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Everything posted by cookies2432
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No config error and question about 3D editor
cookies2432 replied to cookies2432's topic in ARMA 3 - TERRAIN - (BUILDER)
I put it in the CA folder but I might've messed it up. Now it also seems a lot of more issues showed up as well :/ do you happen to have steam if I could add you and maybe talk there? It's a lot easier -
No config error and question about 3D editor
cookies2432 replied to cookies2432's topic in ARMA 3 - TERRAIN - (BUILDER)
Anyone got an idea? I also came up with another question too. How would I do to bring arma 2 assets into terrain builder? I tried with the CUP ones but they seemed to have weird paths and uneditable rvmat's. -
No config error and question about 3D editor
cookies2432 replied to cookies2432's topic in ARMA 3 - TERRAIN - (BUILDER)
I used Mikero's tool "ExtractPbo" and ah okay, yea I guess i'll just work with buldozer then :) -
Alterate spawn points and repair bays
cookies2432 replied to gadjr114's topic in ARMA 3 - MISSION EDITING & SCRIPTING
//Script for spawning on different floors _differentFloors = [5, 10, 15, 20]; //Different floor levels (meters, can ofcourse change this to what fits you, these are only examples). _chosenFloor = _differentFloors call BIS_fnc_selectRandom; //This will select a random height by chosen a random number from the array we created. //The unit will thereby spawn on a random height. //Refuel and rearm script //Create a trigger and name it: RearmAndRefuel //Make it trigger when any player enters the location and make sure it is repeatable (check the box that says repeatable). //After that, write this in the activation field: null = [thislist] execVM "yourSqfFileName.sqf"; //Inside of the SQF file, write this: //Declare a variable for unit using the vehicle params ["_unit"]; //Selects the vehicle the player currently is using _currentUnitVehicle = vehicle _unit; _currentUnitVehicle setDamage 0; _currentUnitVehicle setVehicleAmmo 1; _currentUnitVehicle setFuel 1; Hopefully this should work for you, let me know if something doesn't work or you need something else. -
need help!! making a repair bay script.
cookies2432 replied to Sloppy on pc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Np, glad I could help :) -
need help!! making a repair bay script.
cookies2432 replied to Sloppy on pc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, I was looking at a far more complex solution than was needed. All you need to do is to repeat your code to remove the weapons from the jet after you have rearmed it. It would look something like this: veh = vehicle player; _spd = speed veh; engOn = false; veh engineOn false; waitUntil {!isEngineOn veh}; _i = 20; while {_i > 0} do { _i = _i -1; sleep (1); if (engOn) exitWith {}; hintSilent format [ "%1 Seconds Left" , _i ]; }; hint "GO GO GO!!"; veh setFuel 1; veh setDamage 0; veh setVehicleAmmo 1; _veh removeWeapon "weapon_AMRAAMLauncher"; _veh removeWeapon "weapon_AGM_65Launcher"; _veh removeWeapon "Laserdesignator_pilotCamera"; _veh removeWeapon "weapon_GBU12Launcher"; }; All you need to do is basicly have the weapons' removal code after you rearm it (and modify it so it has more ammo, did not include it.) so it rearms every gun and then removes the ones you don't want. -
need help!! making a repair bay script.
cookies2432 replied to Sloppy on pc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright -
need help!! making a repair bay script.
cookies2432 replied to Sloppy on pc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To confirm, you want to add ammo to every type of ammunition (bombs, etc) but you want to also make sure that it adds the extra bit of ammo to the main cannon, am I correct? -
need help!! making a repair bay script.
cookies2432 replied to Sloppy on pc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And your script for the customization of the cannons (gryphon for example). -
need help!! making a repair bay script.
cookies2432 replied to Sloppy on pc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What does your current script look like? For rearming. -
How to make Post Effect work during 10 seconds ?
cookies2432 replied to ALPHIVE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Np :) -
How to make Post Effect work during 10 seconds ?
cookies2432 replied to ALPHIVE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright seeing as this was a bit more complicated than I originally thought (primarily getting the player who activated the trigger) it took longer than I expected but I managed to solve it. I used an SQF file to make it easier as I think it's rather complicated to do it all in the trigger module in the editor. 1: Place a trigger and name it trigger1 2: Set the activation to "any player" and "present". 3: In the activation field, enter this: plr = (thislist select 0); null = [plr] execVM "nameOfYourSqfScriptHere.sqf". 4: Create an SQF file inside of your mission folder which is located at: documents/arma3_other_profiles/yourArma3Name/missions/. Make sure you end it with .sqf so it is an sqf file. 5: Inside of the sqf place this: _seconds = 0; _person = _this select 0; while {_seconds < 11} do { PP_wetD = ppEffectCreate ["WetDistortion",300]; PP_wetD ppEffectEnable true; PP_wetD ppEffectAdjust [2.77,0.2,0.2,2.51,1,1,1,0.05,0.01,0.05,0.01,0.25,0.1,0.2,0.2]; if (_person inArea trigger1) then { _seconds = 0; } else { _seconds = _seconds + 1; }; hint format ["%1", _seconds]; sleep 1; if (_seconds > 10) then { ppEffectDestroy PP_wetD; hint format ["The effects have worn off"]; }; }; This makes it so that the effects will not reset if you're still inside the specific area however if you exit it, it will do a countdown of 10 seconds before the effects are worn off. Let me know if any issues pop up and i'll do my best to help. -
How to make Post Effect work during 10 seconds ?
