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  1. Details: ************** Exception Text ************** System.IO.DirectoryNotFoundException: Could not find a part of the path 'G:\Steam gamos\steamapps\common\Arma 3 Tools\DSSignFile\SCP_EF.biprivatekey'. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileSystemEnumerableIterator`1.CommonInit() at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost) at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption) at LibCommon.Helpers.FileSystem.FileSys.GetMD5(String fileName, Boolean formatted) at DSUtils.FormCreateKey.createAuthority() at DSUtils.FormCreateKey.btnValidate_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) there is more to this debug window but that's system specs, i'm not sure if anyone needs them. I have tried: -Restarting PC -Restarting DSUtils -Allowing access to DSUtils folder location -Changing security to more open one -Cleaning %tmp% files -Running DSUtils.exe with administrator -Unmarking folder read-only -Creating key at different path -Fiddling with Windows Security and other antiviruses -Validating tools files -Reinstalling tools -Banging my head on the desk No one else seems to have this issue
  2. So I observed some rather frustrating behavior when it comes to configs and prefabs. I found myself assigning waypoint prefabs a lot, so I naturally created a config class for waypoints so I can reuse the same things across different systems. I also created a config which contains group prefabs for a specific faction. That way I can once again reuse certain things. Finally, I have created an encounter config where I can give a type, min/max groups to spawn, timers and such. So think of it as the following structure EncounterConfig { GroupsConfig WaypointsConfig }; This all works within the editor. I can both assign an existing config file, or manually assign values. The issue is, if I spawn a prefab with this EncounterConfig the sub-configs do NOT load at runtime. They're null. Doesn't matter if it's a file or manual assignment. As a workaround I tried having ResourceNames for the configs instead, so I could load them similarly to prefabs but I cannot for the life of me figure out how to load a config via ResourceName. Anyone got some pointers?
  3. I googled this for about 30 minutes and couldn't find a clean step-by-step answer to this. I think it might require CBA. Can anyone point me to a clean guide of how to define parameters that allow players to set mod options before running a mission? I was hoping it was like defining Params in a mission's description.ext, but in the config.cpp instead, but that did not work for me. SOLVED. I put this code in my mod's init.sqf to use CBA for setting mod options: // ********************************************************************** // Set global vars based on CBA parameters // ********************************************************************** missionNameSpace setVariable ["jboy_maxRevivesPerAI",99]; if (getLoadedModsInfo select {_x #1 find "@CBA_A3" >= 0} isNotEqualTo []) then { ["jboy_maxRevivesPerAI", "LIST", "Max Revives Per AI unit", "SOG AI", [[5,4,3,2,1,0], ["5", "4", "3", "2", "1", "0"]], 1] call cba_settings_fnc_init; }; Read the heading of the cba_settings_fnc_init function here to see how to define the parameters and sample calls: https://github.com/CBATeam/CBA_A3/blob/master/addons/settings/fnc_init.sqf
  4. I am not even sure what to call them, https://imgur.com/a/tBcXlzI So I want these markers to be hidden in game, how do I proceed to make it work. I am very new to arma 3 editor and bad with scrips, please ad instructions. (i have google this issue but did not find what i was looking for.) Special thanks to Larrow. Solved step 1: create a init.sqf file Step 2: copy this script and past it in the init file step 3: result
