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ramon_dexter

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Posts posted by ramon_dexter


  1. OK, the title says it all. How do I make the cutRsc draw under the game UI (like status display, GPS display, actionWheel menu, etc.)? I have made graphics to be used as helmer see-through visor or thing like that. I'm able to cast it with cutRsc, but it covers the ingame UI, which is inconvenient. My main question is how do I draw this graphics UNDER the game UI. Is this even possible?

    The code to show the helmer visor:

    while{ alive player } do {
        waitUntil { headGear player == "dx_H_powerHelmet" };
    
        if( headGear player == "dx_H_powerHelmet" ) then {
            //show visor
            ("visorPowerHelm" call BIS_fnc_rscLayer) cutRsc ["visorPowerHelmet","PLAIN"];
            waitUntil { !(headGear player == "dx_H_powerHelmet") };
    	    //hide visor
            ("visorPowerHelm" call BIS_fnc_rscLayer) cutText["", "PLAIN", 0, false];
    
        };
    };

    And definition of the graphics:

    class RscPicture
    	{
    		access = 0;
    		idc = -1;
    		type = 0;
    		style = 48;
    		colorBackground[] = {0,0,0,0};
    		colorText[] = {1,1,1,1};
    		font = "PuristaLight";
    		sizeEx = 1;
    		lineSpacing = 0;
    		text = "";
    		fixedWidth = 0;
    		shadow = 0;
    	};
    	class visorPowerHelmet {
    		idd = -1;
    		movingEnable = 0;
    		duration = 10000;
    		fadein = 0;
    		fadeout = 0;	
    		name = "visorPowerHelmet";
    		controls[] = {"Picture"};
    
    		class Picture: RscPicture
    		{
    			x=safeZoneX; y=safeZoneY; w=safeZoneW; h=safeZoneH;
    			idc = 1600;
    			text = "textures\helm\dx_visor2.paa";
    		};
    	};

     

    • Like 1

  2. Hello everybody, I'm requesting or asking for help. Since my modelling knowledge is nearing zero, I really dont know how to set-up Blender so the exported model will work in arma 3. So, I'm asking for help with converting model to p3d.

    The model is free, downloaded from Free3D.

    Here is link to the model. Any help would be really appreciated.

    https://drive.google.com/file/d/1cTexsHJ3WTUFDo3HyI-RecCijEQzXndg/view?usp=sharing

     


  3. 3 hours ago, FallujahMedic -FM- said:

    As you have been put on content moderation indefinitely, Each. And. Every. Post. you make will need to be reviewed by a moderator for approval. This means, they get looked at when a moderator has the time to look at your posts. Actions have consequences. 

    Sometimes it takes more than 24 hours. Yeah, that's really just and rightful. Cool.

     

    I don't even mention that my threads are lost in the feed because mods forget to approve it...


  4. On 10/11/2019 at 8:38 PM, R0adki11 said:

     

    Quite a substantial mistake as you were caught breaking the following forum rules.

     

     

    At present your content will require to be approved a moderator, in the future we will review it and may remove it.

    Perpetual punishment for a mistake? Cool, really cool. Warning would be more effective.

     


  5. Also, I'm hoping they will fix the half broken task system. I would love to make a mission using the contact assets. The radio stuff would be cool for a survival type mission, where player has to look for other survivora with the spcetrum device. But since the task system in contact is half broken and works only with editor modules, I cannot use it. I need to be able to create tasks from scripts, not from modules, because of indeedpete's dialog system.


  6. Hi, I wanted to ask on strange behaviour of one of my scripts. So, I made some "Cybernetic implants" (TM) used to compensate various gameplay effects (like stamina, weapon sway and accuracy and damage). The implants itself are simple inv.items, inherited from items - radio, gps, compass and watch. Easy squeezy, I just wanted to be something more than items that will sit in players inventory, so I made them to replace them mentioned inv items. Functionality is being supplied by bunch of sqf scripts that govern the implants working. Also, easy, working. The scripts are built into a pbo, called by fn_preInitClient.sqf. The scripts itself work, all of the four functions. But, there is one thing bugged, and that is stamina.

