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MrSplendid

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Everything posted by MrSplendid

  1. hello guys, im just trying to get the animated opening running for my mission. i understood the timeline sequences and im now trying to include my pictures in the timeframe. for some reason it does not work. debug says that the variables are not defined. i dont get where the problem is. this is what i do to call a simple timeframe with hints. example from the bis biki. //Timeline of events private _timeline = [ [0.0, {hint "Start of the Timeline"} ], [1.0, {hint "Event 1"} ], [3.0, {hint "End of the timeline"} ] ]; //Start the Animated Opening at index 0 //also start the "LeadTrack03_F_Tacops" audio track and sync the timeline to it [ _timeline, 0, "LeadTrack03_F_Tacops" ] spawn BIS_fnc_AnimatedOpening; //Wait until timeline is over waitUntil{!(missionNamespace getVariable "BIS_fnc_eventTimeline_playing");}; //End Intro and start mission endMission "END1"; and works flawless. now how do i show pictures in the timeline event ? shouldnt this show the pictures in the timeline also from the bis biki : private _timeline = [ [ 0, { [MODE_INIT,15,0,0] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; } ], [ 1.5, { [MODE_BLACKOUT,3,false] call bis_fnc_animatedScreen; } ], [ 8.2, { [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKOUT, 0.01, true] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C03_SLIDE1_ID_DUST, C03_SLIDE1_IMG_DUST, nil, nil, 1.3 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C03_SLIDE1_ID_OBSTACLE, C03_SLIDE1_IMG_OBSTACLE, [0.46,0.45], nil, 1.2 ] call bis_fnc_animatedScreen; } ], [ 12, {} ] ]; [ _timeline, 0, "LeadTrack03_F_Tacops" ] spawn BIS_fnc_AnimatedOpening; waitUntil{!(missionNamespace getVariable "BIS_fnc_eventTimeline_playing");}; //End Intro and start mission endMission "END1"; i understand that "Co3_Slide1_ID_Dust" is just the new created layer and i can use any variable for it and the secound, CO3_Slide1_IMG_Dust is the path to the image? frame is working but does not show pictures. only "not defined varibales for all the "MODE_Layer_Create" commands. Thanks in advance for help.
  2. i configured my only airport on the map in my config, its drawn on the map, but its not working. strange thing, there is also a secound runway without numbers on the left side on the map (very small) marked it on the map. https://ibb.co/bskcj0H https://pastebin.com/pPRPrBpV the secound runway is also not declared with a number on it. ai wont take off and wont land, tried "both" even the secound on is strange and shoudnt be there. i followed marksman´s tutorial, tried several times.
  3. Hey guys, i adjusted the colour in the IFF script from BIS and now i want do define and use the function with my new colour. I searched the BIKI and several tutorials, but still without a clue why my method isnt working. description.ext class CfgFunctions { class myTag { class myCategory { class fnc_IFF_HUD {file = "myfunctions\fnc_IFF_HUD.sqf";}; }; }; }; and of course i have the lightly adjusted script fnc_IFF_HUD.sqf in my mission. When i try to call it, nothing happens. [[soldier1]] call fnc_IFF_HUD; just changed the colour in the original BIS_fnc_EXP_camp_IFF function and want to define and use the function new. params [["_units", [], [[]]]]; if (!(isNil "BIS_fakeTexture")) exitWith {"IFF cannot be initialized more than once." call BIS_fnc_error; false}; // Global icon variables BIS_fakeTexture = [1,1,1,0] call BIS_fnc_colorRGBAtoTexture; BIS_iconColor = [255, 153, 0]; BIS_iconUnits = +_units; // Icon eventhandler addMissionEventHandler [ "Draw3D", { { private _unit = _x; private _showAlways = _unit getVariable ["BIS_iconAlways", false]; private _showIcon = _unit getVariable ["BIS_iconShow", false]; private _showName = _unit getVariable ["BIS_iconName", false]; // Determine if icon should be shown if (_showAlways || { _showIcon }) then { if (_showAlways || { vehicle player distance _unit < 300 }) then { // Calculate position private _pos = _unit selectionPosition "Spine3"; _pos = _unit modelToWorldVisual _pos; // Draw hex icon drawIcon3D [ "a3\ui_f\data\igui\cfg\cursors\select_ca.paa", BIS_iconColor + [0.15], _pos, 1, 1, 0 ]; if (_showAlways) then { // Draw arrow if icon goes out of the screen drawIcon3D [ BIS_fakeTexture, BIS_iconColor + [0.5], _pos, 1, 1, 0, "", 0, 0.03, "PuristaLight", "center", // Redundant font params, required to make the arrow work true ]; }; if ( // Icon is forced _showAlways || { // Name is allowed _showName && // Unit is highlighted { cursorTarget == vehicle _unit } } ) then { // Determine name private _name = switch (typeOf _unit) do { default {name _unit}; case "B_CTRG_soldier_M_medic_F" : {localize "STR_A3_B_CTRG_soldier_M_medic_F0"}; case "B_Soldier_TL_F" : {localize "STR_A3_ApexProtocol_identity_Riker"}; case "B_soldier_M_F" : {localize "STR_A3_ApexProtocol_identity_Grimm"}; case "B_soldier_AR_F" : {localize "STR_A3_ApexProtocol_identity_Salvo"}; case "B_soldier_LAT_F" : {localize "STR_A3_ApexProtocol_identity_Truck"}; case "B_Story_SF_Captain_F" : {localize "STR_A3_ApexProtocol_identity_Miller"}; }; // Draw name drawIcon3D [ BIS_fakeTexture, BIS_iconColor + [0.5], _pos, 1, -1.8, 0, _name, 0, 0.025 ]; }; }; }; } forEach BIS_iconUnits; } ]; // Display units { private _unit = _x; {if (isNil {_unit getVariable _x}) then {_unit setVariable [_x, true]}} forEach ["BIS_iconShow", "BIS_iconName"]; } forEach BIS_iconUnits; true Thanks for help in advance!
  4. Just tried TBH and im absolutly impressed with it ! Even in the Terrain section the community does such a splendid work. Take my money...
  5. Awesome work ! I didnt use XCAM anymore, because i couldnt place the Tanoa Vegetation. Is there a way to do this in XCAM or is there not yet a config written ?
  6. Hey guys, i currently purchased World Creator 2 for creating my terrain. Only problem i got is, that i dont know how to get the textures ( splatmaps) into the terrain builder. There is no import function for it ;-( do you guys know how its is possible to get it into TB. I hope it is overall. Have found nothing. Something like a converter or such. Thanks in advannce !
  7. MrSplendid

