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fortune144

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Posts posted by fortune144


  1. Hey there,

     

    i'm scripting a multiplayer script. Therefore i have in the "Game Logic" the [this] execVM "someScript.sqf" command. Everything looks fine but not for the first player on the server. The second one who joins has everything what i scripted. I don't understand the problem.

    Has someone an idea?


  2. Spoiler
    
    	class B_soldier_AT_test: B_CTRG_Soldier_base_F
    	{
    		scope=2;
    		displayName="testUnit";
    		weapons[] = {
    			"arifle_MX_ACO_pointer_F",
    			"hgun_P07_blk_F", 
    			"Binocular", 
    			"Throw", 
    			"Put"
    		};
    		respawnWeapons[] = {
    			"arifle_MX_ACO_pointer_F",
    			"hgun_P07_blk_F", 
    			"Binocular", 
    			"Throw", 
    			"Put"
    		};
    		Items[]=
    		{
    			"ACE_CableTie"
    		};
    		RespawnItems[]=
    		{
    			"ACE_CableTie"
    		};
    		magazines[]=
    		{
    			"30Rnd_65x39_caseless_mag",
    			"16Rnd_9x21_Mag",
    			"SmokeShellGreen",
    			"SmokeShellGreen",
    			"SmokeShellGreen",
    			"SmokeShell",
    			"SmokeShell",
    			"SmokeShell",
    			"SmokeShellPurple",
    			"SmokeShellPurple",
    			"SmokeShellPurple",
    			"1Rnd_SmokeBlue_Grenade_shell",
    			"1Rnd_SmokeBlue_Grenade_shell",
    			"1Rnd_SmokeGreen_Grenade_shell",
    			"1Rnd_SmokeGreen_Grenade_shell"
    		};
    		respawnMagazines[]=
    		{
    			"30Rnd_65x39_caseless_mag",
    			"16Rnd_9x21_Mag",
    			"SmokeShellGreen",
    			"SmokeShellGreen",
    			"SmokeShellGreen",
    			"SmokeShell",
    			"SmokeShell",
    			"SmokeShell",
    			"SmokeShellPurple",
    			"SmokeShellPurple",
    			"SmokeShellPurple",
    			"1Rnd_SmokeBlue_Grenade_shell",
    			"1Rnd_SmokeBlue_Grenade_shell",
    			"1Rnd_SmokeGreen_Grenade_shell",
    			"1Rnd_SmokeGreen_Grenade_shell"
    		};
    		role = "Rifleman";
    		icon = "iconManLeader";
    		linkedItems[]=
    		{
    			"V_PlateCarrier1_rgr",
    			"ItemMap",
    			"ItemCompass",
    			"ItemWatch",
    			"ItemRadio",
    			"NVGoggles"
    		};
    		respawnLinkedItems[]=
    		{
    			"V_PlateCarrier1_rgr",
    			"ItemMap",
    			"ItemCompass",
    			"ItemWatch",
    			"ItemRadio",
    			"NVGoggles"
    		};
    		class eventhandlers
    		{
    			class test_loadout_handler
    			{
    			 init = "somePath/toSomeLoadout.sqf";
    			};
    		};
    	};

     

     

    So my vest is empty everything is in the uniform.....but i want to define what magazines/items are in uniform and in vest....the eventhandler script what makes my loadout overwrites my loadout when i edit one of the units, after mission start...


  3. Hello,

    i'm making a new faction with my custom gear. Everything works fine with custom items in Uniform and Backpack. 

    But i can't get it work that for each Unit different items in the vest. I tried via script but that resets my arsenal loadout conifg. The vest inheriets from a mod. i tried althought via containerClass.

     

    The vest is cfgWeapons so i cant use class TranportItem

     

    How is the proper way to fill unit vests with custom items?

     

    Thank you 


  4. Hey,

     

    i made this plce webbing with flashlight. I thought it would be cool when the flashlight can be used.

