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UNIT_normal

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Everything posted by UNIT_normal

  1. 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 It's my first GUI creation. It's not perfect but usable. If you have any problem, please reply on here.
  2. UNIT_normal

    [Release] Enhanced UAV Intel

    Okay. In my opinion, It is one of great script. Thanks for making this one.
  3. UNIT_normal

    [Release] Enhanced UAV Intel

    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.)
  4. 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
  5. UNIT_normal

    Apex Framework

    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.
  6. 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 It's my second GUI creation. I hope it works well! If you have any problem, please reply on here.
  7. 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. I like blast too, but there are so many people like blast too much and even give some blast to friendly infantry.
  8. 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.
  9. 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.
  10. 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.
  11. 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...
  12. 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!
  13. 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.
  14. In 1.30, now you can place marker area to make service area.
  15. Yes. You can paste it anywhere between your strings. Just don't break its form and your strings form.
  16. Select everything between <!-- VAM LINE START --> and <!-- VAM LINE END --> in stringtable.xml. And copy it and paste to your mission stringtable.xml.
  17. 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.
  18. #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.
  19. 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.
  20. I made alternative version. Please check.
  21. So, instead of making it on ACE interaction, I made it with GUI.
  22. It is outdated. Use GUI version instead. This allows you to change camouflage and component via communication menu. VAM currently supports NATO, CSAT, AAF land and air vehicles. (except Quad Bike.) And you can make your own setting for addon vehicles. 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. Installation 1. Put VAM 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\vam_init.sqf"; 4. Add this to description.ext. #include "VAM\VAM_comm_menu.hpp" Option - In vam_init.sqf, you can enable Liberation FOB distance check system. Download https://drive.google.com/open?id=19qXrFdMkGoNcp0vTVtIgvvZ5ttT_niHd Changelog
  23. 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.
  24. Just put it in your mission. It will work.
  25. Already limitation for Liberation(also KP Liberation) is included. Just change it for your preference.
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