["execVM", 2]; }; // test.sqf params ["_player"]; while {!isNull _player} do { waitUntil { diag_log "!!!!In waitUntil loop!!!!"; sleep 1; /*(condition code)*/ or isNull _player }; if (isNull _player) exitWith {}; //code... // // };
  9. OO_EXTDB3 - A driver for extDB3 addon Mysql Lastest version : 0.2 by Code34 GitHub : https://github.com/code34/oo_extdb3.altis OO_extDB3 is a driver for extDB3 addons Features - Encapsulate totaly EXTDB3 commands through an object - Standardize methods name and return values Licence Under Gpl, you can share, modify, distribute this script but don't remove the licence and the name of the original author /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2017-2018 Nicolas BOITEUX CLASS OO_EXTDB3 This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ Create a main bus message between clients & server Usage: install the extdb3 addon put the "oo_extdb3.sqf" and the "oop.h" files in your mission directory put this code into your mission init.sqf call compile preprocessFileLineNumbers "oo_extdb3.sqf"; See example mission in directory: init.sqf Licence: You can share, modify, distribute this script but don't remove the licence and the name of the original author logs: 0.1 - OO EXTDB3 - first release Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2017-2018 Nicolas BOITEUX CLASS OO_EXTDB3 This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. -------------------------------------------------------------------------------------------------------------- Function: _extdb3 = "new" call OO_EXTDB3; Create a new extdb3 object Parameters: string -------------------------------------------------------------------------------------------------------------- Function: _version = "getVersion" call _extdb3; Return string extdb3 version -------------------------------------------------------------------------------------------------------------- Function: _bool = "isDllEnabled" call _extdb3; Return bool - is extdb3 is loaded -------------------------------------------------------------------------------------------------------------- Function: ["setEscapeChar", _string] call _extdb3; param string : "TEXT", "TEXT2", "NULL" -------------------------------------------------------------------------------------------------------------- Function: ["setSessionId", _string] call _extdb3; param string : unique string to identify the session (default "SQL") ------------------------------------------------------------------------------------------------------------- Function: ["setIniSectionDatabase", _string] call _extdb3; param string : set Ini Section concerning Database (default "Database") ------------------------------------------------------------------------------------------------------------- Function: ["setDatabaseName", _string] call _extdb3; param string : set the databasename used ------------------------------------------------------------------------------------------------------------- Function: ["setQueryType", _string] call _extdb3; param string : set the type of SQL queries (default SQL) "SQL" : Classic sql "SQL_CUSTOM" : SQL prepared statement "LOG" : log ------------------------------------------------------------------------------------------------------------- Function: ["setSqlCustomIniFile", _string] call _extdb3; param string : set the SQL CUSTOM ini file ------------------------------------------------------------------------------------------------------------- Function: _bool = "connect" call _extdb3; connect to database Return bool - true if connected ------------------------------------------------------------------------------------------------------------- Function: _return = ["executeQuery", [_query, _defaultreturnvalue]] call _extdb3; params: string SQL query or SQL CUSTOM method default value return if nothing is return ------------------------------------------------------------------------------------------------------------- Function: _return = ["executeQuery", _query] call _extdb3; params: string SQL query if nothing is return, return empty string ------------------------------------------------------------------------------------------------------------- Function: _array = ["lock", _string] call _extdb3; Disables all System Commands except for VERSION + LOCK_STATUS + various TIME/DATA Commands params: string - password lock return array ------------------------------------------------------------------------------------------------------------- Function: _array = ["unlock", _string] call _extdb3; params: string - password lock return array ------------------------------------------------------------------------------------------------------------- Function: _array = "lockStatus" call _extdb3; return array - lock status [0] // extension is unlocked. [1] // extension is locked. ------------------------------------------------------------------------------------------------------------- Function: _array = "reset" call _extdb3; reset the dll when debug .dll is used return: return [0] or return [1] if success ------------------------------------------------------------------------------------------------------------- Function: _locatime = "getLocalTime" call _extdb3; return array - local time ------------------------------------------------------------------------------------------------------------- Function: _utctime = "getUtcTime" call _extdb3; return array - utc time ------------------------------------------------------------------------------------------------------------- Function: _uptime = ["getUptime", _string] call _extdb3; params : "SECONDS", "MINUTES", "HOURS" ------------------------------------------------------------------------------------------------------------- Function: _array = ["addDate", _array] call _extdb3; params : param [[0,0, Days, Hours, Minutes, Seconds], [+x Days, +x Hours, +x Minutes, +x Seconds]] ------------------------------------------------------------------------------------------------------------- Function: _scalar = "getOutPutSize" call _extdb3; return _scalar -------------------------------------------------------------------------------------------------------------- Function: ["delete", _extdb3] call OO_EXTDB3; Destroy the template object Parameters: object - extdb3 object Return : nothing Examples call compile preprocessFileLineNumbers "oo_extdb3.sqf"; sleep 2; /* SQL CUSTOM Example with prepared statements in test.ini files Call the query getAll private _extdb3 = "new" call OO_extDB3; ["setDatabaseConfigName", "Database"] call _extdb3; ["setDatabaseName", "extdb3"] call _extdb3; ["setIniFile", "test.ini"] call _extdb3; ["setDatabaseProtocol", "SQL_CUSTOM"] call _extdb3; _result = "connect" call _extdb3; private _query = ["getAll", []]; _result = ["executeQuery", _query] call _extdb3; hintc format ["%1", _result]; */ /* SQL CLASSIC QUERY private _extdb3 = "new" call OO_extDB3; ["setDatabaseConfigName", "Database"] call _extdb3; ["setDatabaseName", "extdb3"] call _extdb3; ["setDatabaseProtocol", "SQL"] call _extdb3; _result = "connect" call _extdb3; private _query = "SELECT * FROM test LIMIT 10;"; _result = ["executeQuery", _query] call _extdb3; hintc format ["%1", _result]; */
  10. I would like to introduce you to a 17 years old issue that exists across the whole Arma series, A3 included. It is one of the oldest Real Virtuality engine bug and it has not been addressed since OFP release back in 2001. I wish this post could reach BI devs so one day the problem would finally be solved. Arma3 is ahead of its final roadmap that will lead to its EOL (End-Of-Life). While there were other priorities across the development cycle in recent years, now it seems to be the right time to take care of it. A bug/issue: I have recorded a short and entertaining video that explains what it is all about: The issue has already been mentioned in a number of A3 Feedback Tracker tickets: Fallen Trees Have No Collision Fallen objects have no collision detection with characters or bullets. Ai see through fallen vegetation and objects Pointing out some interesting comments/notes from these tickets: Keeping Main Geometry (Geometry) for fallen static objects may negatively influence behaviour of AI (especially AI drivers). Vehicles may not be able to drive through / will collide with the fallen objects. Lack of geometries for fallen static objects is performance-friendly. My answers/suggestions to the aforementioned remarks: If Main Geometry of fallen static objects causes improper behaviour of AI or vehicles collide with them, then Main Geometry should be ignored. However, Fire Geometry and View Geometry should be kept to provide basic feature of cover & concealment. Undeniably. However, performance-wise argument could make sense back in OFP times, not in 2018. Unnoticeable performance boost is totally overshadowed by disadvantages the issue introduces into the game (especially for PvE scenarios). 'Line of succession of the Arma series' - my report about the bug in OFP/CWA environment that precedes this thread
  11. Hello, I ran into some small trouble with my upcoming horror mission: SILENT ABDERA | COMING SOON™... The problem is that I'm using objects/items in my mission that are interactive. And I simply want to have them as props. Here's two examples: I have tried to disable simulation as well as turning them into simple objects, but it doesn't help. This is not the only object action problems I have. In the mission I'm having quite a lot of these items what I call notes, but they work as leaflets. I wanted the leaflet to have a look of a document, so I used a intel document. I pasted the leaflet script into init, and it works and looks great. But, it also has the dreaded take intel action, and I don't want that. Thanks in advance! I hope the images give clear description of what I want to achieve. Enjoy your weekend soldiers!
  12. Hi! simple question : is there a way to return an object's init code (set in the editor in its init field, or later with createVehicle) in the form of a string?
  13. Currently using createVehicle to spawn an object under certain conditions. I'm wondering how to create a variable name once it has spawned.
