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felipechapmanfromm

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Posts posted by felipechapmanfromm


  1. I have retextured a UAV backpack and it is all working great, apart from the fact that when you assemble then disassemble the drone, the backpack texture changes back to the original IDAP texture.

     

    The two questions I have are:

    1. How do I prevent this from happening?
    2. Is there a way to texture the assembled drone, so it has a custom texture once assembled out of that specific backpack?

     

    Any responses are appreciated.

    Cheers


  2. I've made a dialog that has a map with selectable markers that you can teleport to... but I was trying to come up with a way to make markers blink when selected (using the blinkMarker function) without this showing on the main map too, and I'm stuck for ideas 😞

     

    Is this even possible? And if so, how?

     

    Currently I am thinking of finding a way to detect when the dialog is open, and only allow the markers to blink when this is true.

     

    Any input would be appreciated,

    Cheers

     

    Edit: SOLVED! I added a local shadow to the selected marker which then is removed onUnload. The marker shadow is recalculated on each map click, along with the selected marker, which allows for only one shadow to be active at once.


  3. I am making an addon that the whole point is having to heal injured civilians, but I have found the issue that even when I removeAllItems the AI still magically heals themselves. I have heard that this is a feature of  ace3 as standard AI don't carry enough medical supplies, is there anyway I can disable this feature or just prevent/inturrupt the AI from healing. Any help is appreciated 🙂

     

    Cheers


  4. Thanks for your reply,

    I have not touched the model... I used the default bohemia cap "\A3\Characters_F\Common\capb", so shouldn't it keep all the default settings other than the ones I have changed in the config?

    I also ommited this:

        class Headgear_Base_F: ItemCore 
        { 
            class ItemInfo; 
        }; 

    and replaced it with:

    class HeadgearItem;

    at the start of the helmet config as I could not get multiple classes of helmet to work with the code above. Is this an issue?

     

    Thanks 🙂


  5. There is a strange shadow cast from a cap I added in, i'm pretty sure it's my config.cpp. It only seems to be present when there is only one character in the editor. It also throws various errors like the one below but with different endings after the '.'.

    Here are some screenshots: https://imgur.com/a/S3yC7UB

    Here is the section within config.cpp:

    	class Headgear_Base_F;
    	class Headgear_H_Cap;
    	class SAR_Cap: Headgear_H_Cap
        {
    		author = "baconbore";
            displayName = "Custom Cap";
            picture = "";
            model = "\A3\Characters_F\Common\capb";
            hiddenSelections[] = {"camo"};
            hiddenSelectionsTextures[] = {"\MyAddon\Data\cap_SAR.paa"};
            hiddenSelectionsMaterials[] = {"\A3\Characters_F\Common\data\capb.rvmat"};
            class ItemInfo: HeadgearItem
            {
                mass = 4;
                allowedSlots[] = {901,605};
                uniformModel = "\A3\Characters_F\Common\capb";
                modelSides[] = {3,1};
                hiddenSelections[] = {"camo"};
                armor = "0";
            };
        };
    	

    Any replies are appreciated.

    Cheers


  6. I copied the code from my working offroad texture, modified it for the quad and placed it directly below in cfgVehicles within the config.cpp. In Eden editor the bike shows in the spawn menu but spawns with a default texture. Any help is appreciated.

    	class C_Quadbike_01_F;
    	class Custom_Quadbike: C_Quadbike_01_F
        {
            crew = "Custom_crew_F";
            side = 1;
            scope = 2;
    		scopeCurator = 2;
    		vehicleClass = "Car";
            faction = "Custom_Faction";
            displayName = "Custom Quad Bike";
            hiddenSelections[] = {"camo"};
            hiddenSelectionsTextures[] = {"\MyAddon\Data\custom_quad_bike.paa"};
            class EventHandlers
            {
                init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];";
            };  
        };

    Cheers

     

    SOLVED: 'camo' in hiddenSelections should be 'camo1'


  7. 9 hours ago, HazJ said:

    Glad you figured it out! Suggestion(s):

    - Use params command

    https://community.bistudio.com/wiki/params

    - Make those variables local, no need for them to be global.

    
    params ["_casGroup", "_casPos", "_casSpawn"];
    
    _getIn = _casGroup addWaypoint [position player, 0];
    [_casGroup, 1] setWaypointType "GETIN NEAREST";

    From your last snippet. You don't need to pass _casPos and _casSpawn unless you are going to use them.

    Thanks for the help, _casPos and _casSpawn are used later in the script.


  8. I have got this code

    casGroup = _this select 0;
    casPos = _this select 1;
    casSpawn = _this select 2;
    
    _getIn = casGroup addWaypoint [position player, 0];
    [casGroup, 1] setWaypointType "GETIN NEAREST";

    when I fly a helicoper to the AI he won't get in, but with a boat it has. I have not tried with a car. (the heli was a hellenic mod one)

    what is wrong with the code that makes this happen, or is it the mod

    edit: with waypoints in the editor the AI happily get into the heli


  9. I have 3 variables for heli's sarheli0, sarheli1 and sarheli2 imported from the mission. how would I put them into the near objects so I can assign an AI to get in the heli in the trigger zone (script is triggered from another script)

    this is my code

    casGroup = _this select 0;
    casPos = _this select 1;
    casSpawn = _this select 2;
    sarheli = _this select 3;
    sarheli1 = _this select 4;
    sarheli2 = _this select 5;
    
    _heliTypeSearch = casPos nearObjects [['sarheli0','sarheli1','sarheli2'],40];
    _heliType = _heliTypeSearch select 0;
    casSpawn assignAsCargo _heliType;
    [casSpawn] orderGetIn true;

    Cheers.

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