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ROTAHOE

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Everything posted by ROTAHOE

  1. Hey I got 4 image.paa files that I would like to add to the map as a permanent marker but unsure how to add them to my mission without a mod. I need to know how to add them via script and how to choose position and image. Not much I can find in google search. Everything is say you need a mod witch can't be true !! Any help would be amazing. Please show an example of the how to code and where it needs to be added. cheers
  2. This is not my code but needing the string output to be as mentioned below. Any help would be amazing ! Cheers Code to function: initiated = false; posdistance = 10; posrotation = true; Objlist = []; lootPosition = [0,0,0]; dump = []; buildingcategory = ""; poslist = []; surdistance = 0.1; if (!isNil "started") exitWith {}; started = true; waitUntil {!isNull (findDisplay 46);}; (findDisplay 46) displayAddEventHandler ['KeyUp','_this call keybinder']; //TP function ["teleportSelf","onMapSingleClick",{vehicle player setPos [_pos select 0, _pos select 1,0];}] call BIS_fnc_addStackedEventHandler; //Add line to file dumpline = { dump = dump + [[_this,tostring[13]]Joinstring ""]; }; //Create file header catList = [ "Civillian", "Commercial", "Mechanical", "Industrial", "Medical", "Military" ]; _line = ""; _line = [tostring[47,47],"Loot positions created with @Lootpos by SLIdeCLAN"]Joinstring ""; _line call dumpline; { _line = [ tostring[13,9],"class ",_x," {", tostring[13,9,9],"table = ",tostring[34],_x,tostring[34],";", tostring[13,9],"};" ]Joinstring ""; _line call dumpline; }foreach catList; popupclose = { _combobox = (findDisplay 983475) displayCtrl 2100; _sel = lbCurSel _combobox; buildingcategory = _combobox lbText _sel; _line = [tostring[9],"class ",buildingClass,": ",buildingcategory,tostring[13],tostring[9],"{"]joinstring ""; _line call dumpline; systemChat Format["LootPos initiated on %1: %2",buildingClass,buildingcategory]; initiated = true; }; //Visual Ball Ball = createVehicle ["Sign_Sphere25cm_F",[0,0,0],[],0,"CAN_COLLIDE"]; [ "visualeffect", "onEachFrame", { _intersection = lineIntersectsSurfaces [AGLToASL positionCameraToWorld [0,0,0],AGLToASL positionCameraToWorld [0,0,posdistance] ,player,objNull,true,1,"GEOM","NONE"]; if (count(_intersection) == 0) then { lootPosition = ASLtoATL(AGLToASL positionCameraToWorld [0,0,posdistance]); buildingtemp = ObjNull; buildingClasstemp = ""; } else { lootPosition = ASLtoATL(_intersection select 0 select 0); _vector = (_intersection select 0 select 1); lootPosition = lootPosition vectorAdd (_vector vectormultiply surdistance); buildingtemp = _intersection select 0 select 2; buildingClasstemp = typeOf buildingtemp; }; Ball setpos lootPosition; hint format["%1",buildingClasstemp]; } ] call BIS_fnc_addStackedEventHandler; completeEntry = { _formatedDump = [([tostring[9,9],"positions[] =",tostring[13,9,9],"{",tostring[13]]joinstring "")]; _last = (count poslist)-1; { if (_foreachindex == _last) then { _formatedDump = _formatedDump + [([tostring[9,9,9],"{",_x select 0,tostring[44], _x select 1,tostring[44], _x select 2,"}",tostring[13]]joinstring "")]; } else { _formatedDump = _formatedDump + [([tostring[9,9,9],"{",_x select 0,tostring[44], _x select 1,tostring[44], _x select 2,"}",tostring[44],tostring[13]]joinstring "")]; }; }forEach poslist; _formatedDump = _formatedDump + [([tostring[9,9],"};",tostring[13,9],"};",tostring[13]]joinstring "")]; _line = (_formatedDump joinstring ""); _line call dumpline; poslist = []; building = ObjNull; buildingClass = ""; { deleteVehicle _x; }foreach Objlist; Objlist = []; initiated = false; }; createFile = { _dumpstring = dump joinstring ""; copyToClipboard _dumpstring; "make_file" callExtension ("lootpositions.hpp" + "|" + _dumpstring); systemChat "Data copied to clipboard and file create if make_file.dll was present and lootpositions.hpp not already created"; }; keybinder = { //9 Instructions if ((_this select 1) == 0x0A) then { systemChat "Make sure you have debug_console.dll in your Arma 3 directory"; systemChat "1. Point a building and press 1 to initiate lootpos creation"; systemChat "2. Move around the building and press 2 to create a position at the position you are pointing at."; systemChat "3. Press 3 to auto-generate current building"; systemChat "4. Press 4 to complete the building loot position definition"; systemChat "5. Press 5 to create file with make_file.dll and to copy to clipboard"; systemChat "7. Press 7 to auto-generate the full map"; systemChat "- Press Page Up to push the position"; systemChat "- Press Page Down to pull the