  14. I'm making a plane and trying to mimic the sample model plane as much as possible. It has proxies for bombs on the pylons so I'm currently trying to do proxies for my plane and struggling due to almost zero documentation online for how to actually create a proxy in Object Builder. -In Blender, in the resolution LOD, I built a triangle on each pylon marking the location and made them a vertex group named "ProxyPylon1", "ProxyPylon2", etc. and export with the Arma Toolbox for Blender -In Oxygen, I right-click that selection and click "Move Selection to Proxy (All LODS)". -Then I direct it to "P:\a3\weapons_f\dynamicloadout\pylonmissile_1x_bomb_02_f.p3d" and click OK. -It pops up a window that says "Proxy object P:/[etc.] already exists, overwrite?" -I click "Yes" and it does two things: 1) renames my selection to "proxy:...\pylonmissile_1x_b..." (much is truncated by the window) and 2) moves the triangle to 0,0,0, i.e. not on the pylon. -If I now start Bulldozer, there is no apparent change and no bomb shows on the pylon or anywhere I can see. I can't find anything online actually describing how to set up a proxy. I'm betting what I'm doing above is wrong, somehow. I've tried a few variations on the above with no success. So, how do you actually do it?
  15. I want to have a backpack initialized with an action to build up a campsite. For now I have the working script to add the action to the backpack and run the script as the action is triggered/used. Now I want the backpack to disappear after the campsite has been built up. I tried to call deleteVehicle but failed. I think it is because the script is bound to the object that I want to remove and therefore does not work. What I am looking for is like a custom event I might create? Like publishing an event called campFinished and registering and event handler to my object which will kill it in the callback function. Is something like this possible? If not - what is the common approach to achieve a similar result? Complete code is open here: https://github.com/xetra11/ReconMod If anybody wants to reproduce it on it's own. fn_backpackInit.sqf params ["_backpackItem"]; format['init backpack: %1', typeOf _backpackItem] call ReconMod_fnc_log; _backpackItem addAction ["Build Recon Camp", ReconMod_fnc_buildCampsite]; fn_buildCampsite.sqf (last line is my try to delete the backpack - does not work) params ["_target", "_caller"]; private ["_message", "_campComposition"]; _message = format['%1 is building up a campsite', name _caller]; hint _message; 'playing build up animation' call ReconMod_fnc_log; _caller playMove "AinvPknlMstpSnonWnonDnon_medicUp3"; _campComposition = [ ["Land_FirePlace_F",[0.407715,-0.0605469,0.00431442],0,1,0,[],"","",true,false], ["Land_WoodenLog_F",[1.30078,-1.04712,4.19617e-005],0,1,0,[],"","",true,false], ["Land_Ground_sheet_folded_khaki_F",[-0.0664063,1.74048,8.01086e-005],260.778,1,0,[],"","",true,false], ["Land_Laptop_02_unfolded_F",[1.31445,-1.0542,0.5],136.964,1,0,[],"","",true,false], ["Land_Sleeping_bag_F",[-1.36768,-0.928467,-0.00595856],37.9681,1,0,[],"","",true,false], ["Land_Sleeping_bag_brown_folded_F",[2.34326,-0.0712891,-3.8147e-006],245.926,1,0,[],"","",true,false], ["Land_Sleeping_bag_F",[-0.641113,1.8584,-0.0278778],174.749,1,0,[],"","",true,false], ["Land_Sleeping_bag_F",[2.49707,0.719482,0.0018959],266.758,1,0,[],"","",true,false], ["Land_Ground_sheet_khaki_F",[3.14111,-0.101318,3.8147e-006],96.0028,1,0,[],"","",true,false], ["Land_CanisterFuel_F",[-2.85938,1.72168,0.000972748],191.718,1,0,[],"","",true,false], ["Land_Ammobox_rounds_F",[3.03857,1.61816,0.00495911],218.802,1,0,[],"","",true,false], ["Land_TentDome_F",[-4.22217,-0.0065918,0.00314331],181.884,1,0,[],"","",true,false], ["Land_Ammobox_rounds_F",[3.88281,1.70947,9.53674e-005],143.886,1,0,[],"","",true,false], ["Land_TentDome_F",[-2.9668,3.74658,0.0138435],215.286,1,0,[],"","",true,false], ["Land_TentDome_F",[3.51807,3.35718,0.00638962],320.122,1,0,[],"","",true,false] ]; 'constructing camp...' call ReconMod_fnc_log; [position _caller, 0, _campComposition] call BIS_fnc_ObjectsMapper; 'camp build!' call ReconMod_fnc_log; hint 'recon camp has been built up'; _message = format['deleting campsite building item: %1', _target]; _message call ReconMod_fnc_log; deleteVehicle _target;
  16. Hi, how can I make a selection like in this picture? http://imgur.com/YpDvXg4 Thanks Regards CSSx3
  17. Evening folk. So I've always been interested in scripting and general mission making for Arma even since I first played the series. Recently I choose to actually take steps to learn the above and attempt to make a mission (Of which is going decently well) Now while making the mission in question I've came to a point where I want to be able to make multiple objects at once disappear upon the chosen action being activated using the addAction command within an INIT; I've managed to with the following to make one rock disappear using the hideObject command but I'm unsure how I'd make multiple variables do the same using the same action command. rock1 addAction ["Move big fucking rock", "hideObject rock1"]; I presume this is very simple... Very, but I'm like stated above amateur at best so I'm using every moment to learn. Any help?
