fortune144
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Posts posted by fortune144
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Hey there,
i would like to add the arsenal to my custom ReammoBox_F - box in UserActions. The Problem is the arsenal opens only on click on my action then the action menu contains Uniforms and Arsenal. yeah i know with open i can solve the problem but then i cant add my custom classes to it.
class UserActions { class Rifleman_Uniform_Arsenal { displayName = "<t color='#FF9900'>Uniforms</t>"; priority = 6; radius = 4; position = "camera"; showWindow = 0; hideOnUse = 1; onlyForPlayer = 1; condition = true; statement = "[this] execVM ""crates\data\arsenal.sqf"";"; }; };
arsenal.sqf
_crate = _this select 0; ["AmmoboxInit",[_crate, false, {true}]] spawn BIS_fnc_arsenal; _availableHeadgear = [ "UK3CB_BAF_H_Wool_Hat" ]; _availableUniforms = [ "UK3CB_BAF_U_Smock_DPMW" ]; [_crate,((itemCargo _crate) + _availableHeadgear + _availableUniforms), false, true] call BIS_fnc_addVirtualItemCargo;
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Hey guys,
i would like to retexture the Land_sign_berezino
the problem is this setObjectTexture [0, "sign.jpg"]; this attachTo [sign, [0,-0.05,0.8]]; with classname the Land_sign_berezino and object name sign doesn't work.
_textures = getObjectTextures this; hint format ["%1", _textures];
gives me empty array. so how can i retexture this sign?
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I added
Quote"scripts\dual_arms.sqf" remoteExec ["BIS_fnc_execVM"];
to initPlayerLocal.sqf but is not working
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Is it possible to set how much the healing will be?
I don't want 100% healing when use the splint.
Thanl you
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[[],"scripts\dual_arms.sqf",true,true] call BIS_fnc_MP;
is not working in initPlayer.sqf
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Hey i would like to launch the left hand script on my server.
In my InitServer.sqf i have
[[],"scripts\dual_arms.sqf",true,true] call BIS_fnc_MP;
and my dual_arms.sqf
waitUntil {time > 0}; waitUntil {!isNull player}; check_backWeapon = true; aa_fnc_gearInterupt = { if (isNull (_this select 2)) then { if (!isNil {(_this select 1) getVariable "AA_wpnHolder"}) then { aa_grounds = []; _ground = "GroundWeaponHolder" createVehicle position player; _ground setPosATL (player modelToWorld [0,0.4,0]); _ground setDir getDir player; _ground enableSimulation false; _ground setVariable ["tempHolder", true]; _ground spawn {waitUntil {sleep 3; isNull (findDisplay 602)}; _this enableSimulation true}; _nearSup = ((player modelToWorld [0,.8,1]) nearSupplies 2.3); { _x spawn { if (!(_this getVariable ['AA_wpnHolder',false])) then { if !((_this isKindOf "man") && (alive _this)) then {aa_grounds = aa_grounds + [_this]} } } } forEach _nearSup; if (count aa_grounds > 0) then { if (((aa_grounds select 0) isKindOf "man") && (!isNull wpnHolderLeft)) then { _gear = "GroundWeaponHolder" createVehicle position player; _gear attachTo [(_this select 1),[0,0,0], "pelvis"]; detach _gear; _gear enableSimulation false; _gear setVariable ["tempHolder", true]; _gear spawn { waitUntil {!(isNull (findDisplay 602))}; sleep 1; _this setPosATL (player modelToWorld [0,1,0]); _this enableSimulation true; _this setDir getDir player; }; player action ["Gear", aa_grounds select 0]; } else { player action ["Gear", aa_grounds select 0]; }; } else { private "_ground"; _ground = "GroundWeaponHolder" createVehicle position player; _ground setPosATL (player modelToWorld [0,0.4,0]); _ground setDir getDir player; _ground setVariable ["tempHolder", true]; player action ["Gear",_ground]; waitUntil {!(isNull (findDisplay 602))}; waitUntil {(isNull (findDisplay 602))}; _ground spawn {waitUntil {sleep 3; isNull (findDisplay 602)}; _this enableSimulation true}; sleep 1; }; _ground enableSimulation true; } else { if ((_this select 1) isKindOf "man") then { _gear = "GroundWeaponHolder" createVehicle position player; _gear attachTo [(_this select 1),[0,0,0], "pelvis"]; detach _gear; _gear enableSimulation false; _gear setVariable ["tempHolder", true]; [_gear,(_this select 1)] spawn { _gear = (_this select 0); sleep 1; waitUntil {!(isNull (findDisplay 602))}; sleep 2; _gear setPosATL ((_this select 1) modelToWorld [0,0,0]); _gear enableSimulation true; _gear setDir getDir player; }; player action ["Gear", (_this select 1)]; }; }; } else { if (!isNil {(_this select 2) getVariable "AA_wpnHolder"}) then { _tempGear = (_this select 1); _tempGear spawn { _gear = "GroundWeaponHolder" createVehicle position player; _gear attachTo [player,[0,0,0], "pelvis"]; detach _gear; _gear enableSimulation false; _gear setVariable ["tempHolder", true]; _gear spawn { waitUntil {!(isNull (findDisplay 602))}; sleep 1; _this setPosATL (player modelToWorld [0,1,0]); _this enableSimulation true; _this setDir getDir player; }; player action ["Gear",_this]; }; }; }; }; aa_fnc_invInterupt = { aa_inventoryContainers = _this; waitUntil {(!(isNull (findDisplay 602)))}; player setVariable ["InvOpened",1]; waitUntil {sleep 0.001; (isNull (findDisplay 602))}; player setVariable ["InvOpened",0]; {if ((typeOf _x == "GroundWeaponHolder") && (!isNil {_x getVariable "tempHolder"})) then {if ((count ((itemCargo _x) + (weaponCargo _x) + (backpackCargo _x) + (magazineCargo _x))) == 0) then {deleteVehicle _x}}} forEach (player nearSupplies 3); }; aa_fnc_switchWpn = { _wpn = currentWeapon player; _stance = stance player; if (_wpn == "") then { _wpn = (player getVariable ["wpnHolster",""]); if (_wpn != "") then { player setVariable ["wpnHolster",""]; if ((_wpn == handgunWeapon player) && (_stance == "CROUCH")) then { player selectWeapon _wpn; player playMoveNow "AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon_end"; [[player, {_this playMoveNow "AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon_end"}], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP } else { player selectWeapon _wpn; }; } } else { if ((_wpn == handgunWeapon player) && (_stance != "CROUCH")) then { player setVariable ["wpnHolster",_wpn]; player action ["switchWeapon", player, player, -1] }; if (_wpn == primaryWeapon player) then { if (_stance == "CROUCH") then { player playMoveNow "AmovPknlMstpSrasWrflDnon_AmovPknlMstpSnonWnonDnon"; [[player, {_this playMoveNow "AmovPknlMstpSrasWrflDnon_AmovPknlMstpSnonWnonDnon"}], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP }; if (_stance == "PRONE") then { player playMoveNow "AmovPpneMstpSrasWrflDnon_AmovPpneMstpSnonWnonDnon"; [[player, {_this playMoveNow "AmovPpneMstpSrasWrflDnon_AmovPpneMstpSnonWnonDnon"}], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP }; player setVariable ["wpnHolster",_wpn]; player action ["switchWeapon", player, player, -1] }; if (_wpn == secondaryWeapon player) then { player setVariable ["wpnHolster",_wpn]; player action ["switchWeapon", player, player,-1] }; if (_wpn == binocular player) then { player setVariable ["wpnHolster",_wpn]; if (_stance == "CROUCH") then {player action ["switchWeapon", player, player,-1]; player playMoveNow "amovpknlmstpsnonwnondnon"; [[player, {_this playMoveNow "amovpknlmstpsnonwnondnon"}], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP} else {player action ["switchWeapon", player, player,-1]} }; }; }; aa_fnc_leftWeapon = { check_backWeapon = false; _primaryWeapon = nil; _anim = animationState player; _animSpeed = getAnimSpeedCoef player; _stance = stance player; if (primaryWeapon player != "") then {{if ((_x select 0) == (primaryWeapon player)) then {_primaryWeapon = _x}} forEach (weaponsItems player);}; if ((primaryWeapon player != "") && (isNil {player getVariable ["leftWeapon", nil]})) exitWith //Put on left { if (currentWeapon player == "") then { player selectWeapon (primaryWeapon player); }; switch (_stance) do { case "STAND" : { player playAction "SecondaryWeapon"; _anim = animationState player; waitUntil {animationState player != _anim}; sleep 1.5; [[[player, "amovpercmstpsnonwnondnon"], {(_this select 0) playMoveNow (_this select 1)}], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP; sleep 0.5; }; case "CROUCH" : { player playAction "SecondaryWeapon"; _anim = animationState player; waitUntil {animationState player != _anim}; sleep 1.2; waitUntil {animationState player != "amovpknlmstpsraswlnrdnon_amovpknlmstpsnonwnondnon"}; sleep 0.1; waitUntil {animationState player != "amovpknlmstpsraswlnrdnon_amovpknlmstpsnonwnondnon"}; [[[player, "amovpknlmstpsnonwnondnon"], {(_this select 0) playMoveNow (_this select 1)}], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP; }; case "PRONE" : { player playAction "PlayerCrouch"; sleep (1.1 / _animSpeed); player playAction "SecondaryWeapon"; _anim = animationState player; waitUntil {animationState player != _anim}; sleep 1.5; [[[player, "amovppnemstpsnonwnondnon"], {(_this select 0) playMoveNow (_this select 1)}], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP; sleep 0.5; }; default {}; }; _man = createAgent ["VirtualMan_F", (player modelToWorld [0,-2,0]), [], 0, "NONE"]; _man attachTo [player,[0,0,10],"pelvis"]; _man setAnimSpeedCoef 100; _man allowDamage false; _baseWeapon = (_primaryWeapon select 0); _man addWeapon _baseWeapon; removeAllPrimaryWeaponItems _man; for "_n" from 1 to ((count _primaryWeapon) -1) do {_man addWeaponItem [_baseWeapon, _primaryWeapon select _n];}; wpnHolderLeft = "Weapon_Empty" createVehicle getPosATL player; wpnHolderLeft attachTo [player,[0.05,-0.03,-0.03],"launcher"]; wpnHolderLeft setVariable ["AA_wpnHolder",true,true]; handler_backWeapon = addMissionEventHandler ["EachFrame",{wpnHolderLeft setVectorDirAndUp [((player selectionPosition "rightShoulder") vectorAdd [-0.10,-0.11,-0.05]) vectorFromTo (player selectionPosition "leftshoulder"),(player selectionPosition "spine3") vectorFromTo (player selectionPosition "launcher")];}]; _man action ["PutWeapon", wpnHolderLeft, primaryWeapon _man]; waitUntil {sleep 0.001; ((weaponCargo wpnHolderLeft) select 0) == _baseWeapon}; player setUserActionText [action_putLeft, format [localize "str_action_weaponinhand", (getText (configfile >> "CfgWeapons" >> ((weaponCargo wpnHolderLeft) select 0) >> "displayName"))]]; detach _man; deleteVehicle _man; wpnHolderLeft setDamage 1; player removeWeaponGlobal (primaryWeapon player); player setUserActionText [action_switchLeft, format [localize "str_action_weapononback", (getText (configfile >> "CfgWeapons" >> (primaryWeapon player) >> "displayName"))]]; clearMagazineCargoGlobal wpnHolderLeft; clearItemCargoGlobal wpnHolderLeft; clearBackpackCargoGlobal wpnHolderLeft; sleep 1.618; player setVariable ["leftWeapon", _primaryWeapon]; check_backWeapon = true; }; if ((primaryWeapon player == "") && (!isNil {player getVariable ["leftWeapon", nil]})) exitWith //Take on left { if (_stance == "PRONE") then { player playAction "PrimaryWeapon" } else { player playAction "SecondaryWeapon"; _anim = animationState player; waitUntil {animationState player != _anim}; sleep 1.3; player selectWeapon (primaryWeapon player); }; player addMagazine (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0) >> "magazines") select 0); if (count (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0) >> "muzzles") select 0) == 2) then {player addMagazine (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0)>> (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0) >> "muzzles") select 1) >> "magazines") select 0);}; removeMissionEventHandler ["EachFrame", handler_backWeapon]; detach wpnHolderLeft; deleteVehicle wpnHolderLeft; player addWeapon ((player getVariable ["leftWeapon",nil]) select 0); removeAllPrimaryWeaponItems player; player removePrimaryWeaponItem (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0) >> "magazines") select 0); if (count (player getVariable ["leftWeapon",nil]) == 7) then {player removePrimaryWeaponItem (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0)>> (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0) >> "muzzles") select 1) >> "magazines") select 0);}; for "_n" from 1 to (count (player getVariable ["leftWeapon",nil])) do {player addWeaponItem [((player getVariable ["leftWeapon",nil]) select 0), (player getVariable ["leftWeapon",nil]) select _n];}; player selectWeapon primaryWeapon player; sleep 1.618; player setUserActionText [action_switchLeft, format [localize "str_action_weaponinhand", (getText (configfile >> "CfgWeapons" >> ((weaponCargo wpnHolderLeft) select 0) >> "displayName"))]]; player setVariable ["leftWeapon",nil]; check_backWeapon = true; }; if ((primaryWeapon player != "") && (!isNil {player getVariable ["leftWeapon", nil]})) exitWith //Switch { if (currentWeapon player == "") then { player selectWeapon primaryWeapon player; sleep 2.6; }; switch (_stance) do { case "STAND" : { if (weaponLowered player) then {player action ["WeaponOnBack", player]}; if (currentWeapon player != primaryWeapon player) then {player selectWeapon (primaryWeapon player); sleep 1.6}; player playAction "SecondaryWeapon"; _anim = animationState player; waitUntil {animationState player == "amovpercmstpsraswrfldnon_amovpercmstpsraswlnrdnon"}; sleep (1 / _animSpeed); [[[player, _anim], {(_this select 0) playMoveNow (_this select 1)}], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP; }; case "CROUCH" : { if (weaponLowered player) then {player action ["WeaponOnBack", player]}; if (currentWeapon player != primaryWeapon player) then {player selectWeapon (primaryWeapon player); sleep 1.6}; player playAction "SecondaryWeapon"; _anim = animationState player; waitUntil {animationState player == "amovpknlmstpsraswrfldnon_amovpknlmstpsraswlnrdnon"}; sleep (1 / _animSpeed); [[[player, _anim], {(_this select 0) playMoveNow (_this select 1)}], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP; }; case "PRONE" : { player playAction "PlayerCrouch"; sleep (1.1 / _animSpeed); _anim = animationState player; if (weaponLowered player) then {player action ["WeaponOnBack", player]}; if (currentWeapon player != primaryWeapon player) then {player selectWeapon (primaryWeapon player); sleep 1.6}; player playAction "SecondaryWeapon"; _anim = animationState player; waitUntil {animationState player == "amovpknlmstpsraswrfldnon_amovpknlmstpsraswlnrdnon"}; sleep (1 / _animSpeed); [[[player, _anim], {(_this select 0) playMoveNow (_this select 1)}], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP; }; default {}; }; _man =createAgent ["VirtualMan_F", (player modelToWorld [0,-2,0]), [], 0, "NONE"]; _man attachTo [player,[0,0,10],"pelvis"]; _man setAnimSpeedCoef 100; _man allowDamage false; _baseWeapon = (_primaryWeapon select 0); _man addWeapon _baseWeapon; removeAllPrimaryWeaponItems _man; for "_n" from 1 to ((count _primaryWeapon) -1) do {_man addWeaponItem [_baseWeapon, _primaryWeapon select _n];}; removeMissionEventHandler ["EachFrame", handler_backWeapon]; [wpnHolderLeft, _baseWeapon] spawn { waitUntil {((weaponCargo wpnHolderLeft) select 0) == (_this select 1)}; detach (_this select 0); deleteVehicle (_this select 0); }; wpnHolderLeft = "Weapon_Empty" createVehicle getPosATL player; wpnHolderLeft attachTo [player,[0.05,-0.03,-0.03],"launcher"]; wpnHolderLeft setVariable ["AA_wpnHolder",true,true]; handler_backWeapon = addMissionEventHandler ["EachFrame",{wpnHolderLeft setVectorDirAndUp [((player selectionPosition "rightShoulder") vectorAdd [-0.10,-0.11,-0.05]) vectorFromTo (player selectionPosition "leftshoulder"),(player selectionPosition "spine3") vectorFromTo (player selectionPosition "launcher")];}]; _man action ["PutWeapon", wpnHolderLeft, primaryWeapon _man]; waitUntil {((weaponCargo wpnHolderLeft) select 0) == _baseWeapon}; player addMagazine (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0) >> "magazines") select 0); if (count (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0) >> "muzzles") select 0) == 2) then {player addMagazine (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0)>> (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0) >> "muzzles") select 1) >> "magazines") select 0);}; player addWeapon ((player getVariable ["leftWeapon",nil]) select 0); removeAllPrimaryWeaponItems player; player removePrimaryWeaponItem (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0) >> "magazines") select 0); if (count (player getVariable ["leftWeapon",nil]) == 7) then {player removePrimaryWeaponItem (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0)>> (getArray (configFile >> "CfgWeapons" >> ((player getVariable ["leftWeapon",nil]) select 0) >> "muzzles") select 1) >> "magazines") select 0);}; for "_n" from 1 to (count (player getVariable ["leftWeapon",nil])) do {player addWeaponItem [((player getVariable ["leftWeapon",nil]) select 0), (player getVariable ["leftWeapon",nil]) select _n];}; player selectWeapon primaryWeapon player; _man spawn {sleep 1.618; detach _this; deleteVehicle _this;}; sleep 1.618; player setUserActionText [action_switchLeft, format [localize "str_action_weaponinhand", (getText (configfile >> "CfgWeapons" >> ((weaponCargo wpnHolderLeft) select 0) >> "displayName"))]]; wpnHolderLeft setDamage 1; player setVariable ["leftWeapon", _primaryWeapon]; check_backWeapon = true; }; }; //------------------------------------------------Actions aa_fnc_leftWeaponActions = { if (({["ace_", _x] call BIS_fnc_inString} count activatedAddons) < 100) then { action_hideWpn = player addAction ["Hide weapon",aa_fnc_switchWpn,[],0,false,true,"buldTerrainShowNode",'((vehicle player == player) && (currentWeapon player != "") && (currentWeapon player != binocular player) && (_this == _target))']; }; action_putLeft = player addAction ["Put weapon on back",aa_fnc_leftWeapon,[],1,false,true,"SwitchWeapon",'((primaryWeapon player in weaponList) && (secondaryWeapon player == "") && (vehicle player == player) && (isNil {player getVariable ["leftWeapon", nil]}) && (player hasWeapon (primaryWeapon player)) && (check_backWeapon) && (_this == _target))']; action_switchLeft = player addAction ["Take weapon back",aa_fnc_leftWeapon,[],1,false,true,"SwitchWeapon",'((secondaryWeapon player == "") && (vehicle player == player) && (!isNil {player getVariable ["leftWeapon", nil]}) && (check_backWeapon) && (_this == _target))']; }; [] call aa_fnc_leftWeaponActions; [] spawn { while{true} do { waitUntil {sleep 0.1; check_backWeapon}; player setUserActionText [action_putLeft, format [localize "str_action_weapononback", (getText (configfile >> "CfgWeapons" >> (primaryWeapon player) >> "displayName"))]]; if (!isNil {player getVariable ["leftWeapon", nil]}) then {player setUserActionText [action_switchLeft, format [localize "str_action_weaponinhand", (getText (configfile >> "CfgWeapons" >> (((player getVariable ["leftWeapon",nil]) select 0)) >> "displayName"))]];}; } }; [] spawn { while{true} do { waitUntil {sleep 0.1; ((secondaryWeapon player != "") && (!isNil {player getVariable ["leftWeapon", nil]}))}; player playAction "PutDown"; removeMissionEventHandler ["EachFrame", handler_backWeapon]; detach wpnHolderLeft; wpnHolderLeft setVehiclePosition [(player modelToWorld [0,1,0]), [], 0, "CAN_COLLIDE"]; wpnHolderLeft setVariable ["AA_wpnHolder",nil,true]; wpnHolderLeft setDamage 0; wpnHolderLeft = nil; player setVariable ["leftWeapon",nil]; } }; player addEventHandler ["Take", {if (!((isNull wpnHolderLeft) && (isNil "wpnHolderLeft")) && (vehicle player == player)) then {wpnHolderLeft attachTo [player,[0.05,-0.03,-0.03],"launcher"]}}]; player addEventHandler ["Respawn",{[] call aa_fnc_leftWeaponActions}]; player addEventHandler ["Killed", { if ((isNil "wpnHolderLeft") || (isNull wpnHolderLeft)) exitWith {}; detach wpnHolderLeft; wpnHolderLeft setVehiclePosition [getPosASL player, [], 0, "CAN_COLLIDE"]; wpnHolderLeft setVariable ["AA_wpnHolder",nil,true]; player setVariable ["leftWeapon",nil]; wpnHolderLeft setDamage 0; wpnHolderLeft = nil; removeMissionEventHandler ["EachFrame",handler_backWeapon]; }]; player addEventHandler ["InventoryOpened", { if (vehicle player != player) exitWith {if (player getVariable ["InvOpened",0] != 1) then {_this spawn aa_fnc_invInterupt}}; if (isNil {player getVariable ["leftWeapon", nil]}) exitWith {if (player getVariable ["InvOpened",0] != 1) then {_this spawn aa_fnc_invInterupt}}; if ((isNil {(_this select 1) getVariable "AA_wpnHolder"}) && (isNil {(_this select 2) getVariable "AA_wpnHolder"}) && (!((_this select 1) isKindOf "man"))) exitWith {if (player getVariable ["InvOpened",0] != 1) then {_this spawn aa_fnc_invInterupt}}; if (((_this select 1) isKindOf "man") && (({typeOf _x == "GroundWeaponHolder"} count ((_this select 1) nearSupplies 2)) != 0)) exitWith { _gear = "GroundWeaponHolder" createVehicle position (_this select 1); _gear setPosWorld (getPosWorld (_this select 1)); _gear enableSimulation false; _gear setVariable ["tempHolder", true]; [_gear,(_this select 1)] spawn { _gear = (_this select 0); sleep 1; waitUntil {!(isNull (findDisplay 602))}; sleep 2; _gear setPosATL ((_this select 1) modelToWorld [0,0,0]); _gear enableSimulation true; _gear setDir getDir player; }; if (player getVariable ["InvOpened",0] != 1) then {_this spawn aa_fnc_invInterupt} }; [0, _this select 1, _this select 2] spawn aa_fnc_gearInterupt; true }]; player addEventHandler ["GetInMan", { detach wpnHolderLeft; wpnHolderLeft setPosASL [0,0,0]; }]; player addEventHandler ["GetOutMan", {wpnHolderLeft attachTo [player,[0.05,-0.03,-0.03],"launcher"]}];
How can i execute it globally on server?
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Yeah i found this samples and made some stuff already.
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Hey folks,
i made a custom camoface ace action as code see below. In singleplayer everything works fine but when i put the pbo on my server there is only the ace action and nothing happens. So where is my mistake. Please have a look.
ACE_ACTION:
Quoteclass ACE_SelfActions
{
class Camo
{
displayName="Tarnschminke";
condition="('US_Facepaint' in uniformItems _player || 'US_Facepaint' in vestItems _player || 'US_Facepaint' in backpackItems _player)";
statement="_this call camofaces_fnc_createDialog;";
showDisabled=0;
priority=4;
icon="basic_equipment\data\functions\ui\Icon_camo_ca.paa";
class Set_Camo
{
displayName="Tarnschminke auflegen";
condition="('US_Facepaint' in uniformItems _player || 'US_Facepaint' in vestItems _player || 'US_Facepaint' in backpackItems _player)";
statement="['_Wdl'] call camofaces_fnc_setcamo;";
showDisabled=0;
priority=4;
icon="basic_equipment\data\functions\ui\Icon_camoon_ca.paa";
};
setCamo.sqf
Quoteparams ["_type"];
currentFace = face player;
_camoFace = (currentFace + _type);
if (currentFace in faces) then{
[[player , _camoFace],"setFace",true,false] call BIS_fnc_mp;
};
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delete me
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Hey there,
i made an MP5 from SMG_Base_F Arma 3 everythign is fine. The Soldier reload animation is running but the weapon is doing nothing. i made all sections and placed the memory point for the specific animation. In my model.cfg i placed in the model animation section everything whats needed for the animation.
For example. The file is lying where my model.p3d is.
