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About doubleblind

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    Lance Corporal

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  1. doubleblind

    [Help] Custom Magazine Won't Fire

    Well then, I'm an idiot. Thanks for pointing that out, it works now.
  2. Hello all, I'm trying to make a custom ammunition type (armor-piercing) and allow vanilla and Apex weapons to use it. I can get the magazine and a weapon modified to use the magazine into the game and the weapon, but when loaded with my armor-piercing mag, the weapon won't fire. Reloading with a vanilla mag allows the weapon to fire again, so I think the problem is in the magazine or ammunition config. This is my first crack at this so I have no idea what's going wrong; I googled around a bit as well and came up empty. Can anybody see what I'm doing wrong or suggest ways to fix it? Here is my config: class CfgPatches { class PO_Weapons { addonRootClass = "PO"; requiredVersion = 0.1; requiredAddons[] = {"PO"}; units[] = {}; weapons[] = {}; }; }; class CfgAmmo { class BulletBase; /////////////////////////////////////////////////////////////////////////////////////////////////////////// class CH_545x39_AP : BulletBase { hit = 3.5; }; }; class CfgMagazines { class 30Rnd_545x39_Mag_F; /////////////////////////////////////////////////////////////////////////////////////////////////////////// class CH_30Rnd_545x39_AP_F : 30Rnd_545x39_Mag_F { ammo = "CH_B_545x39_AP"; displayName = "5.45 mm 30Rnd Armor-Piercing Mag"; displayNameShort = "AP"; lastRoundsTracer = 0; }; }; class CfgWeapons { class arifle_AKS_F; /////////////////////////////////////////////////////////////////////////////////////////////////////////// class CH_arifle_AKS_F : arifle_AKS_F { magazines[] = {"30Rnd_545x39_Mag_F","30Rnd_545x39_Mag_Green_F","30Rnd_545x39_Mag_Tracer_F","30Rnd_545x39_Mag_Tracer_Green_F","CH_30Rnd_545x39_AP_F"}; }; }; Thanks!
  3. When setting arrays in a config class, you need to include [] before the equals sign. In your case, change lines 3 and 4 to: units[] = {}; weapons[] = {}; and see what happens.
  4. I'm using the Addon Builder from Arma 3 Tools.
  5. I'm a scripter working on my first addon and I'm running into an issue including functions in said addon - Addon Building isn't including my functions sub-folders when creating a binarized PBO. My folder structure is as follows: I have a root folder, PO, which has a config.cpp for the whole addon. I have a functions sub-folder with its own config.cpp (the CfgPatches entry is showing up fine in the config viewer) with further sub-folders organizing functions. These organizing sub-folders are the ones not making it into the addon. De-PBOing the addon after packing shows the functions sub-folder only containing a config.bin file, no sub-folders of any kind. Has anybody had a similar issue and know a solution?
  6. I'm trying to retexture the armor on the VR suit. I went through the config and pulled the \a3\characters_f_bootcamp\common\data\vrarmor_co.paa texture and modified it, but I can't get it to show up in game using: this setObjectTexture [3,"myTexture.paa"] in the unit's init. All other textures on the suit work, I just can't change the armor. Anybody know what the issue is?
  7. doubleblind

