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Hello at all who will read this at first, I am currently working on something called DCFDB a Dynamic campaign Framework for Arma 3. To keep things clear i will write some things about it. First of all there is no released Version right now so it is not avialble yet. The Target of it is to have a Dynamic Zeus Campaign with a saving function and other little extras for administrating the campaign. To achive this i am writting an Database in combination with extDB3. This Database should store the most if not all placable and doable things aswell as states. I started at some point to play Milsim Missions with Zeus and thought that it is somewhat sad that there is nothing really to safe the progress. Better said i am targeting a normal Arma 3 campaign as Zeus Campaign with the use of the Creativity from Community of Arma 3. Well with that said now i get to my problem: I am working right now to make it possible to use the Editor for the campaign that you aren't Limited to only Zeus. So i wanted to use the ID of the Mission.sqm to check if it is a Editor Object and later maybe call it by that or assign paralell a Id from the Database. The id of Item 59 ("I_Truck_02_box_F") would be the 409. Right now with the Knowledge i have i can get this variable by using: https://community.bistudio.com/wiki/get3DENEntityID But this is limited to the Eden Editor right now. I ask myself is there a way to get this exact Value in the mission while the Object "I_Truck_02_box_F" is selected with as an example: cursorobject. I already thought of another sollution of this by first calling all placed objects and extracting the ID in the middle of following: 13b57c080# 1675124: truck_02_box_f.p3d by using _editorID = str _vehicle splitstring ": " select 1; this gives me the 1675124 of the whole thing. I thought this number would be my solution but then i got informed that those numbers can change because of terrain modification like one tree more or less. So i can't use that. Now is the Question is there any other solution to get this ID or something which is also unique and won't change? Just as information NetID changes. Another thing i tried is to include the MissionSQM in the description.ext and work the parts out: class MissionSQM { #include "mission.sqm" }; and call it through: getNumber (missionConfigFile >> "MissionSQM" >> "version"); [this is not the path just as information this is just an example] but there is another problem i can't order the ITEM Class to the object if there is variable itself which it does not need everytime. class Attributes { name="beta_4"; } Without the name Attribut i can't order it corectly to the unit. Position is a bad option since those can change. The funny thing is i can call the object mentioned before with this script so this is why i tried the splitstring Part: [0,0,0] nearestObject 1675124; So i am with my knowledge at the End and wanted to ask if someone knows a command for declaring an unique ID which won't change and are passed on from the Editor. I searched the Internet up and down asked question in the Arma 3 scripting Discord channel. I think also you were able once to read out the 1675124 id with a command but this was discontinued due to the terrain change problems. Now the editor objects get their own ids which was once wanted but this can't be used in the Mission. I am at the point where i don't know what to do now. Maybe some of you has some answers. Would be glad.
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Zeus preset vehicle respawn issue.
smashballs posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am having a bit of an issue with something I tried to do extensive research on. I am trying to make some preset vehicles that the Zeus can edit, start out with being able to respawn on position. When I use a Vehicle Respawn module placed in the editor, and sync that module to an Add Editable Objects module for Zeus, the vehicles aren't editable even if the vehicles themselves were added to the Add Editable Objects module. Only if I remove the Vehicle Respawn module, and keep the vehicles synced to the Add Editable Objects can the Zeus edit the vehicles. I need some alternatives to fix it, if you can help me find a way to make any of my ideas work, I would most appreciate it! Try to make it so any vehicles spawned by the Vehicle Respawn module will be added for the Zeus to edit. Make it so if the Zeus deletes the Vehicle Respawn module, have all the vehicles associated with it delete. A script/initialize string that will enable/set the respawn option for vehicles to the On current position for the Zeus. So that way the game starts with the vehicles being able to respawn on position. Have the vehicles use a respawn script that doesn't require the respawn module. I would appreciate anyone who could help me out! -
The legendary Defective Killing Machines team returns from a 14 year hiatus to bring you it's latest pioneering efforts. First up is the most reliable Soviet tank ever built until we got our hands on it!!! The T-55 Features: - Extended damage modelling; - Reworked suspension system; - Functional transmission gear box; - Random mechanical failure and operator error events; - Realistic engagement ranges beyond view distance; - Complex troubleshooting procedures involving dozens of key-combos each; - Manual not included. Future releases: - F104 "Starfighter" and "F7U Cutlass", flight characteristics and engine performance true to the originals; - Toyota Hilux, re-release of the original, no work required to bring it up to our standards. Connoisseurs of unique functionality will know what that means; - NCAP module, checks every addon vehicle and rejects all of them for not complying with EU seat belt requirements. The Team: - DKM-Rastavovichulitanian - DKM-Barnage - DKM-KittyKat - Capt. 0b-V-ous - JdB "There may not be an "I" in "Team", but I am the only one in the Team." Mirror by OFPr.info: ftp://ftp.ofpr.info/ofpd/unofaddons3/DKM_T55.7z Version history: 01-01-2017 04:30AM 0.80% - Spoof of concept 29-02-2017 - Infernal beta 0.2 01-03-2017 - Internal beta 0.2 with added no-liability clause 01-04-2017 - Release 1.0417 "Live like you'll die tomorrow, dream like you'll live forever."
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New Mission Featuring a Unique AI System - Last Stand Kavala
Donald Flatulence posted a topic in ARMA 3 - USER MISSIONS
Hi all, We recently released a new mission - Last Stand: Kavala Features: /Squad Leader has full access to the Zeus interface (Press Y in game) //Revive system and dynamic respawn points //Virtual arsenals at all key locations - including a controllable UGV //Unique AI system - fast paced relentless combat like never before //A selection of the best music from Arma 3's soundtrack //A hidden Easter egg in Castle Kastro that really blows... We would love to see more people give it a try, if you want to join the 1000+ people that already have check it out via the link below: http://steamcommunity.com/sharedfiles/filedetails/?id=603109334 (Please leave a rating on the workshop for us!) Or https://onedrive.live.com/redir?resid=4ED2B8655B077EDB!568618&authkey=!AA7pOOfZXgn4gjA&ithint=file%2cpbo Feel free to leave feedback for us on the workshop or post something here - we read every comment we get, so you won't be ignored.