Mr H.
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Posts posted by Mr H.
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Ok
In your description.ext:
class Extended_PostInit_EventHandlers { class TAG_MyKeyBindsInit { init = "call compile preProcessFileLineNumbers 'CBAKeys.sqf'"; }; };
in CBAKeys.sqf
#include "\a3\editor_f\Data\Scripts\dikCodes.h" ["TAG_Your_Mission","TAG_setting_openYourMenu" ,["Open my very cool menu", ""], { call TAG_MyMenu_fnc; }},{},[DIK_NUMPADPLUS , [true, true, false]]] call CBA_fnc_addKeybind; // CTRL + SHIFT + NUMPAD+ will open your menu change to whatever, will appear in cba options once in game so can be custom set
in wherever you declare your functions:
TAG_MyMenu_fnc = { disableSerialization; _Show_RMenu_ctrl = (findDisplay 46) displayCtrl 9001; if(isNull(_Show_RMenu_ctrl)) then { _Show_RMenu_ctrl = (findDisplay 46) ctrlCreate ["RscText", 9001]; _Show_RMenu_ctrl ctrlShow false; }; _shown = ctrlShown _Show_RMenu_ctrl; (if(_shown)then{ closeDialog 2; #define IDC_CANCEL 2 closeDialog IDC_CANCEL; private ["_vehicle","_noEscort"]; _vehicle = cursorObject; _noEscort = count attachedObjects player isEqualTo 0; if (isNull _vehicle && _noEscort) then { 0 = createDialog "val_menu_1"; } else { switch (true) do { case (_vehicle distanceSqr player > 4^2 && _noEscort): {0 = createDialog "val_menu_1"; systemchat "To far"}; case (!alive _vehicle && _noEscort): {0 = createDialog "val_menu_1"; systemchat "Not Alive"}; case (!_noEscort): {0 = createDialog "val_menu_2"; systemchat "Has Escort"}; case (!isPlayer _vehicle && {_vehicle isKindOf "Man"}): {0 = createDialog "val_menu_2"; systemchat "AI"}; case (isPlayer _vehicle && {_vehicle isKindOf "Man"}): {0 = createDialog "val_menu_2"; systemchat "PLAYER"}; case (_vehicle isKindOf "LandVehicle") : {0 = createDialog "val_menu_3"; systemchat "LAND VEHICLE"}; case (_vehicle isKindOf "Car") : {0 = createDialog "val_menu_3"; systemchat "CAR"}; case (_vehicle isKindOf "Tank") : {0 = createDialog "val_menu_3"; systemchat "TANK"}; case (_vehicle isKindOf "Motorcycle") : {0 = createDialog "val_menu_3"; systemchat "Motorcycle"}; case (_vehicle isKindOf "Ship") : {0 = createDialog "val_menu_3"; systemchat "Ship"}; case (_vehicle isKindOf "Helicopter") : {0 = createDialog "val_menu_3"; systemchat "Helicopter"}; case (_vehicle isKindOf "StaticWeapon") : {0 = createDialog "val_menu_3"; systemchat "Static Weapon"}; case (_vehicle isKindOf "Plane") : {0 = createDialog "val_menu_3"; systemchat "Plane"}; case (_vehicle isKindOf "Building") : {systemchat "Building"}; case (_vehicle isKindOf "Wreck") : {systemchat "Wreck"}; case (_vehicle isKindOf "ReammoBox_F") : {systemchat "A BOX"}; case (_vehicle isKindOf "MineGeneric") : {systemchat "A Mine"}; default {}; }; }; //hint "vMenu worked!"; }else{ //________________ Menu already open ________________ closeDialog 2; #define IDC_CANCEL 2 closeDialog IDC_CANCEL; }); _Show_RMenu_ctrl ctrlShow !_shown; };
This is an example, be extra careful if you copy paste 'cause I only very briefly looked and modified your func, might be missing a few }; and some, but you'll get the idea...
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Also they have their waitUntilAndExecute function to keep everything sweetly in unscheduled environment. If you just need display 46 and are doing this from a mod and might need this in many scripts I suggest you create a XEHpostinit called after init and call everything from this. Browse the ace 3 github to have an example.
