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marki980908

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Posts posted by marki980908


  1. One of my mission ideas is to make it inside of a space station, however I would love to simulate gravity if thats the case. One of my ideas was forcing units to move in slow motion. Shitty way to do it is: 

    player forceWalk true;

    However is there a way to make regular animations be in slow motion? For example running, jogging etc? I know you can with AI, can you with players?


  2. I am looking for a script to lock manual vectoring of VTOL to its downward state.

    Situation: In FireWills Aircraft mod, whenever AV-8B Harrier engines reach the lowest point while the aircraft is on the ground, they automatically go back up. (I assume it is made so we couldnt do vertical take off with it)
    I want to prevent that from happening. Is there a script which would turn engines to bottom position and lock it?


  3. 28 minutes ago, pierremgi said:

    It seems you need to make your own model on BI basis (and under license) ... which is a huge work.

    If there is no hidden selection/selection..., if I'm right, you can't set a texture on it with setObjectTexture

    The paa files can be found in arma3\jets\addons\boat_f_destroyer.pbo

     

    I just checked the pbo, those are basically model files right.
    So basically I cant set it with scripts, damn.

    Kinda dissapointing.
    One last thing, I will try checking config of the object itself if I can in eden, maybe I will find any clues there


  4. On 3/29/2021 at 2:46 AM, pierremgi said:

    The Liberty is a "specific" multi-part object:

    configfile >> "CfgVehicles" >> "Land_Destroyer_01_base_F" >> "multiStructureParts" :

    multiStructureParts[] = {["Land_Destroyer_01_hull_01_F","pos_hull_1"],["Land_Destroyer_01_hull_02_F","pos_hull_2"],["Land_Destroyer_01_hull_03_F","pos_hull_3"],["Land_Destroyer_01_hull_04_F","pos_hull_4"],["Land_Destroyer_01_hull_05_F","pos_hull_5"],["Land_Destroyer_01_interior_02_F","pos_hull_2"],["Land_Destroyer_01_interior_03_F","pos_hull_3"],["Land_Destroyer_01_interior_04_F","pos_hull_4"],["Land_HelipadEmpty_F","pos_heliPad"],["ShipFlag_US_F","pos_Flag"]};

     

    So, you will not find a paa texture for the destroyer itself, but probably rather for these parts. (Not hidden textures but the model texture you need to remake).

    I didn't dig deeper into the Arma files. I'm not sure you can easily apply an hexa CSAT look on the hull parts. It's probably a solution anyway.

    I did that, customizing an helo for Gendarmerie, creating my own paa (added in root directory for better SP/MP path reading), then applying in game by setObjectTexture (global or not, depending on your scenario)

     

    20160719151915_1.jpg

     

     

    I know. I used _this setObjectTextureGlobal [0, "#(argb,8,8,3)color(0.25,0.25,0.25,0.3)"]; --though-- _this setObjectTextureGlobal [11, "#(argb,8,8,3)color(0.25,0.25,0.25,0.3)"]; On some parts of the ship, but all it did was change the name from the back of destroyer when applied on the back part, and removed hull number when applied to the front part. I only tried 0-11 slots because I assumed if nothing changed within 10 slots, than probably something is off anyway. I know how to retexture vehicles I have make a german version of mohawk. But this confuses me a bit. Because if the texture is not in a slot where is it?


  5. 22 hours ago, JohnKalo said:

    When you douple click on it in the editor I believe there is a path that leads to the ship's .paa texture. You should be able to locate that change it and call it from your path. If the location of the .paa file is not there right click on the ship and config viewer. The path should be there. But don't change the .paa vanilla texture. Add yours in the mission file and call it from there.

     

    In order to have the texture accesible you should have Arma 3 Tools, the .pbo extracted and the P drive mounted. It is not simple if you have not tried it before. 

    Double clicking it only gives options to change flag texture and name texture. I am looking to change the texture of the entire ship. I know how to retexture stuff but I need to know if there is a way for this one, because "this setObjectTextureGlobal" doesnt seem to work it, unless the color slot is off (I tried 1-10, first 3 would erase the ship number, or name)


  6. Anyone got any ideas how to make a makeship space rocket (spaceX style)?
    I am planning on making a mission where you have to stop the missile launch. I am planning on building it out of towers, grain storage buildings etc. It doesnt have to be realistic, just to have basic shape of a space rocket to look "convincable" from 500m away at night. Any ideas? All the configurations I tried look like trash.


  7. 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.


  8. 15 hours ago, Jackal326 said:

    Check.

     

    Also, make sure that is the correct path. Hopefully you're not just PBO'ing 'samples_f'...

    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


  9. 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:

     

    Spoiler
    
    _object97 = createVehicle ["Land_TransferSwitch_01_F", [0, 0, 0], [], 0, "CAN_COLLIDE"];
    _object97 setVectorDirAndUp [[-0.163148,-0.986602,0],[0,0,1]];
    _object97 setPosASL [8960.75,12123,37.9628];

     

    This will spawn me a electrical switch.
    And this if placed inside the init:
     

    Spoiler
    
    DistanceToReach = 300; 
    this addAction 
    [   
        "Turn Off",   
        {   
            params ["_target", "_caller", "_actionId", "_arguments"];   
     { 
       private _ticket = format ["LSS%1", _forEachIndex]; 
      [_x, "OFF"] remoteExec ["switchLight", 0, _ticket];   
     } forEach nearestObjects [_caller, [], DistanceToReach]; 
      _target animateSource ["switchposition",1];   
      _target animateSource ["light",0];   
      _target setDamage 1;   
        },   
        [],   
        1.5,   
        true,   
        true,   
        "",   
        "alive _target",   
        3,   
        false,   
        "",   
        ""   
    ]; 
      
    this addAction   
    [   
        "Turn On",   
        {   
            params ["_target", "_caller", "_actionId", "_arguments"];   
     { 
        private _ticket = format ["LSS%1", _forEachIndex]; 
        [_x, "On"] remoteExec ["switchLight", 0, _ticket];   
     } forEach nearestObjects [_caller, [], DistanceToReach]; 
      _target animateSource ["switchposition",-1];   
      _target animateSource ["light",1];   
      _target setDamage 0;   
        },   
        [],   
        1.5,   
        true,   
        true,   
        "",   
        "!alive _target",   
        3,   
        false,   
        "",   
        ""   
    ];

     

    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?


  10. 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.

    Spoiler

    ggggg.jpg

    Any idea whats up?


  11. 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: 

    Spoiler

    uht66.jpg

    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.


  12. 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


  13. 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.

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