    81c04b8fee096d8631b54e2ef62aab0a.png

     

    My config for the vest looks like:

     

    Spoiler

    #define PLCE_WEBBING(PATTERN) \

    class Plce_##PATTERN : Vest_NoCamo_Base { \

            author = ""; \

            scope = 2; \

            displayName = QUOTE(PLCE  PATTERN); \

            model = "\""\data\plce_webbing\plce_radio.p3d"; \

            hiddenSelections[] = {"camo"}; \

            hiddenSelectionsTextures[] = {QUOTE(""\data\plce_webbing\data\MERGE(PATTERN,_co.paa))}; \

            class ItemInfo: ItemInfo { \

                containerClass = "Supply180"; \

                mass = 10; \

                uniformModel = "\""\data\plce_webbing\plce_radio.p3d"; \

                hiddenSelections[] = {"camo"}; \

                class FlashLight \

                { \

                    color[] = {180,150,120}; \

                    ambient[] = {9,7.5,6}; \

                    intensity = 23; \

                    size = 1; \

                    innerAngle = 20; \

                    outerAngle = 120; \

                    coneFadeCoef = 55; \

                    position = "flashlight_pos"; \

                    direction = "flashlight_dir"; \

                    useFlare = 1; \

                    flareSize = 0.4; \

                    flareMaxDistance = "100.0f"; \

                    dayLight = 1; \

                    class Attenuation \

                    { \

                        start = 0.5; \

                        constant = 0; \

                        linear = 0; \

                        quadratic = 1; \

                        hardLimitStart = 20; \

                        hardLimitEnd = 30; \

                    }; \

                    scale[] = {0}; \

                }; \

            }; \

        };  

     

    My model has the memory lod with the sections "flashlight_pos" and "flashlight_dir".

     

    It's not working. What i'm doing wrong? Is this method only working with the pistol_base class? Is it better to illuminate the light via script?

     


  5. Nope i tried the config of the samples

     

    model.cfg

    Spoiler

    class CfgSkeletons

    {

        class Default

        {

            isDiscrete = 1;

            skeletonInherit = "";

            skeletonBones[] = {};

        };

        class OFP2_ManSkeleton

        {

            isDiscrete = 0;

            skeletonInherit = "";

            skeletonBones[] =

            {

                "Pelvis","",

                "Spine","Pelvis",

                "Spine1","Spine",

                "Spine2","Spine1",

                "Spine3","Spine2",

                "Camera","Pelvis",

                "weapon","Spine1",

                "launcher","Spine1",

                

                // Head skeleton in hierarchy

                "neck","Spine3",

                "neck1","neck",

                "head","neck1",

                

                // New facial features

                "Face_Hub","head",

                "Face_Jawbone","Face_Hub",

                "Face_Jowl","Face_Jawbone",

                "Face_chopRight","Face_Jawbone",

                "Face_chopLeft","Face_Jawbone",

                "Face_LipLowerMiddle","Face_Jawbone",

                "Face_LipLowerLeft","Face_Jawbone",

                "Face_LipLowerRight","Face_Jawbone",

                "Face_Chin","Face_Jawbone",

                "Face_Tongue","Face_Jawbone",

                "Face_CornerRight","Face_Hub",

                "Face_CheekSideRight","Face_CornerRight",

                "Face_CornerLeft","Face_Hub",

                "Face_CheekSideLeft","Face_CornerLeft",

                "Face_CheekFrontRight","Face_Hub",

                "Face_CheekFrontLeft","Face_Hub",

                "Face_CheekUpperRight","Face_Hub",

                "Face_CheekUpperLeft","Face_Hub",

                "Face_LipUpperMiddle","Face_Hub",

                "Face_LipUpperRight","Face_Hub",

                "Face_LipUpperLeft","Face_Hub",

                "Face_NostrilRight","Face_Hub",

                "Face_NostrilLeft","Face_Hub",

                "Face_Forehead","Face_Hub",

                "Face_BrowFrontRight","Face_Forehead",

                "Face_BrowFrontLeft","Face_Forehead",

                "Face_BrowMiddle","Face_Forehead",

                "Face_BrowSideRight","Face_Forehead",

                "Face_BrowSideLeft","Face_Forehead",

                "Face_Eyelids","Face_Hub",

                "Face_EyelidUpperRight","Face_Hub",

                "Face_EyelidUpperLeft","Face_Hub",

                "Face_EyelidLowerRight","Face_Hub",

                "Face_EyelidLowerLeft","Face_Hub",

                "EyeLeft","Face_Hub",

                "EyeRight","Face_Hub",          

                