  5. There's a stackoverflow post with this same question if you want better readability, here https://stackoverflow.com/questions/74280551/error-on-activation-select-type-nothing-expected-array-string-config-entry But anyway, whenever I try to run this code from a trigger private _all_freedom_units = ["B_FRD_Freedomer_Patrolman_01","B_FRD_Freedomer_Sniper_01", "B_FRD_Freedomer_Exo_1", "B_FRD_Freedomer_Warrior_01", "B_FRD_Freedomer_SEVA_01", "B_FRD_Freedomer_Gaurdian_01", "B_FRD_Freedomer_Seva_II_01"]; private _final_pos = [0,0,0]; private _position_player = [0, 0, 0]; _direction = getDir player; if (_direction > 0 and _direction < 90) then {cardinal_direction = "North";}; if (_direction > 90 and _direction < 180) then {cardinal_direction = "South";}; if (_direction > 180 and _direction < 250) then{cardinal_direction = "South";}; if (_direction > 250 and _direction < 359) then{cardinal_direction = "North";}; _position_player = getPos player; _position_player_x = _position_player select 0; _position_player_y = _position_player select 1; if (cardinal_direction == "North") then{ _random_x = [250, 500] call BIS_fnc_randomInt; _random_y = [250, 500] call BIS_fnc_randomInt; _final_pos set [0 , _position_player_x + 200 + _random_x]; _final_pos set [1 , _position_player_y + 200 + _random_y]; }; if (cardinal_direction == "South") then{ _random_x = [-250, -500] call BIS_fnc_randomInt; _random_y = [-250, -500] call BIS_fnc_randomInt; _final_pos set [0 , _position_player_x + _random_x]; _final_pos set [1 , _position_player_y + _random_y]; }; _position = _final_pos; _group_freedom_patrol = createGroup [west, true]; hint str _final_pos select 0; _random_number = floor random 5; The trigger throws an error: On Activation: Select: Type Nothing, expected Array,String,Config entry and I suspect the affected code piece is _position_player = getPos player; _position_player_x = _position_player select 0; _position_player_y = _position_player select 1; since it says select in the error, but I don't know. Any help is good, thank you!
  6. I was messing around with the editor when I found something in the campaign that i wanted in my world. If you go to the map in the campaign an click on one of the group symbols (maybe a squad or platoon), you go to another page with more information about: chain of command, who is the commander (name) and how many regiments/companys/platoons are there. Is this possible to recreate in the editor? I couldn't find a picture of the command structure, hope you guys know what i mean.
  7. 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?
  8. I have a strange problem where AI in player squad won't follow player (who is leader) when player selects ALL - Return To Formation. The AI won't move. But the AI will obey a Move to cursor position command or any other command. The AI is playable. And if I switch to that AI make the AI I switched into leader, then the other AI (formerly player) will follow me perfectly. If I switch back into original player unit, I have the same problem again. I have tried all of the following to force the unit recognize player as leader: (units group player) dofollow leader group player; bob doFollow player; (group player) selectLeader player; [bob] join grpNull; [bob] join group player; None of the above make the AI unit bob respond to the "All - Return to Formation" command. He will not follow the player, but obey all other commands. I also checked that leader and formationLeader for Bob, and both show player as leader. What the hell? I'm working on some AI related scripts, where player can switch among units in squad, and is always set to Leader when switched into new unit. Player can also be revived from unconscious state, and will then be set to leader again. Somehow the subordinate AI gets confused. Any ideas?
  9. When player commands AI units by selecting units, the action menu pops up. Action menu goes away after action selected or all units de-selected. I am using a wheel menu to command units that does the following: _units = groupSelectedUnits player; if (count _units == 0) then { { player groupSelectUnit [_x, true];} forEach units group player; _units = groupSelectedUnits player; }; private _destination = screenToWorld [.5,.5]; _units commandMove _destination; ....Do other top-secret cool johnnyboy stuff here... { player groupSelectUnit [_x, false];} forEach units group player; // hides move to cursor on players screen The last line deselects all the units, so the cursor target is no longer displayed on screen, but the action menu is still displayed even though no units are currently selected. Is there a command to hide the action menu? Its annoying that player has to right-click to hide action menu after using my wheel menu choice.
