#biki_changelog
1 messages · Page 3 of 1
Created page with "{{RV|type=command |game1= arma3 |version1= 2.16 |eff= local |gr1= Interaction |descr= Set the {{Link|https://en.wikipedia.org/wiki/Magnetic_declination|declination angle}}..."
by Leopard20
setCompassDeclination updated
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Created page with "{{RV|type=command |game1= arma3 |version1= 2.18 |eff= global |gr1= Animations |descr= Returns various information about the unit animations and gestures |s1= getUnitMovesInfo unit |p1= unit: Object |r1= Array in format: * 0 - Scalar - move progress in range 0-1 * 1 - Scalar - move elapsed time ({{hl|move progress * move duration}}) * 2 - Scalar - move duration * 3 - Scalar - move blend factor * 4 - Vector3D - move rtm step * 5 - S..."
by Leopard20
getUnitMovesInfo updated
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Created page with "{{RV|type=command |game1= arma3 |version1= 2.18 |branch= dev |gr1= Multiplayer |descr= Returns various properties for the respawning vehicle. |s1= getRespawnVehicleInfo vehicle |p1= vehicle: Object - transport |r1= Array in format [respawnDelay, respawnCount, deleteOldWreck, respawnOnServer, respawnFlying, respawnUnit, respawnMode, respawnSide, useRespawnMarkerDir, canRespawn, isRespawning, respawnTimeRemaining, missionRespawnDelay, missionRespawnMode]..."
by Killzone Kid
getRespawnVehicleInfo updated
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Created page with "{{RV|type=command |game1= arma3 |version1= 2.18 |branch= dev |gr1= Unit Inventory |gr2= Object Manipulation |descr= Returns primary and secondary wepaon holders of a dead unit. If a unit had weapons at the moment of death, primary weapon is droped in one weaponholder and secondary weapon is dropped in another. |s1= getCorpseWeaponholders corpse |p1= corpse: Object - dead unit |r1= Array - array in format [primaryWeaponHolder, secondaryWeaponHolder] |x..."
by Killzone Kid
getCorpseWeaponholders updated
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Created page with "== Description == NLA Strips Baking tools is a small tool useful for retargeting animations via NLA workflow. For instance, it is possible to create one large track containing existing animations and then create one track on top of it in '''combine''' mode to make adjustments to it. Afterwards, such adjusted tracks can be baked to respective action which can be easily exported by TXA exporter. File:armareforger-blender-nla-strips-baking-nla-tracks.png|none|frame|''Exa..."
by Reyhard
Arma Reforger:Enfusion Blender Tools: NLA Strips Baking Tool updated
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Created page with "= Description = This tool replaces existing character rig with newer version. Everything located in '''LOD0, Rig, Reference, IK Targets''' or '''Extra''' collection will be deleted and replaced by version from newer blend file. During upgrade process, following things will be performed: * Replacement of old Rig with newer version * Restoration of all NLA tracks assigned to old Rig * Restoration of all bone constrains present in the Rig * Updating of constrains present..."
by Reyhard
Arma Reforger:Enfusion Blender Tools: Rig Updater updated
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Created page with "This feature allows users to automatically generate Portals and Portal Volumes on a structure. It will generate all portals on a right position, with naming convention and a material which will automatically be assigned when exporting to Workbench. It also can be used to generate Portal Volumes(with dummyVolume material) which will automatically resize depending on a room size in real-time. After applying them, the Portal Volumes can be manually adjusted to your needs...."
by Reyhard
Arma Reforger:Enfusion Blender Tools: Portal Tools updated
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Created page with "{{RV|type=command |game1= arma3 |version1= 2.18 |branch= dev |gr1= Object Manipulation |descr= Returns current settings for the remain collector and list of monitored units. |s1= diag_remainsCollector option |p1= option: Number - 0: corpses, 1: wrecks, 2: weaponholders |r1= Array in format [managerMode, removalLimit, removalMinTime, removalMaxTime, minPlayerDistance, unit1, unit2....] |x1= <sqf>hintSilent str diag_remainsCollector 0;</sqf> |seealso=..."
