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Showing results for tags 'work'.
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So after many years away from Arma I have decided to take up modding again, and as a refresher project I have decided to make a US Embassy Building and the surrounding compound. This isn't based on any specific embassy and has to be kept within a scale of what will run well in arma - so is quite small by real world standards (though i guess kinda big by arma standards) but i'm hoping it would fit against many backdrops and offer somne opportunity for interesting scenarios Currently the main building is in game and some basic features have been implemented, but there is still much detail, features and fixes to complete - here are some screenshots and video though 🙂 Current model in game and some features: Still work to be done 😄
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Work the NATO "Leitkreuz" or "rear convoy guidance cross" ?
maxl30 posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Work the NATO "Leitkreuz" (german) or "rear convoy guidance cross" in arma ? You can find it on Strider, Kuma, Nyx, Gorgon and CSATs Marid (i think because the real counterpart is builded in turkey). https://www.quora.com/What-are-those-plates-with-white-crosses-on-the-back-of-modern-German-Army-tanks-and-vehicles https://www.google.com/search?client=firefox-b&biw=1920&bih=944&tbm=isch&sa=1&ei=9VSkW-CKEMqykwX6xo7gCg&q=leitkreuz&oq=leitkreuz&gs_l=img.3..0l2j0i24k1.22251.22251.0.22857.1.1.0.0.0.0.66.66.1.1.0....0...1c.1.64.img..0.1.66....0.LqgyxRnN6wo#imgrc=_ -
Scripts work in SP testing but not in MP testing
barto300 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So i've been quite busy with a Zeus mission and already have multiple pieces of code inside of it. These pieces of code are all taken from submissions either on the forums or armaholic. I have no clue what it all means. When I test my mission in Singleplayer all the code runs fine and everything does what it's supposed to do. But whenever I try to test it in Multiplayer some of the stuff stops working. I'll just note the scripts that i'm using here: Enigma Civilians: Works Player keeps loadout on respawn: Works Show/hide certain markers to certain logged players: Semi works. Markers will hide but not re-appear. INCON Undercover: Does not work. Will only show a hint saying "Initializing Undercover" I've been working on fixing this for days but have not had a single succes. If anyone knows a solution or is willing to help would be awesome!- 22 replies
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- script
- singleplayer
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Hey, I'm the owner of a small malden life community and was wondering if an experienced/reputable dev would be willing to do some work on the mission file. Here is what needs doing: - Green zone weapons drop automatically when shot, needs to be not dropped when shot as it is used for duping - View distance only 800m even when settings are increased - make cops spawn with rtu uniform - cops on revive loose their uniform texture, needs fixing so they dont - after players died, they respawn with same ammo, needs fixing so all ammo is lost - lsd and uranium cant gather even with perk and needs fixing. Only 2 runs which require perk - add AMS and ARCO to rebel shop and donator shop - Make insurance on all vehicles free - make vehicles non-exploding - tempest device not auto-gathering, needs to be fixed - Decrease number of cops needed to rob gas station to 3 - Fix the auto restart maverick script to work - Remove speed cameras maverick script - make car tuning maverick script not avalable for cops to use - In-game market menu is not working in phone as civ: https://gyazo.com/360afb9e403b8c01f137459114d3ecdd - Cars spawn with a toolkit inside - add nightvision to rebel and donator shop - car menu dispaying fuel and speed broken: https://gyazo.com/a64526d8fef703b24e0be6eeeadbb328 - Unflip timer of a couple seconds rather than instant - make cso and pcso only access rangemaster belt as vests. - PC has access to all below + tactical vest - Chief Detective has access to all below + carrier lite - Superintendent has access to all below + V_PlateCarrierSpec_rgr (special carrier rig) - COM has access to H_PilotHelmetFighter_B (helmet) - Add compass to cop shop - need names of the .png/jpg used for medic hummingbird and orca Some things are easy and will take no time, some are difficult If you could, please post how much you could do the work for, what you can do (if you cant do all of it) and any reputation/experience you have Thanks
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Extra (Definition); A background actor or extra is a performer in a film, television show, stage, musical, opera or ballet production, who appears in a nonspeaking or nonsinging (silent) capacity, usually in the background (for example, in an audience or busy street scene). As an Extra, your job will be to carry out certain actions required by the director, so a specific scene can be shot. There will be room for improvisation/initiative PLEASE NOTE: - No Prior experience required Benefits: - Lots of Laughter, lots of fun - There is never a dull shooting scene - Naturally very social environment - Room for creativity - The chance to do something completely new and fresh - Theres no waiting, its all in the moment Looking for fun individuals, who are; - sociable - fun people, easy to work with - want to see themselves being extras in videos - be flexible for scene shots (which can be at anytime, but reasonable notice given in advance) - you do not need any previous experience being an extra, or acting whatsoever Future prospects; - There is the future prospect of earning money out of this being in more videos in future - possibility of learning a new career for yourself (which you can bring into real life) A shoot is not all day, its often short, but very fun, so if youre interested, please message me or add me. WIll tell you more about current project over message or teamspeak.
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MHQ script doesn't work
georgischer Maschinengewehr posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, in a mission I've made simple MHQ teleport. it works fine, but when I linked it to vehicle respawn module and the vehicle gets destroyed and spawns again, teleport script doesn't work anymore. from a flag I can teleport to the vehicle, but from the vehicle I can't teleport to the flag this addaction ["Move to Base1","Base1.sqf"];this setVariable ["btc_dont_delete",true] to be honest, I have no idea if it's even necessary to add - this setVariable ["btc_dont_delete",true] ( when I used vehicle respawn module and tried to kill the HQ, it didn't spawn again itself) there's 2 vehicle respawn module in the mission, first I used only one, I linked MHQ to the first module, there are other vehicles linked too, but MHQ script didn't work. then I've made another module Only for MHQ and worked, but as I've said, it didn't work after spawning after being destroyed . is it necessary to add vehicle respawn delay from Attributes - multiplayer - Vehicle respawn Delay (now it's 0. I didn't change anything) pls help -
Hello so the 163 patch for arma 2 OA breaks a lot of things on the missions and the TXT file only shows Fixes so i was wondering if there is a change log so we can start fixing ready for the update Thankyou
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First of all: don't link me to this tutorial. Been there, done that. Doesn't work and someone should tell the author that infos and screenies are outdated. Well, here we go then. What works? - P: drive is working - Object builder itself is working Problem starts when trying to preview in buldozer: - ObjectBuilder throws error: "External viewer: Attach failed, No viewer found." - Buldozer opens, model not showing, error: "Cannot load texture a3\data_f\halfa.paa." Please take note that the loaded model doesn't make use of the above mentioned texture, not on the model nor in the rvmat. What do i have on the P: drive: - bin.pbo de-pboed - core.pbo de-pboed - a3\data_f.pbo de-pboed - arma3.exe renamed to buldozer.exe - Physx3_x86.dll - Physx3Common_x86.dll - Physx3Cooking_x86.dll - Physx3Gpu_x86.dll - steam_api.dll - steam_appid.txt - steamclient.dll So, if someone has a idea what is wrong here, please let me know. Sidenote: I miss the good old days: downloaded installer, run it, works. *sigh* I hate it to get old.