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SHIFTY_TFD

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Everything posted by SHIFTY_TFD

  1. SHIFTY_TFD

    3den Enhanced

    Sure, basically as it is now players' Arma 3 profiles allow them to set their face and glasses. Allowing them to put items like APRs, goggles, balaclava, etc. These items carry over into missions (SP and MP). The only way I've found to override the players' profile is to set the playable units loadout (I usually do it in the ACE arsenal) enter the BI Virtual Arsenal (ACE arsenal export doesn't work), export the loadout, go into the units attributes, and paste the copied loadout into the init section. This obviously copies the whole loadout which isn't really needed. So I then cut it all down to the face related items, as shown below: comment "Exported from Arsenal by SHIFTY"; comment "[!] UNIT MUST BE LOCAL [!]"; if (!local this) exitWith {}; comment "Remove existing items"; removeHeadgear this; removeGoggles this; this addHeadgear "CUP_H_OpsCore_Covered_Fleck_SF"; this addGoggles "CUP_G_ESS_BLK_Facewrap_Black"; Is there a way 3den Enhanced could do this by itself by a checkbox or something similar? It can get a bit tedious going through every unit in a mission doing this manually. Cheers!
  2. SHIFTY_TFD

    3den Enhanced

    @R3vo Would it be possible to add the ability (by checkbox or something) to have a facegear override? Atm, I'm going into the BI Virtual Arsenal setting up player loadouts then having to copy and paste it into the init of each unit. Most of it is then delete out as its just the user profiles facewear that are overriding the mission loadouts.
  3. @Keelah im having a little trouble with the HC. I can launch is and get him to connect but it doesn't enter the HC slot and i cannot move him in it as admin. EDIT: Issue fixed, i haddn't named the HC entity correctly.
  4. @Freddo3000 I'm using the 3.1 version. Is that issue fixed in 3.2?
  5. G'day @genesis92x Love VCOM, but having a little trouble using it in a mission I'm making. I have some units placed down and have given them move waypoints around a town, followed by a cycle waypoint. The players get parachuted in via an AI plane. The issue is when the planes fly overhead it triggers the AI to go all defensive. Then after the planes have passed the patrolling AI no longer move on their waypoints, rather they just stand around. I don't mind them going defensive, but after I want them to continue moving on their patrol path. Using the script version.
  6. SHIFTY_TFD

    Flying static weapons

    Yep that fixed it. Cheers @HazJ
  7. So I'm trying to make a mission where there are 6 or so RHS D-30 AT guns firing into a bay where the players will be making an amphibious landing. The problem: The guns fire and get launched. Sometimes up sometimes backward, it is quite spectacular but not what i want. I have tied disabling simulation, which works but then they don't fire. Parameters: The guns need to stay in their placed position, and need to be able to be destroyed by the players. Not really sure how i can get these guns to be actual guns and not wanna-be spacecrafts. any help would be appreciated.
  8. So I have a GUI I grabbed off Armaholic, but wanted to make some changes to it to fit better with some mission ideas I have. Essentially wanting to change the GUI from a dialog to a display. In the process of doing so I obviously watched all the tutorial video's I could and read up on it as best I could. After having no success I decided to grab one that did work and change it bit by bit to see where the issues were. So using the video from H8ermaker, and scripts to go along with it, I began to change it: Original working script. class RscTitles { class Default { idd = -1; fadein = 0; fadeout = 0; duration = 0; }; class H8erHUD { idd = 1000000; movingEnable = 0; enableSimulation = 1; enableDisplay = 1; duration = 99999; fadein = 0.1; fadeout = 2; name = "H8erHUD"; onLoad = "with uiNameSpace do { H8erHUD = _this select 0 }"; class controls { class structuredText { access = 0; type = 13; idc = 1001; style = ST_LEFT; x = 0.103165 * safezoneW + safezoneX; y = 0.757996 * safezoneH + safezoneY; w = 0.778208 * safezoneW; h = 0.0660106 * safezoneH; size = 0.03; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; text = ""; font = "puristaMedium"; class Attributes{ font = "puristaMedium"; color = "#FFFFFF"; align = "CENTER"; valign = "top"; shadow = false; shadowColor = "#000000"; underline = false; size = "4"; }; }; }; }; }; My ever so slightly changed script, which doesnt work. class RscTitles { class Default { idd = -1; fadein = 0; fadeout = 0; duration = 0; }; class H8erHUD { idd = 1000000; movingEnable = 0; enableSimulation = 1; enableDisplay = 1; duration = 99999; fadein = 0.1; fadeout = 2; name = "H8erHUD"; onLoad = "with uiNameSpace do { H8erHUD = _this select 0 }"; class controls { class structuredText { access = 0; type = CT_STATIC; idc = 1001; style = ST_LEFT; x = 0.103165 * safezoneW + safezoneX; y = 0.757996 * safezoneH + safezoneY; w = 0.778208 * safezoneW; h = 0.0660106 * safezoneH; sizeEx = 0.03; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; text = ""; font = "puristaMedium"; class Attributes{ font = "puristaMedium"; color = "#FFFFFF"; align = "CENTER"; valign = "top"; shadow = false; shadowColor = "#000000"; underline = false; size = "4"; }; }; }; }; }; As far as I can tell the issue is to do with the CT_STATIC (and sizeEx). I have no idea why or how to fix this though, if im honest im not sure what it even does. any help would be appreciated!
  9. SHIFTY_TFD