  10. I am re-using vanilla ARMA voice commands that are language specific. I would also like to look up and display language-specific text for these commands based on vanilla string tables. Example of voice commands I would like to look up the string table value are: a3\dubbing_radio_f\data\eng\male02eng\radioprotocoleng\normal\100_commands\staylow.ogg a3\dubbing_radio_f\data\eng\male01eng\radioprotocoleng\stealth\100_commands\goprone_1.ogg a3\dubbing_radio_f\data\eng\male01eng\radioprotocoleng\stealth\100_commands\goprone_2.ogg a3\dubbing_radio_f_exp\data\fre\male03fre\radioprotocolfre\stealth\100_commands\onyourfeet.ogg In the wiki for getTextRaw they show this code for getting string table value and localizing it for a vehicle name: _text = getTextRaw (configFile >> "CfgVehicles" >> "Thing" >> "displayName"); // "$STR_ACTION_GETIN_DRIVER" _key = _text select [1]; // "STR_ACTION_GETIN_DRIVER" _localized = localize _key; // "Get in %1 as Driver" _localized == getText (configFile >> "CfgVehicles" >> "Thing" >> "displayName"); // true How do I look up string table values for voice commands? I looked in the config viewer for the Man object and did not see anything useful. Edit: It might be as simple as figuring out a prefix like "ACTION" or "Q" below, which works for these two words: localize "STR_ACTION_DROP_WEAPON"; // returns "Drop %1" localize "STR_Q_NORTH"; // returns "North" As a wild-assed guess, I tried STR_ACTION_STAYLOW, STR_COMMAND_STAYLOW, and STR_Q_STAYLOW and all return an empty string.
  11. Good day all, I've recently had an interest in sound modding for Arma 3, though after looking through a few examples and giving it my best go for a few hours I've decided that I am in a bit over my head and could use some community help. My knowledge base of Arma's coding language is beginner level at best so please assume that I have no idea what you're talking about before you start throwing pseudo code at me. What I'm trying to accomplish: I wanted to start out easy and make a simple mod that replaces the AR15 reloading sounds for RHSUSAF, as well as have the ability to expand on this concept as I learn. What I have so far: 1x Addon with the following contents: - Addons folder - MyMod.PBO - bin file (config) - Sound Folder config code: class CfgPatches { class New_RHS_Reloads { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "rhsusf_weapons" }; version="1"; projectName="New_RHS_Reloads"; author="Drummershocked"; }; }; class CfgAddons { class PreloadAddons { class CONFIG_SOUNDS_CLASS { list[]= { "New_RHS_Reloads" }; }; }; }; class CfgWeapons { class Rifle_Base_F; // External class reference class rhs_weap_m4_Base: Rifle_Base_F { reloadMagazineSound[]= "\Sounds\Reloads\M4_reload.ogg", 1, 1, 15 }; Issues that I'm having: I'm not gonna lie folks... It straight up doesn't work, game doesn't throw me any errors and my sound doesn't play when reloading any of the RHS AR15 type weapons. If there is some sort of in-game debug console I'm not sure how to access it either. What I am asking for: Any sort of guidance is welcome. Thank you all in advance!
  12. Hello again my question is the following how can i retrieve or attribute an index to a "firedNear" EH an most of all how does the removeEventHandler work? how do i can remove the EH if my anim reach 0 value in this case? Here is the EH script (i can provide More if needed): The problem is i can't figure how to remove the EH when the anim reach back 0 value wich mean is hided and add it back when the anim reach back 1 value wich mean is visible...
  13. Hello everyone I will try to keep this short and simple. I'm trying to learn Arma modding and have been following tutorials and using the Arma 3 Samples as a reference. My tank is coming along nicely but I have gotten stuck on Crew positions and more specifically how to make the Gunner and Commander rotate together with the Main turret of the tank. I can for the life of me not figure out what makes this tick. I know that the actual crew positions are proxies, in my case "@@armaproxy" and "@@armaproxy.002" which is the Driver and Gunner respectively (my commander can't turn out). I assume that I'm missing something in my Skeletons or Animations that binds the thing that I can't figure out to the rotation of the turret. I know the positioning is off, but note that the gunner is facing forward when turned out and continues to do so even after the turret is turned. Any assistance is appreciated!