Quoteclass SOR_MP5_SD6
{
htMin=0;
htMax=0;
afMax=0;
mfMax=0;
mFact=0;
tBody=0;
skeletonName="Skeleton";
sectionsInherit="";
sections[]={"trigger"};
class Animations
{
class trigger_rot
{
type="rotation";
source="reload";
selection="trigger";
sourceAddress="clamp";
minPhase=0;
maxPhase=1;
minValue=0;
maxValue=1;
memory=0;
angle0=0;
angle1=-0.6981317;
};
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Quotetake a config from an arma 3 ( SMG_05_F )
It's a good base and works perfect. thank you
- 1
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I fixed the stuff with the top mount and head in weapon by my self. The ViewPilot has not the correct model.
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Hey folks,
i tried to port the arma 2 mp5 sd6 to A3 and i run in couple of problems. First of all the arm animation is really weird. I can't fixed it in the model.cfg.
The next thing is i added a top mount rail to the model. But in ego view it's not there. When i zoom my heady ist in the weapons.
i'm new in this and i hoped to learn from the arma 2 stuff but these are problem which i can't fix my self.
model.cfg
Spoiler#define BULLET_HIDE(x,from,count) class Bullet##x\
{\
type="hide";\
source="revolving";\
sourceAddress="mirror";\
selection=bullet##x;\
minValue=-1.000000;\
maxValue= 0.000000;\
hideValue=((count+x-from-2)/count)+0.00001;\
};class CfgSkeletons
{
class Default;
class Weapon: Default
{
isDiscrete=1;
skeletonInherit="Default";
skeletonBones[]=
{
"magazine","",
"trigger","",
};
};
class Rifle: Weapon
{
skeletonInherit="Weapon";
skeletonBones[]=
{
"bolt","",
"bullet_cover","",
"aimpoint_cover","",
"aimpoint_cover02","",
"charging_handle","",
"misc_cover",""
};
};
class Pistol: Weapon
{
skeletonInherit="Weapon";
skeletonBones[]=
{
"slide","",
"hammer",""
};
};
class MachineGun: Weapon
{
skeletonInherit="Weapon";
skeletonBones[]=
{
"ammo_belt","",
"ammo_belt_bottom","ammo_belt",
"feedtray_cover","",
"bolt","",
"fake_bullet","",
"bullet001","bullet002",
"bullet002","bullet003",
"bullet003","bullet004",
"bullet004","bullet005",
"bullet005","bullet006",
"bullet006","bullet007",
"bullet007","bullet008",
"bullet007hide","",
"bullet008","bullet009",
"bullet009","bullet010",
"bullet010","ammo_belt",
"bullet_cover","",
"optics","",
"ammo_belt_cover","feedtray_cover",
"ammo_belt_cover02","magazine",
"misc_cover","feedtray_cover",
"magazine_belt","magazine"
};
};
class StaticWeapon: Default
{
isDiscrete=1;
skeletonInherit="Default";
skeletonBones[]=
{
"OtocVez","",
"OtocHlaven","OtocVez",
"OtocHlaven_Shake","OtocHlaven",
"ammo_belt","OtocHlaven_Shake",
"magazine","OtocHlaven_Shake",
"feedtray_cover","OtocHlaven_Shake",
"bolt","OtocHlaven_Shake",
"recoil","OtocHlaven_Shake",
"charging_handle","OtocHlaven_Shake",
"damagehideVez","OtocVez",
"damagehideHlaven","OtocHlaven",
"damagehideRecoil","recoil"
};
};
class StaticMGWeapon: StaticWeapon
{
skeletonInherit="StaticWeapon";
skeletonBones[]=
{
"bullet001","bullet002",
"bullet002","bullet003",
"bullet003","bullet004",
"bullet004","bullet005",
"bullet005","bullet006",
"bullet006","bullet007",
"bullet007","bullet008",
"bullet008","bullet009",
"bullet009","bullet010",
"bullet010","bullet011",
"bullet011","bullet012",
"bullet012","ammo_belt"
};
};
};class CfgModels
{
class Default;
class Optic: Default
{
sections[]=
{
"zasleh"
};
};
class Weapon: Default
{
sections[]=
{
"zasleh"
};
skeletonName="Weapon";
class Animations
{
class zaslehROT
{
type="rotation";
source="clockMinute";
sourceAddress="loop";
selection="test";
begin="usti hlavne";
end="konec hlavne";
memory=1;
minValue=0.0166665;
maxValue=0.016666666666666666666666666666667;
angle0="rad 0";
angle1="rad 360";
};
class magazine_hide
{
type="hide";
source="reloadMagazine";
sourceAddress="mirror";
selection="magazine";
minValue=0.0;
maxValue=0.4;
hideValue=0.5;
};
class reload_ammobelt_hide: magazine_hide
{
selection="ammo_belt";
};
class reload_ammobelt_bottom_hide: magazine_hide
{
selection="ammo_belt_bottom";
};
class ammobelt_hide: magazine_hide
{
source="isEmpty";
selection="ammo_belt";
minValue=0.000000;
maxValue=1.000000;
hideValue=1.000000;
};
class ammobelt_bottom_hide: ammobelt_hide
{
selection="ammo_belt_bottom";
};
};
};
class Rifle: Weapon
{
skeletonName="Rifle";
class Animations: Animations
{
class magazine_hide:magazine_hide
{
sourceAddress="mirror";
minValue=0.0;
maxValue=0.56;
hideValue=0.36;
};
class bolt_empty
{
type="translation";
source="isEmpty";
selection="bolt";
axis="bolt_axis";
memory=1;
minValue=0.000000;
maxValue=0.500000;
offset0=0;
offset1=0.5;
};
class bullet_cover
{
type="rotation";
source="reload";
sourceAddress="mirror";
selection="bullet_cover";
axis="bullet_cover_axis";
memory=1;
minValue=0.0;
maxValue=0.5;
angle0=0;
angle1=-0.4;
};
class bolt_fire_begin
{
type="translation";
source="reload";
selection="bolt";
axis="bolt_axis";
memory=1;
minValue=0.000000;
maxValue=0.300000;
offset0=0;
offset1=0.5;
};
class bolt_fire_end:bolt_fire_begin
{
minValue=0.500000;
maxValue=1.000000;
offset0=0;
offset1=-0.5;
};
class bolt_reload_begin
{
type="translation";
source="reloadMagazine";
selection="bolt";
axis="bolt_axis";
memory=1;
minValue=0.1;
maxValue=0.15;
offset0=0;
offset1=0.5;
};
class bolt_reload_end:bolt_reload_begin
{
minValue=0.980000;
maxValue=1.000000;
offset0=0;
offset1=-0.5;
};
};
};
class Sniper_Rifle: Weapon
{
skeletonName="Rifle";
class Animations: Animations
{
class bullet_cover_reload_begin
{
type="translation";
source="reloadMagazine";
selection="bullet_cover";
axis="bolt_axis";
memory=1;
minValue=0.2;
maxValue=0.5;
offset0=0;
offset1=2.0;
};
class bullet_cover_end:bullet_cover_reload_begin
{
minValue=0.7;
maxValue=0.8;
offset0=0;
offset1=-2.0;
};
class bolt_reload_begin
{
type="translation";
source="reloadMagazine";
selection="bolt";
axis="bolt_axis";
memory=1;
minValue=0.2;
maxValue=0.5;
offset0=0;
offset1=1.0;
};
class bolt_reload_end:bolt_reload_begin
{
minValue=0.7;
maxValue=0.8;
offset0=0;
offset1=-1.0;
};
class charging_handle_reload_rotation_begin
{
type="rotation";
source="reloadMagazine";
selection="charging_handle";
axis="bolt_axis";
memory=1;
minValue=0.0;
maxValue=0.2;
angle0=0;
angle1=-1.0;
};
class charging_handle_reload_rotation_end:charging_handle_reload_rotation_begin
{
minValue=0.8;
maxValue=1.0;
angle0=0;
angle1=1.0;
};
class charging_handle_reload_begin
{
type="translation";
source="reloadMagazine";
selection="charging_handle";
