UNIT_normal
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Posts posted by UNIT_normal
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I don't understand why this script should be run on server. Could you explain, please?
I just find out your script does work fine in player side with some modification. (Didn't do full test but it is working.)
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Thanks for making great mission framework!
My community thinks this is great mission to put on our server.
But how can we translate mission? I couldn't find anything on stringtable.xml except one sole string.
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Trait Changer by UNIT_normal
This allows you to change between default traits and custom traits.You can define your own trait setup in TC_init.sqf.
Known Issues
- This don't change actual unit class.Installation
1. Put Trait_Changer folder on your mission folder.
2. Put stringtable.xml or copy & paste contents to your stringtable.xml.
3. Add this to init.sqf.
[] execVM "Trait_Changer\TC_init.sqf";4. Add this to object that you want.
0 = this execVM "Trait_Changer\functions\fnc_TC_object.sqf";5. Add this to description.ext.
#include "Trait_Changer\defines.hpp"
#include "Trait_Changer\TC_GUI_controls.hpp"
#include "Trait_Changer\TC_GUI_classes.hpp"Option
- In TC_init.sqf, you can set trait limit on server.Download
https://drive.google.com/open?id=1GcMnaFlJdONlvaEcTMDTxugFcQzDqhVO
Changelog
Spoiler1.0
Released- 6
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On 8/4/2019 at 11:00 PM, topden said:cool. are you planning mod-version?
I don't know how to make addon. So it cannot be done soon and I think there are better solution for that since my intention isn't addon things.
On 8/3/2019 at 9:36 PM, kremator said:Okies, I understand. Shame though, as i like to load things up on my dedi and have a blast.
I like blast too, but there are so many people like blast too much and even give some blast to friendly infantry.
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1 hour ago, kremator said:Could this be made into an addon? If like to use this all the time!
I think there are better option than this in your case.
My intention is giving players pylon customizing without bombing everywhere with cluster bomb on public server that runs persistent missions.
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7 hours ago, Jnr4817 said:Anyway to specify what weapons can work with what vehicle or make customs configs; like AA, AT, etc. of my choosing?
Every possible weapon on Eden Editor will work.
If you didn't put your custom presets on PPAP_init.sqf, you will have presets in Eden Editor - Attributes... - Object: Pylons Settings(default presets).
If you put your custom presets on PPAT_init.sqf, you will have your custom presets below default presets. -
8 hours ago, stburr91 said:OP,
You may want to check out this thread, there are unused textures you can apply to some of the vehicles. For example, this is a black texture for the Hummingbird. \a3\air_f\Heli_Light_01\Data\heli_light_01_ext_ion_co.paa
This script already uses hidden(unused) textures. (ex. NATO texture Gorgon and Black texture Hummingbird that you mentioned.)
I applied only completed hidden(unused) textures. Incompleted textures are not included on this script.
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Pylon Preset Allocator for Plane by UNIT_normal
This allows you to change between default presets and custom presets via GUI.Known Issues
- If armament name is long, armament name will be displayed in 2 line.
- Pylon name could be displayed wrong.Installation
1. Put PPAP folder on your mission folder.
2. Put stringtable.xml or copy & paste contents to your stringtable.xml.
3. Add this to init.sqf.
[] execVM "PPAP\PPAP_init.sqf";
4. Add this to description.ext.
#include "PPAP\defines.hpp"
#include "PPAP\PPAP_GUI_controls.hpp"
#include "PPAP\PPAP_GUI_classes.hpp"Option
- In PPAP_init.sqf, you can enable multiple check systems.Download
https://drive.google.com/open?id=10K7WqDj0fTmi_mERGhBtMs7E_1mNiq3w
Changelog
SpoilerChangelog
1.0
Released
1.01
Minor change
1.10
Action mechanism changed1.11
Minor change
1.12
Locality problem fixed, some activation conditions has been changed.1.13
Bug fix
1.14
Bug fix. Due to locaility issue, to change pylon inside of vehicle, everyone inside vehicle except driver(pilot) should get out.1.15
Bug fix, minor change. stringtable content has been changed.It's my second GUI creation. I hope it works well!
If you have any problem, please reply on here.
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44 minutes ago, z80cpu said:@UNIT_normal - Thank you for your reply.
No, I did not save it wrong. I did find out what was wrong though... 😉
I thought I got it from Google, BUT, I got it from ARMAHolic.
If you look at the screenshots below, you'll see what happened and why I had such 'issues'.
On the AH site, the zip file name is: vehicle-Appearance-Manager-GUI-Alternative-version-1.30.ZIP Notice, there is no 'VR' in the name, thus my problem.