by Killzone Kid
diag remainsCollector updated
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Created page with "{{TOC|side}} == Description == Model Quality Assurance(MQA) feature provides tools to capture various issues on a model before it even gets into Enfusion. MQA isn't meant for Blender user only, it's highly recommended for Autodesk Apps users too. == Features == The tool reports two types of issues: '''Conventions'''(naming) and '''Mesh Topology'''(various issues related to mesh data) Reporting works while in '''Object Mode''' and report contains issues selected by use..."
by Reyhard
Arma Reforger:Enfusion Blender Tools: Model Quality Assurance updated
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Created page with "{{TOC|side}} The following list shows all entities that allow for changing their textures through the Eden Editor custom textures attribute either by providing the path to a texture or by using a Procedural Textures. = Arrow (Red) = File: Sign_Arrow_F.jpg {| class="wikitable" |- ! Attribute !! Default Texture !! Default Texture Size |- | Texture #0 || #(argb,8,8,3)color(1,0,0,0.75,ca) || N/A |} = Arrow (Green) = File: Sign_Arrow_Green_F.jpg {| class="w..."
by R3vo
Eden Editor: Custom Entity Textures updated
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Add Effect disabling and Effect Fade Out sections to the page, rel.: #community_wiki message
by Pi123263
Post Process Effects updated
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Created page with "Spearhead 1944 adds some custom waypoints that help with controlling AI movement. = Infantry Rush = Makes AI group charge enemy positions while randomly shooting. While the waypoint is active, certain AI features might be disabled. '''Script File:''' {{hl|WW2\SPE_Core_f\System_Curator_f\waypoints\fn_wprush.sqf}} = Vehicle Path = Sets vehicle to drive exact path without stopping. Usually used for short distances between point A to point B. Multiple path waypoints..."
by R3vo
Spearhead 1944 Custom Waypoints updated
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Created page with " === Preparing mesh === ==== Model orientation ==== One of the most important thing to begin with is making sure that your '''model is properly orientated'''. Similar to '''weapons''', there is one important rule to keep in mind {{Feature|informative|Everything must be oriented as pointing along/towards the Y+ axis in Blender and 3dsMax and along Z+ axis in Maya}} That means, when you are '''importing A3 weapon you need to rotate it by 90 degrees to the left!''' Im..."
by Reyhard
Arma Reforger:Car Creation/Asset Preparation updated
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Created page with " == Adding basic car configuration == '''Overview''' Following topics will be covered in this paragraph * Creation of new car * Configuration of actions * Configuration of crew * Basics of wheeled simulation * How to change engine parameters * Changing of driving characteristics === Creating new prefab === When creating new vehicle, it's recommended to use one of the core vehicle prefabs located in '''Prefabs\Vehicles\Core'''. This way, most of the crucial component..."
by Reyhard
Arma Reforger:Car Creation/Prefab Configuration updated
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Created page with " === Simulation setup === Simulation for vehicles like cars, trucks or wheeled APCs is stored in '''VehicleWheeledComponent'''. This component holds information about configuration of engine, gearbox, suspension or wheels. More details regarding all available parameters in this component can be found on '''Arma_Reforger:Vehicle:_Wheeled_Simulation''' page. ==== Engine parameters ==== When setting up engine parameters, it is possible to use real life values. Usually..."
by Reyhard
Arma Reforger:Car Creation/Simulation Configuration updated
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Replaced content with "{{TOC|side}} {{Wiki|TODO}} = Goals of this tutorial = In this tutorial you will learn about: * Importing your first FBX file * Adding sockets & skeleton * How to configure new car {{Feature|informative|If you '''don't have any experience with Workbench''' yet, it is recommended to '''go through modded car tutorial''' to familiarize with some of the concepts present in the '''Workbench''' and general car configuration.}} {{Messagebox|..."