cookies2432 replied to ALPHIVE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Seeing as it is a trigger that should be the case yea however, I realise now that you most likely should use _this so that the variable does not have the same value for every player. Give me a few minutes, i'll go and test it. -
How to make Post Effect work during 10 seconds ?
cookies2432 replied to ALPHIVE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Np, glad I could help :) -
How to make Post Effect work during 10 seconds ?
cookies2432 replied to ALPHIVE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This will repeat the effect every 10 seconds. I might've missunderstood you. If you want it to go back to normal view after 10 seconds then you can add an if statement above that will tell it how long it is allowed to repeat the function. _seconds = 0; if (_seconds <= 10) then { while {true} do { PP_wetD = ppEffectCreate ["WetDistortion",300]; PP_wetD ppEffectEnable true; PP_wetD ppEffectAdjust [2.77,0.2,0.2,2.51,1,1,1,0.05,0.01,0.05,0.01,0.25,0.1,0.2,0.2]; _seconds = _seconds + 1; }; } else { hint format ["The effects have worn off"]; }; -
How to make Post Effect work during 10 seconds ?
cookies2432 replied to ALPHIVE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did not set a timer on 10 seconds in order for it to constantly update but if you want it to update every 10 seconds you can add a sleep command. It would look something like this: while {true} do { PP_wetD = ppEffectCreate ["WetDistortion",300]; PP_wetD ppEffectEnable true; PP_wetD ppEffectAdjust [2.77,0.2,0.2,2.51,1,1,1,0.05,0.01,0.05,0.01,0.25,0.1,0.2,0.2]; sleep 10; }; -
How to make Post Effect work during 10 seconds ?
cookies2432 replied to ALPHIVE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can add a "while {true} do { YourCodeHere }. It would look something like this: while {true} do { PP_wetD = ppEffectCreate ["WetDistortion",300]; PP_wetD ppEffectEnable true; PP_wetD ppEffectAdjust [2.77,0.2,0.2,2.51,1,1,1,0.05,0.01,0.05,0.01,0.25,0.1,0.2,0.2]; }; -
Hi! I'm trying to add custom objects into terrain builder but unfortunately it doesn't show the texture when i try to. How i add them is that i unpack the pbo and then put in the folder from it into the P:/a3 folder. Is that the correct or wrong way to do it, i get the objects but they don't show any textures.
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Thanks :D I actually started working on a map again and this helped me.
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Hello, and thank you for trying to help me (I presume that since you've opened this post). I have started working on my map project again and i've noticed that recently all of the mounting on the p:drive has become automatic which I love. However, I'm having a rather weird issue. When I try to mount and set up the p:drive, nothing works but if i use "subst P: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools"" in the CommandPrompt (CMD) it creates a P:drive that is correct. The issue with this is tho that, nothing can be loaded or used from it. When i'm in terrain builder and try to import from my P:Drive it can't find ANYTHING besides 3 folders named "a3, bin and core" and some other random files. I Have no idea what's causing it and would love to receive help from someone who has knowledge about it. Thank you for reading this //Cookies
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P:Drive Broken beyond repair?
cookies2432 replied to cookies2432's topic in ARMA 3 - TERRAIN - (BUILDER)
I got it all sorted out, thanks to everyone! -
P:Drive Broken beyond repair?
cookies2432 replied to cookies2432's topic in ARMA 3 - TERRAIN - (BUILDER)
It works but, same issue occures, only able to see those specific files when i'm trying to select something from my p:drive. -
P:Drive Broken beyond repair?
cookies2432 replied to cookies2432's topic in ARMA 3 - TERRAIN - (BUILDER)
I will! -
P:Drive Broken beyond repair?
cookies2432 replied to cookies2432's topic in ARMA 3 - TERRAIN - (BUILDER)
I checked it but sadly this is all that I can find: -
P:Drive Broken beyond repair?
cookies2432 replied to cookies2432's topic in ARMA 3 - TERRAIN - (BUILDER)
It doesn't seem to be working, i'm doing everything that it tells me to do but nothing shows up in my folder :/