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gingerlikeme

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Everything posted by gingerlikeme

  1. gingerlikeme

    Edit tools themes

    I know this is probably is not possible but is there a way to edit the themes and colours of BI Tools. I think I’d enjoy making terrain and stuff more if I had a cleaner UI to use. If you think I’m nutty then look at the difference between Photoshop cs5 (the horrible grey) and Photoshop CS6 (Nice Clean Slate). Even if there isn’t an official way is there an unofficial way to open and edit the theme. Thanks Harry
  2. gingerlikeme

    Edit tools themes

    So the GUI opt file turns out to be a dead end. It seems you can define widths and things of the separate tabs in TB but not much else. Gimme some time to dig around a bit more.
  3. gingerlikeme

    Edit tools themes

    Yh I was just looking at the files included. I found some DLLs but one file in particular jumped out. GUILayout.opt seems promising but need to find something to open it. Will give it ago and will post here my findings.
  4. Hello, I'm trying to make a dog follow the player in my mission. However it doesn't seem to work. In the spoiler is the script I've made. There are comments on it for you to understand more.... _Dog setVariable ["BIS_fnc_animalBehaviour_disable", true]; // Disables the ARMA 3 Default Animal Behaviour _DogAlreadySpawned = 0; // Variable to see if the dog has already been spawned _DogHandler = player; // Variable that defines the _DogHandler as the player _dogGroup = createGroup west; // Creates a group for the Dog to join later and the player to join now _chance = floor (random [0,875,1750]); // Makes a random number to depend what dog model spawns [_DogHandler] joinSilent _dogGroup; // Adds the player to the group if (playerSide == WEST) then // Only works on BluFor { if (_DogAlreadySpawned == 0) then // Quick check to see if the dog has already been spawned { if ((_chance < 250) and (_chance > 0)) then { _Dog = createAgent ["Fin_sand_F", getPos player, [], 5, "CAN_COLLIDE"]; }; if ((_chance < 500) and (_chance > 250)) then { _Dog = createAgent ["Fin_blackwhite_F_F", getPos player, [], 5, "CAN_COLLIDE"]; }; if ((_chance < 750) and (_chance > 500)) then { _Dog = createAgent ["Fin_random_F", getPos player, [], 5, "CAN_COLLIDE"]; }; if ((_chance < 1000) and (_chance > 750)) then { _Dog = createAgent ["Fin_tricolour_F", getPos player, [], 5, "CAN_COLLIDE"]; }; if ((_chance < 1250) and (_chance > 1000)) then { _Dog = createAgent ["Alsatian_Sandblack_F", getPos player, [], 5, "CAN_COLLIDE"]; }; if ((_chance < 1500) and (_chance > 1250)) then { _Dog = createAgent ["Alsatian_Sand_F", getPos player, [], 5, "CAN_COLLIDE"]; }; if ((_chance < 1750) and (_chance > 1500)) then { _Dog = createAgent ["Alsatian_Black_F", getPos player, [], 5, "CAN_COLLIDE"]; }; // Checks the chance and if chance is between a range spawn the dog model _Dog setDir getDir player; // Set the Dog Model to face the player [_Dog] joinSilent _DogGroup; // Adds the dog to the group while {alive _Dog} do { _pos = [(getPos player select 0) + (1 * sin (getDir player)), (getPos player select 1) + (0.3 * cos (getDir player)), 0]; _Dog doMove _pos; }; // While the dog is alive get it to follow the player { if ((_Dog distance2D _x) < 10) then { if (weapons player != []) then { playSound3D ["A3\Sounds_F\sfx\blip1.wav", _Dog, true, _Dog, 7, 1, 50]; _Dog playMoveNow "Dog_Idle_Bark"; }; }; } foreach playableUnits; // Get the dog to go into barking if a player has a gun within 10 meters }; } else { _DogAlreadySpawned = 1; diag_log "Player Already Has A Dog"; hint "You Already Have A Police Dog"; }; Thanks in Advance, Harry
  5. gingerlikeme