    So, the code:

    //accuracy (sway) implant
    while{ alive player } do {
        waitUntil { "dx_implant_accuracy" in (assigneditems player) };
    
        if( "dx_implant_accuracy" in (assigneditems player) ) then {
            player setCustomAimCoef 0.25;
            systemChat "[ Accuracy enhanced! ]";
            waitUntil { !("dx_implant_accuracy" in (assigneditems player)) };
    	    player setCustomAimCoef 0.95;
        } else {
    	    player setCustomAimCoef 0.95;
        };
    };
    //personal shield
    while{ alive player } do {
        waitUntil { "dx_implant_shield" in (assigneditems player) };
    
        if( "dx_implant_shield" in (assigneditems player) ) then {
            player allowDamage false;
            systemChat "[ Shield activated! ]";
            waitUntil { !("dx_implant_shield" in (assigneditems player)) };
    	    player allowDamage true;
            systemChat "[ Shield deactivated! ]";
        } else {
    	    player allowDamage true;
            systemChat "[ Shield deactivated! ]";
        };
    };
    //stamina implant support script
    while{ alive player } do {
        waitUntil { "dx_implant_stamina" in (assigneditems player) };
    
        if( "dx_implant_stamina" in (assigneditems player) ) then {
            player enableFatigue false;
            systemchat "[ Stamina compensated! ]";
            waitUntil { !("dx_implant_stamina" in (assigneditems player)) };
    	    player enableFatigue true;
        } else {
    	    player enableFatigue true;
        };
    };
    //strength implant
    while{ alive player } do {
        waitUntil { "dx_implant_strength" in (assigneditems player) };
    
        if( "dx_implant_strength" in (assigneditems player) ) then {
            player setUnitRecoilCoefficient 0.35;
            systemChat "[ Recoil reduced! ]";
            waitUntil { !("dx_implant_strength" in (assigneditems player)) };
    	    player setUnitRecoilCoefficient 0.95;
        } else {
    	    player setUnitRecoilCoefficient 0.95;
        };
    };

    And these scripts are called by this:

    //init_all.sqf
    waitUntil {player == player};
    waitUntil{!isNull player};
    
    //implants support scripts
    //=========================================================================
    nul1 = [player] execVM "\dexterSRC\client_side\accuracy_implant.sqf";
    nul2 = [player] execVM "\dexterSRC\client_side\shield_implant.sqf";
    nul3 = [player] execVM "\dexterSRC\client_side\stamina_implant.sqf";
    nul4 = [player] execVM "\dexterSRC\client_side\strength_implant.sqf";
    //=========================================================================
    
    //fn_preInitClient.sqf
    execVM "\dexterSRC\bootstrap\init_all.sqf";

    The items are defined as this:

    //-----------------------------------------------------------------------------------------------------
    	//..IMPLANTS..
    	//-----------------------------------------------------------------------------------------------------
    	class dx_implant_stamina : ItemGPS {
    		scope = 2;
    		displayName = "$STR_dx_implant_stamina";
    		descriptionShort = "$STR_descriptionShort_dx_implant_stamina";
    		model = "\A3\Structures_F_EPA\Items\Medical\BloodBag_F.p3d";
    		picture = "\dexterSRC\dx_images\moduleVoice_F.paa";
    
    		class ItemInfo {
    			mass = 0.1;
    		};
    	};
    	class dx_implant_strength : ItemRadio {
    		scope = 2;
    		displayName = "$STR_dx_implant_strength";
    		descriptionShort = "$STR_descriptionShort_dx_implant_strength";
    		model = "\A3\Structures_F_EPA\Items\Medical\BloodBag_F.p3d";
    		picture = "\dexterSRC\dx_images\chipExcavator_F.paa";
    
    		class ItemInfo {
    			mass = 0.1;
    		};
    	};
    	class dx_implant_accuracy : ItemCompass {
    		scope = 2;
    		displayName = "$STR_dx_implant_accuracy";
    		descriptionShort = "$STR_descriptionShort_dx_implant_accuracy";
    		model = "\A3\Structures_F_EPA\Items\Medical\BloodBag_F.p3d";
    		picture = "\dexterSRC\dx_images\chipFiltration_F.paa";
    
    		class ItemInfo {
    			mass = 0.1;
    		};
    	};
    	class dx_implant_shield : ItemWatch {
    		scope = 2;
    		displayName = "$STR_dx_implant_shield";
    		descriptionShort = "$STR_descriptionShort_dx_implant_shield";
    		model = "\A3\Structures_F_EPA\Items\Medical\BloodBag_F.p3d";
    		picture = "\dexterSRC\dx_images\dx_shield_ca.paa";
    
    		class ItemInfo {
    			mass = 0.1;
    		};
    	};
    	//-----------------------------------------------------------------------------------------------------
    	//-----------------------------------------------------------------------------------------------------

     

    The problem is that the stamina compensation doesn't work on mission start, even if I can see the message "Stamina compensated". When I open inventory, remove and add the item, the script works as intended and stamina is disabled. But not on mission start, while the three other scripts work. Now, I'm wondering why this happens. Anyone knows?


