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marki980908

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Everything posted by marki980908

  1. marki980908

    Object Not found, sample helicopter

    Thanks it helped. I am still terrible at it, but its progress
  2. I have been looking around and looks like most topics like that ask about markers being attached to units. However I want to just simply move the map (regular one) to different location Why?: Because I got a script which spawns a monster within 300m of the marker placement location. And I want to be able to move that marker away to different location so the monster could spawn in different place. (I dont want to use multiples instances of the same script running). How it works it spawn on a marker named {whatever} so I need to move it somewhere else.
  3. marki980908

    Object Not found, sample helicopter

    Okay I am having another problem, this time it is exactly the same error but in regards of Main_Rotor_F.p3d, the problem is that in config.cpp main rotor location isnt refined in the first place
  4. marki980908

    Object Not found, sample helicopter

    I figured it out it was a very simple mistake, I left "/" in front of the path and thats why it fucked it up
  5. marki980908

    Help with helicopter modding [SOLVED]

    Sorry for reviving an old post, but I am having some issues and I am using the same video as tutorial, however I am having problems, and looking for help.
  6. Hey I have a question, is it possible to spawn an object via script with init function already inside of it? What I mean is this: This will spawn me a electrical switch. And this if placed inside the init: Would make that switch work if placed in eden in objects init What I would do I would just put it in init in eden and start the mission, but in this situation I need to do it in zeus. Is there a way to spawn in and apply init with a single code?
  7. marki980908

    Model exportation

    Problem: I have exported my model to p3d, but when I open it in object builder, it is not there. What I assume happened is that I need to enable it in blender. According to tutorial I watched, I need to checkmark this option (shown in the picture), however I either cant find it or it is not there. Any idea whats up?
  8. marki980908

    UTH-66 help needed

    I am currently making a UTH-66 for ArmA III. However I am having some issues with some general things in regards of "config.cpp" and exporting. Is there anyone there who would be interested in assiting me and maybe even giving me some pointers on questions I have? Progress: I have decent understanding how memory points work, how to make stuff rotate like rotors, etc, but there are things I am missing in between.
  9. I would like to do this array objArr = ["_object0","_object1","_object2"]; {_X enableSimulation false;} forEach objArr; at the end of a code which is used to spawn shit load of objects. Is there a way to make this array go from _object0 to _object99 for example, without typing out every single one of them? if not, is there any other way to solve this issue? Situation: I have an sqf code from Zeus Enhanced to spawn shit load of objects, I want to add a code at the end of it to make them all have disabled simulations.
  10. Thank you for your answer, I will look into it, sounds it could be less resource intensive
  11. I got a generic expression error, let me showcase the situation _object0 = createVehicle ["B_Heli_Transport_03_unarmed_F", [0, 0, 0], [], 0, "CAN_COLLIDE"]; _object0 setVectorDirAndUp [[0.000118554,0.999834,0.0181859],[-1.05015e-005,-0.0181859,0.999834]]; _object0 setPosASL [6223.83,6934.69,45.3438]; [_object0, ["Black",1], [], true] call BIS_fnc_initVehicle; {_object0 removeMagazineTurret (_x select [0, 2])} forEach magazinesAllTurrets _object0; {_object0 addMagazineTurret _x} forEach [["168Rnd_CMFlare_Chaff_Magazine",[-1],168]]; _object1 = createVehicle ["B_Heli_Transport_03_unarmed_F", [0, 0, 0], [], 0, "CAN_COLLIDE"]; _object1 setVectorDirAndUp [[-0.000188412,0.999817,0.0191205],[1.06743e-005,-0.0191205,0.999817]]; _object1 setPosASL [6203.69,6936.69,45.3438]; [_object1, ["Black",1], [], true] call BIS_fnc_initVehicle; {_object1 removeMagazineTurret (_x select [0, 2])} forEach magazinesAllTurrets _object1; {_object1 addMagazineTurret _x} forEach [["168Rnd_CMFlare_Chaff_Magazine",[-1],168]]; This is the code created by a mod called "Zeus Enhanced". This code saved 2 helicopters ~10 meters above the ground. When I will spawn them in, I need them to have their simulations disabled. As you can see, the mod names all the objects _object# in increasing numerical order. For this example I could place 2 codes which would disable sims behind each object in this situation, but however if I will save huge number of objects, that thing, wont be practical anymore. For some reason even manual solution like: _object0 = createVehicle ["B_Heli_Light_01_F", [0, 0, 0], [], 0, "CAN_COLLIDE"]; _object0 setVectorDirAndUp [[-1.54855e-005,0.999999,0.00154038],[-1.99978e-007,-0.00154038,0.999999]]; _object0 setPosASL [6197.96,6936.02,51.7186]; [_object0, [], ["AddTread",1,"AddTread_Short",0], true] call BIS_fnc_initVehicle; {_object0 removeMagazineTurret (_x select [0, 2])} forEach magazinesAllTurrets _object0; {_object0 addMagazineTurret _x} forEach []; _object1 = createVehicle ["B_Heli_Light_01_F", [0, 0, 0], [], 0, "CAN_COLLIDE"]; _object1 setVectorDirAndUp [[-1.5478e-005,0.999999,0.00154037],[-2.4903e-007,-0.00154037,0.999999]]; _object1 setPosASL [6223.71,6933.9,51.7186]; [_object1, [], ["AddTread",1,"AddTread_Short",0], true] call BIS_fnc_initVehicle; {_object1 removeMagazineTurret (_x select [0, 2])} forEach magazinesAllTurrets _object1; {_object1 addMagazineTurret _x} forEach []; _objArr = ["_object0","_object1"]; {_X enableSimulation false;} forEach _objArr; For some reason doesnt work, I am getting generic error even with this
  12. marki980908