by Reyhard
Arma Reforger:Car Creation updated
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Lou Montana deleted page Category:Arma Reforger/Modding/Tutorials/Official Tools/Script Editor Plugins content was: "{{GameCategory|armaR|Modding|Tutorials|Official Tools}}", and the only contributor was "Lou Montana" (talk)
by Lou Montana
Category:Arma Reforger/Modding/Tutorials/Official Tools/Script Editor Plugins updated
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Created page with "{{RV|type=command |game1= arma3 |version1= 2.18 |gr1= Positions |descr= Returns the 3D vector in world corresponding to the given point on the screen (in UI coordinates), as if the vector was aiming from the camera to the screen position. |s1= screenToWorldVector screen |p1= screen: Array - screen position [x,y] (see SafeZone for more info) |r1= Array - Vector3D world vector |s2= camera screenToWorldVector position |p21= camera: [[Object]..."
by Leopard20
screenToWorldVector updated
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Created page with "{{RV|type=command |game1= arma3 |version1= 2.18 |branch1= dev |gr1= Unit Identity |descr= Returns true if the player has custom face file available. If the player is using the custom face, face command will return "Custom". |s1= hasCustomFace person |p1= person: Object |r1= Boolean - true if player has 'face.paa' or 'face.jpg' file in their current profile and it is usable. |x1= <sqf>hasCustomFace player1;</sqf> |seealso= face setFace..."
by Killzone Kid
hasCustomFace updated
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Created page with "{{RV|type=command |game1= arma3 |version1= 2.18 |branch1= dev |gr1= Weapons |descr= Returns engine and target lock states of the given guided missile. |s1= missileState munition |p1= munition: Object - missile |r1= Array - in format [engineState, lockState], where:<br> * engineState: String - one of the "INIT", "THRUST", "FLY" or "".<br> * lockState: String - one of the "MANUAL", "LOCKED", "LOST", "INITIAL", "SEEKING" or "". |x1= <sqf>_state =..."
by Killzone Kid
missileState updated
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Created page with "{{RV|type=command |game1= arma3 |version1= 2.18 |branch1= dev |gr1= GUI Control - Object |descr= Returns vectorSide of the model used in 3D-Dialogs. Returns [] if control is null. |s1= ctrlModelVectorSide control |p1= control : Control - 3D control |r1= Array - format vectorSide of the model or [] |x1= <sqf>_vectorDirAndUp = ctrlModelDirAndUp _control3D;</sqf> |seealso= ctrlModelDirAndUp ctrlCreate ctrlDel..."
by Killzone Kid
ctrlModelVectorSide updated
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Created page with "{{RV|type=command |game1= arma3 |version1= 2.18 |branch= dev |gr1= Multiplayer |descr= Returns JIP ID of the persistent call generated from JIP queue for the joining player (see remoteExec). |s1= remoteExecutedJIPID |r1= String - JIP ID |x1= <sqf>_jipid = remoteExecutedJIPID;</sqf> |x2= <sqf> /* Have mission with 2 players. First player starts local server and executes given code Second player joins the server and sees the 'all good' message Second pl..."
by Killzone Kid
remoteExecutedJIPID updated
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Created page with "{{RV|type=command |game1= arma3 |version1= 2.18 |gr1= Object Manipulation |descr= Returns the currently set physics collision flags. |s1= getPhysicsCollisionFlag object |p1= object: Object |r1= Array or Booleans - array of collision flags. As of {{GVI|arma3|2.18}} only 1 value is returned. |seealso= hideObject isObjectHidden setPhysicsCollisionFlag disableCollisionWith enableCollisionWith }}"
by Leopard20
getPhysicsCollisionFlag updated
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Created page with "{{RV|type=command |game1= arma3 |version1= 2.18 |gr1= Object Manipulation |descr= Sets physics collision flags. {{Feature|important|This command only disables collision (PhysX and Geometry LODs). Roadway LOD interactions are not affected. For example, if collision is disabled for a house, it is still possible to walk on its floors, but you can walk through its walls. Use the allLODs command to check if an object has a roadway LOD (normally, if an object is intende..."