  14. Hello armaverse , i have trouble to script (based on fired near EH) animation on my model ; My trouble is the following ; i'm doing a boomerang system and i'm able to detect shooter relative position and to exit the EH script if the shooter is the gunner of the vehicle but my problem is it doesn't animate my 3d model as expected... Here is the script: /* Ewk_Boomerang_Eh.sqf Author(s): MrEwok Description: This Apply FiredNearEH for Boomerang detection. Note : None. FilePath: \EWK_Boomerang_System\Scripts\Ewk_Boomerang_Eh.sqf */ ///////////////////////////////////////////For Boomerang System/////////////////////////////////////// /* this addEventHandler ["FiredNear", { params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode" , "_ammo", "_gunner"]; }]; */ DetectMain = false; publicVariable "DetectMain"; Detect1 = false; publicVariable "Detect1"; Detect2 = false; publicVariable "Detect2"; Detect3 = false; publicVariable "Detect3"; Detect4 = false; publicVariable "Detect4"; Detect5 = false; publicVariable "Detect5"; Detect6 = false; publicVariable "Detect6"; Detect7 = false; publicVariable "Detect7"; Detect8 = false; publicVariable "Detect8"; Detect9 = false; publicVariable "Detect9"; Detect10 = false; publicVariable "Detect10"; Detect11 = false; publicVariable "Detect11"; Detect12 = false; publicVariable "Detect12"; vclBoomerang = _this select 0; publicVariable "vclBoomerang"; while {vclBoomerang animationphase "SYS_boomerang" >= 0.5} do { DetectMain = true; if (vclBoomerang animationphase "SYS_boomerang" <= 0.5) exitWith {vclBoomerang execVM "\EWK_Boomerang_System\Scripts\Ewk_Boomerang_Loop.sqf";}; }; if (DetectMain) then { vclBoomerang addEventHandler ["FiredNear", { _this spawn { params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode" , "_ammo", "_gunner"]; if (_unit == _firer) exitWith { hintSilent ""; }; hintSilent ""; if (_distance < 100) then { { _relDir = _unit getRelDir _firer; if (_relDir > (_x select 0) && _relDir < (_x select 1)) then { XGvar = _x; publicVariable "XGvar"; sleep 0.5; //systemChat format["Shooter is at %1 from the Vehicle",(_x select 2)]; DetectMain = true; publicVariable "DetectMain"; _case = {}; if ((_x select 2) isEqualTo "12 oclock") then {_case = 1}; if ((_x select 2) isEqualTo "1 oclock") then {_case = 2}; if ((_x select 2) isEqualTo "2 oclock") then {_case = 3}; if ((_x select 2) isEqualTo "3 oclock") then {_case = 4}; if ((_x select 2) isEqualTo "4 oclock") then {_case = 5}; if ((_x select 2) isEqualTo "5 oclock") then {_case = 6}; if ((_x select 2) isEqualTo "6 oclock") then {_case = 7}; if ((_x select 2) isEqualTo "7 oclock") then {_case = 8}; if ((_x select 2) isEqualTo "8 oclock") then {_case = 9}; if ((_x select 2) isEqualTo "9 oclock") then {_case = 10}; if ((_x select 2) isEqualTo "10 oclock") then {_case = 11}; if ((_x select 2) isEqualTo "11 oclock") then {_case = 12}; ///////////// Those are parsed as they display variable and the value is true wich mean they are changed ///////////// switch (_case) do { case 1: { Detect1 = true; publicVariable "Detect1"; //systemChat "Detect1"; //systemChat str Detect1; }; case 2: { Detect2 = true; publicVariable "Detect2"; //systemChat "Detect2"; //systemChat str Detect2; }; case 3: { Detect3 = true; publicVariable "Detect3"; //systemChat "Detect3"; //systemChat str Detect3; }; case 4: { Detect4 = true; publicVariable "Detect4"; //systemChat "Detect4"; //systemChat str Detect4; }; case 5: { Detect5 = true; publicVariable "Detect5"; //systemChat "Detect5"; //systemChat str Detect5; }; case 6: { Detect6 = true; publicVariable "Detect6"; //systemChat "Detect6"; //systemChat str Detect6; }; case 7: { Detect7 = true; publicVariable "Detect7"; //systemChat "Detect7"; //systemChat str Detect7; }; case 8: { Detect8 = true; publicVariable "Detect8"; //systemChat "Detect8"; //systemChat str Detect8; }; case 9: { Detect9 = true; publicVariable "Detect9"; //systemChat "Detect9"; //systemChat str Detect9; }; case 10: { Detect10 = true; publicVariable "Detect10"; //systemChat "Detect10"; //systemChat str Detect10; }; case 11: { Detect11 = true; publicVariable "Detect11"; //systemChat "Detect11"; //systemChat str Detect11; }; case 12: { Detect12 = true; publicVariable "Detect12"; //systemChat "Detect12"; //systemChat str Detect12; }; }; /* if ((_x select 2) isEqualTo "12 oclock") then {vclBoomerang animate ["Led12_Hide", 1]; Sleep 1; vclBoomerang animate ["Led12_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "1 oclock") then {vclBoomerang animate ["Led1_Hide", 1]; Sleep 1; vclBoomerang animate ["Led1_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "2 