  18. OVERVIEW CompoT is a toolset designed for mission/addon makers to place and manipulate objects. CompoT is integrated directly into Eden mission editor, allowing you to place most ArmA 3 buildings and objects seamlessly, while normal mission making. To play mission made using CompoT, players do not need to have addon installed, everything is stored in mission.sqm and/or ct_projects.sqf. Addon is needed only for mission making process. CompoT have powerful GUI tools to utilize objects added by other addons, as example it is natively compatible with CUP objects, which is 3500 additional objects. CompoT`s cornerstone is randomization. With CompoT, mission/addon makers are able to significantly increase replayability and overall variability of their missions, by adding certain level of battle field randomization. CompoT is aiming to support as much of community tools and utilities as it possibly can. If you like to have CompoT`s functionality in your own project/addon/what-ever-you-are-doing, please don’t hesitate to contact me, I will be happy to help integrate CompoT in your project. CompoT is open source, it is found on GitHub, feel free to fork and/or pull request. Stable branch v0.2 github Dev branch github (latest updates and issues ^_^) KEY FEATURES Solid connection to Eden Editor Powerful object browser tool, with searching. Can be used to place objects from any mod or addon. Does not need mod to be installed for playing mission. Can be used virtually in any kind of missions, including persistent MP missions like DayZ. Flexible means of randomization. Object library with more than 4.5 k entities, all categorized and have screenshots. SHOWCASES If you would like to see CompoT in action, consider playing RTDM - Randomized Team DeathMatch. This game mode build around randomization of battlefield, looting and round based - one life - team death match. You can directly connect server with IP address 173.199.107.44:2302 Or search new server browser for "RTDM" In order to play you don`t need any mods. Please join the fight and call your friends! TS server available on same IP as server, password: rtdm INSTALLATION To install the Composition tool you should use modfolders to keep it seperate from the official game content to prevent issues. With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded. STABLE 0.2 Armaholic Workshop DEVELOPMENT Armaholic Workshop Dev build have all the latest features and new bugs. It is updated as frequently as new features or fixes added. This is same as github`s CompoT->dev, but packed and sighned. MEDIA TUTORIALS Please see tutorials on official youtube channel. You will find all tutorials in this playlist. If you have tutorial request, let me know in this thread, i will try and make it for you. CONTACT If you like to contribute to project, have suggestions, want to add support for your objects addon or just talk about Composition Tool. Feel free to contact me via one of the following methods. Hate typing like me? Like to have voice conversation? Join discord PM me on this forum CHANGE LOG Changes mentioned from oldest to newest
  19. OOP LANGUAGE version : 0.5 Release: https://github.com/code34/oop.h/releases/ Wiki : https://github.com/code34/oop.h/wiki reference : Initial project Hi Guys, As certainly a part of you know, it's a long time i develop now in OO way with ARMA and OOP. It is definitely great and allowed me to develop a large number of projects that would have been complicated to realize with simply sqf. This type of language will certainly be used more and more in arma in the years to come As the original author of preprocessor file no longer maintain it since end of 2013, and totaly delete its project since a while, and i still to use and improve it, i fork it now. I just create a GIT PROJECT under GPL3 (original licence when i retrieve oop.h in RBS project). All contributions are welcome :) I also create a Wiki that explains how to use OOP Features Human-readable syntax that closely resembles PHP's OOP integration. Extensively documented source-code for ease-of-use. Only one header file, and it's fully macro-based, and only executed by the preprocessor. Implements full class-based object inheritance. Compiles to full-speed SQF code, so no need for run-time interpretation! Allows for public, protected, and private class members, for instituting complex objects and inheritance. Full support for polymorphism (to the limits of the SQF syntax). Small memory footprint - all functions are static, and no code is unnecessarily duplicated. Support for constructors and deconstructors. Completely recursive via the MEMBER macro. Allows for static variables, which are persistent to all classes of the same type. Note: Objects cannot be copied to other machines just by sending the object variable - all data members (object variables) need to be serialized (preferably to an array), transferred, and then added to a new object on the remote machine.