by Leopard20
setPhysicsCollisionFlag updated
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Created page with "= Field Repair = Spearhead 1944 introduces a system that allows to execute a field repair from within a vehicle. The hold action is available if the player's vehicle damage exceeds a predefined threshold. {{Feature|informative|The action is not available by default and has to be implemented by the scenario creator.}} == Adding the Action == === Scripted === The action is added to the vehicle by executing <sqf inline>_vehicle call SPE_missio..."
by R3vo
Spearhead 1944 - Field Repair updated
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Created page with "{{Feature|important|The content of this page was generated by script. Manual edits might get lost.}} {| class="wikitable sortable" border="1" style="border-collapse:collapse; font-size:80%;" cellpadding="3px" ! Preview !! Class !! Name !! Inventory description !! Magazines !! Accessories !! Used by |- | 150px | H_SPE_ST_Helmet | ''GER ST Stahlhelm (Oak Spring)'' | ''Armor Level I'' | {| class="wikitable mw-collapsible mw-collapsed" ! Objects |..."
by R3vo
Spearhead 1944 Headgear updated
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R3vo deleted page Spearhead 1944 Headgear content was: "{{Feature|important|The content of this page was generated by script. Manual edits might get lost.}} {| class="wikitable sortable" border="1" style="border-collapse:collapse; font-size:80%;" cellpadding="3px" ! Preview !! Class !! Name !! Armor !! Used by |- | 150px | H_SPE_ST_Helmet | ''GER ST Stahlhelm (Oak Spring)'' | ''Armor Level I'' | {| class="wikitab...", and the only contributor was "R3vo" (talk)
by R3vo
Spearhead 1944 Headgear updated
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R3vo deleted page Spearhead 1944 CfgWeapons Headgear content was: "{{Feature|important|The content of this page was generated by script. Manual edits might get lost.}} {| class="wikitable sortable" border="1" style="border-collapse:collapse; font-size:80%;" cellpadding="3px" ! Preview !! Class !! Name !! Inventory description !! Magazines !! Accessories !! Used by |- | 150px | H_SPE_ST_Helmet | ''GER ST Stahlhelm (Oak Sprin...", and the only contributor was "R3vo" (talk)
by R3vo
Spearhead 1944 CfgWeapons Headgear updated
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Created page with "{{Navbox/A3Assets}} {| class="wikitable sortable" style="font-size:80%; margin: auto" ! Preview ! Class ! Name |- | 150px | <span id="G_AirPurifyingRespirator_01_F" >'''G_AirPurifyingRespirator_01_F'''</span> | ''APR [NATO]'' |- | 150px | <span id="G_AirPurifyingRespirator_01_nofilter_F" >'''G_AirPurifyingRespirator_01_nofilter_F'''</span> | ''APR [NATO]'' |-..."
by R3vo
Arma 3: CfgGlasses updated
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Created page with "{{Navbox/A3Assets}} {| class="wikitable sortable" style="font-size:80%; margin: auto" ! Preview ! Class ! Name ! DLC |- | 150px | <span id="B_AA_01_weapon_F" >'''B_AA_01_weapon_F'''</span> | ''Static Titan Launcher (AA) [NATO]'' | |- | 150px | <span id="B_Assault_Diver" >'''B_Assault_Diver'''</span> | ''Assault Pack (Black)'' | |- | 150px | <span id="B_Assa..."
by R3vo
Arma 3: CfgVehicles Backpacks updated
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Created page with "{{TOC}} {{Feature|important|The content of this page was generated by script. Manual edits might get lost.}} {| class="wikitable sortable" |- ! Class Name !! Display Name !! Music class !! Duration (MM:SS.MS) !! File |- | SPE_HoW_40s_Jazz_SRA_Arsenal_Blues || ''[SPE] [40s Jazz] SRA Arsenal Blues'' || Calm || 05:15 || \WW2\SPE_Missions_s\Music_s\SPE_Operation_Cobra\40s_Jazz\SRA_Arsenal_blues.ogg |- | SPE_HoW_40s_Jazz_SRA_Everybody_Loves_My_Baby || ''[SPE] [40s Jazz] SRA..."