position"; systemChat "- Press Home to increase the surface distance"; systemChat "- Press End to decrease the surface distance"; }; //1 Init if ((_this select 1) == 0x02) then { if (initiated) then { systemChat Format["Already initiated on %1",buildingClass]; } else { if (buildingClasstemp == "") then { systemChat "No building captured"; } else { buildingcategory = ""; building = buildingtemp; buildingClass = buildingClasstemp; _ok = createDialog "popup"; _combobox = (findDisplay 983475) displayCtrl 2100; {_combobox lbAdd _x} forEach catList; }; }; }; //2 Place loot position on target if ((_this select 1) == 0x03) then { if (initiated) then { _spotObj = createVehicle ["Sign_Sphere25cm_F",lootPosition,[],0,"CAN_COLLIDE"]; Objlist = Objlist + [_spotObj]; _spotPos = building worldToModel (getPosATL _spotObj); poslist = poslist + [_spotPos]; systemChat Format["Position Created at %1",_spotPos]; } else { systemChat "Not initiated, use 1 on a building to initiate"; }; }; //3 Autogenerate current if ((_this select 1) == 0x04) then { if (initiated) then { _positions = []; _positions = building call BIS_fnc_buildingPositions; { _spotObj = createVehicle ["Sign_Sphere25cm_F",_x,[],0,"CAN_COLLIDE"]; Objlist = Objlist + [_spotObj]; _spotPos = building worldToModel _x; poslist = poslist + [_spotPos]; systemChat Format["Position Created at %1",_spotPos]; }foreach _positions; systemChat Format[" %1 Positions Created at",count _positions]; } else { systemChat "Not initiated, use 1 on a building to initiate"; }; }; //4 Complete if ((_this select 1) == 0x05) then { if (initiated) then { call completeEntry; systemChat "class Creation completed"; }; }; //5 make file if ((_this select 1) == 0x06) then { if (initiated) then { systemChat "Press 3 to complete class before exporting file"; } else { call createFile; }; }; //7 auto-generate full map if ((_this select 1) == 0x08) then { if (initiated) then { systemChat "DO NOT INITIATE BEFORE GENERATING FULL MAP"; } else { //Create array with all buildings _allBuildings = []; _allBuildings = [12000,12000] nearObjects ["House",12000]; //array of all valid buidling classes _allBuildingClasses = []; { _buildingClass = (typeof _x); _buildingObj = _x; if (((_allBuildingClasses find _buildingClass) < 0) and (count(_x call BIS_fnc_buildingPositions) > 0)) then { _allBuildingClasses = _allBuildingClasses + [(typeof _x)]; _positions = []; _positions = _buildingObj call BIS_fnc_buildingPositions; { _spotObj = createVehicle ["Sign_Sphere25cm_F",_x,[],0,"CAN_COLLIDE"]; Objlist = Objlist + [_spotObj]; _spotPos = _buildingObj worldToModel _x; poslist = poslist + [_spotPos]; }foreach _positions; _line = [tostring[9],"class ",_buildingClass,": ","ReplaceMe",tostring[13],tostring[9],"{"]joinstring ""; _line call dumpline; call completeEntry; }; }foreach _allBuildings; call createFile; systemChat Format[" %1 Building Generated",count _allBuildingClasses]; }; }; //pull PGDN if ((_this select 1) == 0xD1) then { posdistance = posdistance - 1; systemChat format["Loot position distance = %1",posdistance]; }; //push PGUP if ((_this select 1) == 0xC9) then { posdistance = posdistance + 1; systemChat format["Loot position distance = %1",posdistance]; }; //increase distance to surface HOME if ((_this select 1) == 0xC7) then { surdistance = surdistance + 0.1; systemChat format["Loot position distance to surface = %1",surdistance]; }; //decrease distance to surface END if ((_this select 1) == 0xCF) then { surdistance = surdistance - 0.1; systemChat format["Loot position distance to surface = %1",surdistance]; }; }; original output: lass Land_sz_Tent_East: Military { positions[] = { {2.90234,-2.14453,-1.65378}, {2.33789,1.27441,-1.65509}, {0.192383,0.954102,-1.65564}, {-2.89746,1.77637,-1.65616}, {-2.23291,-1.2002,-1.65613}, {-3.39648,-1.97852,-1.65533}, {-3.20898,-0.0351563,-1.6561}, {1.50439,-0.712891,-1.65558} }; }; Needed output: class Land_sz_Tent_East { table = "Military"; positions[] = { {2.90234,-2.14453,-1.65378}, {2.33789,1.27441,-1.65509}, {0.192383,0.954102,-1.65564}, {-2.89746,1.77637,-1.65616}, {-2.23291,-1.2002,-1.65613}, {-3.39648,-1.97852,-1.65533}, {-3.20898,-0.0351563,-1.6561}, {1.50439,-0.712891,-1.65558} }; };
  3. Like the title says when driver turnsout im getting a black screen in first person? Why am I getting this ?
  4. Making this skidoo and have it all working but having and issue with the model sitting around 1 1/2 meters off the ground after adding arma3 default ATV wheels to have it move. Had a look online and couldn't find anything that could help me with this issue. Here's a picture of the issue: https://imgur.com/a/KOvMTwq Any help or suggestions would be great ! Cheers
  5. ROTAHOE