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Cba has keybinds built in use their own function. https://cbateam.github.io/CBA_A3/docs/files/keybinding/fnc_addKeybind-sqf.html
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https://community.bistudio.com/wiki/setObjectTexture
will do what you ask but only if the vehicle has hidden selection textures check with https://community.bistudio.com/wiki/getObjectTextures
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you might be able to affect colors by tweaking the rvmat, https://community.bistudio.com/wiki/ArmA:_RVMAT
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17 minutes ago, Hasselberg said:Also, if you make a unit in the arsenal, can you in some way copy to clipboard everything he has and post it in the config so the unit spawns with the same gear?
Not directly but someone recently published an addon that allowed it. https://steamcommunity.com/sharedfiles/filedetails/?id=1771335720
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Nope you've got to upload them to an external site and link here.
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2 hours ago, Hasselberg said:Hi
I have made myself a officer uniform in arma3.
The problem is that I cant get it to work, the only thing I manage to get to work is the top part of the skin.
But the officers pants just loads as standard indep camo.
How do I get this to work?
And how do I make this as a config?
Best regards
Sander
How do you even test this if you don't have a config file?
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I believe it's usually done through the rvmat and not the textures.
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18 minutes ago, devildog664 said:Wow that was easy I was trying to add a scroll bar to a control group haha.
Very interesting I would of thought there was more to it then just many pictures.
Appreciate both answers for question 2. The more options the better so I’ll play around with these and see which one works best for my application.when whatever you put is in a controls group be aware that coordinates 0.0 are the top left corner of the group and not the screen coordinates (as for other non grouped controls).
as for acre you can check their github, this is the function that sets the image for the knob: https://github.com/IDI-Systems/acre2/blob/master/addons/sys_prc343/functions/fnc_render.sqf -
Not my point : he asked how acre did it, this is how. Also a 3d control wouldn't have allowed for the other stuff they do in the gui for the radio. I've never made a 3D control so I'm not sure but I think you can't make them clickable and display custom text correct?
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Works only with 3d controls which this isn't
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Yes but this is not the same, the control is animated with different pictures the knob rotates as it would in a 3d model have a look here at 7'29
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23 minutes ago, devildog664 said:2. How would one make an animated GUI or moving parts to a GUI. Like ACRE does with their radio knobs that turn.
14 minutes ago, killzone_kid said:2. Provably uses ctrlSetAngle to rotate knobs
Nope, they actually made a bunch of pictures and animate them with a for "_i" loop and ctrlSetText
I did it for my team logo like this
params ["_ctrl"]; while {ctrlShown _ctrl} do { for "_i" from 1 to 144 do { _string = "\TGV_Assets\paa\Logopaa\TGV(" +str _i + ").paa"; _ctrl ctrlSetText _string; uisleep 0.05; }; };
Takes a lot of pictures calculated in blender and converted to paa, long and tedious ^^
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///// _video = "scripts\videos\tripulacion_prescindible.ogv"; //if it's in your mission folder no \ at the begining of the path _screen = "Land_TripodScreen_01_large_F" createVehicle (player modelToWorld [0, 10, 0]); _screen setObjectTextureGlobal [0, _video]; [_video, [10, 10]] remoteExec ["BIS_fnc_playVideo", 0, true];// don't remote exec this since each player will have their screen, your code will create MULTIPLE screens BTW (as many as there are players)
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Also from toying with ER grenades I can tell you this: the strobe is deleted when created when it's daytime. Try at night!
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If I were you I would test bit by bit. For example : does the eh fire? Add a systemChat in there to check. Are the drones defected etc. Also check localities for the commands you use.
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32 minutes ago, Antman2o1o said:B_IR_Grenade
Use B_IRStrobe instead
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Also rather than setDamage maybe you should set fuel to 0. The drones will crash or fall down rather than explode.
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42 minutes ago, wogz187 said:I can't determine if "drone" is the correct name.
I think it's "UAV"
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Video is private but ACE 3 has an option called (if I remember correctly) ammunition cooking. When something containing ammunition is destroyed the ammo inside keeps burning and exploding. You can disable it in the objects attributes or disable it completely in the options
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Perfect! thank you both!
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Does anyone know of a getter command that would return the unit insignia set by subscribing to units online? Just to be clear I know GetUnitInsignia but it doesn't return the insignia set by belonging to an online unit.
Applying textures to vehicles in editor
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Posted
You answered your own question
((get3DENSelected 'object') # 0) setObjectTexture "texturePath";
is not correct
((get3DENSelected "object") # 0) setObjectTexture [0,"texturePath"];
should work for selected vehicle in 3Den