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Found 4 results

  1. Nadjet BENSAIDANE

    VBS3 AAR Recording in RTE

    Hello, so i'm using VBS3 and i want to record an AAR, but when i'm in the RTE mode i dont have the timer with grey circle button, after adding a unit in my envirement in the OME editor, i clicked on H and then I to be in the RTE editor, should do smthn else? thanks
  2. Hi All. I´m looking for something similar I had in Arma2, not sure but probably BI3DE. I could create a Scene/Composition with Units, Waypoints, markers, triggers and Objects (and also with it´s init fields working) and then just save it to an sqf for spawn the hole thing in a mission. For now, I searched "MMC 4", "Composition Tool", "DynO A3", "E3DEN" and others besides existing BI functions like in this posts (https://forums.bistudio.com/topic/123960-how-do-i-precisely-place-local-objects-consistently/#post2096215 and https://forums.bistudio.com/topic/163625-dynamic-object-compositions-doc/#post2641626 and others). I was able to make object compositions only, no characters(units), no markers, and no others I mentioned before. The idea is, for example, make a building breach mission, with hostage rescue scene loading in randomic positions but with total control of the composition. The elements involed directly into this part of the action, hostage, guard1, quard2, triggers that setcaptive false to the hostage, objects that compose the scene (chair, tools for torture, light, captive acomodation) will be placed in the 3d editor and save to a sqf file. After that I can just move the hole composition to another "room" or building and just do minor edition or tweaks and saving each one as a different sqf file wich I´ll call randomly at mission start. Pls help! I think that this concept can be very usefull because opens lots of possibilities. I play Arma since OFP and maybe waste more time in the editor rather then playing but besides knowing how stuff works, I´m still suck at coding (well). What makes me mad is that I was able to make it before, but the changes that come with the new versions (a3) makes me start from zero. Pls, Pls, PLS help! I promise that I´ll post a concept mission if I can do it! Thanks in advance, bye OBs1 - How I was calling the composition scripts Randomly OBs2 - How was the sqf of one of the compositions (Insurg_Pos_1_b2_iso.sqf)
  3. Download Basing on RTE V3, inspired by Low Flys 3D-Editor. ew7u0bxQvzY Sample images using RTE: New features in RTEV: gSCRhSOK3-0 Videos about the RTE: Tutorial: Behaviour Used scripts: UNN_WideScreenDetect KRON_Strings SPON_LOS Set pitch / bank functions by General Barron Manual: (for revision 4.3) http://rte.jonasscholz.de/manual Download Required addons: Extended Eventhandler >= 1.9 Optional addons: ArmALib Thanks to: All creators of RTE V3, FABfm, HulkingUnicorn, kju, loki, Matt Rochelle, Old Bear, savedbygrace, Sickboy, Spooner, trooper_ryan, wipman Changelog: Version 5: Added synchronisation of waypoints and trigger Added 3D objects for waypoints, trigger and marker Used keys can get modified within the RTE* Project administration to save current projects* Added Bank & Pitch-Dialog Added gear dialogue to edit cargo of objects and gear of units * requires ArmALib or RTE Capture Revision 3: Added map Added trigger Added waypoints Added marker Added ability to merge exported objects with mission.sqm Added first person camera Revision 2: Readded ability to place units. Added ability to place groups Objects can get selected by single click Reworked GUI Reworked export Added debug console Revision 1: Added ability to rotate objects Added ability to change height of objects It's possibly to export and save objects Removed ability to place units because of incompatibility in export Download
  4. When you create a single AI in the editor, does it create a group for it? When you create a squad of AI in the editor is it considered 1 group or a group for each AI in the squad? Reason why I ask is because I created a mission that would only spawn the 140 or so solo( no squad ) AI I created in the editor. AI I spawned via script wouldn't spawn.
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