Arma 3
[CYTECH] Core Assets And Functions
Axios.exe  [developer] 1 Mar, 2022 @ 1:00am
Cytech Questions
Please ask your question here about anything to do with the project.
< >
Showing 1-15 of 22 comments
Sack 3 May, 2022 @ 8:55am 
Hello i am just curious as how the loot spawners work and the ai spawners in the props section
DragonBlade94 5 May, 2022 @ 9:09am 
Is it possible to use the occluders on objects or terrain that is not part of the cytech map? I cannot get them to occlude when using them on another map.
Axios.exe  [developer] 15 May, 2022 @ 8:36am 
Originally posted by Crayola Fans:
Hello i am just curious as how the loot spawners work and the ai spawners in the props section
The next update will be a Module and gameplay update and this is where the functionality will be added for the loot spawners as well as a lot of other cool features.
Axios.exe  [developer] 15 May, 2022 @ 8:36am 
Originally posted by dragonblade94:
Is it possible to use the occluders on objects or terrain that is not part of the cytech map? I cannot get them to occlude when using them on another map.
Sorry this is not possible unless they are baked into another terrain using our core assets as a dependency.
TruncatedCake 15 Aug, 2023 @ 2:03pm 
hey- I have a question- I'm currently making a mission, and I noticed the dynamic spawn system. the wiki says that there should be a cytek module folder, but I don't have anything of the sort, where is the dynamic spawn module stored?
C.Ritter  [developer] 15 Aug, 2023 @ 4:23pm 
Originally posted by TruncatedCake:
hey- I have a question- I'm currently making a mission, and I noticed the dynamic spawn system. the wiki says that there should be a cytek module folder, but I don't have anything of the sort, where is the dynamic spawn module stored?

Hello, the modules are only in our test/early access build, if you come to our Discord and apply you could get access to it. (early-access-application)
Hoplite 10 Dec, 2023 @ 3:38pm 
Hello, this mod adds a PP Scaling Slider, and an occluder toggle to Eden. What does they do ?
Last edited by Hoplite; 10 Dec, 2023 @ 3:38pm
C.Ritter  [developer] 10 Dec, 2023 @ 5:49pm 
Originally posted by Hoplite:
Hello, this mod adds a PP Scaling Slider, and an occluder toggle to Eden. What does they do ?
The PP Scaling Slider is just to upscale the preview pictures from viewing objects easier. The Occluder does nothing for (mission creators), it only works after being baked on the map (map creators)
Hoplite 10 Dec, 2023 @ 7:25pm 
Thanks for your quick answer. I know very little about map creation, so sory if this next question is dumb but, do you think there's a way to get occluders working in Eden without the need to be baked, so that mission creators use them to increase performances ?
C.Ritter  [developer] 11 Dec, 2023 @ 7:11am 
Originally posted by Hoplite:
Thanks for your quick answer. I know very little about map creation, so sory if this next question is dumb but, do you think there's a way to get occluders working in Eden without the need to be baked, so that mission creators use them to increase performances ?
No worries, no it doesn't work in eden, or perhaps it does but you can't hide or get rid of the collision without having it baked on the map.
Spran1 26 Feb, 2024 @ 2:51am 
Hi, I'm working on a scenario and I want to ask if I can get the opening animation name for Land_Cyt_MetalDoor_Small01 and Land_Cyt_VerticalBlastDoor_04 so I can open them with a trigger. Thanks!
C.Ritter  [developer] 26 Feb, 2024 @ 9:16am 
Originally posted by Spran1:
Hi, I'm working on a scenario and I want to ask if I can get the opening animation name for Land_Cyt_MetalDoor_Small01 and Land_Cyt_VerticalBlastDoor_04 so I can open them with a trigger. Thanks!

Cyt_VerticalBlastDoor_04
So it's a combination of multiple things, the 'Door_1_tran' opens the door, 'Wheel_1' and 'Wheel_2' are the ones spinning while door is opening. and then you also need to figure out how to play the sound as it doesn't do that just by this. (i don't know how)

Cyt_MetalDoor_Small01
Open 'Door_1'
Close 'Door_2'
same as above with sounds.
Spran1 27 Feb, 2024 @ 7:10am 
Originally posted by C.Ritter:
Originally posted by Spran1:
Hi, I'm working on a scenario and I want to ask if I can get the opening animation name for Land_Cyt_MetalDoor_Small01 and Land_Cyt_VerticalBlastDoor_04 so I can open them with a trigger. Thanks!

Cyt_VerticalBlastDoor_04
So it's a combination of multiple things, the 'Door_1_tran' opens the door, 'Wheel_1' and 'Wheel_2' are the ones spinning while door is opening. and then you also need to figure out how to play the sound as it doesn't do that just by this. (i don't know how)

Cyt_MetalDoor_Small01
Open 'Door_1'
Close 'Door_2'
same as above with sounds.

Thank you, I got it working! Sound is of course missing but that's fine, it's not that important anyway.
Братишка 12 Apr, 2024 @ 7:19am 
Hello, recently reinstalled Arma 3 and noticed that missing icons props. Can you please tell me what to do?
C.Ritter  [developer] 12 Apr, 2024 @ 8:17am 
Originally posted by Братишка:
Hello, recently reinstalled Arma 3 and noticed that missing icons props. Can you please tell me what to do?
It's not on your end, we do have some props without icons yet to be added.
< >
Showing 1-15 of 22 comments
Per page: 1530 50