oclock") then {vclBoomerang animate ["Led2_Hide", 1]; Sleep 1; vclBoomerang animate ["Led2_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "3 oclock") then {vclBoomerang animate ["Led3_Hide", 1]; Sleep 1; vclBoomerang animate ["Led3_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "4 oclock") then {vclBoomerang animate ["Led4_Hide", 1]; Sleep 1; vclBoomerang animate ["Led4_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "5 oclock") then {vclBoomerang animate ["Led5_Hide", 1]; Sleep 1; vclBoomerang animate ["Led5_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "6 oclock") then {vclBoomerang animate ["Led6_Hide", 1]; Sleep 1; vclBoomerang animate ["Led6_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "7 oclock") then {vclBoomerang animate ["Led7_Hide", 1]; Sleep 1; vclBoomerang animate ["Led7_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "8 oclock") then {vclBoomerang animate ["Led8_Hide", 1]; Sleep 1; vclBoomerang animate ["Led8_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "9 oclock") then {vclBoomerang animate ["Led9_Hide", 1]; Sleep 1; vclBoomerang animate ["Led9_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "10 oclock") then {vclBoomerang animate ["Led10_Hide", 1]; Sleep 1; vclBoomerang animate ["Led10_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "11 oclock") then {vclBoomerang animate ["Led11_Hide", 1]; Sleep 1; vclBoomerang animate ["Led11_Hide", 0];systemChat str (_x select 2);}; */ systemChat str _relDir; //_Select2 = _x select 2; //systemChat str (_x select 2); }; } forEach [ [0, 15, "12 oclock"], [15, 45, "1 oclock"], [45, 75, "2 oclock"], [75, 105, "3 oclock"], [105, 135, "4 oclock"], [135, 165, "5 oclock"], [165, 195, "6 oclock"], [195, 225, "7 oclock"], [225, 255, "8 oclock"], [255, 285, "9 oclock"], [285, 315, "10 oclock"], [315, 345, "11 oclock"], [345, 360, "12 oclock"] ]; }; }; }]; }; //////////////////////////////////////I've Added this to see if it could animate in another loop than the EH one but still doesn't work/////////////////////////////////////////////////// // It detect and display the select2 (wich is the 1 oclock 2 oclock etc....)// while {DetectMain} do { //animateSource ["Led1_Hide", 1, true];Sleep 0.5; vclBoomerang animateSource ["Led1_Hide", 0];systemChat str (_x select 2);}; if (Detect1) then {vclBoomerang animateSource ["Led1_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led1_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect2) then {vclBoomerang animateSource ["Led2_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led2_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect3) then {vclBoomerang animateSource ["Led3_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led3_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect4) then {vclBoomerang animateSource ["Led4_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led4_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect5) then {vclBoomerang animateSource ["Led5_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led5_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect6) then {vclBoomerang animateSource ["Led6_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led6_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect7) then {vclBoomerang animateSource ["Led7_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led7_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect8) then {vclBoomerang animateSource ["Led8_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led8_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect9) then {vclBoomerang animateSource ["Led9_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led9_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect10) then {vclBoomerang animateSource ["Led10_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led10_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect11) then {vclBoomerang animateSource ["Led11_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led11_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect12) then {vclBoomerang animateSource ["Led12_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led12_Hide", 0, true];systemChat str (XGvar select 2);}; }; I can Provide more infos if needed ( config ,model.cfg basic model to animate (to reproduce problem) etc...) I've tried to reduce animPeriod an tried to use animateSource as Biki says it's can be immediate and i was thinking problem was the speed of the EH/Animation, but doesn't seems to be it. Maybe i could add an ID to the EH but don't really know where to begin and if it can do the trick... Cheers. MrEwok.
