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I don't understand what final level AI-unit will have, if with 3den Enhanced, player have 3 AI level settings in the game?
Do your values overwrite the values in the unit attributes and in the game settings?
If not, then why are they needed?
If your settings overwrite the values, then they change the design of each mission?
I have question.
In the 3den Enhanced settings of each infantryman there is a section - Object: AI, inside which there are a lot of AI characteristics.
For some reason, by default player have only 50% written there for each characteristic, while inside the settings of the my mission AI-unit itself in Object/States/Skill I have 80% Skills.
My question What is the result will?
What parity will the AI get in the end if I set 80%, and in your fine settings only 50%
If possible, could this be added as a feature? That would be amazing.
Is there any way i can stop players from respawning on mission start, and instead start at their placed locations, WITHOUT creating a description.txt?
Im talking about the respawnOnStart = 0; parameter. Is there a way to put it directly in 3DEN without needing to create an accompanying txt?
Otherwise I can only test in single player, where it works fine.
I will have a look at the weekend.
Notably, hold actions created before the most recent update still work. New hold actions don't work. I have checked and double checked the configuration to make sure they are not configured in a way that prevents them from showing, and they always work in single player, but don't appear in multiplayer.
will it be fixed?
Pretty sure the exactly same as any other, even for Mac.
The CT_COMBO has no scrollbox but if you type "B" for example it will jump to the first mod starting with B.
@zeik_tuvai: I have added CTRL + ALT + SPACE as additional shortcut for the palette. Please let me know if that works for you.
I don't get that error so it's probably conflicting with another mod. Can you give me your modlist?
Changing the shortcut is currently not possible. I will see what can be done.
In Arma's rpt file I see the following:
11:16:42 Warning Message: 'version/' is not a class ('units' accessed)
11:16:42 Warning Message: 'versionStr/' is not a class ('units' accessed)
11:16:42 Warning Message: 'versionAr/' is not a class ('units' accessed)
I can confirm the message does not show when 3den enhanced is not loaded.
Also, is there a way to change the keybind to open the command palette? Alt + Space conflicts with KDE's Krunner and Krunner always wins.
In the Eden editor, after your update (or after game update 2.20?) the ACE Arsenal stopped opening. Please check it.
1) Place any infantryman on the map
2) Select it with a left mouse click
3) Call the context menu (right mouse click)
4) Select Edit Loadout/ACE Arsenal...
Now it won't work. Note! that the ACE arsenal itself will work if you launch it from the game menu (not from the Eden Editor)
I haven't set mission addon options in a few weeks so I couldn't give you an idea of when it started happening, but if I have this mod enabled when I go to Settings > Addon Options nothing happens. The window won't open to allow me to set mission options.
I am happy to provide any additional information if needed.
EDIT: Also I tried running Arma 3 with only CBA, ACE and 3den enhanced to confirm it was no other mod conflicting and the issue persisted.
To fix the issue until the next patch you can either disable the mini map or put
disableMapIndicators [false, false, false, false];
into the init field in the scenario attributes.
Starting a scenario as a player character, when opening the map, there is no unit markers
Things like amount of cargo space, range you can interact with it, and if possible, to be accessed even if the object is a simple one / disabled sim (idk if thats possible without the script Play3r posted below).
I swear i had something else on my mind as well but forgot. Will reply when i remember.
Thanks for considering it R3vo.
Yes i am aware of that possibility, just thought there was an easier way to make it.
But i appreciate the reply, thank you!
I do it like this when i want something else to be a kind of ammobox, or if i want the player to go get a weapon from a bag of rice, when i make a undercover mission.
//so first place a real box and make it invisible and name it ammobox1
//then place the object you want to add an inventory to and add this code to the init
this addaction ["Open _Inv", <- type anything you want to call it (open the bag) (open the box)
{ammobox1 setpos position (_this select 1);
(_this select 1) action ["Gear", ammobox1]},[], 6, true, true, "", "(_this distance _target)<1"];
Could there be a feature added where an object of your choosing can become an inventory holder?
Like say, a bag that is just a prop, to be turned into a container, with a simple tickbox + parameters?