    Tiberium Glow

    Whatever your making keep it up !
  6. ROTAHOE

    Driver Turnout Black Screen

    Example 3rd person view: https://ibb.co/mUumQJ 1st person view: https://ibb.co/kfLMsy
  7. How come there is no test tank sounds.hpp file? If anyone can supply me default one would be great or even better info on custom sounds cheers
  8. ROTAHOE

    Tank sounds.hpp needed (Solved)

    Solved: Default sounds found here https://configs.arma3.ru/154.133741/configfile/CfgVehicles/MBT_01_base_F/Sounds.html
  9. And here is my config.cpp #include "basicdefines_A3.hpp" class DefaultEventhandlers; #include "CfgPatches.hpp" class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class Car; class Car_F: Car { class HitPoints /// we want to use hitpoints predefined for all cars { class HitEngine; class HitGlass1; }; class EventHandlers; class CargoTurret; }; class WWM_SnowDoo: Car_F { cargoProxyIndexes[] = {1}; driverCompartments = "Compartment1"; cargoCompartments[] = {"Compartment2"}; class Turrets { class CargoTurret_01: CargoTurret { gunnerGetInAction = "GetInLOW"; gunnerGetOutAction = "GetOutLOW"; gunnerAction = "passenger_inside_1"; gunnerCompartments = "Compartment2"; memoryPointsGetInGunner = "pos cargo"; memoryPointsGetInGunnerDir = "pos cargo dir"; gunnerName = "Gunner (Passenger)"; proxyIndex = 1; initElev = 0; maxElev = 15; minElev = -5; initTurn = 0; maxTurn = 360; minTurn = 0; isPersonTurret = 1; ejectDeadGunner = 1; }; }; author = "BlackOps & Duck"; model = "\WWM_SnowDoo\objects\SkiDoo.p3d"; picture = "\A3\Weapons_F\Data\placeholder_co.paa"; Icon = "\A3\Weapons_F\Data\placeholder_co.paa"; displayName = "Skidoo"; /// displayed in Editor hiddenSelections[] = {"camo1"}; ///we want to allow changing the color of this selection terrainCoef = 0; /// different surface affects this car more, stick to tarmac turnCoef = 2.5; /// should match the wheel turn radius precision = 10; /// how much freedom has the AI for its internal waypoints - lower number means more precise but slower approach to way brakeDistance = 3.0; /// how many internal waypoints should the AI plan braking in advance acceleration = 15; /// how fast acceleration does the AI think the car has fireResistance = 5; /// lesser protection against fire than tanks armor = 32; /// just some protection against missiles, collisions and explosions cost = 50000; /// how likely is the enemy going to target this vehicle transportMaxBackpacks = 3; /// just some backpacks fit the trunk by default transportSoldier = 1; /// number of cargo except driver /// some values from parent class to show how to set them up wheelDamageRadiusCoef = 0.9; /// for precision tweaking of damaged wheel size wheelDestroyRadiusCoef = 0.4; /// for tweaking of rims size to fit ground maxFordingDepth = 0.5; /// how high water would damage the engine of the car waterResistance = 1; /// if the depth of water is bigger than maxFordingDepth it starts to damage the engine after this time crewCrashProtection = 0.25; /// multiplier of damage to crew of the vehicle => low number means better protection driverLeftHandAnimName = "drivewheel"; /// according to what bone in model of car does hand move driverRightHandAnimName = "drivewheel"; /// beware, non-existent bones may cause game crashes (even if the bones are hidden during play) class TransportItems /// some first aid kits in trunk according to safety regulations { item_xx(FirstAidKit,1); }; class HitPoints: HitPoints { class HitEngine {armor=0.50; material=-1; name="engine"; visual=""; passThrough=0.2;}; class HitGlass1: HitGlass1 {armor=0.25;}; /// it is pretty easy to puncture the glass but not so easy to remove it }; driverAction = "driver_quadbike"; getInAction = "GetInQuadbike"; getOutAction = "GetOutLow"; //cargoAction[] = {"passenger_quadbike"}; //cargoGetInAction[] = {"GetInQuadbike_cargo"}; //cargoGetOutAction[] = {"GetOutLow"}; #include "sounds.hpp" /// sounds are in a separate file to make this one simple #include "physx.hpp" /// PhysX settings are in a separate file to make this one simple class PlayerSteeringCoefficients /// steering sensitivity configuration { turnIncreaseConst = 0.3; // basic sensitivity value, higher value = faster steering turnIncreaseLinear = 1.0; // higher value means less sensitive steering in higher speed, more sensitive in lower speeds turnIncreaseTime = 1.0; // higher value means smoother steering around the center and more sensitive when the actual steering angle gets closer to the max. steering angle turnDecreaseConst = 5.0; // basic caster effect value, higher value = the faster the wheels align in the direction of travel turnDecreaseLinear = 3.0; // higher value means faster wheel re-centering in higher speed, slower in lower speeds turnDecreaseTime = 0.0; // higher value means stronger caster effect at the max. steering angle and weaker once the wheels