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Found 9 results

  1. This is a complete script tool suite Bohemia Interactive's game engine used in ARMA II and ARMA 3. Poseidon Tools supports all text files (Scripts & configs) used by the Real Virtuality. Initially, this project was named "BI PTE" (BI Plain Text Editor) and was renamed Poseidon Tools when it was publicly released, in august 2013. So, the name, Poseidon Tools, is a tribute to the very first version of the Real Virtuality engine, "Poseidon", which is the base of all the Arma series. Latest announcement: Version 0.994.211 Features Project management Instant Project Switch Distraction Free Mode and full screen Split Editing (Can display up to four file on the same screen) Auto Completion (based on commands and existing text in the file) Current and parent brackets highlight Persistent sessions Snippets (eg: file header, control structures, game functions etc…) Syntax highlighter (for SQF (from ofp to arma 3), SQM, HPP, CPP, EXT…) Full support of SQF & SQS, XML, Cpp, CFG, RPT Can open RPT from the menu (Arma 3, Arma 3 diagnostic, Arma 2…) Can open SQM, BIEDI with Arma 3 Magic key F8 File diff Support of Mikero Tools Support of Arma 3 Tools Refresh the opened files everytime you get back to it Macro creation Documentation link and so on… Notes Some features require Arma 3 Tools installed; Every new release require a full clean install; Some other features require Mikero Tools installed; This is not an official tool, use at your own risks; Documentation is here: http://tom4897.info/projects/poseidon-tools/ I urge you to read the documentation and especially the shortcuts list Download Poseidon Tools @ tom4897.info - 0.994.211 Poseidon Tools @ armaholic.com - 0.994.209 Thanks Sublime Text devs, JonBons, Yourry, RawLine, Arma3.fr, Bohemia Interactive, The community, Arma2-wiki.fr, Armaholic, Arto, Tigerforce, Colin T.A. Gray, Will Bond, Lord, Noubernou, Mikero, Private Nelson, Sho
  2. StarFish-50124bf6f5acc6e5

