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marki980908

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Everything posted by marki980908

  1. Download (in steam workshop) archilles. Go to your mission, start it in editor. Go to zeus, developement tools, and "copy mission sqf" Place it next to buildings you want to save (make sure you add all those objects to zeus first by zeus -> add objects while in zeus) fill in all the parameters and press "ok" Than you will see a huge line of code, copy it and pasting it into a script will spawn those buildings for you.
  2. I have 2 codes this addAction ["<t color='#FF0000'>Gravity Break","_veh = _this #0; _veh setvelocity [0 * (sin (getdir _veh )), 0 * (cos (getdir _veh )), 0]", [], 7, true, true, "", "_this == driver _target"];  this addAction ["<t color='#FFF800'>Gravity Boost","_veh = _this #0; _veh setvelocity [140 * (sin (getdir _veh )), 140 * (cos (getdir _veh )), 0]", [], 7, true, true, "", "_this == driver _target"];  First one makes the vehicle stop immediatly, other makes it go 500km/h immediatly. What I want to do is to attach effects to the vehicle, so for example once it stops (I activate "gravity break") maybe distortion effect, or electricity effect, or both, or shock wave effect would be attached to a vehicle, but would dissapear after like a second. I will probably add playSound3d of an explosion aswell or sonic boom. My question is, can someone help me with that, I am not really sure how effects or particle effects work in arma, I heard it is janky
  3. spark4 = "#particlesource" createVehicle (getpos _this); spark4 setParticleRandom [0, [0.25, 0.25, 0], [5, 5, 5], 0, 0.1, [0, 0, 0, 0.1], 0, 0]; spark4 setParticleParams [["\A3\data_f\proxies\muzzle_flash\mf_sparks_01.p3d", 1, 0, 1], "", "SpaceObject", 1, 2, [0, 0, 0], [0, 0, 0.75], 13, 10, 7.9, 0.075, [2, 0.5], [[1, 1, 1, 1], [1, 1, 1, 1], [0.5, 0.5, 0.5, 0]], [0.08], 1, 0, "", "", _this]; spark4 setDropInterval 0.002; spark4 = "#particlesource" createVehicle (getpos _this); spark4 setParticleRandom [0, [0.25, 0.25, 0], [5, 5, 5], 0, 0.1, [0, 0, 0, 0.1], 0, 0]; spark4 setParticleParams [["\A3\data_f\proxies\muzzle_flash\mf_sparks_02.p3d", 1, 0, 1], "", "SpaceObject", 1, 2, [0, 0, 0], [0, 0, 0.75], 13, 10, 7.9, 0.075, [2, 0.5], [[1, 1, 1, 1], [1, 1, 1, 1], [0.5, 0.5, 0.5, 0]], [0.08], 1, 0, "", "", _this]; spark4 setDropInterval 0.002; How to make them blue?
  4. Okay I am having some problems, and it didn't help that my arma decided to stop showing me script errors when those happen. _OBJ = GameLogicOne; _PS = "#particlesource" createVehicleLocal getpos _OBJ; _PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0]; _PS setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [6, 6], [[1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]], [1], 1, 0, "", "", _OBJ]; _PS setDropInterval 3.0; That doesnt work, I browsed other people mods and config files and found a few effects that might be of kinda interest like: "\A3\data_f\proxies\muzzle_flash\mf_sparks_01.p3d" "\A3\data_f\ParticleEffects\Universal\Refract.p3d" "\A3\data_f\blesk1" I am really not sure what I am doing wrong EDIT: I found a way to add distortion effect, and sparks..kinda....but for some reason it doesnt let me change their color
  5. marki980908

    Optical Camouflage material research

    I am sorry for being dumb, but I am currently a bit confused on how to get this work, could anyone let me how to get this to work? When I saw it I thought it was code I could put in for example; vehicles init, but that doesnt seem to be the case
  6. Thanks I will look into it
  7. Cant auto generate those lines using archilles "create mission sqf" command?
  8. I am having problems with these 2 scripts _this addAction ["<t color='#FFF800'>Gravity Boost","_this setvelocity [140 * (sin (getdir _this )), 140 * (cos (getdir _this )), 0]", [], 7, true, true, "", "_this == driver _target"]; and _this addAction ["<t color='#FF0000'>Greavity break","_this setvelocity [0 * (sin (getdir _this )), 0 * (cos (getdir _this )), 0]", [], 7, true, true, "", "_this == driver _target"]; This script should give a scroll action to vehicle driver to either make vehicle go 500km/h or 0 km/h instantly. However I am getting an error saying that "getdir: got array expected object" I am executing this inside vehicle init
  9. marki980908

    Speed Boost . Speed break

    Thanks it worked
  10. Hello, I am curious, is there a way I can stop looping script using text chat? For example: Script like: if (!isServer) exitWith {}; [] spawn { while{true} do { this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.9,0.1,0.9,0.3)"]; sleep 1; this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.9,0.1,0.1,0.3)"]; sleep 1; this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.1,0.9,0.1,0.3)"]; sleep 1; this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.5,0.1,0.5,0.5)"]; sleep 1; this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.1,0.1,0.9,0.3)"]; sleep 1; this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.1,0.5,0.5,0.5)"]; sleep 1; this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.9,0.9,0.1,0.6)"]; sleep 1; }; }; Would it be possible to for example type in chat smth like "terminate script" and it would stop looping, or well, stop in general?
  11. marki980908