    Terrain Builder & Splat Maps

    thx im on it
  8. MrSplendid

    Arma 3 DLC - CONTACT

    I just realized that the terrain and the assets are free to use without owning the Contact DLC. After i refunded the DLC, because i was hoping for more alien stuff i bought it again. Great buisness model which i will support...! Thx for the great campaign and free stuff.
  9. MrSplendid

    Arma 3 DLC - CONTACT

    Just started the campaign and played to mission three, i was a bit overloaded with all the transmitter stuff, but it seems cool. also the island is pretty nice. One thing that really bugs me, - Contact DLC, marketing seems like there should be aliens in in the DLC. or did i just missunderstood the point of it ? pretty dissapointed about that right now.
  10. MrSplendid

    Cant get island & clutter to work

    Fixed the crash with the new roads, they were the problem! Now im getting an lzo compression error, whenever i place a building on the map and try to pack the island. in the binlog from mikeros tools, there are just the classnames. and pboproject cant pack. screenshot: https://ibb.co/0YJgCqc plants are working fine.
  11. Ive allready lost my mind getting my island with some clutter to work. In Bulldozer, everything works fine. I can see the island ingame in the menue, when it it loads, then the game just crashes. Tried different configs, now this is my latest. Packing the island with mikeros tools, strange warning since the last tries: "Warning, a quadtree is uncompressed"; https://ibb.co/CHv1Y7K config.cpp & cfgSurfaces
  12. MrSplendid

    Cant get island & clutter to work

    Thanks! I found that out on the hard way. Island is working now. Only thing is, when i get on the right corner of the map ingame, it lags, freezes and crashes. Maybe this has to do something with the roads? Il try config the roads proberbly and see if it will help. Yes, i was using PMC, but had problems with the lines that were not allready in the config, so i had to puzzle the config together.
  13. Got a stupid problem with bulldozer in Terrain Builder. I packed my island allready ingame and it works absolutly fine. Textures/SatImage shows in high resolution all the distance. When i want to edit it with the same high resoltion in Bulldozer, there is just a circle around me with high details, rest is blurred out. I tired to insert settings in the bulldozer.cfg allready, since the menue is nearly unusable, but it didnt work. Is there no way to archive the details i have ingame also in the bulldozer in Tb? https://ibb.co/hmdQXtf https://ibb.co/DLJVstg
  14. MrSplendid

    X-Cam 1.0 for Arma 3 released

    I cannot get the Tanoa objects in XCAM. Do need a config file for XCAM or how can i make it work. Thanks in advance.
  15. What i want do to is creating a conversation system in a cutscene. Is it possible to choose a action in the action menue, via mousewheel via the created "addaction" in a cutscene while the camera is running ? thx in advance!
  16. MrSplendid

    How to use ModuleCAS_F

    this script does not work anymore, anybody a clue why? no errors, no air support....
  17. MrSplendid

    Define and call Function

    working now...Thanks very much. Seems like it was an error in the ext config.
  18. MrSplendid

    Define and call Function

    calling it like that: [[soldier1]] call myTag_fnc_IFF_HUD; also does not show me the function in the watch field and does nothing
  19. MrSplendid

    Define and call Function

    Ok...^^ So i got the description.ext where i defined the class like that now. class CfgFunctions { class myTag { class myCategory { class IFF_HUD {file = "myfunctions\fnc_IFF_HUD.sqf";}; }; }; };  Then i got the fnc_IFF_HUD.sqf file in my\functions\fnc_IFF_HUD.sqf This should be enought?`because i cant call the function via: [[soldier1]] call fnc_IFF_HUD;
  20. MrSplendid

    Define and call Function

    class CfgFunctions { class myTag { class fnc_IFF_HUD { class fnc_IFF_HUD {file} = "myfunctions\fnc_IFF_HUD.sqf"; }; }; }; I tried many ways. No success. A sample with a path to the sqf and calling the funcion would be very much appreciated!
  21. MrSplendid

    Define and call Function

    nope. not defined i think background is red. rpt says Warning Message: Script myfunctions\fn_IFF_HUD.sqf not found
  22. MrSplendid

    Define and call Function

    i think i missed the missionConfig File part. might you give a example how it looks?
  23. MrSplendid

    Define and call Function

    No problem. Did that. Nothing happens.
  24. MrSplendid

    Define and call Function

    yea i got it from the functions viewer, but i changed the colour in it, so i have to define it new. Still no success with [[sf1, sf2, sf3,sf4,sf5,sf6]] call myTag_fn_IFF_HUD compiled the function in the init.sqf too. compile "myfunctions\myTag_fn_IFF_HUD.sqf";
  25. MrSplendid

    Define and call Function

    Oh okay. I called the function via [[sf1, sf2, sf3,sf4,sf5,sf6]] call myTag_fnc_IFF_HUD ; n now. But nothing. Did i still miss something?
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