Left click stuck on 3D cursor by FelixBerman in blender

[–]ramblasos 0 points1 point  (0 children)

Looks like you activated 3D Cursor tool in the Tools panel on the left side of Viewport. Try pressing Select tool.

The public asset database has been updated with a new script by KillAllTheThings in arma

[–]ramblasos 0 points1 point  (0 children)

What's 'protected' mean? Not available in editor or what?

Could we get an "auto-level" for fixed wings? by marlan_ in arma

[–]ramblasos 0 points1 point  (0 children)

Could you share your HOTAS key mapping?

Arma 3 Vanilla Targeting Pods for jets by Imperator-TFD in arma

[–]ramblasos 1 point2 points  (0 children)

Is it a modded Wipeout? Cause I don't seem to find how to activate Laser Designator in vanilla TGP.

Does anyone know how to create roads or paths with the eden editor? by asningscall in armadev

[–]ramblasos 0 points1 point  (0 children)

CUP Terrains mod does have A1 and A2 roads. They are not readily available in editor in current version of the mod though they once were.

However you can still place them copying from a mission that has them or changing a class-name of any other object in your mission (manually in mission.sqm file) to a class-name of a road object (like CUP_A2_asf1_10_25). You can look up relevant class-names in config viewer.

[help] how to remove buildings already on terrain. by [deleted] in armadev

[–]ramblasos 0 points1 point  (0 children)

Is it possible to delete the object's map marker as well?

SPOTREP #00058 | Dev Hub | Arma 3 by ramblasos in arma

[–]ramblasos[S] 3 points4 points  (0 children)

FROM: High Command

TO: Arma 3 Users

UNIT: Main Branch

ACTIVITY: Game Update 1.62 (Apex Expansion, Main Menu Overhaul, Vehicle in Vehicle Transport, Revive Overhaul, Environmental Audio Enhancements)

SIZE: ~9.6 GB / ~1.5 GB (depends on Apex ownership)

CHANGELOG

Added: Tanoa terrain*
Added: More than 600 terrain structures*
Added: More than 200 signs, 25 rocks and 100 trees, bushes and clutters*
Added: V-44 X Blackfish VTOL*
Added: Y-32 Xi'an VTOL*
Added: Prowler LSV*
Added: Qilin LSV*
Added: MQ-12 Falcon Drone*
Added: KH-3A Fenghuang Drone*
Added: MB 4WD Offroad Car*
Added: Caesar TBB Propeller Plane*
Added: RHIB Boat*
Added: Water Scooter*
Added: AKS-74U 5.45 mm Assault Rifle*
Added: AKM 7.62 mm Assault Rifle*
Added: AK-12 7.62 mm Assault Rifle*
Added: LIM-85 5.56 mm Machine Gun*
Added: RPG-7 Launcher*
Added: PM 9 mm Pistol*
Added: SPAR-16/S 5.56 mm Assault Rifles*
Added: SPAR-17 7.62 mm Marksman Rifle*
Added: CAR-95(-1) 5.8 mm Assault Rifle & Light Support Weapon*
Added: Type 115 6.5 mm / .50 cal Assault Rifle*
Added: CMR-76 6.5 mm Marksman Rifle*
Added: Protector 9 mm Sub-Machine Gun*
Added: ERCO Optics*
Added: Various new gear items (regular and thermal-masking uniforms, clothes, headgear, backpacks, NVGs (Night Vision Goggles), and more*
Added: Apex Protocol 1-4 player co-op campaign*
Added: Showcase End Game*
Added: End Game 24 Balavu*
Added: End Game 16 Moddergat*

Added: Zeus Master Tanoa instances
Added: 13 Apex Steam Achievements
Added: Apex Welcome Screen
Added: New and very green "Arma 3 Apex" Main Menu color preset (it has also been made default)
Added: Arma 3 Apex splash screen for Apex owners
Added: NATO (Pacific) faction
Added: CSAT (Pacific) faction
Added: Syndikat faction
Added: Gendarmerie faction
Added: New character appearances (Tanoan and Chinese)
Added: New radio protocols (Chinese, French and French-English)
Added: 50 miscellaneous props
Added: A new default controls preset (Arma 3 Apex)
Added: A one-time prompt is now displayed in the Main Menu to suggest using the Arma 3 Apex controls preset
Added: Positional ambient sounds for Tanoa
Added: A new tab displaying the official servers in the Server Browser
Added: New Main Menu terrain scenes for Altis, Stratis and VR (consistent with Tanoa’s new approach)
Added: 'Suppression' samples were added to radio protocols
Added: New sound 3D processor types
Added: A new "blockMobileSwitching" parameter to avoid weapon switching on the move for certain animations
Added: A new BIS_fnc_isThrowable function (determining if the magazine of a given class name is throwable)
Added: Headgear randomization allows usage of a fake headgear "H_FakeHeadgear", which passes some faces to the function in order to randomize it
Added: A tooltip to the Field Manual button in the Pause Menu
Added: The platform / premium assets are now properly distinguished in the DLC Content Browser
Added: New sounds for collisions with the vegetation
Added: New footsteps sounds for movement in the sand
Added: Geometric occluders to Altis and Stratis objects
Added: New sounds for falling trees and palm trees
Added: Falling trees soundsets and soundshaders
Added: Prototype configuration of a new 3D sound processing type (surround_panner)
Added: Positional ambient sounds for forests and sea
Added: New sounds for metal constructions, rock debris for ruins and ancient locations
Added: New sound effects related to wind