    Make Dog Follow Player HELP

    Welcome hun x
  6. gingerlikeme

    Make Dog Follow Player HELP

    _dog = createAgent ["Alsatian_Random_F", getPos player, [], 5, "CAN_COLLIDE"]; _range = 3; _dog setVariable ["BIS_fnc_animalBehaviour_disable", true]; dog = _Dog; _DogOut = 0; If (_DogOut == 0) then { 0 = [_dog] spawn {; _dog playMove "Dog_Run"; PackUpDogAction = player addAction ["Put Away Police Dog", "Dog playMoveNow "Dog_Die_Sit"; deleteVehicle Dog; player removeAction PackUpDogAction;"]; while {alive _dog} do { _nearbyWithWeapon = (allUnits inAreaArray [ASLtoAGL getPosASL _dog, 10, 10, 0, false, 10]) apply { primaryWeapon _x } select { _x != "" }; _dog moveTo getPos player; sleep 1; if (count _nearbyWithWeapon > 0) then { playSound3D ["a3\sounds_f\ambient\animals\dog1.wss", dog, false, getPosASL dog , 6, 0.8, 0] _Dog playMoveNow "Dog_Idle_Bark"; }else{ _Dog playMoveNow "Dog_Run"; _dog moveTo getPos player; } }; }; }else{ ["You Already Have A Police Dog Active", "IRPColor", 5] call Catraz_fnc_notification_system; };
  7. gingerlikeme

    Make Dog Follow Player HELP

    Nope with some help on the ARMA 3 Discord I solved the issue.
  8. Hi everyone, I have seen some YouTube videos with people playing with custom action wheel menus. How do you do this. Is it defined in a class that you can edit the properties of? Kangaro0: Exile mod has a custom scroll wheel as well? Can someone help me?
  9. gingerlikeme

    Custom Scroll Wheel Mod Help

    oh, so this is script not a mod?
  10. Hi all, I don't have L3DT as I'm not that advanced. I just imported my terrain and all of it is above sea. How do you move it down to make the sea appear. Please be detailed as I get as far as the terrain properties and come stuck. Gyazo: https://gyazo.com/65e7a5c208195db3ba1352a5cab135f0 Regards Gingerlikeme
  11. I have a working server shortcut but only 2 of the mods load onto the server. Shortcut Command Line: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\arma3server_x64.exe" -cfg=basic.cfg -config=server.cfg -mod=@extdb -mod=@***_Life -mod=@***_Life_CBA -mod=@***_Life_Lakeside -mod=@task_force_radio Starts are so people cant steal the idea. Sorry but underneath all starts is the aim of the community. Any ideas why this is happening. Regards, Catraz
  12. i have recently started to learn to texture and can now do vests, uniforms and hats. However I found this car pack on the workshop and would like to retexture the PD vehicles to a higher quality. Car Pack: https://steamcommunity.com/sharedfiles/filedetails/?id=572203891 I unpacked the PBO and made the texture and the config that looks right to me. But when in game the texture doesn't go on the vehicle. Config: https://ghostbin.com/paste/w6cco All the textures are their in the folder fine. It says on the steam page to contact the owner, but his steam is on private. I dropped him and email but received no response. Any ideas for why this isn't working? Kind Regards, Harry P.S - How do you put options on a scroll wheel? If anyone knows this as well that would be great.
  13. gingerlikeme

    Birds And Bees Retexure - Config Help

    As part of a add on in the car - in the Config.cpp
  14. gingerlikeme

    Birds And Bees Retexure - Config Help

    Ok that’s fine. I have some mods of my own. Do you know about the scroll wheel options then?
  15. gingerlikeme

    Birds And Bees Retexure - Config Help

    Already tried mate. In fact multiple times and methods. Still no response. Any ideas though why its not working?
  16. gingerlikeme

    Lower Terrain Below Sea - TB Help

    Sorry for slow reply. This doesn't seem to work. How do you do it with the terrain properties tab? Kind Regards, Harry
  17. gingerlikeme

    Lower Terrain Below Sea - TB Help

    Thank you I’ll give it a go!
  18. I'm trying to make a mod that replacews the gun names with their real life counterparts. I get in game and they aren't in the editor. Any ideas
  19. gingerlikeme

    Replacing Gun Names Help

    That works a dream. Thank You
  20. you need to put this above where you define you path to texture. hiddenSelections[] = {"camo"}; Give that a go and make sure you have it right. Example: class Iron_Skulls_PMC_Blackfoot_Woodland : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Woodland"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_woodland_co.paa"}; };
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