You just need to rename the AH version... 🙂
Note: I have no idea if the 'normal' AH version is named correctly or not...
Simple problem, but identified and THAT is all that matters! 🙂
Thanks again and it is working just fine! 🙂
🙂
SS #1: https://imgur.com/XCHLBX8 - This is a SS from my 'Download Manager' within FireFox.
SS #2: https://imgur.com/XzMn603 - This is the contents of the above file.
I didn't upload on Armaholic myself...
I don't know why this is on there...
(confused)
I didn't expect that kind of problem...
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51 minutes ago, z80cpu said:@UNIT_normal - Ok, here is what I did.
I ran CfgConvert on your SQM file and then was able by trying to pull it into every map that it is a VR map.
After figuring that out, I load/ran your mission. I did work as stated.
I examined my files again, and I do not see what happened. I copied your files over again to my mission folder and then it worked.
I have no idea what the issues was. I am not a 'noob' at ARMA, 11k+ hours in A3 and 17+ years with ARMA itself....beats me...???
I would recommend you save your mission file properly as this will cause issues for others as no one knows what map goes with this mission. Opening and Merging, neither would work for any map. After 'decoding' it, was I able to use it and use it in any map, though placement would be 'off' on the wrong maps... 😉
( e.g. Save/package/rename as: VAM_GUI.VR)
Just a thought... 🙂
So all is well now and I do thank you for your help! Nice mod and good work on such a simple task! Good job! 🙂
🙂
That's weird. My friends(They makes scripts and help script test.) didn't get any problem.
My mission just saved properly so you just should put VAM.VR or VAM_alt.VR folder from zip file on C:\Users\*USER_NAME*\Documents\Arma 3\missions.
I think you just messed with 'Save As'. Or unzip with improper way.
Anyway have nice day with my script!
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7 hours ago, z80cpu said:@UNIT_normal - I put in EXACTLY what you stated. It does not work. I download the 'ALT' version from the link you posted above in this post. This was also for a SP mission too.
The 'VAM' menu shows in the 'Action Menu', upon selecting it, I get a 'Resource VAM_GUI Not Found' error.
I just put your folder, Init.SQS, Description.Ext, and the StringTable.XML files into a EMPTY mission folder along with a 'one man' mission file, run it, then I get the above error.
I have included 2 screenshots of the error as well as my folder layout and file contents.
As a note and a question, what is with the 'mission.sqm' file? I noticed it is 'encoded' as well as I am sure it will confuse people as what to do with it. Personally, I ignored it and did not view nor copy it.
Thanks and I appreciate what appears DOES work...once installed properly...
🙂
*****
For some reason, I cannot insert pix into the post! 😞
SS #1 - https://imgur.com/OETIzQv
SS #2 - https://imgur.com/YdS6Cwa
I included mission.sqm because it is demo mission.
Please try demo mission and tell me about result.
If you can, upload your mission and send me through reply or message.
I think you have some missing files in VAM_GUI folder.
defines.hpp
VAM_GUI_controls.hpp
VAM_GUI_classes.hppIf these files are missing, you will get error message that you got.
#include "VAM_GUI\defines.hpp"
#include "VAM_GUI\VAM_GUI_controls.hpp"
#include "VAM_GUI\VAM_GUI_classes.hpp"How about write new description.ext and copy these lines?
It might be unicode error things.
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On 7/2/2019 at 8:10 PM, Mr. Rad said:Great work, I've been looking forward to something like this. I have a small wish/request tho: Make an option to have VAM limited to vehicles in a certain trigger. That way you can have a customization station in a base.
In 1.30, now you can place marker area to make service area.
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13 hours ago, Sgt Smash said:Can i just paste it anywhere after the stuff i already have in stringtable.xml.?
Yes. You can paste it anywhere between your strings. Just don't break its form and your strings form.
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On 7/6/2019 at 6:28 PM, Sgt Smash said:Thanks i will give this a try later😀
Is the XML added ok? I've never joined more than one thing in there before
Edit: everytime i try to add a spoiler with my XML the message gets hidden
was gonne ask if i had added it ok with what else is already in there dam forum hates me lol
Select everything between
<!-- VAM LINE START -->
and
<!-- VAM LINE END -->
in stringtable.xml.
And copy it and paste to your mission stringtable.xml.
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On 7/5/2019 at 12:43 PM, Sgt Smash said:Thanks for the reply
The reason i asked is my description file looks like this
define true 1
#define false 0
// Required for the XM8, do not remove!