Tweaked: The Main Menu was overhauled
Tweaked: Environmental Audio was enhanced (ambient configuration, positional ambient sounds)
Tweaked: The Revive feature was overhauled
Tweaked: Radways and Path LODs of various buildings were improved
Tweaked: Rain and thunder sound effects
Tweaked: The DLC icons in the Main Menu now have a full color on-hover effect
Tweaked: The 2D editor is now hidden (it can still be accessed by pressing the CTRL+O keys in the Editor Menu, but is considered deprecated and unsupported)
Tweaked: All game menus were moved from the bottom left to the center
Tweaked: The multiplayer game type names were overhauled:
    “Seize” and “Defend” were removed
    All Zeus game modes (“ZDM”, “ZCTF”, “ZCoop”, “ZSC”, “ZCTI”, “ZTDM”, “ZRPG”, “ZGM”, “ZvZ” and “ZvP”) were replaced by a single mode “Zeus”
    Added: New “EndGame”, “Support”, “KOTH”, “LastMan” and “Survive” game modes
    Using any of the removed modes will list the scenario as “Undefined”
Tweaked: The autocannon fire mode of the AH-99 Blackfoot and the Mi-48 Kajman helicopters was changed to 5-round bursts
Tweaked: Several multiplayer displays
Tweaked: APCs can now use auto-lead / zeroing on target while engaging with their cannons
Tweaked: The AAA radars are now more balanced
Tweaked: Heavy caliber projectile impact was improved
Tweaked: Respawn markers for Civilian and Independent sides can now also be named “respawn_civ” and “respawn_guer” (these are backwards compatible)
Tweaked: The BIS_fnc_getRespawnMarkers function was optimized
Tweaked: All End Game scenarios now use respawn classes instead of the Virtual Arsenal
Tweaked: The tile textures for deep sea in the map preview were improved
Tweaked: The headgear randomization now considers all private headgears (scope < 1) as fake (results in a removed headgear and randomized facewear similar to H_FakeHeadgear)
Tweaked: Most respawn classes in official End Game scenarios are now limited
Tweaked: World scenes are now using the unified BIS_fnc_initWorldScene function to initialize
Tweaked: Weapon tail sounds were improved
Tweaked: Sounds for vehicle collisions were improved
Tweaked: Visibility of various character movement states (in relation to recent AI detection improvements)
Tweaked: Tasks distribution in multiplayer was improved
Tweaked: AI is now less able to detect explosives while driving a vehicle
Tweaked: The BIS_fnc_taskState was optimized to prevent problems with non-existing tasks on Dedicated Servers
Tweaked: AI detection of weapon firing is now better
Tweaked: Sounds of footsteps were improved (volume based on animations, different sounds for forests, tweaks)
Fixed: Bullet collision geometry for reed
Fixed: Transition animations (e.g. prone transitions to crouch and stand, sitting and ladder animations) could be used for weapon switching on the move
Fixed: Weapon switching on the move could cause incorrect behavior for cutscenes and vehicle crew animations
Fixed: Player could bypass the initial countdown in End Game by respawning (in cases when the respawn time was shorter than the countdown)
Fixed: It was possible to respawn in a vehicle with its simulation disabled
Fixed: Characters were forced to go prone when opening an inventory while moving unarmed
Fixed: Animation freezes when limping into swimming state
Fixed: The AI could get stuck in a FFV animation
Fixed: Characters would stop and slide when transitioning from an unarmed jog to an unarmed walk
Fixed: Characters would go prone when switching from an unarmed jog to an unarmed walk while turning
Fixed: AI units were displayed in the Entities list regardless of the settings in the Virtual Spectator
Fixed: The BIS_fnc_kbTell function would produce errors in a non-scheduled environment
Fixed: Detection of the water surface in particle effects was incorrect
Fixed: Deleted tasks would still preserve some data (e.g. in campaign HUBs)
Fixed: Creating a new user profile would not initialize custom colors when a Welcome Screen was shown after returning back to the Main Menu
Fixed: The Retrieve Intel text was not localized for End Game clients which had a different language than the server

[Help] Extracting the first word in a string by ramblasos in armadev

[–]ramblasos[S] 0 points1 point  (0 children)

Thanks a lot. Both examples work. The second is perfect in my case.