are closer to centered position maxTurnHundred = 0.7; // coefficient of the maximum turning angle @ 100km/h; limit goes linearly to the default max. turn. angle @ 0km/h }; /// memory points where do tracks of the wheel appear // front left track, left offset memoryPointTrackFLL = "TrackFLL"; // front left track, right offset memoryPointTrackFLR = "TrackFLR"; // back left track, left offset memoryPointTrackBLL = "TrackBLL"; // back left track, right offset memoryPointTrackBLR = "TrackBLR"; // front right track, left offset memoryPointTrackFRL = "TrackFRL"; // front right track, right offset memoryPointTrackFRR = "TrackFRR"; // back right track, left offset memoryPointTrackBRL = "TrackBRL"; // back right track, right offset memoryPointTrackBRR = "TrackBRR"; class Damage /// damage changes material in specific places (visual in hitPoint) { tex[]={}; mat[]= { "A3\data_f\glass_veh_int.rvmat", /// material mapped in model "A3\data_f\Glass_veh_damage.rvmat", /// changes to this one once damage of the part reaches 0.5 "A3\data_f\Glass_veh_damage.rvmat", /// changes to this one once damage of the part reaches 1 "A3\data_f\glass_veh.rvmat", /// another material "A3\data_f\Glass_veh_damage.rvmat", /// changes into different ones "A3\data_f\Glass_veh_damage.rvmat" }; }; class Exhausts /// specific exhaust effects for the car { class Exhaust1 /// the car has two exhausts - each on one side { position = "exhaust"; /// name of initial memory point direction = "exhaust_dir"; /// name of memory point for exhaust direction effect = "ExhaustsEffect"; /// what particle effect is it going to use }; }; class Reflectors /// only front lights are considered to be reflectors to save CPU { class LightCarHeadL01 /// lights on each side consist of two bulbs with different flares { color[] = {1900, 1800, 1700}; /// approximate colour of standard lights ambient[] = {5, 5, 5}; /// nearly a white one position = "LightCarHeadL01"; /// memory point for start of the light and flare direction = "LightCarHeadL01_end"; /// memory point for the light direction hitpoint = "Light_L"; /// point(s) in hitpoint lod for the light (hitPoints are created by engine) selection = "Light_L"; /// selection for artificial glow around the bulb, not much used any more size = 1; /// size of the light point seen from distance innerAngle = 100; /// angle of full light outerAngle = 179; /// angle of some light coneFadeCoef = 10; /// attenuation of light between the above angles intensity = 1; /// strength of the light useFlare = true; /// does the light use flare? dayLight = false; /// switching light off during day saves CPU a lot flareSize = 1.0; /// how big is the flare class Attenuation { start = 1.0; constant = 0; linear = 0; quadratic = 0.25; hardLimitStart = 30; /// it is good to have some limit otherwise the light would shine to infinite distance hardLimitEnd = 60; /// this allows adding more lights into scene }; }; class LightCarHeadL02: LightCarHeadL01 { position = "LightCarHeadL02"; direction = "LightCarHeadL02_end"; FlareSize = 0.5; /// side bulbs aren't that strong }; class LightCarHeadR01: LightCarHeadL01 { position = "LightCarHeadR01"; direction = "LightCarHeadR01_end"; hitpoint = "Light_R"; selection = "Light_R"; }; class LightCarHeadR02: LightCarHeadR01 { position = "LightCarHeadR02"; direction = "LightCarHeadR02_end"; FlareSize = 0.5; }; }; aggregateReflectors[] = {{"LightCarHeadL01", "LightCarHeadL02"}, {"LightCarHeadR01", "LightCarHeadR02"}}; class EventHandlers {}; class textureSources {}; }; class cfgSkeletons { class WWM_SnowDoo_Skeleton { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "drivewheel","", "wheelL","wheelR" }; }; }; class cfgModels { class WWM_SnowDoo { sectionsInherit=""; sections[]= { "drivewheel","", "wheelL","wheelR" }; skeletonName="WWM_SnowDoo_Skeleton"; class Animations { class DriveWheel { type="rotationY"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.047198; angle1=-1.047198; }; class wheelL { type="rotationY"; source="drivingWheel"; selection="wheel_1_1"; axis="wheel_1_1_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.047198; angle1=-1.047198; }; class wheelR: wheelL { selection="wheel_2_1"; axis="wheel_2_1_axis"; angle0=1.047198; angle1=-1.047198; }; }; }; }; class WWM_SnowDoo_White: WWM_SnowDoo { scope = 2; /// makes the car visible in editor scopeCurator=2; // scope 2 means it's available in Zeus mode (0 means hidden) crew = "C_Driver_3_F"; /// we need someone to fit into the car side = 3; /// civilian car should be on civilian side faction = CIV_F; /// and with civilian faction displayName = "WWM SnowDoo (White)"; hiddenSelectionsTextures[] = {}; }; }; currently running this in config.cpp for testing Is there a simple issue here to why my wheels wont turn? any help would be amazing. First model so once I got this sorted I'm away in the future ;) Cheers
  10. ROTAHOE