    First time modeling

    (im new to this) Hello, im trying to import a 3D building i made in blender into Arma 3. I have already inserted it into object builder and messed around with the LOD's and etc. My issue is the config files needed to make it into a PBO and work within arma as a building / model. I dont really understand where im able to get the configs or even to write them. i've only done this once but forgot to save the files before formatting my computer. I was wondering if anyone has a tutorial or the files needed (where i just rewrite the names inside the script) Any help is appreciated! Thank you
  3. I want to change the RPM for some weapon for a better shooting effect in my Arma 3 Zeus mission. The only way I have is to use Wemod and there's a function called super fire rate which works well for every weapon which I currently use. Is there any function that can be applied directly to all the weapons which can change the weapon rpm through the value modification?
  4. Hi, sorry if this is a basic question, I'm kind of new to configs. I've tried searching for this question but couldn't find anything. I'm trying to find out how to make an addon compatible with DLC, without requiring it. I'm making an addon that changes gun feel, and I've achieved it for vanilla, non-DLC weapons. Here's my patch for Weapons_f: https://pastebin.com/L8Dd9JuJ. Here's an example of a modified CfgRecoil setting: And a modified CfgWeapons entry: These work fine. What I want to know is: if I add similar CfgRecoils and CfgWeapons entries for DLC weapons, like this: ...will that cause problems if the mod is used by someone without the DLC? Is this something to do with how you define requiredAddons? Do I have to get people to install compat patches based on what DLC they have? I still don't 100% understand this aspect of making a patch so if anyone could ELI5 that would rock. :) Thanks!
  5. _inf = "((configName _x) isKindOf 'rhsusf_infantry_usmc_base')" configClasses (configFile >> "CfgVehicles"); costs = []; publicVariable "costs"; {costs = costs + [getText (_x >> 'displayName'),0.001]}forEach _inf; [ myCurator, costs] call BIS_fnc_curatorObjectRegisteredTable; I know 'displayName' isn't right, this was just my last attempt at it before giving up. How do i make it so that it doesn't return the whole path to the config entry? I still hate this method of registering costs to curator objects as now it will be a flat rate for what ever category of isKingOf a mod will have. side note- I wish i could use the default costs that account for the units equipment, But still easily white list the entries that i want the curator to be able to spawn using mod config paths. Makes it so much easier than having to do everything by hand, also allows a ton of customization as eventually it would be cool to make your Zeus faction select able, and have it automatically get all the units for it.
  6. ok some im having trouble with my custom huron code it says when i start arma 3 up "S instead of ;" can you help me class CfgPatches { class Iron_Skulls_Huron { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]={}; }; }; class CfgVehicleClasses { class Iron_Skulls_Huron { displayName="Iron Skulls Huron"; }; }; class CfgVehicles { class B_Heli_Transport_03_F; class Iron Skulls Huron: B_Heli_Transport_03_F { author="Clumsy Baron"; _generalMacro="B_Heli_Transport_03_F"; displayName="Iron Skulls Huron"; vehicleClass="Iron_Skulls_Huron"; faction="BLU_F"; crew="B_Helipilot_F"; availableForSupportTypes[]={"Drop","Transport"}; side=1; scope=2; attendant=1; picture="-"; icon="-"; threat[]={0,0,0}; class TransportItems { class _xx_FirstAidKit { name="FirstAidKit"; count=20; }; class _xx_Medikit { name="Medikit"; count=10; }; }; hiddenSelectionsTextures[]={"\Arma3_Iron_Skulls_PMC_Huron\Data\pmc_huron_ext01_co.paa","\Arma3_Iron_Skulls_PMC_Huron\Data\pmc_huron_ext02_co.paa"}; }; }; class cfgMods { author="Clumsy Baron"; timepacked="1437495037"; };
  7. I have been working on doing some retexturing of some Arma 3 vehicles for a MillSim unit I am a part of since we are thinking about using them in our operations. I’m getting close to being done with a few of the textures and will be starting on writing the configs for the texture pack soon. Being new at modding in Arma I have a question when it comes to writing the configs. From all the tutorials I can find it seems like the “standard” way to do this is make a new vehicle that uses the same configs and model that the vehicle I am retexturing uses, but just with my new textures. I kind of don’t like this Idea as I would much rather just add the texture to the list of available camouflage options for the existing vehicle instead of having a full new vehicle. Does anyone know how I can add my new textures to the list of available textures for that vehicle so it can be changed in 3den, or can point me to some resources that can help? Or is there a reason that I should make each one a new vehicle? Thanks for the help in advance.
  8. As tribute to Bushluker's legacy I want to give back once again some of more insights and experience about config modding. Therefore input from you guys what to focus on or what to explain would be most helpful. This can be broad or meta topics, or specific questions or what you can think of - it should just not be mod/project specific if possible. Pages you should check first: Config parameter types Config properties megalist Class inheritance Namespace/prefix Make sure to check out also BIKI: Addon Configuration (category) and BIKI: Arma 3 Editing for further documentation on config topics. A few related guides made earlier by me: Replacement config Quick camo selection definition Simplify testing (very outdated and incomplete) Development setup (very outdated and incomplete) LITE mod version creation Topics I would consider of potential interest: Good config design MergeConfig/ingame config tweaking Unpacked data setup/update files while ingame Regular expressions (search (and replace) with context pattern matching) Good code editors, functionality and setup Diff/compare tools Relation of MASK-ground texture-surface-character set-clutter Sharing is caring
  9. I was using this sample to help make my addon work, but as time went on and my addon had some errors I couldn't fix I decided to test the source ! Arma 3 Samples Test_Heli_01.. it didn't work... first there was error in : model = "\Samples_F\Test_Heli_01\Test_Heli_01.p3d"; should be Test_Heli_01\Test_Heli_01.p3d"; then some other error with damage to rotor. along with spam in rpt: Warning: test_heli_01\test_heli_01.p3d:shadow(0), vertex: 791, sum of weights is 200, should be 100 Warning: test_heli_01\test_heli_01.p3d:VIEW_CARGO, vertex: 4291, sum of weights is 200, should be 100 when it came to p3d there were a tone of rpt errors, to many to list. So my thing is how I'm I to learn if the source is not good? Is there something I did wrong? was I supposed to open the p3d files and burn them or something? or is it just it is what it is? I'm not bitching just looking for answers ....
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