  7. So, I want to make a CSAT Protector helmet use the CSAT low profile/compact NVG Goggles. Basically make a helmet with built-in NVG. Since these two models are stock binarized, I cannot modify them.

    I tried defining new integrated optics:

    class dx_integrated_xt5v_optics : Integrated_NVG_TI_0_F {
    		model = "\A3\Weapons_F\Binocular\O_NVGoggles_grn_F.p3d";
    		class ItemInfo {
    			modelOff = "\A3\Weapons_F\Binocular\O_NVGoggles_grn_F.p3d";
    			uniformModel = "\A3\Weapons_F\Binocular\O_NVGoggles_grn_F.p3d";
    		};
    	};

    and adding the optics into helmet's subItems[]. But it looks like that the subitem's model is not shown at all, so I'm wondering on how to make this. Also, I don't want to use script approach (it is possible, but it has many quirks, which I want to avoid). So, is it possible to assemble two models into one object via config, or do I need to actually modify the .p3d files, or do I have to simply use the scripted approach?


  8. So, I' trying to spawn a dummy nvg on players & units, but nothing I gtried so far works. Looks like the model "\A3\Weapons_F_exp\Binocular\O_NVGoggles_grn_F.p3d" cannot be used for simpleObjects. Or am I worng and using improper way?

     

    _pos = getPos p_pole;
    _obj = createSimpleObject ["\A3\Weapons_F_exp\Binocular\O_NVGoggles_grn_F.p3d", _pos];

     


  9. So, I got some custom functions defined via cfgFunctions.hpp. One of these functions is function to change color of screen, based on surfer's screen effects from Contention Zone.

    The code is this (fnc\dx\setColor.sqf):

    params["_barva"]; 
     
        dx_Color = [];  
        dx_clear = [1.0, 1.0, 0.0, [0,0,0,0], [0,0,0,1], [0,0,0,0]]; 
        dx_dexter = [1.0, 1.6, 0.0, [1.1, 0.9, 0.8, 0.05], [0.9, 0.6, 0.2, 0.5],  [0.199, 0.587, 0.114, 0.0]]; 
        dx_surfer = [1.0, 1.6, 0.0, [1.1,0.9,0.8,0.05], [1.2,1.0,0.2,0.4], [0.199,0.587,0.114,0.0]]; 
        dx_dark = [1, 1.35, -0.32, [0.8,0.8,0.8,0],[0.8,0.8,0.8,0.5],[0.8,0.8,0.8,0]];
    
        dx_Color = _barva;  
     
        _screenColor = ppEffectCreate ['ColorCorrections', 2000];  
        _screenColor ppEffectEnable true;  
        _screenColor ppEffectAdjust dx_Color;  
        _screenColor ppEffectCommit 0;

    Definition in cfgFunctions.hpp:

    class DX {
    		class base {
    			class randomSentence {
    				file = "fnc\dx\randomSentence.sqf";
    			};
    			class treesProximityCheck {
    				file = "fnc\dx\treesProximityCheck.sqf";
    			};
    			class anomalyMarker {
    				file = "fnc\dx\anomalyMarker.sqf";
    			};
    			class univIconMarker {
    				file = "fnc\dx\univIconMarker.sqf";
    			};
    			class setColor { //this one
    				file = "fnc\dx\setColor.sqf";
    			};
    			class setGrain {
    				file = "fnc\dx\setGrain.sqf";
    			};
    		};
    	};

    Include in description.ext:

    #include "cfg\functions.hpp"

     

    And the code itself is called by custom menu, and also in initPlayerLocal.sqf:

    [] spawn {
        [dx_clear] call dx_fnc_setColor;
        sleep 5;
        [dx_clear] call dx_fnc_setColor;
        sleep 5;
        [dx_dexter] call dx_fnc_setColor;
    };

    The problem is that the first call throws error that 'dx_color' and '_barva' and the 'dx_clear' in function call is not defined. I don't understand the bug, because second time (and next and next and next) the script works as intended. What's wrong? Do I need to precompile, or pre-call it before the mission is loaded? If so, how do I do that?

     

    EDIT:

    Solved by defining the vars in initPlayerLocal.sqf

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