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Mr H.

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Everything posted by Mr H.

  1. I don't think so, if there's a module in the mission when you export it, the editor will add the original addon to the list of the mission's required addons since modules are in cfgVehicles, so players without the addon won't be able to join the mission (not a 100% sure but I think it's the way it works). You could try something different like what 3den enhanced does and write the functions in the mission sqm upon saving in the editor/exporting but that's not exactly what you aim for I'm afraid.
  2. Maybe you should add something to wait until the player initializes to the function to have it work as a server mod
  3. Mr H.

    Auto Parachute Script

    if (vehicle player isKindOf 'Steerable_Parachute_F') then {private "_para" = vehicle player; moveOut player; deleteVehicle _para}; put it wherever you want the parachute to be removed (untested)
  4. ok so quick guide it is: We will create an addon. So you need Arma 3 tools (available on steam) to pack it as a pbo For the following assume that every time you see myAddon in script and /or explanations you will replace it by your chosen addon name (including in paths and config reference) and when you see MyMod replace it by your mod name (it can be different) step 1) create a folder named myAddon (hope you've read above ;-) step 2) in this folder create a text file that you will rename config.cpp where .cpp is the file extension. open it with a text editor and copypaste the following code: class CfgPatches { class myAddon{ units[] = {}; // weapons[] = {}; // requiredVersion = 0.1; // requiredAddons[] = {}; // }; }; class cfgFunctions { class HALs { class HALsCategory { tag = "HALs"; file = "\myAddon"; class limitThirdPerson { postInit =1; }; }; }; }; hope you've been paying attention to our renaming rule step 3) in the same folder create a second textfile and rename it to; fn_limitThirdPerson.sqf it has to be EXACTLY that name. step 4) in this file place the following code: if !(isServer) exitWith {}; // we are assuming that you want this to be a server only mod [[], { //copypaste your function here } ] remoteExec ["Call",[0,-2] select isDedicated,true]; and copy your function where I commented to paste it. At this point it's worth mentioning that you should ask the author's permission to use it in your addon (MUST if you intend to distribute it. step 5) Open arma 3 tools and launch addon builder, select the folder we have created and pack the addon to a pbo. step 6) somewhere else create a folder named @MyMod the @ is mandatory unless you intend to upload it to steam workshop, which is not necessary since your addon is server only compatible. step 7) in this folder create a mod.cpp and fill it with this template code that you can edit: name = "TestMod"; picture = ""; actionName = "TestMod"; action = ""; logo = ""; logoOver = ""; tooltip = "TestMod"; tooltipOwned = "TestMod Owned"; overview = ""; author = ""; overviewPicture = ""; overviewText = ""; overviewFootnote = ""; step 8) create a meta.cpp (not absolutely sure that one is necessary but let's play it safe) with this code inside protocol = 1; name = "myMod"; step 9) in your mod folder create two new subfolders named exactly: Addons Keys (not sure the keys folder is mandatory either, it will remain empty unless you decide to sign your addon) step 10) move your myAddon.pbo to the addons folder. step 11) congrats you're done! Use it as a server only addon!
  5. It's doable and very simple to do, however it's a bit long to explain. I'm on my phone right now but when I have access to my computer I will put together a simple tutorial.
  6. changelog included in the spoiler in 1st post
  7. Then you will basically have to script everything. If you're not familiar with ui making and coding you should start with something simple. Following kk''s guide as someone mentioned above is a very good starting point.
  8. You can global execute it from the console. You could also put it in an add-on and have it execute postinit
  9. Functions are always better. As a rule of thumb only execVM scripts when you use them only once. If you need suspension you can spawn a function instead of calling it.
  10. do you want it as an extra attribute in the eden editor or ingame?
  11. [[_veh],"yourscript.sqf"] remoteExec ["ExecVM",2] And BTW you shouldn't use ExecVM to call scripts like that but rather predefined functions it's way less resource consuming see here for how to: https://community.bistudio.com/wiki/Arma_3_Functions_Library
  12. The problem is the syntax of your remote exec.
  13. Mr H.

    Trigger (Condition Help)

    Just put laptop_hacked without =true. BTW if you're planning to use it in mp it won't work as is, you have to make the variable public
  14. Mr H.

    Trigger (Condition Help)

    what's your trigger activation condition?
  15. https://community.bistudio.com/wiki/BIS_fnc_endMission Will return the player to the lobby, just set a custom end for that in cfg debriefing (and don't worry it only executes for the player machine where the script is executed). I don't know for sure it works on the briefing screen but it might.
  16. Yes that's because you don't need the add action (ace does it already and adds an ace 3 interaction I think). BTW "This" is not just any variable. It refers to the object whose init box you're editing. Things like this2 make no sense at all
  17. [this, ["ACE_surgicalKit"]] call ace_arsenal_fnc_addVirtualItems if you add to an existing box. [this, ["ACE_surgicalKit"]] call ace_arsenal_fnc_initBox; if you create a new box BTW I think you don't need the addaction because ace does it itself
  18. Imagine what's between {} is a complete different script (well it is) it doesn't know what "this is" but with addaction you can pass parameters to the script so: this addAction["Open Arsenal", {[_this select 0, player, true] call ace_arsenal_fnc_openBox},[this]]; will work. to white list items just follow the loadout steps here : https://ace3mod.com/wiki/framework/arsenal-framework.html#13-arsenal-only-with-items-from-default-loadouts-see-section-4
  19. Also ace 3 used to include an option to check mods but I think it's been discontinued. Might also be worth checking cba for such functions
  20. If you have server keys set up, the launcher will show the required mods and offer players to download them from the workshop. That's not the case for the in-game server browser AFAIK. Anyways with the keys players who do not have the ods won't be able to join in.
  21. I'm trying to model a facewear item for arma. For the moment I'm still doing tests with an unfinished untextured model. However I have tried to import it ingame and have encountered a major issue: the model appears in game alright but... Between the character's legs... At first it appeared on the ground but I read that the geometry lod must contain a named property "autocenter = 0". After setting it it's now placed further up the model but not quite up enough ;-) and here's a link to the p3d: https://www.dropbox.com/s/8x2pltrg8t14tq2/halomaskBasicTest.p3d?dl=0 If somebody as a good tutorial on making one's own facewear or an idea on how to fix my issue I'd be more than grateful.
  22. Mr H.

    Bad facewear positioning

    can't recall which tutorial it was but here's a copy of the working model cfg, hope it helps:
  23. Mr H.

    Disable AI going prone

    George your solution is better and more elaborate but I think triggering it via the animchanged EH rather than having it in a loop would be better for optimization.
  24. Mr H.

    Disable AI going prone

    I do this and it works ok, might be a better way though: _unit addEventHandler ["AnimStateChanged", { params ["_unit", "_anim"]; if (canStand _unit && (behaviour _unit in ["AWARE","COMBAT"])) then { _unit setUnitPos "MIDDLE"; }; }];
  25. Edit for future reference : I'm just a freaking idiot. hiddenSelectionTextures should be hiddenSelectionsTextures
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