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    • @Yuuno -fr while your defense of the game is admirable, there are just so many issues. There is a reason that so many content creators and avid vigor players have left the game completely. The bigger part of the community has suggested and asked for multiple things over the seasons and they all go completely ignored, even though its a decent chunk of the vigor community asking. Just many things to name and launching it on pc opens up a massive door for aim bot extravaganza. Again, only a few things mentioned here but plenty of others. Many glitches that could be fixed for console players but never do, and so on. Best to you in the outlands. 
    • Arma 3 is known for its thriving modding community and the abundance of custom content available to players. Let's delve into the world of modding and custom content in Arma 3: Modding Tools and Resources: Share your favorite modding tools, resources, and tutorials that have helped you create custom content for Arma 3. Discuss the importance of modding tools like Arma 3 Tools, Terrain Builder, and scripting languages such as SQF (Scripting Command Language) for mod development. Modding Projects: Showcase your ongoing or completed modding projects for Arma 3. Highlight unique features, assets, or gameplay mechanics that your mod introduces to the game. Encourage feedback and suggestions from the community to improve your modding work. Custom Missions and Scenarios: Share and discuss custom missions, scenarios, and campaigns created by the community. Provide insights into mission design, scripting techniques, and mission editor tips for creating immersive and engaging gameplay experiences. Asset Creation: Discuss the process of creating custom assets such as vehicles, weapons, characters, and environmental objects for Arma 3. Share tips on modeling, texturing, and configuring assets to ensure compatibility with the game engine. Scripting and Gameplay Enhancements: Explore scripting solutions and gameplay enhancements that add depth and realism to Arma 3. Discuss AI behavior modifications, dynamic mission systems, weather effects, and other features that enhance the overall gameplay experience. Collaboration and Feedback: Encourage collaboration among modders and content creators within the Arma 3 community. Share ideas, collaborate on projects, and provide constructive feedback to help each other improve and innovate in modding endeavors. Prestige City Hyderabad  Community Events and Competitions: Highlight upcoming community events, modding competitions, and showcases where modders can present their work and engage with the broader Arma 3 community. Encourage participation and celebrate the creativity of modders.
    • Hello, did you manage to solve it?
    • Kinda hard stuck atm. The next steps are:   Store the type of the wreck in the container, see setVariable At your recovery point add a trigger to continuously check for containers which contain a vehicle, trigger should detect Anything Present and it's condition need to filter for only wreck containers, see triggers and getVariable, thisList When the trigger activates get the type of the first container, see getVariable, thisList Delete the container and replace it with a new copy of the wreck, see deleteVehicle and createVehicle Reapply the event handler from step 1 of the packing process to the newly created vehicle   For Step 1 added the setVar into addAction: (not sure if this where is goes or if does not matter)   _cargo setVariable ["bh1Wreck", "blackHawk1"];      Step 2:  is where I am struggling. I  have it to check if x object is in trigger but not sure how to make it detect a container with a wreck in it.  
          Step 3: Not sure what he means here? like its class type? Or info from setVariable?   Step 5: Instead of reapplying the EH, can we just change its Variable with missionNamespace setVariable ["VarName", _var]; back to blackHawk1 and essentially do the same thing?
    • Thanks for that. Sounds like a lot of work.
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