by R3vo
Spearhead 1944 CfgMusic updated
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Created page with "{{TOC}} {{Feature|important|The content of this page was generated by script. Manual edits might get lost.}} {| class="wikitable sortable" |- ! Class Name !! Duration (MM:SS.MS) !! File |- | SPE_VoiceLines_ENG_ER_Dying_USS03_001 || 00:00 || \WW2\SPE_Missions_s\DubbingRadio_s\Dying\SPE_VoiceLines_ENG_ER_Dying_USS03_001.ogg |- | SPE_VoiceLines_ENG_ER_Dying_USS03_002 || 00:01 || \WW2\SPE_Missions_s\DubbingRadio_s\Dying\SPE_VoiceLines_ENG_ER_Dying_USS03_002.ogg |- | SPE_Voi..."
by R3vo
Spearhead 1944 CfgSounds Voice Lines updated
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Created page with "Spearhead 1944 comes with a custom Arsenal. The equipment available can be filtered based on side or faction. <sqf> // Filter by sides BIS_fnc_arsenal_sides = [side player, 2]; //Converts side automatically to the id number - so both inputs are valid ["Open", true] spawn SPE_Arsenal_fnc_arsenal; </sqf> <sqf> // Filter by factions BIS_fnc_arsenal_factions = [faction player, "SPE_US_ARMY"]; ["Open", true] spawn SPE_Arsenal_fnc_arsena..."
by R3vo
Spearhead 1944 WW2 Arsenal updated
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Created page with "{{Wiki|wip}} <gallery> spe_components_jagdpanther.jpg spe_components_jagdpanther_top.jpg spe_components_m10.jpg spe_components_m10_top.jpg spe_components_m18.jpg spe_components_m18_top.jpg spe_components_m4a1.jpg spe_components_m4a1_top.jpg spe_components_m4a3.jpg spe_components_m4a3_105.jpg spe_components_m4a3_105_top.jpg spe_components_m4a3_76.jpg spe_components_m4a3_76_top.jpg spe_components_m4a3_top.jpg spe_components_m8.jpg spe_components_m8_top.jpg spe_components_..."
by R3vo
Spearhead 1944 Vehicle Components updated
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Created page with "{{CT|intro |macro = CT_WEBBROWSER |value = 106 |description = {{Feature|warning|This is a experimental feature currently available for testing on Development-Branch. It is not yet decided whether this will become available in Stable branch.}} WebBrowser control features an embedded Chromium window.<br> The URL is subject to {{hl|allowedHTMLLoadURIs[]}} whitelisting in CfgCommands config.<br> }} {{CT|abc start}} === U === {{CT|attribute |name=url |type1=String |va..."
by Dedmen
CT WEBBROWSER updated
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[Official by Armahosts.com] - with mods and custom game modes: updated
by .kju
Spearhead 1944 Official Servers updated
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[Official by Armahosts.com] - with mods and custom game modes: updated hosted game modes
by .kju
Spearhead 1944 Official Servers updated
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SteamCMD Setup: "Valve recommends that you set the install dir before logging in." https://developer.valvesoftware.com/wiki/SteamCMD#Downloading_an_App
by Pr9inichek
Arma Reforger:Server Hosting updated
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Linux Server: implemented this tutorial - #reforger_servers message
by Pr9inichek
Arma Reforger:Server Hosting updated
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Bohemia Interactive Wiki
Add <a href="/wiki?title=https://reforger.armaplatform.com/news/boot-camp&action=edit&redlink=1" class="new" title="https://reforger.armaplatform.com/news/boot-camp (page does not exist)">Boot Camp</a> link
By Lou Montana
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