Mr H.
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Everything posted by Mr H.
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I want my object to have a zone where textures can be changed so I used a selection as hiddenSelectionTexture here is my model.cfg class CfgSkeletons { class Skeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]={}; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class MRHObject : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "camo","core" }; skeletonName = "Skeleton";//"OFP2_ManSkeleton"; }; class MRH_EL_Button : MRHObject {}; }; here is my config class MRH_ElevatorButton_Base: Items_base_F { author = "Mr H"; mapSize = 0.07; class SimpleObject { eden = 1; animate[] = {}; hide[] = {}; verticalOffset = 0.131; verticalOffsetWorld = 0; init = "''"; }; editorPreview = ""; //_generalMacro = "Land_BottlePlastic_V2_F"; scope = 2; scopeCurator = 2; displayName = "ElevatorButton"; model = "\MRHMiscItems\Models\ElevatorButton\MRH_EL_Button.p3d"; icon = "iconObject_circle"; editorCategory = "EdCat_MRH_Misc"; editorSubcategory = "EdSubcat_MRH_Props"; vehicleClass = "Small_items"; destrType = "DestructNo"; cost = 100; hiddenSelections[] = {}; hiddenSelectionTextures[] = { "\MRHMiscItems\Models\ElevatorButton\Data\button.paa" }; // ThingX simulation = "thingX"; }; class MRH_ElevatorButton : MRH_ElevatorButton_Base { hiddenSelections[] = {"camo"}; hiddenSelectionTextures[] = { "\MRHMiscItems\Models\ElevatorButton\Data\button.paa" }; }; here is my issue: if I don't add "camo" to hiddenSelections (see the _base model) both selection will show when the object is placed in eden but setObjectTextureGlobal command doesn't work (obviously). However if I add the camo selection the "camo" zone texture (2nd cfg entry) the camo selection won't show when the object is placed but setObjectTextureGlobal works and the texture can be set afterwards. This (probably old) guide http://fab.ofp.free.fr/Tutorials/Hidden_Selections.htm seems to indicate that this is normal behavior. However I've seen plenty of objects where the default texture will show when placed and can be changed. I must be missing something but what? Here's a pic of both objects in game for clarity
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Return the unit zeus is remote controlling.
Mr H. posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a player controlled zeus and I want to get the unit zeus is controlling when taking remote control of the unit. I have tried : vehicle player but it returns the player object, not the RCed unit. ObjectParent player doesn't work either. Any ideas? -
So, I've been making a custom face but the arms texture has one single texture for both arms (cfg ref: textureHL=) trouble is I'd like to have a tattoo on one arm and not on the other. There's a textureHL2= but having a different texture on this one doesn't seem to change anything. What is it for then ? Am I missing something?
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and also, since I have the source model (it's provided in the A3 samples) where are the HL models declared/connected with heads?
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That's what I thought, but what's textureHL2= for then ?
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Return the unit zeus is remote controlling.
Mr H. replied to Mr H.'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Edit: https://community.bistudio.com/wiki/cameraOn does the trick, at least when used on the zeus's local machine -
How to make chopper drop cargo
Mr H. replied to Far East Lieutenant's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think you need a move waypoint before the cargo drop waypoint. -
;-)
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there is an ace 3/ cba eventhandler when a body is placed in a body bag, so you can track the created bodybag. (Will post an example when I'm back from work)
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nope I had copied the cfg from a vanilla model (which I got from http://odolconverter.t-db.de/ )and from a vanilla asset (for educational purposes of course)and replaced the class with that of my p3d. After switching to a base cfg found in a tutorial It worked fine. My guess is that vanilla assets do not recall base classes but I'm not sure.
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For the record the issue is fixed, it came from my model cfg
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You can easily convert paa to tga with Arma 3 tools. Then open it in gimp or photoshop, edit it and save it as tga or png and back to paa with texview. To get vanilla textures you can recover them from the relevant a3 pbo. But I don't know if that last part is allowed though.
