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lordfrith

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Everything posted by lordfrith

  1. the VR suit (e.g. "O_Protagonist_VR_F") should have 4 hidden selections for retexturing, as added by @Locklear around the time of this post: however the camo3 selection (the armour plates) doesn't seem to work still, either by editing configs or using setObjectTexture command. Has anyone had any luck getting this working or is there still a problem with the selections for this uniform? an example config below would show up all green apart from the armour, still with original texture: hiddenSelections[]= { "camo_stripes", "camo1", "camo2", "camo3" }; hiddenSelectionsTextures[]= { "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)", "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)", "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)", "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)" }; hiddenSelectionsMaterials[]= { "a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat" };
  2. that looks correct but doesn't #include anything, i always get confused using this... to use your example it should look something like this: CfgWeapons.hpp: //no class cfgWeapons header as this is already in main config class Uniform_Base; class UniformItem; class Vest_Base; class VestItem; class V_HarnessO_brn; class HeadGearItem; class H_Booniehat_khk; class H_HelmetB; class H_HelmetB_light; class ItemInfo; class Headgear_Base_F; class Item_Base_F; class None; // External class reference class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference //____________ indep ______ Canvas_Helmet __ Headgear ___________ class GF_Canvas_Greek_Lizard_Helmet: Itemcore { author="[GR]GEORGE"; scope=2; weaponPoolAvailable = 1; displayName = "GF Canvas Greek Lizard Helmet"; picture = "\A3\characters_F_Beta\data\UI\icon_H_I_Helmet_canvas_ca.paa"; model = "\A3\Characters_F_Beta\INDEP\headgear_helmet_canvas"; hiddenSelectionsTextures[] = {"\GF_GEAR\data\textures\Headgear\Canvas_Greek_Lizard_Helmet.paa"}; hiddenSelections[] = {"Camo"}; class ItemInfo : HeadgearItem { mass = 10; uniformModel = "\A3\Characters_F_Beta\INDEP\headgear_helmet_canvas"; modelSides[] = {3,1}; class HitpointsProtectionInfo { class Head { hitpointName = "HitHead"; armor = 6; passThrough = 0.5; }; }; hiddenSelectionsTextures[] = {"\GF_GEAR\data\textures\Headgear\Canvas_Greek_Lizard_Helmet.paa"}; hiddenSelections[] = {"Camo"}; }; }; then in main config this gets added like so: class CfgPatches { class GF_GEAR { version = "0.1"; units[] = {};  weapons[] = {}; requiredVersion = "0.1"; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_Beta","A3_Characters_F_Gamma","A3_Characters_F_EPA","A3_Characters_F_EPB"}; }; }; #define private 0 #define protected 1 #define public 2 class cfgWeapons { #include "cfgWeapons.hpp" }; erm... i think thats right?
  3. lordfrith

    What was your Gateway Arma?

    i've always liked tactical or realistic shooters but i originally bought Arma 2 to play dayz mod with my friends (like most addictions it started with peer pressure). I struggled to get framerate to play competitively in day z so i started spending more and more time exploring the base game. Before long it became clear Dayz was 1 aspect of arma 2 and there was so much more... There are a few key moments i still remember, like taking a jackal for a drive through the takistan mountain passes for the first time, finding cool milsim sandbox missions, or when i found armaholic and got over excited and tried to download every mod at once thus breaking my internet 🙂 i kinda wished i'd noticed the franchise earlier, i think i would have loved OFP at the time
  4. lordfrith

    Project injury reaction

    well, this is very cool 😄 One thing i was wondering; once a unit has gone down enemy units would continue to shoot at him in a rather merciless fashion (UN observers not happy 😠). This might be intended behaviour but it might also be cool to use setCaptive or something to stop firing on injured unarmed units... anyways i'm enjoying testing this but starting to feel like a bit of a sadist zooming about in Zeus admiring all the prolonged agony 😉
  5. lordfrith

    France General

    you seem so certain :D i am in the 'west'. We are very capitalist thanks, pretty consistently so for the last 40 years. To prove the point i could keep insisting to you that Hungary is a feudal matriarchy and your president is a hedgehog called Terry despite what you, as a (i'm guessing) Hungarian, know. See how strange that seems? thats actually a tiny, tiny amount of people compared to indigenous benefit cheats anywhere in the west. Or do you just mean any muslims? i hope not. Basic healthcare and poverty support is the watermark of a civilised nation, not a socialist one. The challenge is getting it to the right people. The 'terrorist benefits cheats' argument is deployed by people who want to harness your anger for their own ends, and we will be the ones that suffer for it, not the 'terrorists'. First they attack the welfare system then they start introducing dodgy laws like 'compulsory overtime'. sound familiar? ;) hardly anyone can afford new cars. Many people don't own much other than debt. welcome to the west ;) i kind of agree with this: i'm a tradesman and the new EU emissions laws seemed to be designed to boost car sales rather than effect emissions. A lot of tradesmen like me are running and maintaining older vans (which is to my mind less wasteful) and we gonna get hammered when these new laws come in. And yeah many of us won't be able to afford anew vehicle so many of us will be forced in more debt buying shit on finance. that is because the EU is CAPITALIST. Even the stuff you're talking about (gender neutral firemen etc) is big business as lawyers are gonna be able to charge a shit ton of money to everyone by pretending to make sense of it i'm sure this is something we can all agree on :D try a similar scale protest with Ordan and i'd guess you'd pretty quickly see where the democracy in france is. Is there even a coherent agenda to the yellow vests? seems to be different everyone i speak to and i'm left with a general impression of 'down with this sort of thing'. how to you placate a protest that can't agree what its protesting?
  6. lordfrith