  20. I'm experiencing a problem with my Object Builder viewport. The mouse constantly flickers while trying to move the camera around, and the sensitivity of the mouse is painfully slow, likely because of this flickering. Even with Direct3D enabled this issue is apparent. My mousepad is 8 inches wide and utilizing all of that space with the mouse doesn't even move the orbit of the camera 90 degrees. This has occurred for months now and I'm dreading the mere thought of opening this program because how strenuous it is. Please, does anyone have a fix, or any idea on where to start to fix this? I've tried reinstalling Tools. I've tried countless combinations of settings in the compatibility mode for the program, yet nothing has worked. I'm running windows 10, and I've heard that the fall update may have caused similar issues. Has this bug really gone months without resolution?
  21. Object Oriented Circularlist - OO CIRCULAR LIST Lastest version : 0.2 by code34 Like to Donate ? Donate with paypal Github: https://github.com/code34/oo_circularlist.altis Reference: http://forums.bistudio.com/showthread.php?167980-Object-Oriented-SQF-Scripting-and-Compiling Description OO CIRCULARLIST is a class (object oriented) that permits to use a circular list instead of simple array. Features: getPrev / GetNext Methods to parse the list meeting some custom conditions Licence: Under Gpl, you can share, modify, distribute this script but don't remove the licence and the name of the original author Readme: /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2014-2018 Nicolas BOITEUX CLASS OO_CIRCULARLIST - Circular LIST This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ Create a circular list from array with next/get method Usage: put the "oo_circularlist.sqf" and the "oop.h" files in your mission directory put this code into your mission init.sqf call compilefinal preprocessFileLineNumbers "oo_circularlist.sqf"; See example mission in directory: init.sqf Licence: You can share, modify, distribute this script but don't remove the licence and the name of the original author logs: 0.2 fix private var / add use case / tune sleep 0.1 - OO CIRCULARLIST - first release Documentation /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2014-2015 Nicolas BOITEUX CLASS OO_CIRCULARLIST - Circular LIST This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ /* Function: _list = ["new", array] call OO_CIRCULARLIST; Create a new circular list Parameters: array - array contains the list */ /* Function: = ["getPrev", [condition,return]] call _list; Retrieve the previous element of the list Parameters: condition - code condition return false/true return - return expected when all conditions are false */ /* Function: = ["getNext", [condition,return]] call _list; Retrieve the next element of the list Parameters: condition - code condition return false/true return - return expected when all conditions are false */ /* Function: = ["set", array] call _list; Set the list Parameters: array - array containing the new list */ /* Function: = ["delete", _list] call OO_CIRCULARLIST; Destroy the list Parameters: _list - _list object reference */ Examples call compilefinal preprocessFileLineNumbers "oo_circularlist.sqf"; private ["_list", "_condition"]; _list = ["new", allunits] call OO_CIRCULARLIST; _condition = { if(getDammage _this > 0.5) then { false; }else{ true; }; }; while { true } do { _element = ["getPrev", [_condition, objnull]] call _list; hint format ["try to hurt someone - %1 is fine", name _element]; sleep 1; };
  22. I recently downloaded arma 3 tools and when i go to open object/terrain builder it doesnt do anything, the tools just crashes. I'm running a 1060 gtx, and a AMD FX-4300 processor. Has anyone found a solution to this or is it just me?
  23. As the title says I am trying to do a check if a trigger area is completely empty before spawning an object via an addAction. Here is the addAction on an object: this allowDamage false; this enableSimulation disable; this addAction ["Get Wheel","scripts\boxWheel.sqf"]; and here is the script: wheelBox = [getPos boxSpawn,0,"ACE_Wheel",WEST] call BIS_fnc_spawnVehicle; the name of my trigger is: boxTrigger_01 How do I set it to check if the trigger area is completely empty before executing the addAction/script?
