fortune144
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Posts posted by fortune144
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Anybody has a Bergen psd/gimp file? That would be awesome.
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Nevermind i found Drongo's Config Generator...edit the config a bit and it's working now. thank you
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Spoilerclass 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...
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Ok and Items[]={}; then for everything in the uniform? That's not working. With that method i can't add for example ACE CableTie to vest..only magazines.
How can i add none magazine items to vest like ACE can do?
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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
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In the first part i took the AK from the ground so the civillian can't take it.
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Hey,
i made a british patrol pack in blender. After i port it in the game the webbings are in the pack. What causes this behavior?
Are the sections the problem? Maybe i don't understand whatspine 1, spine 2 and spine 3 is.
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Hey,
i need some help. I made this british patrol pack 3D model but i can't texture it right. I'm seachring for one who wants to be part of the party and can help me to texture the pack. Maybe it's neccessary to adjust the UV layout.
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Hey,
i made this plce webbing with flashlight. I thought it would be cool when the flashlight can be used.
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?
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Yeah, it works. I wrote my class wrong. Can be closed. Jesus.
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Nope i tried the config of the samples
model.cfg
Spoilerclass 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{};
};
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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
Spoilerclass CfgGlasses
{
class None;
class Ghillie_Top_Short: None
{
author = "author";
displayname = "Ghillie Cape";
model = "folder\data\ghillie\ghillie_top_short";
mass = 10;
};
};model.cfg
Spoilerclass 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
{
};
};
}; -
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; };
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Hey,
i made my model with blender. I applied Location, Location & Scale but my model stuck in the ground.
What i'm missing? It's a litte box it should be flat on the ground.
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Yeah no problem i switched back to 2.79 and the old TB version. i will give it a try a bit later. Thank you for your work.
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I imported the ToolBox to 2.8 and run in the following error when i export to p3d:
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Hey,
i made some cfgFunctions for my clan test server. They running quiet good, but i'm the only one who can start them. That means, i have to execute them before all others can activate them by them self.
I'm stumped. There is nothing about my name id or what ever.
So any ideas?
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I found the problem.
It's my headset
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The problem is still there....
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I switched the Malloc to System..it seems to work..
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yes i did.
The 32Bit is not the solution. Crashes with DX11 out of memory.
So the 64Bit must run but it doesen't
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After i posted here i switched to 32bit version and it seems to work..wtf but i would like to know what causes this issue
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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?
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I know this thread is dead but i would like to know where i can get this camo pattern. I like the contrast and brightness
Game Logic problem
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
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?