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Mr H.

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Everything posted by Mr H.

  1. 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
  2. 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?
  3. 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?
  4. Mr H.

    cfgFaces arm textures

    and also, since I have the source model (it's provided in the A3 samples) where are the HL models declared/connected with heads?
  5. Mr H.

    cfgFaces arm textures

    That's what I thought, but what's textureHL2= for then ?
  6. Edit: https://community.bistudio.com/wiki/cameraOn does the trick, at least when used on the zeus's local machine
  7. Mr H.

    How to make chopper drop cargo

    I think you need a move waypoint before the cargo drop waypoint.
  8. 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)
  9. Mr H.

    Bad facewear positioning

    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.
  10. Mr H.

    Bad facewear positioning

    For the record the issue is fixed, it came from my model cfg
  11. 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.
  12. Mr H.

    Heli Extrac

    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)
  13. Mr H.

    Running Scripts Via init?

    Also aliascartoon provides video guides for all his scripts https://www.youtube.com/user/aliascartoons
  14. Mr H.

    [Help] Diary Entry

    Use the commands createDiaryRecod and createDiarySubject
  15. *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
  16. Mr H.

    Reusable Strategic Map

    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
  17. 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;};
  18. You mean as an option you can toggle on and off? It's doable but takes more work.
  19. If it's just for units placed by zeus use the curatorObjectPlaced event handler: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CuratorObjectPlaced
  20. //in your //description.ext onPauseScript = "script.sqf"; //In //script.sqf disableSerialization; if (!alive player) then {((findDisplay 49) displayctrl 104) ctrlShow false;}; Might work (untested)
  21. Mr H.

    Esc key toggle rsc

    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?
  22. Mr H.

    Smooth camera

    Use attachTo command to attach the cam to its target
  23. Mr H.

    Esc key toggle rsc

    perfect thanks! (all that to have my unit's logo rotating on the escape screen ;-) )
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