    Arrays and addaction problem

    hi Carlos i think it doesn't work as you're trying to add the action to the full array rather than each element of the array, and the array is just class types not specific objects. how are you adding the beds? placed in editor or spawned via script? if you have an array of specific objects then you can add the addaction a bit like this: _beds = [_thisbed, _thatbed, _yetMoreBed]; {_x addaction [stuff]} forEach _beds;
  7. lordfrith

    Spawn vehicle error

    hi wagoss, we'd need more info to help, what is in "vehicle.sqf"? what isn't working?
  8. i was noticing some glitches on hooking cargo so i think i'm going to abandon that method i posted in favour of the waypoints now ;) like you say as long as the heli has enough room to maneuver into position first waypoints work fine. anyways, slingloading or paradrop, i'm looking forward to the ammo drops :D
  9. slingloading seems to work pretty consistently with the technique in the snippet below. Embarrassingly i hadn't yet noticed there was such a thing as a "HOOK" waypoint so i did this: this seems to work fine everytime, i guess if there are many helipads close together it could get confused :D
  10. lordfrith

    GF Sea Uniforms

    it is indeed fixed :D hey george the mod works great but i think you're writing more than you need to in the configs, for a texture replacer you pretty much just need to inherit from the existing weapon/uniform and just add new item names and the texture path. For example the SDAR: class CfgWeapons { class Rifle; class Rifle_Base_F; class arifle_SDAR_F; class GF_SDAR_F: arifle_SDAR_F; { author="GEORGE FLOROS [GR]"; _generalMacro="GF_SDAR_F"; baseWeapon="GF_SDAR_F"; displayName="SDAR [GF]"; picture="\GF_SDAR\data\UI\GF_SDAR_ca.paa"; UiPicture="\GF_SDAR\data\UI\Logo_256.paa"; hiddenSelections[]= { "camo", "camo1" }; hiddenSelectionsTextures[]= { "\GF_SDAR\data\rfb_co", "\GF_SDAR\data\rfb_uw_co" }; }; }; sort of thing... anyways good work as always bud, keep em coming
  11. lordfrith

    GF Sea Uniforms

    i can't see images either? just some text for an image link but it never loads... cool to see your're making texture mods now too, is this the first or did i miss something? i'll check this out anyways, thanks for all your work george :D
  12. well ultimately its the users responsibility to use the tutorial resources to best educate themselves. Personally i find it helpful to see a written example but its really up to tutorial maker if he wants to include it. If people just want to copy/paste and not learn then they can just download from armaholic or copy paste from a [release] thread here, that way they can wreak havoc in the arma community with incompatible, poorly implemented scripts without ever needing to harass some dude who makes tutorials ;)
  13. is it just me or does your helo not shoot hundreds of meters into the air when braking towards an LZ? i was looking through the script and possibly "RYD_HAS_AscentCounter" might be responsible for this?
  14. i'm pretty sure the tutorials are by @gokitty1199 and he has received the comments rather than other way round. anyway i think regardless of obnoxious youtube comments its not a bad idea to include the code with the tutorial, sometimes its very handy to see what things are supposed to look like, :D
  15. "Rico_code_gate_01" is set to false in both the door init and in the door close action, so if its being set to true in the unlock script (and is required to be true in condition of door opening) won't it be reset to false when the door is closed again... ? its hard to tell exactly without seeing "myOtherScript.sqf"
  16. Hi and welcome :D your first thing would be to download the arma 3 samples via steam (its under tools i think) which has handy examples of many things from retexturing to adding new game items! theres lots of good tutorials on youtube also
  17. lordfrith

    How to make chopper drop cargo

    have you tried putting this in chopper1 init?
  18. lordfrith

    Medievac graphics

    Yeah i think this too, I never knew about texture objects and stuff which is very cool but here I think your textures work good... though i must say, shouldn't that red cross be a bit fatter, it looks a bit like the flag of England? ;)
  19. lordfrith

    Medievac graphics

    my understanding is things have to be defined as animation during model building phase or they can't be changed using animation source, sadly the hummingbird model is the only heli i've found this evening where the benches come out :(
  20. waits patiently in tree for hours then pounces on unsuspecting passer by and eats hat... after a creative outburst like leopard goats i'm not surprised! Goatyboy?
  21. lordfrith

    Medievac graphics

    it did but i just checked (using animationNames) and sadly it doesn't look possible. Pretty sure the seats in hummingbird can be removed so the same model can be used for the Pawnee! on the plus side the hummingbird would make a decent medivac chopper with the side benches and the back seats ripped out.
  22. lordfrith

    Medievac graphics

    on the hummingbird you can hide the back benches with if there is similar hidden selection for the ghosthawk you might be able to do the same...
  23. lordfrith

    To what Extent can I call it my mod/addon?

    haha no thats fine, i got confused by 'attaching' addons, no permission needed to require an addon, you are right!
  24. lordfrith

    To what Extent can I call it my mod/addon?

    this sounds like you want to make a mission that already has the guns and AI you want from other mods? If so DON'T include addons from other users and re publish them without permission! If permission cannot be found you'll have to either go vanilla or have a required addon ;) Maybe i've misread you? anyway... if you made a custom composition in game it should be saved in same folder as your savegames and editor missions. For me its in "documents/arma3/compositions". These are pretty easily shared. if you want to upload naval base to steam workshop you can write a config for them, see this thread. it would look something like this: and if you just want to use them in a mission and not have to share the composition seperately you could use ZES script to copy/paste any objects or composition from in game to .sqf format! hope that helps a bit
  25. lordfrith

    Medievac graphics

    any texture can be loaded through scripts but setObjectTexture is more for one off custom textures in missions etc and is not really suitable for general retexturing work due to performance impact, huge mission downloads and the texture reverting to default in various conditions (e.g. i think after opening arsenal or after respawn?).
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