  15. Hello everyone I have done a few smaller mods (mainly retextures) and am looking to get into bringing my own vehicle into the game. Things have been going well so far looking at tutorials and reading up on materials that people have shared in that regard. But I have one thing that i currently can't wrap my head around and could use some advice on. I can't quite figure out where or how the points for entering a certain seat in a vehicle is defined? I am using the Test Tank that is provided in the Arma 3 Samples and the different seats/positions work just fine, but I cannot from let's say the gunner seat switch to the driver. My problem is with the driver seat specifically, if i spawn in it everything is fine, but if i leave the vehicle I can't seem to be able to get back into it. I assume that the positions for entering and exiting certain seats are defined by memory points in the vehicle model. But I'm a little bit unsure what to look for. Anyways, for those curious I have chosen a T-90A model that was free as a sort of first project to see if i could get things working. It drives, it shoots, the turret rotates etc ­čÖé so im pretty happy so far. (Obviously no textures yet) I also have a short clip here: https://i.imgur.com/kEfYGRt.mp4 Anyways, all help is greatly appreciated even if you can simply point me in the right direction. I don't mind reading through guides or tutorials, I just can't seem to find one that explains what i'm looking for.
  16. Hi all. Could you help me with the right format for finding UXO's near the player?? i like to find these in a 10m radius of the player: uxoType = ["rhsusf_uxo_blu97","BombCluster_03_UXO1_F","BombCluster_02_UXO1_F","BombCluster_01_UXO1_F","BombCluster_03_UXO4_F", "BombCluster_02_UXO4_F","BombCluster_01_UXO4_F","BombCluster_03_UXO2_F","BombCluster_02_UXO2_F","BombCluster_01_UXO2_F", "BombCluster_03_UXO3_F","BombCluster_02_UXO3_F","BombCluster_01_UXO3_F","rhs_uxo_ao1_1","rhs_uxo_ao1_2", "rhs_uxo_ao1_3","rhs_uxo_ptab1m_1","rhs_uxo_ptab1m_2","rhs_uxo_ptab1m_3","rhs_uxo_ptab25ko_1","rhs_uxo_ptab25ko_2", "rhs_uxo_ptab25ko_3","rhs_uxo_ptab25m_1","rhs_uxo_ptab25m_2","rhs_uxo_ptab25m_3" ]; I have tryed: Nuxos = position player nearObjects [uxoType,10]; ->> no luck nObject = position player nearObjects [(iskindOf uxoType),500]; ->> no luck nObject = getPos player nearestObject uxoType; ->> no luck and a bunch of other combos, but I'm not sure of the format. i also noticed that there are other names for the objects like: "rhs_uxo_ptab25m_2" ->> "rhs_ammo_uxo_ptab25m_2" and "rhs_uxo_ao1_2" ->> "rhs_ammo_uxo_ao1_2" if I use this in Debug Console I see them and myself nObject = player nearObjects 10; hint str nObject; please help. thx.
  17. Hi guys, I need a little script that makes hat or helmet fly off when unit shot in head. I know I saw a video of this once, so somebody has scripted it. But I just did a search and can't find anything. I can write one, but if one exists already that will save me an hour or so (and I'm putting all my time into polishing up new Razing Cane mission).
  18. Hi! I have custom HUD, whose resource is placed in RscTitles class in description.ext. The problem is that the HUD is continues displaying when, for example, pause menu is open, but unit info, stance indicator, GPS, etc. isn't. Is there a way to implement the same logic? The easiest way I think is to add checking for existence of pause menu display. But it's not elegant way, because my HUD is displaying when Splendid Camera is launched too, so I also need to check for existence of the Camera display too.