    Active Camo

    Hmm, problem is that I dont have access to initPlayerLocal.sqf and I usually run code like: this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.25,0.25,0.25,0.3)"]; this setObjectTextureGlobal [1, "#(argb,8,8,3)color(0.25,0.25,0.25,0.3)"]; this setObjectTextureGlobal [2, "#(argb,8,8,3)color(0.25,0.25,0.25,0.3)"]; on the server to paint vehicles black, no problem, even tho its global Is there a way to make camera event global aswell?
  12. marki980908

    Active Camo

    I would like to revive a discusson from armaholic from 6 years ago pipCam = "camera" camCreate getPos tank; pipCam camSetTarget tank; pipCam camSetFov 0.25; pipCam cameraEffect ["INTERNAL", "BACK", "rendertarget0"]; pipCam attachTo [tank, [0,0,15]]; pipCam camCommit 0; tank setObjectTextureGlobal [0, "#(argb,512,512,1)r2t(rendertarget0,1.0)­"]; tank setObjectTextureGlobal [1, "#(argb,512,512,1)r2t(rendertarget0,1.0)­"]; tank setObjectTextureGlobal [2, "#(argb,512,512,1)r2t(rendertarget0,1.0)­"]; This code basically spawn a camera above "tank" and replace "tank" texture with it creating active camo effect. But I am having problems with it: 1. Every time I enter Zeus, it turns black 2. How do I turn it off regularly? Anyone able to help?
  13. marki980908

    Active Camo

    Your script works lovely.....in sp but not in mp for some reason EDIT: I mean that it doesnt even display "camo" in the first place. I dont know if its my code or yours. I will check
  14. Hello, I am trying to make fast roping possible on a RHS MI-24. But so far I am having no luck. What I found so far was this: and Anyway, none of them seem to work for me Anyone have any idea how to make ACE or FRIES work for any vehicle in the game? Or to be more specific, MI-24G and MI-24P from RHS
  15. marki980908

    Active Camo

    I dont really understand what you are saying, because I was driving around in the vehicle and image kept updating all the time. The only problem I am encountering is that it turns black once I enter zeus
  16. I have this code from another old ARMA 3 topic. It is well and all, but what I am looking for simply is: you addaction "interact" to a civilian, and than civilian will randomly reply with one of the few prewritten lines. I tried to change code above to something like this: But it doesnt seem to work, also I would like this code to apply only to unit in whos init box I put the code in, not to all civilians. And I would like to be able to pre-write like 20 different lines AI could say Can anyone help? EDIT: Long story short I need a script, which would work like this: you approach curtain AI, scroll wheel, select "interact", and it will reply to you in chat with 1 out of X number of prewritten responses. EDIT: Found the answer!
  17. marki980908

    Fast Roping for any helicopter

    Fair enough, is there a way to manually define origin points. I was under the impressions I could do that manually using x y z axis
  18. marki980908

    Default paa's

    I want to replace laptop screens etc with pictures. But I am not interested in custom pictures(like all tutorials online tell you), I would be alright using the default ingame ones. Does anyone know any paths to any default images in arma 3? I would be using SetObjectTexture command. Server I play on prefers using zeus for everything instead of eden, and we have achilles aswell. So I would have no problem just executing commands on the go to replace textures.
  19. I don't know if you take suggestions, or you find them annoying, but still. Have you ever considered making a version of Yak-141? It was a soviet VTOL Jet fighter. The reason for my suggestion is that we have a lack of OPFOR (russian or csat or whatever) VTOL aircraft in Arma 3 modding in general. Workshop has dozens on F-35 and Harrier mods, but that is about it. There are a few blueprints online of this aircraft and a few "modern" reimaginings of it. I am just thinking of a usage for people who want to do carrier ops, but don't want to play for BLUFOR faction. Maybe even make it USS freedom catapult capatable. Modernised version: Real Life version:
  20. marki980908

    Default paa's

    I went though it again and I found some sqf's called "texture finder" and it looks like that 3den manually searches for textures everytime, it does not hold them. But still thanks
  21. marki980908

    Default paa's

    Thanks for suggestion, but maybe I am blind, but I cant find any paths in 3den Enchanced. And config file in PBO doesnt contain them. Unless I am looking at it wrong somehow.
  22. marki980908

    Default paa's

    Thank you, I am however interested if anyone has a list of such files, after all I dont believe I am the only one who asked that question since 2013. Or just maybe someone knows just some other default paa image paths
  23. marki980908

    Small Insignia mod

    Hello, I would like to make my own custom small insignia mod, however I am not really sure how to. Obviously I have though about ripping off other people mods of simular nature and just replacing textures, but I would like to learn it myself, etc. Is there anyone who would be able to direct me to a tutorial or help me with the project?
  24. marki980908

    Small Insignia mod

    Understood, I have sent you a friend request Marki980908#1989
  25. marki980908

    Small Insignia mod

    Ye, I would actually be very interested. I am no stranger to making insignia itself aswell as converting. I am just confused by the format. I mean like, which files tell the game which information. I looked at other people work, to figure out a template, but I am still not sure what defines names etc of each insignia and what not. Is there a way to contact you?
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