#include "RscDefines.hpp"
#include "ExAdClient\ExAd.cpp"
#include "KBC\wire\gui\dialog.hpp"///////////////////////////////////////////////////////////////////////////////
// Server Settings - Modify at will
///////////////////////////////////////////////////////////////////////////////
author = "Updated by Sgt Smash";
onLoadName = "Arma Gods Gaming";
onLoadMission= "https://steamcommunity.com/groups/armagodsgamingexile";
loadScreen = "exile_assets\texture\mod\logo.paa";
disableChannels[] = {0, 2};
OnLoadIntro = "";
OnLoadIntroTime = false;
OnLoadMissionTime = false;
class Header
{
gameType = Survive; // Do NOT change this
minPlayers = 1;
maxPlayers = 100;
};///////////////////////////////////////////////////////////////////////////////
// Exile Settings - Do not change these!
///////////////////////////////////////////////////////////////////////////////
forceRotorLibSimulation = 2;
skipLobby = 1;
joinUnassigned = 1;
respawn = "BASE";
respawnDelay = 300;
respawnDialog = 0;
respawnOnStart = 0;
respawnButton = 1;
respawnTemplates[] = {"Exile"};
corpseManagerMode = 0;
corpseLimit = 20;
corpseRemovalMinTime = 1800;
corpseRemovalMaxTime = 3600;
wreckManagerMode = 0;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;
scriptedPlayer = 1;
disabledAI = 1;
enableItemsDropping = 0;
briefing = 0;
debriefing = 0;
allowFunctionsLog = 1;
enableDebugConsole = 0;
allowFunctionsRecompile = 0;
showSquadRadar = 0;
showUAVFeed = 0;
reviveDelay = 6;
reviveForceRespawnDelay = 3;
reviveBleedOutDelay = 300;showHUD[] =
{
true, // Scripted HUD (same as showHUD command)
true, // Vehicle + soldier info
true, // Vehicle radar
true, // Vehicle compass
true, // Tank direction indicator
true, // Commanding menu
false, // Group Bar
true, // HUD Weapon Cursors
true // Vehicle Panel (Required for GPS)
};#include "config.cpp"
class CfgRemoteExec
{
class Functions
{
mode = 1;
jip = 0;
class ExAdServer_fnc_clientRequest { allowedTargets=2; };
class ExileServer_system_network_dispatchIncomingMessage { allowedTargets=2; };
};class Commands
{
mode = 0;
jip = 0;
};
};
#include "R3F_LOG\desc_include.h"class RscTitles
{
#include "VEMFr_client\gui\RscDisplayVEMFrClient.hpp"
#include "VEMFr_client\gui\RscDisplayBaseAttack.hpp"
#include "ExAdClient\RscTitles.cpp"
};class CfgFunctions
{
#include "ExAdClient\CfgFunctions.cpp"
};class CfgNetworkMessages
{
#include "ExAdClient\CfgNetworkMessages.cpp"
class wireTransferRequest
{
module = "wire";
parameters[] = {"STRING","SCALAR","BOOL"};
};
// GADD CrateDump
class getMoneyAndRespect
{
module = "cratedump";
parameters[] =
{
"STRING",
"OBJECT"
};
};
class receiveMoneyAndRespect
{
module = "cratedump";
parameters[] =
{
"SCALAR",
"SCALAR"
};
};
class updateMoneyAndRespect
{
module = "cratedump";
parameters[] =
{
"SCALAR",
"SCALAR",
"STRING",
"OBJECT"
};
};
class updatelogs
{
module = "cratedump";
parameters[] =
{
"STRING",
"STRING",
"SCALAR",
"SCALAR",
"SCALAR",
"SCALAR",
"SCALAR",
"SCALAR",
"STRING"
};
};
};class CfgHints
{
#include "ExAdClient\CfgHints.cpp" // Only needed for ExAd Virtual Garage
};
};Change
#include "RscDefines.hpp"
#include "ExAdClient\ExAd.cpp"
#include "KBC\wire\gui\dialog.hpp"to
#include "RscDefines.hpp"
#include "ExAdClient\ExAd.cpp"
#include "KBC\wire\gui\dialog.hpp"
#include "VAM_GUI\VAM_GUI_controls.hpp"
#include "VAM_GUI\VAM_GUI_classes.hpp"I think this is solution.
I believe RscDefines.hpp is same as defines.hpp.
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19 hours ago, Sgt Smash said:Hi i have a problem that the option on the scrollwheel to bring up menu ain't showing.