    Shining Backpack

    Get it sorted mate?
  11. Heads config.cpp: class CfgPatches { class WWM_Heads { author = "BlackOps"; hideName = 0; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_beta","A3_Characters_F_epa","A3_Characters_F_epb","A3_Characters_F_epc","A3_Characters_F_exp"}; }; }; class CfgFaces { class Default { class Custom; }; class Man_A3: Default { class Default; class AsianHead_A3_01; class Custom { material = "WWM_Heads\data\Custom.rvmat"; }; class WWMHead_KOR_A3: AsianHead_A3_01 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; texture = "WWM_Heads\data\KOR_co.paa"; material = "WWM_Heads\data\KOR.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; }; }; }; Now on my custom unit I'm using: class KOR_Special_Unit: B_soldier_F { author = "BlackOps"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "KOR Special Forces"; identityTypes[] = {"WWMHead_KOR_A3"}; genericNames = "AsianMen"; faction = "KOR_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "WWM_U_B_PCUHsW9"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {}; hiddenSelectionsMaterials[] = {}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; So the issue is identityTypes[] = {"WWMHead_KOR_A3"}; is wrong and giving me a random face instead. Also does anyone know of the Asain default voices to add to: identityTypes. If not Ill have to look in the config Any help would be amazing ! cheers
  12. Updated: CfgFaces: class CfgFaces { class Default { class Custom; }; class Man_A3: Default { class Default; class AsianHead_A3_01; class AsianHead_A3_02; class AsianHead_A3_03; class AsianHead_A3_04; class AsianHead_A3_05; class AsianHead_A3_06; class AsianHead_A3_07; class Custom { material = "WWM_Heads\data\Custom.rvmat"; }; class WWMHead_KOR_00_A3: AsianHead_A3_01 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_00.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; texture = "WWM_Heads\data\KOR_00_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_01_A3: AsianHead_A3_01 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_01.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; texture = "WWM_Heads\data\KOR_01_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_02_A3: AsianHead_A3_02 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_02.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_02_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_02_injury.rvmat"; texture = "WWM_Heads\data\KOR_02_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_03_A3: AsianHead_A3_03 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_03.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; texture = "WWM_Heads\data\KOR_03_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_04_A3: AsianHead_A3_04 { author = "BlackOps"; displayname = "KOR Special Forces"; DLC = "Expansion"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_04.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F_Exp\Heads\Data\m_Asian_04_injury.rvmat"; materialWounded2 = "A3\Characters_F_Exp\Heads\Data\m_Asian_04_injury.rvmat"; texture = "WWM_Heads\data\KOR_04_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_05_A3: AsianHead_A3_05 { author = "BlackOps"; displayname = "KOR Special Forces"; DLC = "Expansion"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_05.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F_Exp\Heads\Data\m_Asian_05_injury.rvmat"; materialWounded2 = "A3\Characters_F_Exp\Heads\Data\m_Asian_05_injury.rvmat"; texture = "WWM_Heads\data\KOR_05_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_06_A3: AsianHead_A3_06 { author = "BlackOps"; displayname = "KOR Special Forces"; DLC = "Expansion"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_06.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F_Exp\Heads\Data\m_Asian_06_injury.rvmat"; materialWounded2 = "A3\Characters_F_Exp\Heads\Data\m_Asian_06_injury.rvmat"; texture = "WWM_Heads\data\KOR_06_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_07_A3: AsianHead_A3_07 { author = "BlackOps"; displayname = "KOR Special Forces"; DLC = "Expansion"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_07.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F_Exp\Heads\Data\m_Asian_07_injury.rvmat"; materialWounded2 = "A3\Characters_F_Exp\Heads\Data\m_Asian_07_injury.rvmat"; texture = "WWM_Heads\data\KOR_07_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; }; }; Cfg vehicles: class KOR_Special_Hood_Unit: B_soldier_F { author = "BlackOps"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "KOR Special Forces (Hood)"; identityTypes[] = {"Male02CHI","Head_Asian"}; genericNames = "AsianMen"; faction = "KOR_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "WWM_U_B_PCUHsW3"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {}; hiddenSelectionsMaterials[] = {}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; class EventHandlers { init = "_this execVM '\WWM_Uniforms\scripts\KOR\KOR_Face_00.sqf'"; }; }; KOR_Face_00.sqf: _player = _this select 0; _player setFace "WWMHead_KOR_00_A3"; // For SP if (isServer) then{[_player, "WWMHead_KOR_00_A3"] remoteExec ["setFace", 0, _player]}; // For MP Respawn_Function = { [_player, "WWMHead_KOR_00_A3"] remoteExec ["setFace", 0, _player] }; _player addMPEventHandler ["MPKilled", {_this call Respawn_Function}]; single player works fine with players and AI but tested in multiplayer and spawning with default face? Can someone help me please ?
  13. ROTAHOE

    Shining Backpack

    Just note that the gloss white rvmat is used for a white_co.paa that only contain a plain white square and add a gloss coat for texture on vehicles etc
  14. ROTAHOE