                // Left upper side

                "LeftShoulder","Spine3",

                "LeftArm","LeftShoulder",

                "LeftArmRoll","LeftArm",

                "LeftForeArm","LeftArmRoll",

                "LeftForeArmRoll","LeftForeArm",

                "LeftHand","LeftForeArmRoll",

                "LeftHandRing","LeftHand",

                "LeftHandRing1","LeftHandRing",

                "LeftHandRing2","LeftHandRing1",

                "LeftHandRing3","LeftHandRing2",

                "LeftHandPinky1","LeftHandRing",

                "LeftHandPinky2","LeftHandPinky1",

                "LeftHandPinky3","LeftHandPinky2",

                "LeftHandMiddle1","LeftHand",

                "LeftHandMiddle2","LeftHandMiddle1",

                "LeftHandMiddle3","LeftHandMiddle2",

                "LeftHandIndex1","LeftHand",

                "LeftHandIndex2","LeftHandIndex1",

                "LeftHandIndex3","LeftHandIndex2",

                "LeftHandThumb1","LeftHand",

                "LeftHandThumb2","LeftHandThumb1",

                "LeftHandThumb3","LeftHandThumb2",

                

                // Right upper side

                "RightShoulder","Spine3",

                "RightArm","RightShoulder",

                "RightArmRoll","RightArm",

                "RightForeArm","RightArmRoll",

                "RightForeArmRoll","RightForeArm",

                "RightHand","RightForeArmRoll",

                "RightHandRing","RightHand",

                "RightHandRing1","RightHandRing",

                "RightHandRing2","RightHandRing1",

                "RightHandRing3","RightHandRing2",

                "RightHandPinky1","RightHandRing",

                "RightHandPinky2","RightHandPinky1",

                "RightHandPinky3","RightHandPinky2",

                "RightHandMiddle1","RightHand",

                "RightHandMiddle2","RightHandMiddle1",

                "RightHandMiddle3","RightHandMiddle2",

                "RightHandIndex1","RightHand",

                "RightHandIndex2","RightHandIndex1",

                "RightHandIndex3","RightHandIndex2",

                "RightHandThumb1","RightHand",

                "RightHandThumb2","RightHandThumb1",

                "RightHandThumb3","RightHandThumb2",

                

                // Left lower side

                "LeftUpLeg","Pelvis",

                "LeftUpLegRoll","LeftUpLeg",

                "LeftLeg","LeftUpLegRoll",

                "LeftLegRoll","LeftLeg",

                "LeftFoot","LeftLegRoll",

                "LeftToeBase","LeftFoot",

                

                // Right lower side

                "RightUpLeg","Pelvis",

                "RightUpLegRoll","RightUpLeg",

                "RightLeg","RightUpLegRoll",

                "RightLegRoll","RightLeg",

                "RightFoot","RightLegRoll",

                "RightToeBase","RightFoot"

            };

            // location of pivot points (local axes) for hierarchical animation

            pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";

        };

    };

     

    class CfgModels

    {

        class Default

        {

            sectionsInherit="";

            sections[] = {};

            skeletonName = "";

        };

     

        class ArmaMan: Default

        {

            htMin = 60;          // Minimum half-cooling time (in seconds)

            htMax = 1800;        // Maximum half-cooling time (in seconds)

            afMax = 30;          // Maximum temperature in case the model is alive (in celsius)

            mfMax = 0;           // Maximum temperature when the model is moving (in celsius)

            mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).

            tBody = 37;  // Metabolism temperature of the model (in celsius)

     

            sections[] =

            {

                "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands",

                "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide"

            };

            skeletonName = "OFP2_ManSkeleton";

        };

     

        class ghilie_top_short: ArmaMan{};

    };

     


  6. Hey,

    i made a 3D model for Arma 3 in Blender 2.8. (Edit Arma 2 Ghillie Asset) I followed the instructions from this Video > From Blender to ArmA 3 - Complete process tutorial. 