axis="bolt_axis";
memory=1;
minValue=0.2;
maxValue=0.5;
offset0=0;
offset1=1.0;
};
class charging_handle_reload_end:charging_handle_reload_begin
{
minValue=0.7;
maxValue=0.8;
offset0=0;
offset1=-1.0;
};
};
};
class Launcher: Weapon {class Animations{};};
class Grenade: Weapon {class Animations{};};class Pistol: Weapon
{
skeletonName="Pistol";
class Animations: Animations
{
class magazine_hide:magazine_hide
{
sourceAddress="mirror";
minValue=0.0;
maxValue=0.56;
hideValue=0.36;
};
class slide_fire_begin
{
type="translation";
source="reload";
selection="slide";
axis="slide_axis";
minValue=0.000000;
maxValue=0.500000;
offset0=0;
offset1=-0.200000;
};
class slide_fire_end:slide_fire_begin
{
minValue=0.600000;
maxValue=1.000000;
offset0=0;
offset1=0.200000;
};
class hammer_fire_begin
{
type="rotation";
source="reload";
selection="hammer";
axis="hammer_axis";
memory=1;
minValue=0.000000;
maxValue=0.500000;
angle0=0.000000;
angle1=1.221730;
};
class hammer_fire_end:hammer_fire_begin
{
minValue=0.600000;
maxValue=1.000000;
angle0=0.000000;
angle1=-1.221730;
};
class slide_empty
{
type="translation";
source="isEmpty";
selection="slide";
axis="slide_axis";
minValue=0.990000;
maxValue=1.000000;
offset0=0;
offset1=-0.200000;
};
class hammer_empty
{
type="rotation";
source="isEmpty";
selection="hammer";
axis="hammer_axis";
memory=1;
minValue=0.990000;
maxValue=1.000000;
angle0=0.000000;
angle1=1.221730;
};
};
};
class MachineGun: Weapon
{
skeletonName="MachineGun";
class Animations: Animations
{
class ammo_belt
{
type="rotation";
source="reload";
selection="ammo_belt";
axis="ammo_belt_axis";
memory=1;
minValue=0.3;
maxValue=1.0;
angle0=-0.12;
angle1=0.06;
};
class ammo_belt_bottom:ammo_belt
{
selection="ammo_belt_bottom";
axis="ammo_belt_bottom_axis";
minValue=0.3;
maxValue=1.0;
angle0=-0.15;
angle1=-0.5;
};
class ammo_belt_shake_01
{
type="translation";
source="reload";
selection="bullet002";
axis="ammo_belt_axis";
sourceAddress="mirror";
memory=1;
minValue=0.0;
maxValue=0.5;
offset0=0.0;
offset1=0.05;
};class ammo_belt_shake_02:ammo_belt_shake_01{selection="bullet003";offset1=0.05;};
class ammo_belt_shake_03:ammo_belt_shake_01{selection="bullet004";offset1=0.025;};
class ammo_belt_shake_05:ammo_belt_shake_01{selection="bullet006";offset1=-0.025;};
class ammo_belt_shake_06:ammo_belt_shake_01{selection="bullet007";offset1=-0.05;};
class ammo_belt_shake_08:ammo_belt_shake_01{selection="bullet009";offset1=-0.025;};
class ammo_belt_rotation_shake_01
{
type="rotation";
source="reload";
selection="bullet001";
axis="bullet002_axis";
sourceAddress="mirror";
memory=1;
minValue=0.0;
maxValue=0.5;
angle0="rad 0";
angle1="rad -30";
};
class ammo_belt_rotation_shake_02:ammo_belt_rotation_shake_01
{
selection="bullet002";
axis="bullet003_axis";
angle0="rad 0";
angle1="rad 5";
};
class ammo_belt_rotation_shake_03:ammo_belt_rotation_shake_01
{
selection="bullet003";
axis="bullet004_axis";
angle0="rad 0";
angle1="rad 25";
};
class magazine_shake
{
type="rotationZ";
source="reload";
selection="magazine";
axis="ammo_belt_axis";
sourceAddress="mirror";
memory=1;
minValue=0.0;
maxValue=0.5;
angle0="rad -0.5";
angle1="rad 0.5";
};
class magazine_shake02:magazine_shake
{
type="rotationX";
minValue=0.0;
maxValue=0.25;
angle0="rad 0.25";
angle1="rad -0.25";
};
class magazine_shake03:magazine_shake
{
type="rotationY";
minValue=0.0;
maxValue=0.5;
angle0="rad 0.33";
angle1="rad -0.33";
};
class ammo_belt_rotation_shake_static_01
{
type="rotation";
source="time";
selection="bullet004";
axis="bullet005_axis";
sourceAddress="mirror";
memory=1;
minValue=0.0;
maxValue=3.0;
angle0="rad 0";
angle1="rad 10";
};
class ammo_belt_rotation_shake_static_02:ammo_belt_rotation_shake_static_01
{
selection="bullet003";
axis="bullet004_axis";
minValue=0.1;
maxValue=3.5;
angle0="rad 0";
angle1="rad 5";
};
class ammo_belt_rotation_shake_static_03:ammo_belt_rotation_shake_static_01
{
selection="bullet002";
axis="bullet003_axis";
minValue=0.2;
maxValue=4.0;
angle0="rad 0";
angle1="rad 10";
};
BULLET_HIDE(001,10,100)
BULLET_HIDE(002,10,100)
BULLET_HIDE(003,10,100)
BULLET_HIDE(004,10,100)
BULLET_HIDE(005,10,100)
BULLET_HIDE(006,10,100)
BULLET_HIDE(007,10,100)
BULLET_HIDE(008,10,100)
BULLET_HIDE(009,10,100)
BULLET_HIDE(010,10,100)class feedtray_cover_up
{
type="rotation";
source="reloadMagazine";
selection="feedtray_cover";
axis="feedtray_cover_axis";
memory=1;
minValue=0.000000;
maxValue=0.100000;
angle0=0.000000;
angle1=-1.570796;
};
class feedtray_cover_down:feedtray_cover_up
{
minValue=0.950000;
maxValue=1.000000;
angle0=0.000000;
angle1=1.570796;
};
class bolt_begin
{
type="translation";
source="reloadMagazine";
selection="bolt";
axis="bolt_axis";
memory=1;
minValue=0.150000;
maxValue=0.200000;
offset0=0;
offset1=0.5;
};
class bolt_end:bolt_begin
{
minValue=0.800000;
maxValue=0.900000;
offset0=0;
offset1=-0.5;
};
};
};
class StaticWeapon: Default
{
sections[]=
{
"zasleh","zbytek"
};
skeletonName="StaticWeapon";
class Animations
{
class MainTurret
{
type="rotationY";
source="mainTurret";
selection="OtocVez";
axis="osaveze";
animPeriod=0;
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
};class MainGun
{
type="rotationX";
source="mainGun";
selection="OtocHlaven";
axis="osahlavne";
animPeriod=0;
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
};
// destruct BASE START
class MainTurret_destructX
{
type="rotationX";
source="damage";
selection="OtocVez";
axis="osaveze";
animPeriod=0;
minValue=0.99;
maxValue=1;
angle0=0;
angle1="rad -3";
};
class MainTurret_destructY:MainTurret_destructX
{
type="rotationY";
angle1="rad +5";
};
class MainTurret_destructZ:MainTurret_destructX
{
type="rotationZ";
angle1="rad -5";
};
class MainGun_destructX:MainTurret_destructX
{
selection="OtocHlaven";
axis="osahlavne";
angle1="rad -12";
};
class MainGun_destructY:MainGun_destructX
{
type="rotationY";
angle1="rad +2";
};
class MainGun_destructZ:MainGun_destructX
{
type="rotationZ";
angle1="rad +5";
};
class magazine_destruct:MainTurret_destructX
{
type="hide";
selection="magazine";
hideValue=0.5;
};
class ammo_belt_destruct:magazine_destruct
{
selection="ammo_belt";
};
class bolt_destruct:magazine_destruct
{
selection="bolt";
};
class charging_handle_destruct:magazine_destruct
{
selection="charging_handle";
};
class damagehideVez_destruct:magazine_destruct
{
type="hide";
selection="damagehideVez";
hideValue=0.9;
};
class damagehideHlaven_destruct:damagehideVez_destruct