    Shining Backpack

    No problem, I'm currently learning myself and this is what I have learnt in the past 2 weeks. So happy to share ;) Good luck !
  15. ROTAHOE

    Shining Backpack

    So if you removed completely or changed hiddenSelectionsMaterials[]={}; From the config.cpp then its mapped in the model.p3d and there is no way to remove it. Either play with those rvmats or send me the original rvmat and I'll adjust it for you :)
  16. ROTAHOE

    Shining Backpack

    Try this rvmat its similar to your backpack camo so it may work how you want it. Just adjust file paths: ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.5,0.5,0.5,0}; specularPower = 150; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "YOUR_MOD\Data\YOUR_BACKPACK_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "YOUR_MOD\data\YOUR_BACKPACK_as.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "YOUR_MOD\data\YOUR_BACKPACK_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(1,0.7)"; uvSource = "none"; }; class Stage7 { texture = "a3\data_f\env_co.paa"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; or for an example this is a white gloss rvmat i have: ambient[] = {0.8117647,0.8352941,0,5}; diffuse[] = {0.68235296,0.6509804,0.007843138,1}; forcedDiffuse[] = {0.54509807,0.52156866,0.003921569,0}; emmisive[] = {23500,23500,23500,1}; specular[] = {0.99215686,0.96862745,0.007843138,0.64}; specularPower = 40.6; renderFlags[] = {"AddBlend"}; PixelShaderID = "Normal"; VertexShaderID = "Basic"; That all it contains. You'll need to look at this https://community.bistudio.com/wiki/ArmA:_RVMAT And adjust to your backpacks needs.
  17. ROTAHOE

    Shining Backpack

    Did you open in Eliteness etc?
  18. ROTAHOE

    Shining Backpack

    hiddenSelectionsMaterials[]={}; or delete line completely If that does not work the .p3d has the textured mapped so you wont be able to remove it. Just find the rvmat its using edit it to your needs, then move to your addon folder and change the file location in config.cpp.
  19. ROTAHOE