    But my model appears between the legs. I added autocenter=0 to the geometry lod and detected the components. I consider the case sensitive skeletoneBones strings for my sections.

     

    As you can see i would like to configure it for the glasses slot. I tried the vest config too but nothing seems to work.

     

    Object Builder screenshot:

    https://gyazo.com/4483c5a81ce39290850130f3bf5a5e27

     

    Result screenshot:

    https://gyazo.com/23fc4bd4060bf235c446c007d66d5ef0

     

    config.cpp

    Spoiler

    class CfgGlasses
    {
        class None;
        class Ghillie_Top_Short: None
        {
            author = "author";
            displayname = "Ghillie Cape";
            model = "folder\data\ghillie\ghillie_top_short";
            mass = 10;
        };
    };

     

    model.cfg

    Spoiler

    class CfgSkeletons
    {
        class ManSkeleton
        {
            isDiscrete = 0;
            skeletonInherit = "";
            skeletonBones[] =
            {
                "Pelvis","",
                "Spine","Pelvis",
                "Spine1","Spine",
                "Spine2","Spine1",
                "Spine3","Spine2",
                "Camera","Pelvis",
                "weapon","Spine1",
                "launcher","Spine1",
                
                // Head skeleton in hierarchy
                "neck","Spine3",
                "neck1","neck",
                "head","neck1",
                
                // New facial features
                "Face_Hub","head",
                "Face_Jawbone","Face_Hub",
                "Face_Jowl","Face_Jawbone",
                "Face_chopRight","Face_Jawbone",
                "Face_chopLeft","Face_Jawbone",
                "Face_LipLowerMiddle","Face_Jawbone",
                "Face_LipLowerLeft","Face_Jawbone",
                "Face_LipLowerRight","Face_Jawbone",
                "Face_Chin","Face_Jawbone",
                "Face_Tongue","Face_Jawbone",
                "Face_CornerRight","Face_Hub",
                "Face_CheekSideRight","Face_CornerRight",
                "Face_CornerLeft","Face_Hub",
                "Face_CheekSideLeft","Face_CornerLeft",
                "Face_CheekFrontRight","Face_Hub",
                "Face_CheekFrontLeft","Face_Hub",
                "Face_CheekUpperRight","Face_Hub",
                "Face_CheekUpperLeft","Face_Hub",
                "Face_LipUpperMiddle","Face_Hub",
                "Face_LipUpperRight","Face_Hub",
                "Face_LipUpperLeft","Face_Hub",
                "Face_NostrilRight","Face_Hub",
                "Face_NostrilLeft","Face_Hub",
                "Face_Forehead","Face_Hub",
                "Face_BrowFrontRight","Face_Forehead",
                "Face_BrowFrontLeft","Face_Forehead",
                "Face_BrowMiddle","Face_Forehead",
                "Face_BrowSideRight","Face_Forehead",
                "Face_BrowSideLeft","Face_Forehead",
                "Face_Eyelids","Face_Hub",
                "Face_EyelidUpperRight","Face_Hub",
                "Face_EyelidUpperLeft","Face_Hub",
                "Face_EyelidLowerRight","Face_Hub",
                "Face_EyelidLowerLeft","Face_Hub",
                "EyeLeft","Face_Hub",
                "EyeRight","Face_Hub",            
                
