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HETMAN - Artificial Leader [NR6 Edition]
410541059 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
nope,I only enabled CBA for this,mission : https://drive.google.com/open?id=1hf1eL-v1tlZh3d-IIG-d6VtppuPitdXP -
410541059 changed their profile photo
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HETMAN - Artificial Leader [NR6 Edition]
410541059 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
doesn't work for me, latest version, i did two steps,placing a guy named LeaderHQ,and add elements to RydHQ_SimpleObjs,I've tried trigger and game logic and object。always show the error:_dst = round(|#|)_x distance _point); I'd appreciate it if you tell me what's wrong -
helmeted goggles transparent problem
410541059 replied to 410541059's topic in ARMA 3 - MODELLING - (O2)
i dont know whats have happened,but now it's working. -
https://photos.app.goo.gl/u6Vv9kLnyjYXXxxT8 https://photos.app.goo.gl/47jbxxVnXRqyk1xa9 i want to do a transparency for the glasses,i search the forum,found a solution,I did it.but look like not work,was there something wrong with step? heres what he said: "To make things have a transparency you need to create an alpha channel in your texture and save the image as a 32-bit .tga with the _ca suffix at the end of the texture name (so you'd save it as mytexture_ca.tga or whatever, and make sure it's in 32-bit). Then when it converts to .paa it should render correctly. How familiar are you with how to make alpha channels? Basically you'll want to make whatever parts of the texture space that relate to the lenses of your glasses, a shade between black (totally transparent - i.e invisible) and white (completely opaque) in the alpha channel and keep all other areas of the alpha, white so that they remain opaque."-da12thMonkey If I do something wrong, tell me,thx
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how to add wrinkle to basic texture not use highpoly
410541059 posted a topic in ARMA 3 - MODELLING - (O2)
I'm working for a CAPF mod recently,I noticed the wrinkle on CO maps in most mod。 I know the normal process is carve a highpoly and bake it on the lowpoly,I tried to carve in ZBRUSH, but I screwed up。 now my method is to make normal maps in Substance Painter and then overlay base texture with Photoshop,but that makes base texture look rougher(my english very suck, hope you know that meaning so have there any better way?thx -
Returns without repeating element in Array?
410541059 replied to 410541059's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks,i get it -
Returns without repeating element in Array?
410541059 replied to 410541059's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks dude -
Returns without repeating element in Array?
410541059 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
for example i have _array = [1,1,2,3,3,4] i want _array = [1,2,3,4] have any BIS function or commands can do it?thx -
problem of a progress bar script
410541059 replied to 410541059's topic in ARMA 3 - MISSION EDITING & SCRIPTING
for example,there are six positions (a、b、c、d、e、f)east base in near A,west near F。when game started,east take done positions A before they cant take B,this is also true for the west。 -
If you have played "battlefield",u will know what is this。but I want the effect is like "squad"。"squad" need you one by one take done,A→B→C,unlike "battlefield"。have there any way to solve problems?( not using global variables) _triggerOne = _this select 0; _zero = 0; _blueing = 0; _reding = 0; _JDT = 0; _xxoo = false; JDTK = { disableSerialization; 1 cutRsc ["H8erHUD","PLAIN"]; }; JDTG = { 1 cutText ["", "PLAIN"]; }; waitUntil {player in list _triggerOne}; { if (_x in list _triggerOne) then { _x call JDTK; _xxoo = true; }; }foreach units player; waitUntil {!isNull (uiNameSpace getVariable "H8erHUD")}; _display = uiNameSpace getVariable "H8erHUD"; _setText = _display displayCtrl 1001; _setText progressSetPosition 0; while {true} do { { if ((_x in list _triggerOne) && (!_xxoo)) then { _x call JDTK; _xxoo = true; _display = uiNameSpace getVariable "H8erHUD"; _setText = _display displayCtrl 1001; }; }foreach units player; _blue = west countSide list _triggerOne; _red = east countSide list _triggerOne; if (_blue > _red) then { if (_blueing != 1) then { if (_JDT == 0) then { _JDT = _JDT + 1; _blueing = _JDT/100; }else{ if (_reding != _zero) then { _JDT = _JDT - 1; _reding = _JDT/100; }else{ _JDT = _JDT + 1; _blueing = _JDT/100; }; }; }else{}; }; if (_red > _blue) then { if (_reding != 1) then { if (_JDT == 0) then { _JDT = _JDT + 1; _reding = _JDT/100; }else{ if (_blueing != _zero) then { _JDT = _JDT - 1; _blueing = _JDT/100; }else{ _JDT = _JDT + 1; _reding = _JDT/100; }; }; }else{}; }; if (((_blue + _red) == 0) && (_JDT != 0) && (_JDT != 100)) then { if (_blueing > _reding) then { _JDT = _JDT - 1; _blueing = _JDT/100; }; if (_reding > _blueing) then { _JDT = _JDT - 1; _reding = _JDT/100; }; }; if (_xxoo) then { if (_JDT == 0) then { _setText ctrlSetTextColor [0, 0, 0, 0]; }; if (_blueing > _reding) then { _setText ctrlSetTextColor [0, 0, 255, 0.7]; _setText progressSetPosition _blueing; }; if (_reding > _blueing) then { _setText ctrlSetTextColor [255, 0, 0, 0.7]; _setText progressSetPosition _reding; }; }; //hint format ["%1\n%2\n%3",_JDT,_blueing,_reding]; { if ((!(_x in list _triggerOne)) && (_xxoo)) then { _x call JDTG; _xxoo = false; }; }foreach units player; sleep 1; };