    Shining Backpack

    hiddenSelectionsMaterials[]={""}; is not working ? Do you mean you can't use rvmat? You need to adjust rvmat or make a rvmat and edit to your preference https://community.bistudio.com/wiki/ArmA:_RVMAT
  20. Update: I've Noticed identityTypes[] = {"Head_Asian"}; Is working but its random of all Asian heads. So I have now added more CfgFaces but still getting non custom heads as there is 04,05,06 Tanoa Asian heads I have not made yet. Found out I can CfgIdentities but now having issues with faces not displaying at all. I know it has to do with face = "WWMHead_KOR_00_A3"; in CfgIdentities but I really not what else its ment to be. I've seriously tried everything ! Here's the updated configs config.cpp: class CfgPatches { class WWM_Heads { author = "BlackOps"; hideName = 0; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_beta","A3_Characters_F_epa","A3_Characters_F_epb","A3_Characters_F_epc","A3_Characters_F_exp"}; }; }; class CfgIdentities { class KOR_ID_00 { name = "KOR Translator"; face = "WWMHead_KOR_00_A3"; glasses = "None"; speaker = "Male09ENG"; pitch = 1; nameSound = "Translator"; }; class KOR_ID_01 { name = "Park Yu Jong"; face = "WWMHead_KOR_01_A3"; glasses = "None"; speaker = "Male01CHI"; pitch = 1; nameSound = "Park Yu Jong"; }; class KOR_ID_02 { name = "Seo-yeon"; face = "WWMHead_KOR_02_A3"; glasses = "None"; speaker = "Male02CHI"; pitch = 1; nameSound = "Seo-yeon"; }; class KOR_ID_03 { name = "Seo-hyeon"; face = "WWMHead_KOR_03_A3"; glasses = "None"; speaker = "Male03CHI"; pitch = 1; nameSound = "Seo-hyeon"; }; }; class CfgFaces { class Default { class Custom; }; class Man_A3: Default { class Default; class AsianHead_A3_01; class AsianHead_A3_02; class AsianHead_A3_03; class Custom { material = "WWM_Heads\data\Custom.rvmat"; }; class WWMHead_KOR_00_A3: AsianHead_A3_01 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; texture = "WWM_Heads\data\KOR_00_co.paa"; material = "WWM_Heads\data\KOR_00.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; }; class WWMHead_KOR_01_A3: AsianHead_A3_01 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; texture = "WWM_Heads\data\KOR_01_co.paa"; material = "WWM_Heads\data\KOR_01.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; }; class WWMHead_KOR_02_A3: AsianHead_A3_02 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; texture = "WWM_Heads\data\KOR_02_co.paa"; material = "WWM_Heads\data\KOR_02.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_02_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_02_injury.rvmat"; }; class WWMHead_KOR_03_A3: AsianHead_A3_03 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; texture = "WWM_Heads\data\KOR_03_co.paa"; material = "WWM_Heads\data\KOR_03.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; }; }; }; Custom unit I'm using: class KOR_Special_Unit: B_soldier_F { author = "BlackOps"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "KOR Special Forces"; identityTypes[] = {"KOR_ID_02"}; genericNames = "AsianMen"; faction = "KOR_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "WWM_U_B_PCUHsW9"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {}; hiddenSelectionsMaterials[] = {}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; Please someone shine some light :P Cheers
  21. Updated once more. No errors but no animation is working. Any help will be amazing ! Here's my config.cpp: #include "basicdefines_A3.hpp" class DefaultEventhandlers; #include "CfgPatches.hpp" class cfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle : Default {}; class WWM_SnowDoo_Skeleton : Vehicle { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "drivewheel", "wheelL","wheelR" }; }; }; class cfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default { sections[] = { "drivewheel", "wheelL","wheelR" }; }; class WWM_SnowDoo : Vehicle { sectionsInherit=""; sections[]= { "drivewheel", "wheelL","wheelR" }; skeletonName="WWM_SnowDoo_Skeleton"; class Animations { class DriveWheel { type="rotationY"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.047198; angle1=-1.047198; }; class wheelL { type="rotationY"; source="drivingWheel"; selection="wheel_1_1"; axis="wheel_1_1_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.047198; angle1=-1.047198; }; class wheelR : wheelL { selection="wheel_2_1"; axis="wheel_2_1_axis"; angle0=1.047198; angle1=-1.047198; }; }; }; }; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class Car; class Car_F: Car { class HitPoints /// we want to use hitpoints predefined for all cars { class HitEngine; class HitGlass1; }; class EventHandlers; class CargoTurret; }; class WWM_SnowDoo: Car_F { cargoProxyIndexes[] = {1}; driverCompartments = "Compartment1"; cargoCompartments[] = {"Compartment2"}; class Turrets { class CargoTurret_01: CargoTurret { gunnerGetInAction = "GetInLOW"; gunnerGetOutAction = "GetOutLOW"; gunnerAction = "passenger_inside_1"; gunnerCompartments = "Compartment2"; memoryPointsGetInGunner = "pos cargo"; memoryPointsGetInGunnerDir = "pos cargo dir"; gunnerName = "Gunner (Passenger)"; proxyIndex = 1; initElev = 0; maxElev = 15; minElev = -5; initTurn = 0; maxTurn = 360; minTurn = 0; isPersonTurret = 1; ejectDeadGunner = 1; }; }; author = "BlackOps & Duck"; model = "\WWM_SnowDoo\objects\SkiDoo.p3d"; picture = "\A3\Weapons_F\Data\placeholder_co.paa"; Icon = "\A3\Weapons_F\Data\placeholder_co.paa"; displayName = "Skidoo"; /// displayed in Editor hiddenSelections[] = {"camo1"}; ///we want to allow changing the color of this selection terrainCoef = 0; /// different surface affects this car more, stick to tarmac turnCoef = 2.5; /// should match the wheel turn radius precision = 10; /// how much freedom has the AI for its internal waypoints - lower number means more precise but slower approach to way brakeDistance = 3.0; /// how many internal waypoints should the AI plan braking in advance acceleration = 15; /// how fast acceleration does the AI think the car has fireResistance = 5; /// lesser protection against fire than tanks armor = 32; /// just some protection against missiles, collisions and explosions cost = 50000; /// how likely is the enemy going to target this vehicle transportMaxBackpacks = 3; /// just some backpacks fit the trunk by default transportSoldier = 1; /// number of cargo except driver /// some values from parent class to show how to set them up wheelDamageRadiusCoef = 0.9; /// for precision tweaking of damaged wheel size wheelDestroyRadiusCoef = 0.4; /// for tweaking of rims size to fit ground maxFordingDepth = 0.5; /// how high water would damage the engine of the car waterResistance = 1; /// if the depth of water is bigger than maxFordingDepth it starts to damage the engine after this time crewCrashProtection = 0.25; /// multiplier of damage to crew of the vehicle => low number means better protection driverLeftHandAnimName = "drivewheel"; /// according to what bone in model of car does hand move driverRightHandAnimName = "drivewheel"; /// beware, non-existent bones may cause game crashes (even if the bones are hidden during play) class TransportItems /// some first aid kits in trunk according to safety regulations { item_xx(FirstAidKit,1); }; class HitPoints: HitPoints { class HitEngine {armor=0.50; material=-1; name="engine"; visual=""; passThrough=0.2;}; class HitGlass1: HitGlass1 {armor=0.25;}; /// it is pretty easy to puncture the glass but not so easy to remove it }; driverAction = "driver_quadbike"; getInAction = "GetInQuadbike"; getOutAction = "GetOutLow"; //cargoAction[] = {"passenger_quadbike"}; //cargoGetInAction[] = {"GetInQuadbike_cargo"}; //cargoGetOutAction[] = {"GetOutLow"}; #include "sounds.hpp" /// sounds are in a separate file to make this one simple #include "physx.hpp" /// PhysX settings are in a separate file to make this one simple class PlayerSteeringCoefficients /// steering sensitivity configuration { turnIncreaseConst = 0.3; // basic sensitivity value, higher value = faster steering turnIncreaseLinear = 1.0; // higher value means less sensitive steering in higher speed, more sensitive in lower speeds turnIncreaseTime = 1.0; // higher value means smoother steering around the center and more sensitive when the actual steering angle gets closer to the max. steering angle turnDecreaseConst = 5.0; // basic caster effect value, higher value = the faster the wheels align in the direction of travel turnDecreaseLinear = 3.0; // higher value means faster wheel re-centering in higher speed, slower in lower speeds turnDecreaseTime = 0.0; // higher value means stronger caster effect at the max. steering angle and weaker once the wheels are closer to centered position maxTurnHundred = 0.7; // coefficient of the maximum turning angle @ 100km/h; limit goes linearly to the default max. turn. angle @ 0km/h }; /// memory points where do tracks of the wheel appear // front left track, left offset memoryPointTrackFLL = "TrackFLL"; // front left track, right offset memoryPointTrackFLR = "TrackFLR"; // back left track, left offset memoryPointTrackBLL = "TrackBLL"; // back left track, right offset memoryPointTrackBLR = "TrackBLR"; // front right track, left offset memoryPointTrackFRL = "TrackFRL"; // front right track, right offset memoryPointTrackFRR = "TrackFRR"; // back right track, left offset memoryPointTrackBRL = "TrackBRL"; // back right track, right offset memoryPointTrackBRR = "TrackBRR"; class Damage /// damage changes material in specific places (visual in hitPoint) { tex[]={}; mat[]= { "A3\data_f\glass_veh_int.rvmat", /// material mapped in model "A3\data_f\Glass_veh_damage.rvmat", /// changes to this one once damage of the part reaches 0.5 "A3\data_f\Glass_veh_damage.rvmat", /// changes to this one once damage of the part reaches 1 "A3\data_f\glass_veh.rvmat", /// another material "A3\data_f\Glass_veh_damage.rvmat", /// changes into different ones "A3\data_f\Glass_veh_damage.rvmat" }; }; class Exhausts /// specific exhaust effects for the car { class Exhaust1 /// the car has two exhausts - each on one side { position = "exhaust"; /// name of initial memory point direction = "exhaust_dir"; /// name of memory point for exhaust direction effect = "ExhaustsEffect"; /// what particle effect is it going to use }; }; class Reflectors /// only front lights are considered to be reflectors to save CPU { class LightCarHeadL01 /// lights on each side consist of two bulbs with different flares { color[] = {1900, 1800, 1700}; /// approximate colour of standard lights ambient[] = {5, 5, 5}; /// nearly a white one position = "LightCarHeadL01"; /// memory point for start of the light and flare direction = "LightCarHeadL01_end"; /// memory point for the light direction hitpoint = "Light_L"; /// point(s) in hitpoint lod for the light (hitPoints are created by engine) selection = "Light_L"; /// selection for artificial glow around the bulb, not much used any more size = 1; /// size of the light point seen from distance innerAngle = 100; /// angle of full light outerAngle = 179; /// angle of some light coneFadeCoef = 10; /// attenuation of light between the above angles intensity = 1; /// strength of the light useFlare = true; /// does the light use flare? dayLight = false; /// switching light off during day saves CPU a lot flareSize = 1.0; /// how big is the flare class Attenuation { start = 1.0; constant = 0; linear = 0; quadratic = 0.25; hardLimitStart = 30; /// it is good to have some limit otherwise the light would shine to infinite distance hardLimitEnd = 60; /// this allows adding more lights into scene }; }; class LightCarHeadL02: LightCarHeadL01 { position = "LightCarHeadL02"; direction = "LightCarHeadL02_end"; FlareSize = 0.5; /// side bulbs aren't that strong }; class LightCarHeadR01: LightCarHeadL01 { position = "LightCarHeadR01"; direction = "LightCarHeadR01_end"; hitpoint = "Light_R"; selection = "Light_R"; }; class LightCarHeadR02: LightCarHeadR01 { position = "LightCarHeadR02"; direction = "LightCarHeadR02_end"; FlareSize = 0.5; }; }; aggregateReflectors[] = {{"LightCarHeadL01", "LightCarHeadL02"}, {"LightCarHeadR01", "LightCarHeadR02"}}; class EventHandlers {}; class textureSources {}; }; class WWM_SnowDoo_White: WWM_SnowDoo { scope = 2; /// makes the car visible in editor scopeCurator=2; // scope 2 means it's available in Zeus mode (0 means hidden) crew = "C_Driver_3_F"; /// we need someone to fit into the car side = 3; /// civilian car should be on civilian side faction = CIV_F; /// and with civilian faction displayName = "WWM SnowDoo (White)"; hiddenSelectionsTextures[] = {}; }; }; Cheers
  22. I was wondering if its possible to create a certain dust effect for my model to use? If so how would I introduce the effect. ie leftDustEffect = "My_Custom_Effect"; rightDustEffect = "My_Custom_Effect";
  23. ROTAHOE

    Adding custom Dust effect?

    Thank you sir. I will look into this after I fix this wheel turning issue
  24. ROTAHOE

    Uniform mod error

    Sorted sorry had model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; LOL
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