                // Left upper side
                "LeftShoulder","Spine3",
                "LeftArm","LeftShoulder",
                "LeftArmRoll","LeftArm",
                "LeftForeArm","LeftArmRoll",
                "LeftForeArmRoll","LeftForeArm",
                "LeftHand","LeftForeArmRoll",
                "LeftHandRing","LeftHand",
                "LeftHandRing1","LeftHandRing",
                "LeftHandRing2","LeftHandRing1",
                "LeftHandRing3","LeftHandRing2",
                "LeftHandPinky1","LeftHandRing",
                "LeftHandPinky2","LeftHandPinky1",
                "LeftHandPinky3","LeftHandPinky2",
                "LeftHandMiddle1","LeftHand",
                "LeftHandMiddle2","LeftHandMiddle1",
                "LeftHandMiddle3","LeftHandMiddle2",
                "LeftHandIndex1","LeftHand",
                "LeftHandIndex2","LeftHandIndex1",
                "LeftHandIndex3","LeftHandIndex2",
                "LeftHandThumb1","LeftHand",
                "LeftHandThumb2","LeftHandThumb1",
                "LeftHandThumb3","LeftHandThumb2",
                
                // Right upper side
                "RightShoulder","Spine3",
                "RightArm","RightShoulder",
                "RightArmRoll","RightArm",
                "RightForeArm","RightArmRoll",
                "RightForeArmRoll","RightForeArm",
                "RightHand","RightForeArmRoll",
                "RightHandRing","RightHand",
                "RightHandRing1","RightHandRing",
                "RightHandRing2","RightHandRing1",
                "RightHandRing3","RightHandRing2",
                "RightHandPinky1","RightHandRing",
                "RightHandPinky2","RightHandPinky1",
                "RightHandPinky3","RightHandPinky2",
                "RightHandMiddle1","RightHand",
                "RightHandMiddle2","RightHandMiddle1",
                "RightHandMiddle3","RightHandMiddle2",
                "RightHandIndex1","RightHand",
                "RightHandIndex2","RightHandIndex1",
                "RightHandIndex3","RightHandIndex2",
                "RightHandThumb1","RightHand",
                "RightHandThumb2","RightHandThumb1",
                "RightHandThumb3","RightHandThumb2",
                
                // Left lower side
                "LeftUpLeg","Pelvis",
                "LeftUpLegRoll","LeftUpLeg",
                "LeftLeg","LeftUpLegRoll",
                "LeftLegRoll","LeftLeg",
                "LeftFoot","LeftLegRoll",
                "LeftToeBase","LeftFoot",
                
                // Right lower side
                "RightUpLeg","Pelvis",
                "RightUpLegRoll","RightUpLeg",
                "RightLeg","RightUpLegRoll",
                "RightLegRoll","RightLeg",
                "RightFoot","RightLegRoll",
                "RightToeBase","RightFoot"
            };
        };
    };
    class CfgModels
    {
        class ghillie_top_short
        {
            htMin=60;
            htMax=1800;
            afMax=30;
            mfMax=0;
            mFact=1;
            tBody=37;
            skeletonName="ManSkeleton";
            sectionsInherit="";
            sections[]={"camo"};
            class Animations
            {
            };
        };
    };

     


  7. Hey i know the thread ist old but..no no not gold ^^

     

    i would like to know how ich can return a bool value from this example.

     

    So if i have a match true else false. i get alle the time "<null>" when i format the result.

     

    // init.sqf
    RemoveActionByName = {
    	params ["_object", "_name"];
     	{if (_object actionParams _x select 0 == _name) exitWith {_object removeAction _x}} forEach actionIDs _object; 
    };

     

    Ich know the last result is the return value. So i tried.

     

    // init.sqf
    RemoveActionByName = {
    	params ["_object", "_name"];
     	{if (_object actionParams _x select 0 == _name) exitWith {_result = true}} forEach actionIDs _object; 
    	result = false;
    };

     


  8. Hey there,

     

    since a few days my arma closes for example when i get in a car.

     

    The rpt:

     

    Fault time: 2019/03/31 10:37:33
    Fault address:  8000A90E 00:8000A90E Unknown module
    file:     tempMissionSP
    world:    VR
    Prev. code bytes: 00 00 48 8B 17 EB 5D 4C 8B 42 58 4D 85 C0 74 0E
    Fault code bytes: 49 8B 00 48 89 42 58 66 44 01 6A 74 EB 2E 4C 8B

     

    I tried a lot. Reinstalled Nvidia drivers, reinstalled Arma 3 nothing helps me for solving this issue.

     

    So what could it be?

×