    Display help

    @HazJ, Absolute legend mate! I have the script working, the player interacts with the laptop and boom the display pops up and does its thing. Thanks heaps mate! One last question how would I go about closing the display? I tried: closeDialog 1; and, ("layer_rsc_downloadData" call BIS_fnc_rscLayer) closeDisplay 1; and what the video tutorial had, 1 cutRsc ["default","PLAIN"]; but it didn't close... :( Edit: Scratch that, figured it out, my bad. if anyone was interested: ("layer_rsc_downloadData" call BIS_fnc_rscLayer) cutRsc ["default","PLAIN"]; Thanks again HazJ, what a legend!
  10. SHIFTY_TFD

    Display help

    Awesome mate, got it working! just a quick question, What is this bit for? what does it do?
  11. SHIFTY_TFD

    Display help

    Sorry, I made the changes you suggested above, but it didn't achieve what I am looking for. "Target Location:" popped up on screen but it didn't change. In the grand scheme of things, I want to change this GUI from t-800a into a display. That is not have it freeze the player. I have managed to get it to fully pop up as a display without freezing the player, BUT, now I want to get the script that drives the dialog to change the variables. That is where this exercise comes in. I started with this bit of code: but I want to change the text from "Initializing..." to "Connecting..." then finally "Connected:". I followed the video (as linked in the first post), making a single change at a time to slowly transform it into the above code, and ended up with the following code which would not change the string: now the last change I made which stopped it from working was: type = 13; to type = CT_STATIC; and size = 0.03; to sizeEx = 0.03; Not really sure where to go from here, or if I'm going about this the correct way. Thanks for the help.
  12. SHIFTY_TFD

    Display help

    Ahh yes, sorry: 1. I want to be updating the text, but the text isn't updating. Currently I have a sqf which is activated by a tigger, the sqf has the following in it: disableSerialization; 1 cutRsc ["H8erHUD","PLAIN"]; _name=name player; _time=time; waitUntil {!isNull (uiNameSpace getVariable "H8erHUD")}; _display = uiNameSpace getVariable "H8erHUD"; _setText = _display displayCtrl 1001; _setText ctrlSetStructuredText (parseText format ["Initializing..."]); sleep 5; _setText ctrlSetStructuredText (parseText format ["Connecting..."]); sleep 5; _setText ctrlSetStructuredText (parseText format ["Connected"]); sleep 5; 1 cutRsc ["default","PLAIN"]; 2. The defines are in the defines.hpp
  13. Awesome, so looking at the createDisplay, it is used to call this download data GUI? yes? so would I want something like this? _ComputerDisplay = findDisplay -1 createDisplay "T8L_fnc_addActionLaptop"; because I couldn't get that to work... Or do I need to change something in the hpp?
  14. G'day Gents, I see this thread is quite old, but, it looks like it has exactly what I'm looking for. I recently grabbed a GUI from t-800a and its very nice, does everything I would like and more. The only edit I would like to make is; not have it freeze the player, that is, once the player interacts with the laptop, the GUI shoots up and downloads data then closes. While the download is occurring the player should be able to go off and fight enemies with the GUI off to the side of the screen doing its thing. Reading @silentspike's reply, it looks like I want to use the cutRsc, but I'm not sure where I would go in the linked script to make the necessary changes. Please help :) Cheers!
  15. SHIFTY_TFD

    GUI tutorials?

    Hey gents, Needing some help. I have grabbed a download data GUI from T-800a, it does everything I need. Just wondering if it is possible to have the GUI pop up but not freeze the player? That is the player can start the download, the GUI will pop up in the corner of the screen, stay there while the player fights off enemies, then either close when finished or maybe have a key close it (i.e. esc).
  16. Thanks @Zenophon, appreciate your help!
  17. here is the snipit of code, _vPatrols = 5; _myMarker = ["PMk_1", "PMk_2", "PMk_3", "PMk_4", "PMk_5"]; // placed markers on map _array = ["O_APC_Wheeled_02_rcws_F", "I_APC_Wheeled_03_cannon_F", "rhs_btr60_msv", "rhs_btr70_msv", "rhs_btr80_msv", "rhs_btr80a_msv", "rhsgref_BRDM2_msv", "rhsgref_BRDM2_ATGM_msv", "rhsgref_BRDM2UM_msv", "rhsgref_BRDM2_HQ_msv"]; _VicCrew = [INF_Crew_Pool]; //defined pool of 3 crew members _ObjMk = "PatrolZone"; //placed marker on map _VehicleArray = []; for "_i" from 1 to _vPatrols do { _pos = (_myMarker + str _i); _pos1 = getMarkerPos _pos; _dir = markerDir _pos; _randUnit = _array call BIS_fnc_selectRandom; _Vehicle = _randUnit createVehicle _pos1; _Vehicle setDir _dir; _Vehicle setVehicleLock "LOCKEDPLAYER"; _vehCrew = [_pos1, _VicCrew] call Zen_SpawnGroup; 0 = [_vehCrew, _Vehicle, "All"] call Zen_MoveInVehicle; _VehicleArray pushBack _Vehicle; sleep 4; }; sleep 2; { 0 = [_x, (_ObjMk),[],[0,360],"normal","aware",false] spawn Zen_OrderVehiclePatrol; } forEach _VehicleArray; I included all the vehicles I tested, note, for the RHS ones I tested the other variants as well as the ones included. In some cases I found that the vehicle would move about 5-10m then stop, or, would turn off the road and stop. When in spectator I saw the vehicles were getting their waypoints but they would be checked as complete almost immediately and the next given and check off and so on. When testing tracked vehicles they work as intended, when testing cars, they also move as intended. It only seems to be the APC and MRAP classes, which is weird!
  18. Hey Zen, loving the framework! Quick question about the Zen_OrderVehiclePatrol, I'm noticing it isn't working for APC's and MRAP's they seem to get their waypoints but don't move to them. Any idea on how to work around that? Cheers.
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