{
selection="damagehideHlaven";
};
class damagehideRecoil_destruct:damagehideVez_destruct
{
selection="damagehideRecoil";
};
// destruct BASE END// unknown animation source reloadMagazine
/*
class feedtray_cover_up
{
type="rotation";
source="reloadMagazine";
selection="feedtray_cover";
axis="feedtray_cover_axis";
memory=1;
minValue=0.000000;
maxValue=0.100000;
angle0=0.000000;
angle1=-1.570796;
};
class feedtray_cover_down:feedtray_cover_up
{
minValue=0.950000;
maxValue=1.000000;
angle0=0.000000;
angle1=1.570796;
};
class bolt_begin
{
type="translation";
source="reloadMagazine";
selection="bolt";
axis="bolt_axis";
memory=1;
minValue=0.150000;
maxValue=0.200000;
offset0=0;
offset1=0.5;
};
class bolt_end:bolt_begin
{
minValue=0.800000;
maxValue=0.900000;
offset0=0;
offset1=-0.5;
};*/
};
};
class Cannon: StaticWeapon
{
class Animations: Animations
{
class recoil_BEGIN
{
type="translation";
source="recoil_source";
selection="recoil";
axis="recoil_axis";
memory=1;
minValue=0.92;
maxValue=0.99;
offset0=0;
offset1=-2.0;
};
class recoil_END:recoil_BEGIN
{
minValue=0.99;
maxValue=1.0;
offset0=0;
offset1=2.0;
};// recoils shake START
class recoil_Shake_HlavenX
{
type="rotationX";
source="recoil_source";
//sourceAddress="mirror";
selection="OtocHlaven";
axis="recoil_axis";
memory=1;
minValue=0.900000;
maxValue=0.950000;
angle0=0;
angle1="rad +2.0";
};
class recoil_Shake_HlavenX_END:recoil_Shake_HlavenX
{
minValue=0.950000;
maxValue=1.0;
angle0="rad +2.0";
angle1=0;
};
class recoil_Shake_HlavenY:recoil_Shake_HlavenX
{
type="rotationY";
minValue=0.930000;
maxValue=0.980000;
angle1="rad +1.0";
};
class recoil_Shake_HlavenY_END:recoil_Shake_HlavenY
{
minValue=0.980000;
maxValue=1.0;
angle0="rad +1.0";
angle1=0;
};
class recoil_Shake_HlavenZ:recoil_Shake_HlavenX
{
type="rotationZ";
minValue=0.950000;
maxValue=0.990000;
angle1="rad -1.5";
};
class recoil_Shake_HlavenZ_END:recoil_Shake_HlavenZ
{
minValue=0.980000;
maxValue=1.00000;
angle0="rad -1.5";
angle1=0;
};
class recoil_Shake_VezX:recoil_Shake_HlavenX
{
selection="OtocVez";
angle1="rad -0.5";
};
class recoil_Shake_VezX_END:recoil_Shake_HlavenX_END
{
selection="OtocVez";
angle0="rad -0.5";
angle1=0;
};
class recoil_Shake_VezY:recoil_Shake_HlavenY
{
selection="OtocVez";
angle1="rad -0.25";
};
class recoil_Shake_VezY_END:recoil_Shake_HlavenY_END
{
selection="OtocVez";
angle0="rad -0.25";
angle1=0;
};
class recoil_Shake_VezZ:recoil_Shake_HlavenZ
{
selection="OtocVez";
angle1="rad +0.25";
};
class recoil_Shake_VezZ_END:recoil_Shake_HlavenZ_END
{
selection="OtocVez";
angle0="rad +0.25";
angle1=0;
};
// recoils shake END
};
};
class satchel: Default {};
class shell: Default {};
class granat: Default {};
class handgrenade: Default {};
class M19_at_proxy: Default {};
class TM_62M: Default {};class opt_snip_noflash: Optic {};
class optika_acog: Optic {};
class 2Dscope_Acog_4x32: Optic {};
class optika_aimpoint: Optic {};
class optika_night: Optic {};
class optika_rpg: Optic {};
class optika_sniperw: Optic {};
class optika_snpiere: Optic {};
class optika_stinger: Optic {};
class optika_strela: Optic {};class M2_static: StaticWeapon
{
class Animations: Animations
{
class ammo_belt_rotation
{
type="rotationZ";
source="reload";
selection="ammo_belt";
axis="ammo_belt_axis";
memory=1;
sourceAddress="loop";
minValue=0.000000;
maxValue=1.000000;
angle0=0.087266;
angle1=-0.174533;
};
};
};
class TOW_static: StaticWeapon
{
}
class StaticMGWeapon:StaticWeapon
{
skeletonName="StaticMGWeapon";
class Animations: Animations
{
class Ammo_belt_rotation
{
type="rotation";
selection="ammo_belt";
source="ReloadAnim";
axis="ammo_belt_axis";
memory=1;
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0.000000;
angle1=7.5*3.14159265358/180;
};
class Barrel_recoil:ammo_belt_rotation
{
type="translation";
selection="recoil";
axis="recoil_axis";
sourceAddress="mirror";
minValue=0.0;
maxValue=0.5;
offset0=0;
offset1=-0.05;
};
class Bolt_recoil:Barrel_recoil
{
selection="bolt";
offset0=0;
maxValue=0.5;
offset1=-0.25;
};
class Turret_shake:Barrel_recoil
{
selection="OtocHlaven_Shake";
axis="osaveze";
offset0=0;
offset1=-0.002;
maxValue=0.05;
};
class Turret_shake_aside:Turret_shake
{
axis="osahlavne";
maxValue=0.05*1.3;
};
class Charging_handle_shake:Barrel_recoil
{
type="rotation";
selection="Charging_handle";
axis="Charging_handle_axis";
sourceAddress="mirror";
maxValue=0.005;
angle0=0.000000;
angle1=-0.1;
};
class Feedtray_cover_up
{
type="rotation";
source="reloadMagazine";
selection="feedtray_cover";
axis="feedtray_cover_axis";
memory=1;
minValue=0.1000000;
maxValue=0.130000;
angle0=0.000000;
angle1=-1.570796;
};
class Feedtray_cover_down:feedtray_cover_up
{
minValue=0.860000;
maxValue=0.900000;
angle0=0.000000;
angle1=1.570796;
};
class Bolt_reload_begin:Bolt_recoil
{
type="translation";
sourceAddress="clamp";
source="reloadMagazine";
minValue=0.00000;
maxValue=0.0200000;
};
class Bolt_reload_end:bolt_reload_begin
{
minValue=0.050000;
maxValue=0.070000;
offset0=0;
offset1=+0.25;
};
class Charging_handle_reload_begin:Bolt_reload_begin{selection="Charging_handle";};
class Charging_handle_reload_end:Bolt_reload_end{selection="Charging_handle";};class Magazine_hide
{
type="hide";
source="reloadMagazine";
sourceAddress="mirror";
selection="magazine";
minValue=0.0;
maxValue=0.5;
hideValue=0.56;
};
};
};
class m2_mg: StaticMGWeapon
{
class Animations: Animations
{
class MainGun_destructX:MainGun_destructX
{
angle1="rad -25";
};
class Ammo_belt_rotation:Ammo_belt_rotation{};
class Barrel_recoil:Barrel_recoil{};
class Bolt_recoil:Bolt_recoil{};
class Turret_shake:Turret_shake{};
class Turret_shake_aside:Turret_shake_aside{};
class Charging_handle_shake:Charging_handle_shake{};
class Feedtray_cover_up:Feedtray_cover_up{};
class Feedtray_cover_down:Feedtray_cover_down{};
class Bolt_reload_begin:Bolt_reload_begin{};
class Bolt_reload_end:Bolt_reload_end{};
BULLET_HIDE(001,12,100)
BULLET_HIDE(002,12,100)
BULLET_HIDE(003,12,100)
BULLET_HIDE(004,12,100)
BULLET_HIDE(005,12,100)
BULLET_HIDE(006,12,100)
BULLET_HIDE(007,12,100)
BULLET_HIDE(008,12,100)
BULLET_HIDE(009,12,100)
BULLET_HIDE(010,12,100)
BULLET_HIDE(011,12,100)
BULLET_HIDE(012,12,100)
};
};
class dshkm_mg: StaticMGWeapon
{
class Animations: Animations
{
class MainGun_destructX:MainGun_destructX
{
angle1="rad +25";
};
class Ammo_belt_rotation:Ammo_belt_rotation{};
class Turret_shake:Turret_shake
{
maxValue=0.05*3;