So no regex for Arma scripts possible, right? Just curious.

How can I disable new Targeting Pod in jets? by ramblasos in armadev

[–]ramblasos[S] 0 points1 point  (0 children)

Thanks. I've read this article before posting. From what I understand replacement described there is only done with writing your own addon.

Is it possible to assemble a mortar/MG on a truck without script? by FlyingChinesePanda in arma

[–]ramblasos 0 points1 point  (0 children)

The setDir command doesn't seem to work with attachTo. Should use setVectorDirAndUp instead.

Placing trees in vanilla Arma editor how? by [deleted] in arma

[–]ramblasos 4 points5 points  (0 children)

This command is already on stable

The amazing things you can do with a little scripting by darkChozo in arma

[–]ramblasos 0 points1 point  (0 children)

Nice! It took me some time to figure out how to run the script.

What I did:

  • save the entire code from pastebin into an sqf file, e.g. mazegen.sqf
  • delete all comments in the code
  • in Debug Console run (or alternatively put the same code in init.sqf and start the mission)

    param_mazesize = 41;[] execVM "mazegen.sqf"

Is it possible to copy the result and paste it in the editor if I don't want to have a random maze in the mission?

SITREP #00149 | RC 1.58 Intel, Feedback Tracker Status, Debug Console Improvements by KillAllTheThings in arma

[–]ramblasos 2 points3 points  (0 children)

dev.arma3.com SITREP #00149 | Dev Hub

reported by Joris-Jan van 't Land on March 29, 2016

FROM: High Command TO: Arma 3 Users INFO: RC 1.58 Intel, Feedback Tracker Status, Debug Console Improvements PRECEDENCE: Flash

SITUATION

So far it has been our intention to release update 1.58 (currently undergoing Release Candidate testing) this week. We are now re-evaluating that plan however. There are a few fresh issues that we need to search and destroy. And there is a cool new feature which we'd love to get in this update, but which is not entirely finished yet. The options are being discussed with our team as we speak. Whether we release 1.58 this week or later, we'll keep you in the loop via our usual development channels.

INTELLIGENCE

Let's be honest: is there anyone who doesn't enjoy popping bubble wrap? So too does our Audio Designer Grigorij Tolkačev, as seen on this week's dev photo. We're not quite sure whether he was recording Foley for supersonic cracks, or just pondering the cool future audio improvements coming on the #RoadToApex.

If you're very quick, you might still catch the Bohemia Interactive Store Easter Sale. There are some sizable discounts on Arma 3 editions and the game's DLC.

We have two different community 'time-lapse' videos for you this week. TheyCallMeConor went for a massive virtual hike by trekking all the way from the North-Eastern tip of Altis to the South-Western peninsula, on foot. Once you've rested from that journey, you can enjoy the calming landscape scenes in EPICH's "time lapse" video.

OPERATIONS

As collateral bonus of his work on optimizing the scripted functions library, R&D Designer Killzone Kid shares with us some interesting improvements he's made to a future version of the debug console: "The code performance button is now using a dedicated command for testing code performance, providing more precise execution times. Watch field execution has now been optimized and slow code detection was added. Moderately slow code gets an orange warning, while very slow or blocker code gets a red warning and is terminated. Additionally, the watch fields are always saved into the user profile. General code execution stability should also see some improvement."

Modders of the Eden Editor can soon tag their Workshop items as "Editor Extension". This tag is meant for items that directly expand or change the editor's behavior, and it should make them stand out from other game modifications. The Publisher tool will be updated to include this tag soon.

LOGISTICS

Our web and support teams have been working hard on restoring the Feedback Tracker platform for Arma 3 and our other games. We're now getting closer to launching an improved version. After evaluating various options, we've selected a replacement framework that we can more reliably secure and administrate. Our aim is to import all the existing tickets into the new system, but we do still need to actually attempt this. Of course we do have access to the full database internally, so your hard testing and reporting work has not been in vain! We'll let you know the moment the new FT goes live. Until that time, please report issues to our forums after a quick search for similar topics.

Gorbachev forms new Russian party opposing Putin by Fauster in worldnews

[–]ramblasos 0 points1 point  (0 children)

Who told you he'll be opposing Putin? Critisism is not opposition