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ASmallDinosaur

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Posts posted by ASmallDinosaur


  1. Hey guys, I'm trying to retexture the M16A4 but I can't get the rail cover texture to change.

    hiddenSelections[] = {"camo1","camo2","camo3","camo4"};
    hiddenSelectionsTextures[] = {
    	"\m16a4retex\m16a4_wdl.paa",
    	"\rhsusf\addons\rhsusf_weapons\m4\data\magazine_co.paa",
    	"\rhsusf\addons\rhsusf_weapons\m4\data\m4acc_co.paa",
    	"\m16a4retex\railCover_wdl.paa"
    };

    The retexture works for camo1, but not camo4. Am I missing something, or is the hiddenSelection for camo4 not working?

     

    Edit: Nvm, disregard this, turns out I was editing the wrong file 🤦‍♂️


  2. Miss-spelled it when rewriting it into the forums.It doesn't work when it's spelled right however.

    You're right though, I don't know why I didn't think of just doing that haha.

     

    Just for future reference, as there are other areas in this scenario where I want to use the same technique, is it possible to select the caller with "_unit = (_this select 0);"? I tried a simpler function just to test and I still couldn't get it working: 

    //--fn_damage.sqf
    _unit = (_this select 0); 
    _unit setdamage 1;
    
    //--Init field of unit I want to die:
    [this] execVM "fn_damage.sqf";

     


  3. Sorry if the answer for this question is already out there, I searched but couldn't find anything that was helpful, perhaps I wasn't using the right keywords.

    Anyway, I'm trying to create a function that changes a unit's loadout, here's what I've got:

    //--fnLoadout.sqf
    _unit = (_this select 0); 
    _loadout = (_this select 1);
    _lnit setUnitLoadout _loadout;
    
    //--Init field of unit I want to change the loadout of:
    [this,rifleman] execVM "fn_SetLoadout.sqf";
    
    //--And in the init.sqf I have this:
    rifleman = [["arifle_Mk20_F","","acc_pointer_IR","optic_ACO_grn",["30Rnd_556x45_Stanag",30],[],""],[],["hgun_ACPC2_F","","","",["9Rnd_45ACP_Mag",9],[],""],["U_I_CombatUniform",[["FirstAidKit",1],["30Rnd_556x45_Stanag",3,30]]],["V_PlateCarrierIA1_dgtl",[["30Rnd_556x45_Stanag",6,30],["9Rnd_45ACP_Mag",2,9],["HandGrenade",2,1],["SmokeShell",1,1],["SmokeShellGreen",1,1],["Chemlight_green",2,1]]],[],"H_HelmetIA","",[],["ItemMap","","ItemRadio","ItemCompass","ItemWatch",""]];

    The issue arises when I exec the function, it says "_unit is undefined" or something like that, so i'm assuming that the function cant target the unit that called it. Is there a way to  make this work or another way that would achieve the same goal? (I can't give the unit a variable name because there's a lot of them and they are spawned in dynamically). Thanks


  4. 39 minutes ago, hcpookie said:

    It certainly is NOT part of the VME PLA mod.  First I've ever heard of or seen that effect reported by anyone.

     

    Can provide details about how to reproduce it?

    It happens at random points on the map, one place I can always reproduce it is just east of the northern most airport on Tanoa, on the beach.

     

    Here's exactly what I did:

    1. Make Independent/Blufor enemies.

    2. Place a NATO squad, place a PLA squad, place yourself as a civilian on that beach I was talking about. 

    3. You'll see the effects/glitch as bullets fly past you


  5. 6 hours ago, corporal_lib[br] said:

    That effect is caused by Laxxeman´s Supression (part of Immersion mods) addon... you must have it loaded along (search for L_supression.pbo on your arma 3 directorie)

    Couldn't find the pbo in the addons folder of a3, cba, or vmepla, this is a fresh install of windows and arma and I've never downloaded that mod. Some of my friends were able to reproduce the issue on Tanoa with just vmepla and cba loaded.

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