};
class Turret_shake_aside:Turret_shake_aside
{
maxValue=0.05*1.3*3;
};
class Feedtray_cover_up:Feedtray_cover_up{};
class Feedtray_cover_down:Feedtray_cover_down{};
BULLET_HIDE(001,4,50)
BULLET_HIDE(002,4,50)
BULLET_HIDE(003,4,50)
BULLET_HIDE(004,4,50)
};
};
class ags_static: StaticWeapon {};
class searchlight_manual: StaticWeapon {sections[]={"light"};class Animations: Animations{};};
// CANNONS START
class D30: Cannon {};
class M119: Cannon
{
class Animations: Animations
{
// recoil FIRE ANIM START
class recoil_BEGIN:recoil_BEGIN
{
offset1=-0.3;
};
class recoil_END:recoil_END
{
offset1=0.3;
};
// recoil FIRE ANIM END
};
};
// CANNONS END
// STATIC WEAPONS END// WEAPONS START
// MACHINEGUNS START
class PK_MG_proxy: MachineGun
{
class Animations: Animations
{
// AMMOBELT ANIM START
class ammo_belt:ammo_belt
{
type="translation";
offset0=0.184;
offset1=0.0;
};
class ammo_belt_bullet007hide_hide:ammo_belt
{
type="hide";
selection="bullet007hide";
sourceAddress="mirror";
minValue=-1.0;
maxValue=0.0;
hideValue=0.25;
};
// AMMOBELT ANIM END// fake Bullet START
class fake_bullet
{
type="translation";
source="reload";
selection="fake_bullet";
end="nabojnicestart";
begin="nabojniceend";
memory=1;
minValue=0.0;
maxValue=0.1;
offset0=0.0;
offset1=1.0;
};
class fake_bullet_hide
{
type="hide";
source="reload";
selection="fake_bullet";
sourceAddress="clamp";
minValue=0.0;
maxValue=1.0;
hideValue=0.1;
};
// fake Bullet END// SHAKE FIRE ANIM START
// AMMOBELT SHAKE START
class ammo_belt_shake_01:ammo_belt_shake_01{axis="bullet001_axis";offset1=0.05;};
class ammo_belt_shake_02:ammo_belt_shake_02{axis="bullet001_axis";offset1=0.025;};
class ammo_belt_shake_03:ammo_belt_shake_03{axis="bullet001_axis";offset1=0.05;};
class ammo_belt_shake_05:ammo_belt_shake_05{axis="bullet001_axis";offset1=0.033;};
class ammo_belt_shake_06:ammo_belt_shake_06{axis="bullet001_axis";offset1=-0.015;};
class ammo_belt_shake_08:ammo_belt_shake_08{axis="bullet001_axis";offset1=-0.01;};
class ammo_belt_rotation_shake_01:ammo_belt_rotation_shake_01{angle1="rad -10";};
class ammo_belt_rotation_shake_02:ammo_belt_rotation_shake_02{angle1="rad 2";};
class ammo_belt_rotation_shake_03:ammo_belt_rotation_shake_03{angle1="rad 8";};
// AMMOBELT SHAKE END
// SHAKE FIRE ANIM END
// SHAKE STATIC ammo_belt_shake STATIC ANIM START
class ammo_belt_rotation_shake_static_01:ammo_belt_rotation_shake_static_01{angle1="rad 1";};
class ammo_belt_rotation_shake_static_02:ammo_belt_rotation_shake_static_02{angle1="rad 0.5";};
class ammo_belt_rotation_shake_static_03:ammo_belt_rotation_shake_static_03{angle1="rad 0.5";};
// SHAKE STATIC ammo_belt_shake STATIC ANIM END// magazine_belt START
class magazine_belt
{
type="translation";
source="reload";
selection="magazine_belt";
sourceAddress="mirror";
axis="magazine_belt_axis";
memory=1;
minValue=0.0;
maxValue=0.5;
offset0=0.0;
offset1=0.026;
};
// magazine_belt END// bullet_cover FIRE ANIM START
class bullet_cover_UP
{
type="rotation";
source="reload";
selection="bullet_cover";
axis="bullet_cover_axis";
memory=1;
minValue=0.0;
maxValue=0.05;
angle0=0.75;
angle1=-0.5;};
class bullet_cover_UP_02
{
type="rotation";
source="reload";
selection="bullet_cover";
axis="bullet_cover_axis";
memory=1;
minValue=0.05;
maxValue=0.1;
angle0=0.0;
angle1=-0.02;
};
class bullet_cover_DOWN
{
type="rotation";
source="reload";
selection="bullet_cover";
axis="bullet_cover_axis";
memory=1;
minValue=0.1;
maxValue=0.5;
angle0=0.0;
angle1=1.27;
};
// bullet_cover FIRE ANIM END// misc_cover FIRE ANIM START
class misc_cover_UP
{
type="rotation";
source="reload";
selection="misc_cover";
axis="misc_cover_axis";
memory=1;
minValue=0.0;
maxValue=0.25;
angle0=0.4;
angle1=0.0;
};
class misc_cover_DOWN:misc_cover_UP
{
minValue=0.25;
maxValue=1.0;
angle0=0.0;
angle1=0.4;
};
// misc_cover FIRE ANIM END// ammo_belt_cover EMPTY ANIM START
/*
class ammo_belt_cover_EMPTY
{
type="rotation";
source="revolving";
selection="ammo_belt_cover";
//sourceAddress="mirror";
axis="ammo_belt_cover_axis";
memory=1;
minValue=0.995;
maxValue=1.0;
angle0=0.0;
angle1=0.5;
};class ammo_belt_cover02_EMPTY
{
type="rotation";
source="revolving";
selection="ammo_belt_cover02";
//sourceAddress="mirror";
axis="ammo_belt_cover02_axis";
memory=1;
minValue=0.9;
maxValue=1.0;
angle0=0.05;
angle1=-0.7;
};
*/
// ammo_belt_cover EMPTY ANIM END// ammo_belt_cover FIRE ANIM START
class ammo_belt_cover_UP
{
type="rotation";
source="reload";
selection="ammo_belt_cover";
axis="ammo_belt_cover_axis";
memory=1;
minValue=0.5;
maxValue=0.7;
angle0=0.05;
angle1=-0.05;
};
class ammo_belt_cover_DOWN
{
type="rotation";
source="reload";
selection="ammo_belt_cover";
axis="ammo_belt_cover_axis";
memory=1;
minValue=0.7;
maxValue=0.9;
angle0=0.0;
angle1=0.1;
};class ammo_belt_cover02_DOWN
{
type="rotation";
source="reload";
selection="ammo_belt_cover02";
axis="ammo_belt_cover02_axis";
memory=1;
minValue=0.3;
maxValue=0.5;
angle0=-0.05;
angle1=0.0;
};
class ammo_belt_cover02_UP
{
type="rotation";
source="reload";
selection="ammo_belt_cover02";
axis="ammo_belt_cover02_axis";
memory=1;
minValue=0.73;
maxValue=0.9;
angle0=0.0;
angle1=-0.05;
};
// ammo_belt_cover FIRE ANIM END// BULLET EMPTY ANIM START
class bullet001:bullet001{hideValue=0.91;};
class bullet002:bullet002{hideValue=0.92;};
class bullet003:bullet003{hideValue=0.93;};
class bullet004:bullet004{hideValue=0.94;};
class bullet005:bullet005{hideValue=0.95;};
class bullet006:bullet006{hideValue=0.96;};
class bullet007:bullet007{hideValue=0.97;};
class bullet008:bullet008{hideValue=0.98;};
class bullet009:bullet009{hideValue=0.99;};
class bullet010:bullet010{hideValue=1.0;};
// BULLET EMPTY ANIM END
};
};
class Pecheneg_MG_proxy: PK_MG_proxy
{
class Animations: Animations
{
class optics_left
{
type="rotation";
source="reloadMagazine";
selection="optics";
axis="optics_axis";
memory=1;
minValue=0.000000;
maxValue=0.100000;
angle0=0.000000;
angle1=-1.570796;
};
class optics_right:optics_left
{
minValue=0.90000;
maxValue=1.000000;
angle0=0.000000;
angle1=1.570796;
};
class feedtray_cover_up: optics_left
{
selection="feedtray_cover";
axis="feedtray_cover_axis";
minValue=0.100000;
maxValue=0.500000;
};
class feedtray_cover_down:feedtray_cover_up
{
minValue=0.850000;
maxValue=0.900000;
};
};
};class M240: MachineGun
{
class Animations: Animations
{
// AMMOBELT ANIM START
class ammo_belt:ammo_belt
{
angle0=-0.436332;
angle1=-0.15;
};