I'm not sure if it's because of the way i have added the XML string
Or if these need to be in a piticular place in the description
#include "VAM_GUI\defines.hpp"
#include "VAM_GUI\VAM_GUI_controls.hpp"
#include "VAM_GUI\VAM_GUI_classes.hpp"On 7/1/2019 at 2:16 AM, UNIT_normal said:Installation
1. Put VAM_GUI folder on your mission folder.
2. Put stringtable.xml or copy & paste contents to your stringtable.xml.
3. Add this to init.sqf.
[] execVM "VAM_GUI\VAM_GUI_init.sqf";
4. Add this to description.ext.
#include "VAM_GUI\defines.hpp"
#include "VAM_GUI\VAM_GUI_controls.hpp"
#include "VAM_GUI\VAM_GUI_classes.hpp"#include "VAM_GUI\defines.hpp"
#include "VAM_GUI\VAM_GUI_controls.hpp"
#include "VAM_GUI\VAM_GUI_classes.hpp"These things are essential because these files contain every data about my GUI and #include command gets them in your mission.
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On 7/2/2019 at 8:10 PM, Mr. Rad said:Great work, I've been looking forward to something like this. I have a small wish/request tho: Make an option to have VAM limited to vehicles in a certain trigger. That way you can have a customization station in a base.
There is check function to limit customization only around KP Liberation FOB.
If you understand how it works, you can change it for your preference.
(Tip : Changing global variable "VAM_conditioncheck1" between "true" and "false" are related with action condition.)
Currently I cannot do that myself because I have limited access to computer now.
If I can do, I will make more check option for it.
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6 hours ago, mrcurry said:Looks nice! My kind of UI, simple, sleek and responsive.
My only feedback would be to add a setting to ignore the requirement to be inside the vehicle.
I made alternative version. Please check.
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On 12/14/2018 at 5:55 PM, Valken said:Yes I meant ACE Interaction. Would be cool for ACE users to goto a vehicle and one option would be to change its appearance right there instead of going into ACE or BIS Arsenal to spawn and setup the vehicle. Just being allowed to add the cages and foliage to the armored vehicles right there in game would be more immersive. Thank you for looking into it.
So, instead of making it on ACE interaction, I made it with GUI.
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5 minutes ago, avibird 1 said:Yes I know but if I do. Do other players need to have it installed only me.
It's not a mod. You should implement this script to your mission that you want to play with other players.
Run server with that mission, then everyone in your server could use this.
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6 minutes ago, avibird 1 said:Does this need to be on only the host server or does everyone need to have this installed.
Just put it in your mission. It will work.
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This script allows you to change camouflage and component via GUI.
VAM supports most of vanilla vehicles even mod vehicles.
You can apply custom textures by making exceptions.Known issue
- Some components are linked each other. It's not VAM's limitation.
- Some components aren't compatible each other. It's not VAM's limitation.
- Some vehicles don't have default customizing value. Reset will not work in that case.Installation
1. Put VAM_GUI folder on your mission folder.
2. Put stringtable.xml or copy & paste contents to your stringtable.xml.
3. Add this to init.sqf.
[] execVM "VAM_GUI\VAM_GUI_init.sqf";
4. Add this to description.ext.
#include "VAM_GUI\defines.hpp"
#include "VAM_GUI\VAM_GUI_controls.hpp"
#include "VAM_GUI\VAM_GUI_classes.hpp"Option
- In VAM_GUI_init.sqf, you can enable multiple check systems. (Near repair vehicle, In certain marker area, Near KP Liberation FOB area)
Download
https://drive.google.com/open?id=1PmzgAoIbtwWXLXpTbVxl8G9dEOfgGo32
(Two version is now merged.)
Changelog
SpoilerChangelog
1.0
Released
1.10
Marid(v1 and v2) fixed. (I suggest you change every v1 to v2)
1.11
List text size adjusted
1.12
Liberation FOB distance check system is now available
1.20
Hidden texture option added for Hummingbird/Pawnee, Blackfoot, Orca
1.21
Bug fixed (Error message when user is trying to scroll down below last component with arrow down key.)
1.22
Action method changed. UGV RCWS bug fixed. Introducing fnc_VAM_variable_cleaner
1.3
Added more condition check options
1.31, 1.32
Minor change
1.40
Action mechanism changed1.41
Locality problem fixed, some activation conditions has been changed.It's my first GUI creation. It's not perfect but usable.
If you have any problem, please reply on here.
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On 2018. 12. 27. at 4:33 PM, baleen said:Good!!! Excellent!!!
I suggest the limit area(e.g, BASE) to change, not anywhere.
Already limitation for Liberation(also KP Liberation) is included.
Just change it for your preference.
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Could we get MP save capability? It is necessary because in big map, player could leave game before it ended then we should play all over again. Quite frustrating...
[Release] Enhanced UAV Intel
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Okay. In my opinion, It is one of great script. Thanks for making this one.