    The Fictional MX Rifle series, why?

    Slammer is literally Isrealy MBT since 30 years ago, and blackfoot in real life was flown in 1996, like its "FuTuRisTic", if by futuristic they mean 30 years out of date. And people I dont understand how people could not comprehend an idea that a weapon platform can change in 20 years. Germans change their weapons every 10 or so. They had G3, changed to G36, now they use HKs.
  13. marki980908

    The Fictional MX Rifle series, why?

    People here complaining about how unrealistic 6.5 is and how US army wouldnt change, when here in reality US army is literally changing to 6.8mm cartrige in a few years with new weapons rolling out on contract
  14. Question is there a way to retexture AI soldier different color. For example I want to do a horror op and I would like them being chased by monsters or ghosts. Is there a way to replace entire soldiers skin texture with lets say "black.jpg" What comes to my mind are those vr entities, maybe something with those?
  15. marki980908

    Tier 1 Gear Pack

    Is there a way to ask for permission to repack this mod for private use, on a private server for a private arma 3 group where it will not be publicly published, just privately used within the unit in question?
  16. marki980908

    Optical Camouflage material research

    Than you for your reply. And I am sorry for not noticing Whitefame managed to actually solve that problem is a way, which I have failed in, using _ca textures. However I might be blind, but do you have a code for your alternative invisibility method?
  17. marki980908

    RVMAT files

    Thanks! Anyway, I still used the first one and this is what I got: The most right one will be from the code right here: It looks pretty good, however I would like it to be more transparent, right now it stays kinda grey-ish even on altis map, and is only a tiny bit transparent, any idea which parameters to modify? I assume it will be those at the very top? ambient ->to->VortexShadersID? Also a person that got the best result, in previous topic, said this: "I found a very simple solution to the first method...the original texture for the vehicle/object must end with _ca, it seems like the alpha is only added with the orginal texture..and works great with moving vehicles." I dont know if it helps.
  18. marki980908

    RVMAT files

    I am trying to make an active camo script. Topic 3 years ago discussed that using this: would allow players to achieve that (semi transparent vehicles etc, What I did, I took a random rvmat file from the game, copied it, unbinarised it into .cpp and replaced most of it with the script above. However when I try to replace some texture with new RVMAT file, game just crashes. Any idea what is wrong? PS. finished version should look something like this: https://gyazo.com/1cf752018440e580a91a42c683f1cf6c Or this: https://gyazo.com/69e19eb9a720b3acf19bb1734758d951 Edit: One of the first comments said this, maybe it will help "I found a very simple solution to the first method...the original texture for the vehicle/object must end with _ca, it seems like the alpha is only added with the orginal texture..and works great with moving vehicles."
  19. marki980908

    RVMAT files

    Well the thing is that the first topic is 3-4 years old, and noone replies to it anymore, so good luck finding answer there, and the previous post in made by me, which to be honest...we both know noone will reply to. RVMAT description of topic is more accurate. Command I tried to execute: _this setObjectMaterialGlobal [0, "opticalcamo.rvmat"]; This is the error messege (immediate crash to desktop): This is the link to the file --------------------------------------- Link to crash report
  20. marki980908

    Optical Camouflage material research

    I kinda got it to work, however the vehicle is grey, has refraction on it, but is barely transparent, which values do I need to modify for it, or is it something to do with original vehicle textures?
  21. You dont have to spawn it while in mission, I mean you can use archilles just to obtain the code, than you can put it in a trigger in eden
  22. This script makes a plane go to 0km/h in an instant This script should do the same thing, but add a bunch of Effects to make it look cooler and stuff, but it doesnt work for some reason... This is the script that adds effects: It works perfectly as a stand alone thing, however when I put it into addaction, it gives me error saying this: Any idea whats wrong? Why cant I execute it? I assume it might be too long or smth and I might need to group those scripts together and name them? (making sqf is not an option)
  23. marki980908

    Name a script group

    Thats it worked nicely
  24. My point is that the method I described auto generates a script, and all you need to do is paste it in and it auto spawns everything, it already has spawn "this" commands prewritten. I personally use archilles, so its easy for me and fast. I usually save the code in notepad file to use it later if I want to.
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