-
Content Count
38 -
Joined
-
Last visited
-
Medals
Posts posted by noilliz
-
-
3 minutes ago, darksidesixofficial said:I'm a large fan of immersion, despite not being a weapons engineer, having to go to each pylon individually is a treat of it's own. More immersive than a 2D screen, but I'm fine with any dynamic loadout system as long as it allows use in game. =D
True, if you were to be on a PvP server it could be quite tedious, but for PvE with less pressure and more immersion, it would be great.
-
4 hours ago, roy86 said:There are issues with the pylon proxy on some models but have most of it working. Issue with the bay animations not resetting back to engine operation so have logged a ticket.
Dynamic Aircraft Loadout Editor
And I'm sitting here all proud of my loadout menu, but it's nothing compared to this. great work man.
-
3
-
-
Found them this morning as well, had to open up the PBO's since they were not present in the config browser for me. Using them for my service menu. For some reason the Kajman is out of center.
(they all have a small offset to the left, got fixed after I made the gif)
-
8
-
-
Love it, thanks a lot firewill outstanding work
-
23 hours ago, fn_Quiksilver said:Requesting Dynamic Loadouts for the Apex CSAT UAV ("o_t_uav_04_cas_f" or soemthing)
The MQ-12 Falcon has it, so i don't see a reason for the KH-3A Fenghuang not being able to have it. They are both from APEX release right?
Question: does anyone know where the background pictures for the eden pylon menu are stored?
-
On 5/14/2017 at 3:43 AM, Andrew Campese said:Has anybody figure out how to spawn an unarmed aircraft using dynamic loadouts? No matter what I try I always get the default loadout. I can get anything of the pylon weapons on there I want, just not unarmed.
If you want the Pylon to be empty just leave the classname of the weapon out.
setPylonLoadOut [_x, "",true,-1]};
-
1 hour ago, xjoker_ said:_list = [["1", "2"], ["3", "4"]]; _ctrl1 = (findDisplay 7720) displayCtrl 1500; { _ctrl1 lbAdd (_x select 0); } foreach _list;
59 minutes ago, Grumpy Old Man said:Pretty easy once you think about it a bit.
A multidimensional array is nothing more than an array nested inside an array.
When '_list' is ["1","2","3"] then _x in the forEach loop refers to a string.
When '_list' is [["1", "2"], ["3", "4"]] then _x in the forEach loop refers to an array of strings.
How do you get a value from an array? By using 'select'.
So you'll do this:
_list = [["1", "2"], ["3", "4"]]; _ctrl1 = (findDisplay 7720) displayCtrl 1500; { _ctrl1 lbAdd (_x select 0); } forEach _List);
Cheers
That's what I thought, tried it and it did not work, but since you guys suggested it I tried again. And now it does work, well thanks a lot!
I must have made a mistake somewhere down the line.
-
I'm currently working on a vehicle selector script, but I seem to have trouble putting the array in my list box
The code below will shot 1 till 4 in the listbox.
_list = ["1", "2", "3", "4"]; _ctrl1 = (findDisplay 7720) displayCtrl 1500; { _ctrl1 lbAdd _x; } forEach _List);
However, that's not what I want, I only want 1 and 3 to show while still being able to expand the array for as long as I wish. So i thought why not make it a dimensional array and select 0 of each array but how?
How do i get
_list = [["1", "2"], ["3", "4"]];
to output 1 and 3. I have been trying a lot but I can't seem to get it to work properly, A quick google search gave me no results. If it's there excuse me for not finding it.
Cheers,
Joey
-
I don't think this is how the catapult should work.
-
23 hours ago, petek said:Hi
Anyone else finding ASRAAM are not usable when added as dynamic to Blackfoot? It's fine on the standard one.
thanks
I'm having no issues with it, try adding it with the following script.