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if it's for singleplayer it's quite easy: //name your group myGroup & your heli myHeli waitUntil {isTouchingGround myHeli}; doGetOut units myGroup; waitUntil {player in myHeli}; {_x assignAsCargo myHeli} forEach (units myGroup}; (units myGroup) orderGetIn true; Won't work in MP (well might kindda somehow but will cause issues)
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Running Scripts Via init?
Mr H. replied to CHICKENLICKEN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also aliascartoon provides video guides for all his scripts https://www.youtube.com/user/aliascartoons -
Use the commands createDiaryRecod and createDiarySubject
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Select-able controls in dialog/display
Mr H. replied to Lordeath19's topic in ARMA 3 - MISSION EDITING & SCRIPTING
*Advertisement * My Milsim Tools Mod includes such a feature (highly configurable) https://steamcommunity.com/sharedfiles/filedetails/?id=1196049538 where you can require artillery fire by entering grid coordinates *End Advertisement * ;-) Also what I did is store the last entered coordinates in a variable and restore them when you enter the interface as text in the rscEdit. Source files can be found here https://github.com/MisterHLunaticwraith/MRHMilsimTools/tree/master/Addons/MRHFireSupport/Functions if it helps -
Reusable Strategic Map
Mr H. replied to thesuperkuif's topic in ARMA 3 - MISSION EDITING & SCRIPTING
it won't repeat because your condition is already activated once and the condition is already true, rather than a module you should use the function in a script. Function is BIS_fnc_StrategicMapOpen; https://community.bistudio.com/wiki/BIS_fnc_StrategicMapOpen -
[Help] Disable escape options when killed
Mr H. replied to bumyplum's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you can try that it should add a button to toggle it on and off at the bottom of your pause screen if you are a logged in admin. EDIT: Tested at home,works fine, you'll have to resize reposition the button though. //in your //description.ext onPauseScript = "script.sqf"; //In //script.sqf if (serverCommandAvailable "#kick") then { with uiNamespace do { _ctrl = findDisplay 49 ctrlCreate ["RscButton", -1]; _ctrl ctrlSetPosition [0.917656 * safezoneW + safezoneX,0.94 * safezoneH + safezoneY,0.0773437 * safezoneW,0.044 * safezoneH]; _ctrl ctrlSetText "Disable abort for dead players"; _ctrl ctrlCommit 0; _ctrl ctrlAddEventHandler ["ButtonDown", { _status = missionNamespace getVariable ["TAG_abortIsAllowed",true]; if (_status) then {missionNamespace setVariable ["TAG_abortIsAllowed",false,true];systemChat "abort disabled"} else {missionNamespace setVariable ["TAG_abortIsAllowed",true,true]; systemchat "abort enabled"}; }]; }; }; _status = missionNamespace getVariable ["TAG_abortIsAllowed",true]; if (_status) exitWith {}; disableSerialization; if (!alive player) then {((findDisplay 49) displayctrl 104) ctrlShow false;}; -
[Help] Disable escape options when killed
Mr H. replied to bumyplum's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You mean as an option you can toggle on and off? It's doable but takes more work. -
How do I add\remove gear to\from all OPFOR units placed by Zeus or by script?
Mr H. replied to NebelNexus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If it's just for units placed by zeus use the curatorObjectPlaced event handler: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CuratorObjectPlaced -
[Help] Disable escape options when killed
Mr H. replied to bumyplum's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What do you mean? -
[Help] Disable escape options when killed
Mr H. replied to bumyplum's topic in ARMA 3 - MISSION EDITING & SCRIPTING
//in your //description.ext onPauseScript = "script.sqf"; //In //script.sqf disableSerialization; if (!alive player) then {((findDisplay 49) displayctrl 104) ctrlShow false;}; Might work (untested) -
I think you can't put your controls behind, they are placed in the order in which they are defined in your config file, and Arma's default are placed first.To the best of my knowledge there is no command to change the layering order (which is a crying shame). It might be possible from an addon but you'd have to have the entirety of the RscDisplayInterrupt (not just the thing you add). Why not just put your menu to the right of the console?
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Use attachTo command to attach the cam to its target
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perfect thanks! (all that to have my unit's logo rotating on the escape screen ;-) )