• Announcements

    • Jervant

      Bohemia Store Steam Redeem   06/24/17

      We started experiencing problems with the Steam redeem from our Store on Friday June 23rd.   For anyone that got affected by this, please go to your store account, after you select the product you purchased, you should see your steam key with a link to a how to article to activate it manually through Steam.   We apologize for the inconvenience.


  • Content count

  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About braker

  • Rank
  1. 1.7141838* sory It was a mistake. EDIT: can you post a working SQM?
  2. Hello, I just want an cleaner way to get the AI uses landing lights than: null = [] spawn {while {true} do {chinook setPilotLight true; sleep 0.01};}; Anyone can help? Thanks for replies.
  3. Hi. This command have no effect for me in 1.72. Just try it and tell me what about.
  4. What do you mean by "JIP"? EDIT: Join In Progress? If a player join the multiplayer game the init field of objects is reexecuted?
  5. Thanks for your reply. For some reason I missed/forgot this function. The problem is now solved by entering this line in the init field of the charge: chargeVectorDirAndUp = [this, truck] call BIS_fnc_vectorDirAndUpRelative; this attachTo [truck, truck worldToModel getPos this]; this setVectorDirAndUp chargeVectorDirAndUp; Or more simply: [this, truck] call BIS_fnc_attachToRelative;
  6. Here is the SQM file: version=53; class EditorData { moveGridStep=1; angleGridStep=0.2617994; scaleGridStep=1; autoGroupingDist=10; toggles=1; class ItemIDProvider { nextID=7; }; class Camera { pos[]={22435.078,36.603054,19374.434}; dir[]={0.74071795,-0.47827306,-0.47202227}; up[]={0.40337974,0.87813753,-0.25704998}; aside[]={-0.53747457,-1.1497177e-006,-0.84342486}; }; }; binarizationWanted=0; addons[]= { "A3_Soft_F_Gamma_Van_01", "A3_Weapons_F_Explosives", "A3_Modules_F_Curator_Mines", "A3_Characters_F" }; class AddonsMetaData { class List { items=4; class Item0 { className="A3_Soft_F_Gamma"; name="Arma 3 - Unarmored Land Vehicles"; author="Bohemia Interactive"; url="https://www.arma3.com"; }; class Item1 { className="A3_Weapons_F"; name="Arma 3 Alpha - Weapons and Accessories"; author="Bohemia Interactive"; url="https://www.arma3.com"; }; class Item2 { className="A3_Modules_F_Curator"; name="Arma 3 Zeus Update - Scripted Modules"; author="Bohemia Interactive"; url="https://www.arma3.com"; }; class Item3 { className="A3_Characters_F"; name="Arma 3 Alpha - Characters and Clothing"; author="Bohemia Interactive"; url="https://www.arma3.com"; }; }; }; randomSeed=8773610; class ScenarioData { author="Braker"; }; class Mission { class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; rainForced=1; lightningsForced=1; wavesForced=1; windForced=1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.014; forecastFogDecay=0.014; }; class Entities { items=3; class Item0 { dataType="Object"; class PositionInfo { position[]={22439.697,35.13797,19371.984}; angles[]={5.9270477,5.3319769,6.13234}; }; side="Empty"; flags=4; class Attributes { name="truck"; }; id=1; type="O_G_Van_01_transport_F"; atlOffset=-0.15500641; class CustomAttributes { class Attribute0 { property="ammoBox"; expression="[_this,_value] call bis_fnc_initAmmoBox;"; class Value { class data { class type { type[]= { "STRING" }; }; value="[[[[""FirstAidKit""],[2]],[[],[]],[[],[]],[[],[]]],false]"; }; }; }; nAttributes=1; }; }; class Item1 { dataType="Object"; class PositionInfo { position[]={22438.188,35.549477,19372.959}; angles[]={0.012765876,2.2236679,0.35820588}; }; side="Empty"; class Attributes { init="call{chargePos = truck worldToModel getPos this; this attachTo [truck, chargePos];}"; }; id=3; type="DemoCharge_F"; atlOffset=1.676506; }; class Item2 { dataType="Group"; side="West"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={22436.998,30.648943,19363.871}; angles[]={5.9270477,0.27094686,6.13234}; }; side="West"; flags=6; class Attributes { isPlayer=1; }; id=6; type="B_soldier_UAV_F"; class CustomAttributes { class Attribute0 { property="acex_headless_blacklist"; expression="_this setVariable [""acex_headless_blacklist"",_value,true]"; class Value { class data { class type { type[]= { "BOOL" }; }; value=0; }; }; }; class Attribute1 { property="speaker"; expression="_this setspeaker _value;"; class Value { class data { class type { type[]= { "STRING" }; }; value="Male12ENG"; }; }; }; class Attribute2 { property="pitch"; expression="_this setpitch _value;"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1.01; }; }; }; nAttributes=3; }; }; }; class Attributes { }; id=4; }; }; }; Youc can see in this scenario that the rotation of the explosive charge in the 3D editor, doesn't match with the rotation of this charge when you play the scenario. Because the "attachTo" command reset the vectorDirAndUp of the attached object.
  7. Yes, but when I reattach the object, the vectorDirAndUp values are reset...
  8. Thanks for replies. But my object is attached to anotherone and when I try to setVectorDirAnd up, the coordinates are "converted" in object relative. So my new question: how to setVectorDirAndUp of an attached object using world coordinates instead of relative to object ones?
  9. Hello, I would like to store the rotation params' of an object in order to reuse it later. How I can do that? Thanks and regards.
  10. Ok thanks for your reply I've tried it and it works in "safe" mode.