Vehicle player setPylonLoadOut [1, "PylonMissile_1Rnd_AAA_missiles",true,-1];
-
1 hour ago, petek said:Hi
As Sitrep indicates data-lock can a Dev please comment on WIP loadouts being final or not please? Curious about both the limitations and if the remaining air vehicles (other CSAT drone and the prop airplane) will get any love;-)
Also if they're final could some kind Dev/talented community member please advise on how to customise loadouts via scripting please? I've used the method da12thMonkey kindly provided but can't get it to work with bay loadouts on the Blackfoot. Looking into this did encourage me to add laser designator to Blackfoot which I felt was sorely lacking;-)
Cheers and again good work BIS/B01
Scripting it on the Blackfoot worked fine for me, how are you doing it? Once I'm home from work I can take a look at it for you.
-
1
-
-
Not sure if it's me, but it looks like you are making it way too confusing/complicated.
Why not use the condition parameter in the addiction.
Let me quote it from the addaction wiki page:
Quotein there refer to a script that contains:
_a = false; _veh = vehicle player; if (_veh isKindOf "Air") then { if (!driver _veh == player) then { _a = true; }; }; _a;
-
Ohh I'm saving this link, thank you.
-
1 hour ago, five_seven5-7 said:It is possible to add in the pylon loadout, the plane image in the background for a better visualization?
Some planes already have that, I guess they just haven't finished it yet. Here is the Gryphon in the Eden editor.
-
Had some fun with my minor scripting knowledge today and was making my first dialog menu.
Ingame dynamic load outs are working, neat!
-
5
-
-
1 hour ago, da12thMonkey said:Try something like this in the debug console when pausing the game
for "_x" from n1 to n2 do {vehicle player setPylonLoadOut [_x, "PylonRack_Classname",true,-1]}
where n1 and n2 determine the range of pylons you want to fit that weapon to.
e.g. "from 2 to 2" would apply only to the left-outer pylon, "from 1 to 2" would do the two outermost pylons on each wing, "from 1 to 6" would do all the 6 wing pylons on something like the Shikra
It's simpler than writing a new line for every pylon when you want to add several of the same munition on symmetrical pylons.
PylonRack_Classnames (e.g. PylonRack_Missile_BIM9X_x2) can all be found in the config browser under cfgWeapons. Just highlight and Ctrl+C to copy classname from the "Path" field when you click on the name of the munition you want in the browser.
3I guess I'm really blind, but in the config viewer I can't find anything that starts with PylonRack. What is the path towards the "PylonRack_Missile_BIM9X_x2"?
-
On 29-3-2017 at 2:47 PM, colonelhartigan said:Have you got Stress Damage enabled in the AFM and if so would you mind testing it with it disabled?
When I get some time I'll do some more testing
-
Not sure what's causing it, but if i try to use the rudders, i instantly break my tail rotor in the advanced flight model. Great job on it so far tho, its looking really good.
-
It looks like the mod got corrupted somehow, I don't believe you guys updated your mod recently, but redownloading fixed it.
-
12 minutes ago, R3vo said:It's a bug of the game, not caused by the mod. You can fix it by changing the interface size so far I know.
Just gave it a try, that sadly does not work, guess we are going to have to wait for an hotfix from BI then. their own compositions work fine.
-
Since the 1.68 update I'm no longer able to place any of the compositions, I can still select them and see the global outline of where it is going to be placed. But it's not letting me place it down.
-
Since the 1.68 update I'm no longer able to place any of the compositions, I can still select them and see the global outline of where it is going to be placed. But it's not letting me place it down. This also applies for ZEC 's mod.
-
5 minutes ago, pipewr3nch said:
Is it TFAR? Apparently it's 32-bit onlyTFAR is not causing it either, the search goes on.
-
12 hours ago, ghost_o said:There sould not be a problem with starting the new Arma-version and BWMod.
Make sure to use the latest BWMod- and CBA_A3-versions. Try to disable other modifications you are using and only enable BWMod and CBA_A3. Other modifications could cause errors.It is being caused by a different mod, sadly i don't know which one at this point. They were not conflicting before the update. Ill just wait patiently for the big mods to update and see if that changes anything.
Aspect ratio / resolution rugged screens
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Been googling for a bit but I have been unable to find it so far, so excuse me if it's out there.
I'm looking for the resolution / aspect ratio for the rugged screens texture's your able to apply
Land_TripodScreen_01_dual_v1_F
Land_TripodScreen_01_dual_v2_F
Land_TripodScreen_01_large_F
Cheers in advance!