-
Content Count
27 -
Joined
-
Last visited
-
Medals
-
WelshyYT started following Primer for new vehicle simulation, Object Flickering, Modded Functions not Found and and 1 other
-
Heya guys, I am getting flickering on the floor of my building, I have no idea why, there is no double faces on the mesh and all other walls are functioning fine without a problem. This only appears when the camera is moving (bulldozer works fine) within the building. (edited) This also appears with the player in the game, when walking around. As I sai
-
CBA Keybind is not launching function
WelshyYT posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello all, Trying to get this function to launch through a CBA key bind (which shows up in the Configure Controls and that), however, it does not activate the function. The function is correct to what I believe as it is named the same as in the function library in game. Any help would be grand. #include "\a3\editor_f\Data\Scripts\dikCodes.h" [ "WELSHY_KAT", "MyKey", ["Tactical Recovery Position","Roll interface Key"], {[_this] call WELSHY_KAT_fnc_RollPlayer}, {}, [DIK_NUMPAD1, [false, false, false]] ] call cba_fnc_addKeybind; -
Hello all, I am trying to add two functions one a keybind using CBA, and a function that is built of KAT. Here is the code and the error - Error - Script \roll\functions\fn_WELSHY_ROLL.sqf not found Config - https://pastebin.com/fBAsff1j Roll - https://pastebin.com/3twmz8rY Folder Structure - Addons/roll/functions/fn_WELSHY_ROLL Any help would be fantastic, Welshy
-
Arma 3 Function Library
WelshyYT replied to WelshyYT's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks Mate for the help! -
Arma 3 Function Library
WelshyYT replied to WelshyYT's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
@Larrow I plan to use more then one function so you suggest writing one file for each function? -
Arma 3 Function Library
WelshyYT replied to WelshyYT's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
@Larrowso if I wanted to add more functions to one file, how would I convert that? -
Arma 3 Function Library
WelshyYT replied to WelshyYT's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Here is the function: fnc_Test = { hint "Test!"; }; -
Hey all I am trying to set up a functions library but for some reason the functions are not executing. Any help will be great, here is my code! class CfgPatches { class EODS_Zeus_Module { weapons[] = {}; requiredVersion = 0.1; author = "Welshy"; version = 1.0.0; units[] = {"EODS_Module_Base"}; requiredAddons[] = {"A3_UI_F","A3_UI_F_Curator","A3_Functions_F","A3_Functions_F_Curator","A3_Modules_F","A3_Modules_F_Curator","A3_Modules_F_Bootcamp_Misc"}; }; }; class CfgFactionClasses { class NO_CATEGORY; class EODS_ZEUS : NO_CATEGORY { displayName = "EODS Zeus"; }; }; class CfgFunctions { class EODS { class Zeus { //file = "EODS_Zeus\functions"; class Test{file = "EODS_Zeus\functions\EODS_Zeus.sqf";}; }; }; }; class CfgVehicles { class Logic; class Module_F : Logic { class ArgumentsBaseUnits { class Units; }; class ModuleDescription { class AnyPlayer; class AnyBrain; class EmptyDetector; }; }; class EODS_Module_Base : Module_F { author = "Welshy"; displayName = "Test"; category = "EODS_ZEUS"; function = "fnc_Test"; scope = 1; scopeCurator = 2; isGlobal = 1; }; };
-
Custom Zeus Module not working?
WelshyYT replied to WelshyYT's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks so much for the help! I have solved the problem! -
Custom Zeus Module not working?
WelshyYT replied to WelshyYT's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
@Larrow thanks mate! I am looking for it to appear in Zeus, did you manage to figure out why it wasnt appearing? -
Hello All, I am trying to make a Zeus Module appear in Arma 3 however for some reason its not working. Is someone able to point out the issue: class CfgPatches { class EODS_Zeus_Module { weapons[] = {}; requiredVersion = 0.1; author = "Welshy"; version = 1.0.0; units[] = {"EODS_Module_Base"}; requiredAddons[] = {"A3_UI_F","A3_UI_F_Curator","A3_Functions_F","A3_Functions_F_Curator","A3_Modules_F","A3_Modules_F_Curator","A3_Modules_F_Bootcamp_Misc",}; }; }; class CfgFactionClasses { class NO_CATEGORY; class EODS_ZEUS {displayName = "EODS Zeus";}; }; class CfgVehicles { class Logic; class Module_F: Logic { class ModuleDescription { class AnyPlayer; class AnyBrain; class EmptyDetector; }; }; class EODS_Module_Base : Module_F { mapSize = 1; author = "Welshy"; vehicleClass = "Modules"; category = "EODS_ZEUS"; side = 7; scope = 2; // Editor visibility; 2 will show it in the menu, 1 will hide it. scopeCurator = 2; // Curator visibility; 2 will show it in the menu, 1 will hide it. displayName = "Test"; // Name displayed in the menu icon = ""; // Map icon. Delete this entry to use the default icon picture = ""; portrait = ""; function = ""; // Name of function triggered once conditions are met functionPriority = 1; // Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined isGlobal = 2; // 0 for server only execution, 1 for remote execution on all clients upon mission start, 2 for persistent execution isTriggerActivated = 0; // 1 for module waiting until all synced triggers are activated isDisposable = 0; // 1 if modules is to be disabled once it's activated (i.e., repeated trigger activation won't work) // curatorInfoType = "RscDisplayAttributeModuleNuke"; // Menu displayed when the module is placed or double-clicked on by Zeus class Arguments {}; class ModuleDescription: ModuleDescription { description = "Test"; }; }; };
-
Hello All, I am trying to make an action in the Self Actions, Medical, Head section in ACE. I have read through the source code and A) It does not show up or B) It creates a new path as soon as the interaction menu with numerous unnamed actions then finally the named ones. Can someone help me please? My Code - https://pastebin.com/4r6cFvBZ
-
Primer for new vehicle simulation
WelshyYT replied to sakura_chan's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
What should I do when it comes into adding UAVs and UGVs? -
Hello All, I was wondering is there anyway that you can randomize a state of a model when it is placed down in the game. I have 2 models, I have a normal soda can and I also have a crushed one. I am interested to know instead of having 2 classes for each model, can I have just one class name and have it randomly select either the can will be crushed or not crushed. I am generally stuck and I have no idea if this idea is possible. Thanks, Welshy
- 2 replies
-
- model randomize
- config
-
(and 1 more)
Tagged with:
-
Okay m Thanks mate, I'll give it a try :)