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black_hawk_mw2_87

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Everything posted by black_hawk_mw2_87

  1. black_hawk_mw2_87

    Arma 3 Campaign

    Hello, community! I received a small example of a already done and created campaign. I wanted to test my skills and learn how to create one. I created 3 small test missions and followed all the steps needed to configure the files and names inside the campaign's folders. What I wanted to know was how to upload the campaign itself and publish it to STEAM for a test. I tried with the Arma 3 Tools Publisher, but the program requires .pbo files to be uploaded. What do I do in this case in order to publish it? Cheers! ๐Ÿ™‚
  2. black_hawk_mw2_87

    Arma 3 Campaign

    It did! ๐Ÿ™‚ Thank you!
  3. black_hawk_mw2_87

    Arma 3 Campaign

    I created the .pbo file using Addon Builder successfully. I created a folder named @Campaign_1, according to my campaign's name (just a test one for now, for personal use). I placed it inside the main Arma 3 folder. Inside I placed the second folder - addons and inside it - the .pbo file of my campaign. When I try to upload it using Publisher the path name is somehow not correct. It asked me for the addons folder - it's missing. Edited: When I try to upload ANY of the .pbo files just to check, the same message pops up in the line: Error: Missing addons folder.
  4. black_hawk_mw2_87

    Arma 3 Campaign

    I will test it now, dude, and then let you know if it worked for me. Thanks!
  5. black_hawk_mw2_87

    Arma 3 Campaign

    Thank you, I know all this, I have the files, folders, examples etc. I have created the missions and the campaign itself. I have reworked all example files I have according to my mission's needs. The question is how to upload it and publish it to the STEAM workshop? I understood it has to be with Arma 3 Tools - Publisher and I need to publish it somehow, as a mod or something like that. For that I'd need a .pbo file. It wouldn't let me upload it if that's not so. Do I need to create .pbo files, place it somewhere or anything like that and how? Cheers! ๐Ÿ™‚
  6. black_hawk_mw2_87

    Arma 3 Campaign

    I have separate missions because I followed the already existing example with the .cpp file etc. I want to have everything in one working campaign and not publish every single mission one after another. How do I do that? Do I need to somehow convert the mission's file into a .pbo file first? Do I need to use PBO Manager in this case?
  7. black_hawk_mw2_87

    [SP/MP] Old West - Wild West Map

    That sounds great! Are you going to release the mod after that? ๐Ÿ™‚ Keep up the great work! Cheers!
  8. Hello, community! I am creating a MP mission, but I want to use a script for saving my proffered loadout. For example, when I get killed, I need to spawn with the same gear. I did a little research last night and I found a script that works for me only. I haven't tested it with friends, but it doesn't work for bots. There it is: in init.sqf // Set Units current Loadout Fnc_Set_Loadout = { _unit = _this select 0; _unit setVariable ["Saved_Loadout",getUnitLoadout _unit]; }; // Get Units current Loadout Fnc_Get_Loadout = { _unit = _this select 0; _unit setUnitLoadout (_unit getVariable ["Saved_Loadout",[]]); }; in initPlayerLocal.sqf player addEventhandler ["Killed", {_this spawn Fnc_Set_Loadout}]; player addEventHandler ["Respawn", {_this spawn Fnc_Get_Loadout}]; Would it work for other players when they use the playable units or not? If not, what could be done? Thanks in advance and cheers!
  9. black_hawk_mw2_87

    Saving loadout in multiplayer

    I saw that. But all in all, it is your code in the .sqf file and it works. ๐Ÿ™‚
  10. black_hawk_mw2_87

    Saving loadout in multiplayer

    I did it and, just in case, I added that line for sqf activation in my init.sqf file, and IT WORKED. SO! LET US BE HELPFUL TO EVERYONE WHO'D USE THIS. 1. Create initPlayerLocal.sqf file and place it in mission's folder; 2. Put this code from above inside the file. 3. Add this line inside your init.sqf file. execVM"initPlayerLocal.sqf"; And we are all set! You start the mission WITHOUT current loadout. When you pick one from the arsenal, messages appear to notify the player that the current custom loadout is closed and saved. Even if you shoot and die, you'll get absolutely the same custom loadout. Voila! ๐Ÿ™‚
  11. black_hawk_mw2_87

    Saving loadout in multiplayer

    I placed this iniPlayerLocal file in the folder. But should I activate it anyway in my init.sqf file? ๐Ÿ™‚ Like this: execVM"initPlayerLocal.sqf";
  12. black_hawk_mw2_87

