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UNIT_normal

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Posts posted by UNIT_normal


  1. 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.

    6Ad05pM.png

    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

    Spoiler

    1.0
    Released

     

    • Like 6

  2. 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.


  3. 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.


  4. 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.


  5. 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

    Spoiler

    Changelog
    1.0
    Released
    1.01
    Minor change
    1.10
    Action mechanism changed

    1.11

    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.

    • Like 4
    • Thanks 1

  6. 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...

    • Confused 1

  7. 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.

    t2mD00Z.jpg

    sh08DS5.jpg

    nTitqnM.jpg

    I think you just messed with 'Save As'. Or unzip with improper way.

    Anyway have nice day with my script!


  8. 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.hpp

    If 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.


  9. 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.


  10. 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

      Reveal hidden contents

    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.

    • Thanks 1

  11. 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.


  12. 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.


  13. 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.

     

    • Like 2

  14. 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

    Spoiler

    Changelog
    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 changed

    1.41
    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.

    • Like 7
    • Thanks 6
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