    Delete Destroyed Building

    @killzone_kid Thank you! Looks like that EH was just released - I didn't even know it exists!
  8. Is there a specific way to delete destroyed (script-spawned) buildings such as cargo posts or cargo house? I'm trying to write a cleanup script but it fails to delete buildings such as the cargo post if they've been destroyed.
  9. I took a look at it, l34dKarma's demo mission seems to be having similar problems to what I'm seeing: Makes me think that an update between l34dKarma's publishing and now broke the bar gate placement. Thanks for the pointer though, it's good to know that it's not necessarily my math that's the problem.
  10. Hey everybody, I'm getting pretty close to finished on improved versions of the BIS_fnc_objectsGrabber/BIS_fnc_objectsMapper functions but I'm running into one particular snag that I can't figure out. The bar gate object, "Land_BarGate_F", isn't spawning in the correct position when spawned at any azimuth other than due north. Here's a picture of it spawning at 0 degrees: and here's a picture of it spawning at a different angle: As you can see, at a different angle it spawns out of place. Here are the functions I'm using to spawn compositions (apologies in advance for the code dump): Example config entry: objects[] = { {"Land_BarGate_F",{3.42554,0.0320976,0.00323486},0.402328}, {"Land_CncBarrier_F",{3.56418,-1.92152,0},-90.1721}, {"Land_CncBarrier_F",{3.54114,1.99699,9.53674e-006},-90.1721}, {"Land_CncBarrier_F",{-3.8572,-1.62853,2.86102e-005},-90.1721}, {"Land_CncBarrier_F",{-3.87824,1.72854,2.86102e-005},-90.1721}, {"RoadCone_L_F",{3.56628,-3.4401,0.00211143},0.065033}, {"RoadCone_L_F",{3.54395,3.52312,0.00223351},0.0621948}, {"RoadCone_L_F",{-3.86675,-3.20776,0.00213242},0.0647278}, {"Land_PortableLight_double_F",{-4.82907,1.52948,5.91278e-005},-20.4304}, {"RoadCone_L_F",{-3.88475,3.22092,0.00215912},0.0650024}, {"Land_PortableLight_double_F",{4.96732,-4.48994,0},-195.793}, {"I_MRAP_03_hmg_F",{-6.80197,-4.82961,0.0112801},16.556} }; Spawn function: _anchor = _this select 0; _path = _this select 1; _location = markerPos _anchor; _dir = markerDir _anchor; _objects = getArray (_path >> "objects"); _units = getArray (_path >> "units"); { _type = _x select 0; _v = _x select 1; _azi = _x select 2; _v1 = [_v,_dir] call CH_fnc_rotateVector; _pos = [_location,_v1] call CH_fnc_vectorToPos; _object = createVehicle [_type,_pos,[],0,"CAN_COLLIDE"]; _object setDir (_azi + _dir); } forEach _objects; CH_fnc_rotateVector: _vector = _this select 0; _theta = -(_this select 1); _x1 = _vector select 0; _y1 = _vector select 1; _x2 = (_x1 * (cos _theta)) - (_y1 * (sin _theta)); _y2 = (_x1 * (sin _theta)) + (_y1 * (cos _theta)); _newVector = [_x2,_y2,_vector select 2]; _newVector CH_fnc_vectorToPos: _anchor = _this select 0; _vector = _this select 1; _x1 = _anchor select 0; _y1 = _anchor select 1; _dx = _vector select 0; _dy = _vector select 1; _x2 = _x1 + _dx; _y2 = _y1 + _dy; _newPos = [_x2,_y2]; _newPos Part of me thinks that it's an issue with the engine's interpreted "center location" of the gate itself, but I'm not prepared to give up so easily. Does anybody have any thoughts on how to solve this?
  11. I'm trying to use BIS_fnc_objectsGrabber/BIS_fnc_objectsMapper to spawn dynamic compositions, but the objectsGrabber output doesn't include certain objects like H-barriers, sandbag walls, etc. Anybody have a similar problem and/or know how to get around it?
  12. doubleblind

    setUnconscious issues in vehicles

    For my revive system, I set it up to have units "shot out" of the vehicle when they go unconscious using the moveOut command before setting them unconscious
  13. Hi everyone, I would like to include a head- or shoulder-mounted flashlight for players in a mission I'm making. I can create a light source using something like: _light = "#lightpoint" createVehicle (position player) and associated commands, but the light created is a 360 degree emitter. I have no idea how to make a conical light like the weapon light or attach it to the player's head such that it moves as the player uses freelook. Can anybody help me out with this?
  14. Changing the gunner block to: if (count _units != 0) then { _newUnit = _group createUnit [_units select 0,_group,[],0,"NONE"]; _newUnit assignAsGunner ((nearestObjects [position _newUnit,["car","armored","static","staticWeapon"],50]) select 0); [_newUnit] orderGetIn true; }; did not work, same behavior.