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Mr H.

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About Mr H.

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    Whiskey Tango Foxtrot?!
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  1. Mr H.

    Arma 3 mod banner

    It's a custom texture I made. I'm not sure I understand your question. The point of doing your custom banner is exactly that, to change the texture right?
  2. I've noticed the same thing but I can also tell you that once you put the mission on dedi in MP the wheels will turn just fine.
  3. also CBA has some very nice functions that will allow you to use waituntil in a non scheduled environment : https://cbateam.github.io/CBA_A3/docs/files/common/fnc_waitAndExecute-sqf.html and https://cbateam.github.io/CBA_A3/docs/files/common/fnc_waitUntilAndExecute-sqf.html and their whole PFEH system allows you to run loop codes with some delay. ACE 3 makes use of these extensively and with little performance impact.
  4. Mr H.

    Arma 3 mod banner

    you just need a config.cpp in your addon. 1) create your cfgPatches in there, if you don't know how to, google it. 2) create a class cfgVehicles and use this example, banners I did for my unit: class cfgVehicles { class Banner_01_F; class Banner_TGV : Banner_01_F { displayName = "Bannière TGV"; editorPreview = "\A3\EditorPreviews_F_Orange\Data\CfgVehicles\Banner_01_F.jpg"; author = "Mr H."; hiddenSelectionsTextures[] = {"\TGV_Assets\paa\bannertgv.paa"}; icon = "iconObject_1x1"; editorCategory = "EdCat_TGV_Assets"; editorSubcategory = "EdSubcat_TGV_Banners"; }; }; Please note that I created my own editor categories and sub categories, you don't need to do that, just delete the two corresponding lines.
  5. Check this https://ace3mod.com/wiki/framework/interactionMenu-framework.html
  6. apparently it's defined in the ace_settings config: https://github.com/acemod/ACE3/blob/master/addons/repair/ACE_Settings.hpp look at line 30 class GVAR(wheelRepairRequiredItems) { movedToSQF = 1; _values[] = {{}, {"ToolKit"}}; };
  7. I think he means HUD elements like the stamina bar for exemple. In the game options you can choose the position of these element's on the screen and the game saves the position. (Or else I completely misunderstood and my comments above are absolutely irrelevant ) 😉
  8. Yes that's a good idea! I'll try that.
  9. After testing on the dedi it seems that the EH doesn't fire for the last player. Or maybe it does fire but since the server resets the mission after the last client disconnects it doesn't have time to save to profilenamespace
  10. Have a look here: https://ace3mod.com/wiki/framework/ui-framework.html and https://github.com/acemod/ACE3/tree/master/addons/ui
  11. Ace 3 does it for their stamina bar, if that helps.
  12. I've been using HandleDisconnect to, (not tested yet on the dedi). What I can tell you is that it doesn't fire when testing in the editor in mp when leaving the mission to go back to the editor. I will try it on the dedi then.
  13. Our dedi server is set up to be non persistent. The mission is closed whenever the last client disconnects. I was wondering if the mission EH: addMissionEventHandler ["PlayerDisconnected", { would still fire after the last user disconnects, allowing me to save some stuff in the server's profilenamespace when the last client disconnects.
  14. I had a sense that you did but posted anyway just in case. As for your request, I don't think that's possible, but if someone proves me wrong I'd be interested in their answer too 😁
  15. you can #include files that are in the parent directory by prefixing them with ..\ So if you are in "mission\media" directory you can do #include "..\somefile.hpp" where somefile is at the root. and then #include "..\functions\somefile.hpp" should allow you to include a file that's in a "function" dir when you are in the "media" dir for example.