  19. I have a related but not exact topic going on in scripting but this may be better suited here. While using "hiddenSelectionsMaterials" instead of assigning the rvmat inside the model, the textures referenced in the rvmat don't load. The rvmat is loaded as I can get visible changes in specularity by adjusting those values but the _NOHQ, _SMDI, and _AS textures don't load. They work fine when the rvmat is assigned in the model. Is there something that needs to be done in the model or its model.cfg itself for these textures to load externally?
  20. I've seen a few topics regarding this but none of them solve the issue so I'm starting from scratch. I'm attempting to use hidden selections to assign textures and rvmat's to several models. The textures assign as they should but the rvmat files do not. I've confirmed that the rvmat's work by assigning them within the p3d. I've combed through dozens of BI and 3rd party mods to see how they use "hiddenSelectionsMaterials[]=" but see no difference in how I'm doing it. A test item looks like this: model.cfg: config.bin rvmat: The p3d has a camo selection on a single res LOD. Download p3d HERE Object when using hidden selections: With texture and rvmat assigned in p3d: Is there something in the model.cfg file that needs to be added for the material selection?
  21. 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
  22. I've created a Prairie Fire mission in Editor an placed the Radio Support module. All units in player group are playable. When I run the mission, the Radio Support action is available to player and works perfectly. When player killed, I team switch or group respawn into next playable unit. The Radio Support action is now no longer available to player. How do make the Radio Support module available to player if he team switches or group respawns into a different playable unit?"
  23. Hey guys, Im trying to create my very first little addon. It just should execute a function on mission start. If I load the mod with arma then I get the error: .rpt config.cpp
  24. NOTE: This is for the STEAM EDITION. After playing Arma 3 for a while (quite long), i wanted to go back to Arma 2 and also I44 for a while, but I was having problems getting the DLCs to show properly, and a few error messages to go away. After trial and error, I manage to find the problems. Problem that I got and was solved(Can't remembered the exact message but the gist of it): Application Load error 5:00000065434 (If I remembered the error properly) MISSING STRING!!! Application/Game cannot be found. You installed the DLC, but it shows the LITE version of the DLC in your expansions menu. (This is actually due to though you installed the game in Steam, the content itself has not been integrated in Arma 2 directory which is why you need to run the DLC itself from Steam) Here Goes: 01. Install Arma 2 02. Run Game 03. Install Arma 2 Operation Arrowhead 04. Run Arma 2 Operation Arrowhead 05. Army of Czech Republic should start installing to A2OA. 06. Install Arma 2 British Armed Forces 07. Run Arma 2 British Armed Forces 08. British Armed Forces should start installing to A2OA. 09. Run Arma 2 Private Military Company 10. Private Military Company should start installing to A2OA. 11. Game should run with all DLCs properly. (Sequence of DLCs no longer matters after OA installation; Just make sure that you run the DLC from Steam first before running with other lanuchers or even OA itself. That means running the game British Armed Forces on Steam and not the Arma 2 or Arma 2 OA from Steam, for e.g.) For me, I use withSix to run my mods after that. Running the game first is just a way to initialize the running of some of the required installations. Hope this is useful to anyone having any problems on Arma 2 Steam. PS: If you manage to solve your problem from my instructions, do drop a reply so I can see that this topic is being useful. Thanks! :D
  25. My giants can destroy buildings by pounding on them with a big club. I'd like to calculate how many strikes it takes to destroy a building, i.e., a tent should be one, a tin shack should be 2 or 3, a wood house maybe 10, and large buildings more (or maybe giant decides they are too big and strong so he will not attack it). I'm looking for a building config property that I can use to drive my logic, and don't see what I need. Anybody know? Its not the "Damage" property...as this command... configProperties [configFile >> "CfgVehicles" >> ("Land_House_Small_03_F") >> "Damage"]; ... returns this (which is useless for my purpose): [bin\config.bin/CfgVehicles/Land_House_Small_03_F/Damage/tex,bin\config.bin/CfgVehicles/Land_House_Small_03_F/Damage/mat]