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felipechapmanfromm

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Everything 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: How do I prevent this from happening? 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 know this is very very late, but posting for the benefit of others trying to find the answer (I was one of them!) The fix to this issue is to use: _unit setVariable ["ace_medical_ai_lastFired", 9999999]; //Disable AI to self healing This will prevent _unit from healing 😉
  4. felipechapmanfromm

    help prevent civilans healing with ACE3

    Sorry about that, disabling medic AI worked, thanks! Is there any way to do this on a unit to unit basis? Cheers
  5. 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
  6. felipechapmanfromm

    Strange shadow from custom cap

    Seems like I have fixed the shadow issue. I just removed this line: hiddenSelectionsMaterials[] = {"\A3\Characters_F\Common\data\capb.rvmat"}; I get this error when I add the cap in the editor, any insight into this? Cheers
  7. 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
  8. felipechapmanfromm

    Strange shadow from custom cap

    Thanks for your input anyway 😉 Im not sure if this helps but it seem that you can actually see it through grass and walls. https://imgur.com/a/pXHw6Lz
  9. felipechapmanfromm

    Strange shadow from custom cap

    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 🙂
  10. 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'
  11. Thanks, I will try that when I get in. Cheers
  12. I have tried using GETIN NEAREST in a waypoint, but I had problems with it. This is my code atm nObj = nearestObject[casPos, ['sarheli0','sarheli1','sarheli2']]; casSpawn assignAsCargo nObj; [casSpawn] orderGetIn true; I know this code is wrong, also in the type for nearestobject can I put global variables into it
  13. Hi, the heli is a helenic eurocopter, it has passenger seats, I am trying to get the AI to get in passenger seat, as I said before it works with moveInCargo, but there is no animation. Cheers!
  14. Hi there again, Your code works but when I do casSpawn assignAsCargo _veh; [casSpawn] orderGetIn true; The AI move in front of the Heli and does not get in, so I used moveInCargo, That works but there is not animation, How do I use assignAsCargo properly / get it to work. Cheers.
  15. Thanks for the responses guys, I will test them now!
  16. So I have modified my code but now how have an undiffined variable in expression _veh, when it is defined _nObj = nearestObjects[casPos, ["sarheli0","sarheli1","sarheli2"],100]; _veh = _nObj select 0; casSpawn assignAsCargo _veh; [casSpawn] orderGetIn true; hint _veh; heres my code. Thanks
  17. Thanks I will try that
  18. 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
  19. 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.
  20. felipechapmanfromm

    how do I use nearObjects

    how do you mean by reveal Edit: found it, could I use {casSpawn reveal _x} forEach allUnits; to reveal everyone to the ai?
  21. felipechapmanfromm

    how do I use nearObjects

    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 ps. with waypoints in the editor the AI happily get into the heli
  22. felipechapmanfromm

    how do I use nearObjects

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

    how do I use nearObjects

    I solved it with casGroup = _this select 0; casPos = _this select 1; casSpawn = _this select 2; _getIn = casGroup addWaypoint [position player, 0]; [casGroup, 1] setWaypointType "GETIN NEAREST";
  24. felipechapmanfromm

    how do I use nearObjects

    I have changed it, can u help me
  25. felipechapmanfromm

    ExecVM from triggers

    Thanks for all the help, i have solved it now
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