  24. OO_extDB2 - A driver for extDB2 addon (Mysql/Sqlite) Lastest version : 0.1 by Code34 Download from : Dropbox Download from : Armaholic Like to donate ? with Paypal GitHub : https://github.com/code34/oo_extDB2.Altis OO_extDB2 is a driver for extDB2 addon. Features - Facilitate the use of extDB2 by giving ready to go methods. - Standardize methods name and return value Licence Under Gpl, you can share, modify, distribute this script but don't remove the licence and the name of the original author Example Documentation Readme
  25. Object Oriented Hashmap Lastest version: 0.4 by Code34 Like to Donate ? Donate with paypal Github: https://github.com/code34/oo_hashmap.Altis Reference: http://forums.bistudio.com/showthread.php?167980-Object-Oriented-SQF-Scripting-and-Compiling Description OO HASHMAP is a class (object oriented) that permits to replace arma array with an hashmap object :) Features: Implementing the java hashmap interface http://docs.oracle.com/javase/7/docs/api/java/util/HashMap.html Licence: Under Gpl, you can share, modify, distribute this script but don't remove the licence and the name of the original author Readme: /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2014 Nicolas BOITEUX CLASS OO_HASMAP OBJECT Interface reference http://docs.oracle.com/javase/7/docs/api/java/util/HashMap.html This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ Create an hasmap object Usage: put the "oo_hashmap.sqf" and the "oop.h" files in your mission directory put this code into your mission init.sqf call compilefinal preprocessFileLineNumbers "oo_hasmap.sqf"; See example mission in directory: init.sqf Licence: You can share, modify, distribute this script but don't remove the licence and the name of the original author logs: 0.3 - OO HASHMAP - use key string now - use missionnamespace instead entryset array - remove useless code - fix test init code & add some use cases - fix function names typo - remove slow searchindex function 0.2 - OO HASHMAP - add documentation - add performance improvements - fix clear function 0.1 - OO HASHMAP - first release Functions clear() Removes all of the mappings from this map. containsKey(key) Returns true if this map contains a mapping for the specified key. containsValue(value) Returns true if this map maps one or more keys to the specified value. entrySet() Returns a Set view of the mappings contained in this map. get(key) Returns the value to which the specified key is mapped, or null if this map contains no mapping for the key. isEmpty() Returns true if this map contains no key-value mappings. keySet() Returns a Set view of the keys contained in this map. put(key, value) Associates the specified value with the specified key in this map. remove(key) Removes the mapping for the specified key from this map if present. size() Returns the number of key-value mappings in this map. Examples call compilefinal preprocessFileLineNumbers "oo_hashmap.sqf"; private ["_map", "_size", "_i", "_key", "_value"]; _map = ["new", []] call OO_HASHMAP; _return = "isEmpty" call _map; diag_log format["isempty %1", _return]; ["put", ["toto", [3,7]]] call _map; ["put", ["tata", "turlututu"]] call _map; ["put", ["jp", "test du hashmap"]] call _map; _return = ["containsKey", "toto"] call _map; diag_log format["contains key toto %1", _return]; _return = ["containsValue", ["bullshit"]] call _map; diag_log format["contains value bullshit %1", _return]; _return = ["containsValue", [[3,7]]] call _map; diag_log format["contains value [3,7] %1", _return]; _return = "entrySet" call _map; diag_log format["entryset %1", _return]; _return = ["get", "toto"] call _map; diag_log format["get toto %1", _return]; _return = "isEmpty" call _map; diag_log format["isempty %1", _return]; _return = "keySet" call _map; diag_log format["keySet %1", _return]; _return = "size" call _map; diag_log format["Size %1", _return]; ["put", ["toto", [8,8]]] call _map; ["put", ["toto", [4,1]]] call _map; _return = "keySet" call _map; diag_log format["check for toto doublon, keySet %1", _return]; _return = ["get", "toto"] call _map; diag_log format["after toto setting, get toto %1", _return]; ["remove", "tata"] call _map; diag_log "remove tata"; _return = ["containsKey", "tata"] call _map; diag_log format["contains key tata %1", _return]; _return = "keySet" call _map; diag_log format["after tata remove, keySet %1", _return]; _return = "entrySet" call _map; diag_log format["after tata remove, entryset %1", _return]; "clear" call _map; _return = "size" call _map; diag_log format["Size %1 after clear", _return]; _return = "IsEmpty" call _map; diag_log format["isempty %1", _return];
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