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WelshyYT

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Everything posted by WelshyYT

  1. WelshyYT

    Object Flickering

    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
  2. 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;
  3. 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
  4. WelshyYT

    Arma 3 Function Library

    Thanks Mate for the help!
  5. 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; }; };
  6. WelshyYT

    Arma 3 Function Library

    @Larrow I plan to use more then one function so you suggest writing one file for each function?
  7. WelshyYT

    Arma 3 Function Library

    @Larrowso if I wanted to add more functions to one file, how would I convert that?
  8. WelshyYT

    Arma 3 Function Library

    Here is the function: fnc_Test = { hint "Test!"; };
  9. 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"; }; }; };
  10. Thanks so much for the help! I have solved the problem!
  11. @Larrow thanks mate! I am looking for it to appear in Zeus, did you manage to figure out why it wasnt appearing?
  12. 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
  13. 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
  14. What should I do when it comes into adding UAVs and UGVs?
  15. Hey Everybody, For the last week or so, I have been developing a Range for my unit. So far it is 50% Complete; the issue I have been getting/unable to figure out is, I want to have the target pop up and take 5 shots from the players weapon before falling. I have tried everything from disabling simulation to Hit Event handlers. But ye I have no idea on how to do it.
  16. WelshyYT

    Arma 3 - Range Help!

    Okay m Thanks mate, I'll give it a try :)
  17. Hi, I am making a dialog but it isnt working propally. The dialog wont open I have read everything. It aint opening at all. I hope someone may have an idea what I am doing wrong. If someone could help that will be fantastic. Project Files: https://drive.google.com/open?id=0By62CaLcDosgandQaTdBU1h2Rkk Thanks, Welshy
  18. Hey, has anyone got a template for the Apex Jeep?
  19. Anyone Know How To Make A Static Weapon? If so please post below or add me on Steam. Thanks Welshy
  20. it just crashes for me. Can you send me the model by itself please.
  21. It crashes Object Builder, when I open the p3ds.
  22. Good Mod! Have a some danger zone in the background, keep up the good work!
  23. WelshyYT

    3CB BAF Weapons

    Would be good to have a mounted Javilin
  24. WelshyYT

    Ravage

    Amazing Mod!
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