// AMMOBELT ANIM END
BULLET_HIDE(001,8,200)
BULLET_HIDE(002,8,200)
BULLET_HIDE(003,8,200)
BULLET_HIDE(004,8,200)
BULLET_HIDE(005,8,200)
BULLET_HIDE(006,8,200)
BULLET_HIDE(007,8,200)
BULLET_HIDE(008,8,200)
// SHAKE FIRE ANIM START
// AMMOBELT SHAKE START
class ammo_belt_shake_01:ammo_belt_shake_01{axis="bullet001_axis";offset1=0.05;};
class ammo_belt_shake_02:ammo_belt_shake_02{axis="bullet001_axis";offset1=0.025;};
class ammo_belt_shake_03:ammo_belt_shake_03{axis="bullet001_axis";offset1=0.05;};
class ammo_belt_shake_05:ammo_belt_shake_05{axis="bullet001_axis";offset1=0.033;};
class ammo_belt_shake_06:ammo_belt_shake_06{axis="bullet001_axis";offset1=-0.015;};
class ammo_belt_shake_08:ammo_belt_shake_08{axis="bullet001_axis";offset1=-0.01;};
class ammo_belt_rotation_shake_01:ammo_belt_rotation_shake_01{angle1="rad -10";};
class ammo_belt_rotation_shake_02:ammo_belt_rotation_shake_02{angle1="rad 2";};
class ammo_belt_rotation_shake_03:ammo_belt_rotation_shake_03{angle1="rad 8";};
// AMMOBELT SHAKE END
// SHAKE FIRE ANIM END
// SHAKE STATIC ammo_belt_shake STATIC ANIM START
class ammo_belt_rotation_shake_static_01:ammo_belt_rotation_shake_static_01{angle1="rad 1";};
class ammo_belt_rotation_shake_static_02:ammo_belt_rotation_shake_static_02{angle1="rad 0.5";};
class ammo_belt_rotation_shake_static_03:ammo_belt_rotation_shake_static_03{angle1="rad 0.5";};
// SHAKE STATIC ammo_belt_shake STATIC ANIM END
};
};
class M249: MachineGun
{
class Animations: Animations
{
BULLET_HIDE(001,10,200)
BULLET_HIDE(002,10,200)
BULLET_HIDE(003,10,200)
BULLET_HIDE(004,10,200)
BULLET_HIDE(005,10,200)
BULLET_HIDE(006,10,200)
BULLET_HIDE(007,10,200)
BULLET_HIDE(008,10,200)
BULLET_HIDE(009,10,200)
BULLET_HIDE(010,10,200)
};
};
class Mk_48_Mod_0: MachineGun {};
// MACHINEGUNS END// PISTOLS START
class M9_Beretta: Pistol {};
class M9_Beretta_SD: Pistol {};
class Makarov: Pistol {};
class Makarov_Silenced: Pistol {};
// PISTOLS END// GRENADES START
class smokegrenade: Grenade {};
// GRENADES END// RIFLES START
class M4A1_Aim: Rifle
{
class Animations: Animations
{
// FIRE ANIM START
// Aimpoint_cover START
class Aimpoint_cover
{
type="rotation";
source="reload";
selection="aimpoint_cover";
axis="aimpoint_cover_axis";
sourceAddress="mirror";
memory=1;
minValue=0.0;
maxValue=0.5;
angle0=0.0;
angle1=-0.08;
};
class Aimpoint_coverX:Aimpoint_cover
{
type="rotationX";
minValue=0.0;
maxValue=0.25;
angle0=0.0;
angle1=-0.02;
};
// Aimpoint_cover END
// Aimpoint_cover02 START
class Aimpoint_cover02:Aimpoint_cover
{
selection="aimpoint_cover02";
axis="aimpoint_cover02_axis";
};
class Aimpoint_cover02X:Aimpoint_coverX
{
selection="aimpoint_cover02";
axis="aimpoint_cover02_axis";
};
// Aimpoint_cover02 END
// BOLT FIRE ANIM START
class bolt_fire_begin:bolt_fire_begin
{
offset0=0;
offset1=1.2;
};
class bolt_fire_end:bolt_fire_end
{
offset0=0;
offset1=-1.2;
};
// BOLT FIRE ANIM END
// FIRE ANIM END
// RELOAD ANIM START
class charging_handle_begin
{
type="translation";
source="reloadMagazine";
selection="charging_handle";
axis="charging_handle_axis";
memory=1;
minValue=0.7;
maxValue=0.95;
offset0=0.0;
offset1=-0.3;
};
class charging_handle_end:charging_handle_begin
{
minValue=0.95;
maxValue=1.0;
offset0=0.0;
offset1=0.3;
};
// RELOAD ANIM END
};
};
class M4A1_Holo_GL_SD_camo: M4A1_Aim {};
class M4A1_Holo_GL_SD : M4A1_Aim {};
class M4A1_Holo_GL: M4A1_Aim {};
class M4A1_Holo_GL_camo: M4A1_Aim {};
class M4A1_RCO_GL: M4A1_Aim {};
class M4A1: M4A1_Aim {};
class M4A1_AIM_SD_camo: M4A1_Aim {};
class M4A1_AIM_camo: M4A1_Aim {};
class M4_SPR: M4A1_Aim {};class HKM5_a5: Rifle
{
class Animations: Animations
{
// RELOAD ANIM START
class charging_handle_begin
{
type="translation";
source="reloadMagazine";
selection="charging_handle";
axis="charging_handle_axis";
memory=1;
minValue=0.85;
maxValue=0.95;
offset0=0.0;
offset1=0.65;
};
class charging_handle_end:charging_handle_begin
{
minValue=0.95;
maxValue=1.0;
offset0=0.0;
offset1=-0.65;
};
// RELOAD ANIM END
};
};
class MP5SD: HKM5_a5 {};
class m16_granatomet_proxy: M4A1_Aim {};
class m16_proxy: M4A1_Aim {};
// RIFLES END// SNIPER RIFLES START
class M24_green: Sniper_Rifle {};
class M40A3 : Sniper_Rifle {};
class SVD_dragunov_proxy: Sniper_Rifle {};
class svd_camo:SVD_dragunov_proxy{};
// SNIPER RIFLES END// LAUNCHERS START
class JavelinLauncher: Launcher {};
class M136Launcher: Launcher {};
class RPG7_Launcher: Launcher {};
class stinger_launcher: Launcher {};
class strela_launcher: Launcher {};
class TOW_vehiclemount: Launcher {};
// LAUNCHERS END// mozna budou k nicemu a pujdou smazat START
class 9K32_Strela_Proxy: Weapon {class Animations{};};
class ags30: Weapon {};
class M2_vehiclemount: Weapon {};
class MK19_vehiclemount: Weapon {};
class soflam: Weapon {class Animations{};};
// mozna budou k nicemu a pujdou smazat END
// WEAPONS END
};- 1
-
i solved the problem. I had to select the sections and add them the view pilot.
-
Hey,
i made a vest in blender and exported it as p3d. I opened it in Object Builder and added the sections. When i open it in Arma the vest is a bit rotated. How can i fix that?
-
Nope it's still in my view
-
Hey,
i made a headger but in ego view i can see this gear. So what's wrong?
-
Try to use the files from Arma 2 (BAF in my case).
-
No i don't want to rip them i can ask my self. But i thought ther where open p3d files like that because a lot of people use the same stuff.
-
Hey guys i have seen often the same headset and that tryk has the p3d model files in it.
Can someone tell me where i can get the unbinarized file?
-
yes but it's a bit tricky. have to practise
-
-
forgott to pack in pbo. *.rvmat
-
When i use your rvmat it say cannot load. ah crap it's so much stuff to learn ^^
UV map resize
in ARMA 3 - MODELLING - (O2)
Posted
Hello everybody,
I ported a wool cap from Arma 2 to Arma 3.
For that I used the original textures and therefore also the original UV maps.
This texture is all in 2024x2024 before this is much too large for my use case.
Now I wanted to create with blender a new UV based on the original for a size 512x512.
original texture
texture i use now
result
wool hat after using only the needed area
i think the texture i use now is not the best solution. But there is something i don't understand with uv maps. In my opinion when i make a new uv map 512x512 from original and fit in the part i need from the big size texture it should work..
So what im doing wrong?