    Saving loadout in multiplayer

    OK, should I activate the initPlayerLocal.sqf ๏ปฟ file in my init.sqf file OR only add this one in my mission's folder?
  13. black_hawk_mw2_87

    Saving loadout in multiplayer

    I actually managed to get the custom loadout back AFTER respawn, BUT with the current ammo on death.
  14. black_hawk_mw2_87

    Saving loadout in multiplayer

    I have a script for a virtual arsenal that works in MP. I have saved several custom loadouts there. When I load any of them and respawn, I get the first loadout on mission's start. NOT the custom one I loaded from the arsenal. I want the custom one, and without ammo loses, if there are some while fighting.
  15. black_hawk_mw2_87

    Saving loadout in multiplayer

    Thanks a lot. I've already tried with this. And with several other possible ways. For example with initPlayerLocal.sqf. But all I get is the pre-dead inventory and loadout. I even managed to get the custom loadout I choose from the virtual arsenal AFTER death, BUT with the current amount of mags/ammo/grenades etc. before I got killed. What I want is to get the same custom loadout, BUT whit replenished ammo etc.
  16. black_hawk_mw2_87

    Saving loadout in multiplayer

    This is where I found the script:
  17. Hello, Igor. I commented on your main topic about the wild west project. I was thinking there was no other besides Dusty Roads, but I guess I've been wrong. I read everything here as well, but as I can see, the last comment is pretty old, so I'd like to ask if you're still working on this project and this map as well? Are they finished yet, are they WIP and perhaps you could say something about an eventual release date. I am really interested in your GREAT work and I appreciate all the will, patience and efforts that were necessary for this hard work to come true (at least for you for now). I guess I'm pretty excited for your mod and I can't wait to try it. ๐Ÿ™‚
  18. black_hawk_mw2_87

    [SP/MP] Old West - Wild West Map

    Hello there! Is this mod still WIP? Any release date you could probably share? I can't wait to see this project finally finished. It looks more than amazing. Great work! ๐Ÿ™‚
  19. It would work, but you need to change the text inside the terminal. Check carefully where task0 is pointed and change it to task1, task2 etc. Then change the text of the next task and create the next succeed task module as I told you before. It should be done the same way. Just point where your next task is without connecting the trigger with the condition from the previous task to the next one or it will be created, when the first one is done, and before you activate the next data terminal. If you do it, the task will be once more activated. Which is kind of... strange... ๐Ÿ˜„
  20. Well, the first code that I mentioned in my post, should be placed inside terminal's init field. When you open in, it will create a task that can be customized as description according to your mission's needs. When you accomplish the task, you can create a task module - succeeded, and connect it to the player with the appropriate condition in it in order to finish the task. This task should contain the same name and description. The better way is to use the second code, provided by BIS and put it into a trigger with the condition needed, and the other part, that should be activated, when the condition is activated, should be placed inside the other field - On Activation. In other words, when the task meets the requirements, the code will be activated and the task will be finished.
  21. Hello! Try this script. Put the data terminal in the editor first. When you interact with the object, a task will be automatically created. You can change the task's description in the script. Then you can finish the task by putting a trigger with the code from the last post as activation with a custom condition you choose.
  22. Hello, everyone. I need a script that gives a PC/tablet/laptop the ability to get used in game. I played such a campaign - Underdogs. I was able to switch on PC and the option was called the same way. The other options were: pull monitor cable from PC, Insert USB stick into PC etc. The task was to use the PC and download data using USB. After a minute or so I was able to "pull out" the USB stick and the task was completed. What can I do about this? I guess I have to use this addAction or something like it, which would show me the possible commands, but I also need the other following actions (scripts) for activation. And one more thing - when the PC was activated via the option, a screen building was shown on the display. Another one showed up after inserting the USB stick. So, this is somehow connected to: this setobjecttextureglobal [o, "..."] - which is used to put textures/pictures on a custom screen, that can be named and you can use the name instead of "this". Thanks in advance. Cheers.
  23. black_hawk_mw2_87

    Switch On PC - USB Stick

    OK, would you help me with the code? ๐Ÿ™‚
  24. All this information is great and the very last code worked for me perfectly. The previous one was not a success. I had to start all over again when the action was done. How can I add sfx sound to the action itself? ๐Ÿ™‚
  25. black_hawk_mw2_87

    Switch On PC - USB Stick

    I directly tried the code from the BIS site - in ini.sqf/ init of the PC and even in a trigger. Every attempt lead to errors.
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