Mr H.
-
Content Count
597 -
Joined
-
Last visited
-
Medals
Posts posted by Mr H.
-
-
1 hour ago, LSValmont said:PS: I would love to have a non Ace dependent version, perhaps a lite one but as long as it contains the working PDA it would be enough!
Sorry but nearly everything in the mod relies on the use of ace 3 (not only the interaction menus but also functions etc.) removing the dependency would be such a huge work that it clearly won't happen.
- 1
-
-
I've got an object with multiple hiddenselections they all work well but I'd like these selections to use different UVsets, I do have the uv sets in object builder but I don't know how to make a selection use a specific uv set.
-
Then I'm not sure what's going on. I thought maybe there's a texture randomization script for buildings that fuck up yours but couldn't find anything in the config file (wasn't a thorough look though). Is your texture size a power of 2 (as it should be)? Also for the record you do not need to export to fbx and then work in object builder, there's a blender addon out there that allows you to do everything in blender and export directly to p3d just Google it I don't have the link at hand right now.
-
does it have several resolution Lod? is the texture applied on all?
-
can you post your config ?
-
This is the wrong forum for this question you should move it to https://forums.bohemia.net/forums/forum/162-arma-3-addons-configs-scripting/
As per your question, might be several explanations. What exactly is your object ? What class does it inherit from ? Does it have several resolution LODs? Is the texture applied to all of them? You should post your config and a rpt to get better answers.
- 1
-
They have the models but are straying behind because they are short handed of people able to integrate them in game. It will come out eventually.
-
I don't see anything wrong, I'm not at my computer to test it. Check for hidden characters that might be copied along with the code from this forum it's a known issue. Also if you're trying it from the console the commented parts will throw errors.
- 1
-
Replace the condition itself eg if !(_objects isEqualTo []) then etc.
-
You don't need it actually just modify yours _bool = !(_objects isEqualTo []);
-
_objects will return an empty array if there are no targets nearby anyway. So use something like if (_objects isEqualTo []) then ...
-
_fnc_deleteObjectsWithinRange = { params ["_objetcs","_posOrObject"]; { if ((_x distance _posOrObject)< 300) then {deleteVehicle _x}; } forEach _objects; }; [_myArrayOfObjects,_myDesiredPos] call _fnc_deleteObjectsWithinRange; // will delete all objects from _myArraYOfObjects within 300m from _mydesiredPos
-
43 minutes ago, gokitty1199 said: -
Also if it doesn't work try:
_this call HG_fnc_aiUnitSetup
Instead of
[_this] call HG_fnc_aiUnitSetup
EDIT: yeah do definitely do that
-
Change Extended_Init_EventHandlers to Extended_PostInit_EventHandlers
-
A while loop keeps cluttering the scheduler and a forEach inside makes it even more resource consuming. Plus you have no guarantee that after a while the script will execute properly. An event handler on the other hand only fires its code once.
-
I have the same results as @killzone_kid that it doesn't work for you is very strange. If you copied pasted from the forum you might have taken hidden characters along (known issue here)
- 1
-
My test mine was placed in editor so not created by script. Spawn the minefield and watch player nearObjects ["MineBase", 100]; see what it returns
- 1
-
The only way I could get the mine was with (player nearObjects ["MineBase", 200])
"APERSMine" didn't work, neither did "APERSMine_Range_Ammo" -
BUT I used nearObjects recently to detect a grenade and had to check for the ammo. So just try and see.
-
Someone in the comments of nearestObjects says it doesn't work for grenades and that you should use nearobjects instead so maybe use that instead but use your original class names in the end I think @killzone_kid has it right not me
-
ok after checking the other way around neither work my bad again
-
2 minutes ago, killzone_kid said:check it yourself
As I said, I did. Once on the ground the object placed is class APERSMine_Range_Ammo so for the snippet @Stormmy1950 posted "APERSMine" doesn't work while "APERSMine_Range_Ammo" should
Release: Milsim Tools
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
However, though I do not provide help to people doing such things, the mod is completely open source, you are free to reuse parts of it or it's entirety, modify and redistribute it. You don't need my explicit consent to do so. The only conditions are that you give proper credit and provide your own support for modified version. Your work will also have to be distributed under the same licence and conditions: ADPL-SA.
That includes p3d file for which I can happily provide the original blender files.
I'm not much of a modeler so if you come up with better models consider donating 😉