LoOni3r
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character location name tanmoa
LoOni3r replied to LoOni3r's topic in ARMA 3 - MISSION EDITING & SCRIPTING
sometimes i miss good old php ... I created a function. Works well so far. FNC_PUBLIC_CHANGE_CHARACTER = { params ["_string"]; switch (true) do { case ("'" in _string): { private _cleanedArr = []; { if (_x isEqualTo 39) then { } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("é" in _string): { private _cleanedArr = []; { if (_x isEqualTo 233) then { _cleanedArr pushBack 101; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("ä" in _string): { private _cleanedArr = []; { if (_x isEqualTo 228) then { _cleanedArr pushBack 79; _cleanedArr pushBack 101; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("Ä" in _string): { private _cleanedArr = []; { if (_x isEqualTo 196) then { _cleanedArr pushBack 65; _cleanedArr pushBack 69; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("ö" in _string): { private _cleanedArr = []; { if (_x isEqualTo 246) then { _cleanedArr pushBack 111; _cleanedArr pushBack 101; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("Ö" in _string): { private _cleanedArr = []; { if (_x isEqualTo 214) then { _cleanedArr pushBack 79; _cleanedArr pushBack 69; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("ü" in _string): { private _cleanedArr = []; { if (_x isEqualTo 252) then { _cleanedArr pushBack 171; _cleanedArr pushBack 101; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; case ("Ü" in _string): { private _cleanedArr = []; { if (_x isEqualTo 220) then { _cleanedArr pushBack 85; _cleanedArr pushBack 69; } else { _cleanedArr pushBack _x; }; }forEach toArray _string; _string = toString _cleanedArr; }; }; _string }; -
character location name tanmoa
LoOni3r replied to LoOni3r's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you very much, that first helped me. are these DIK KeyCodes? how did you find out what is 233 and 101? eidt:\\ Roger that. ToArray converts to numbers. -
Hello everyone, i work a lot with the names of the locations, for example Oua-Oué. I use a file based "database". When creating file names with é will that é replaced by é. this is because the API between arma 3 and c ++ is too old to convert utf8 Now i want é replace by e with splitString. splitString give me 2x ""instead of é out. So I cannot replace it before handing it over to the database _locnamearr = _locname splitString ""; private _letter = ""; { systemchat _x; }forEach _locnamearr; is there any other way to replace the é in e? Many Thanks. - greetings
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LoOni3r started following Adding nightvision to vanilla scope
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Adding nightvision to vanilla scope
LoOni3r replied to Tittoffer's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
could someone solve the problem? I would also like to have night vision in the AMS Edit: I have the new visor in my inventory and can put it on the floor. the new sight is not compatible with the weapon what did i miss? class CfgPatches{ class Config_Enlag_Attachments { author="LoOni3r"; units[] = {}; weapons[] = {"a_spezial_optic_AMS"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F_Mark_Acc"}; }; }; class CfgWeapons { class ItemCore; class InventoryOpticsItem_Base_F; class optic_AMS; class a_spezial_optic_AMS : optic_AMS { _generalMacro = "optic_AMS"; access = 3; aiDispersionCoefX = 1; aiDispersionCoefY = 1; aimTransitionSpeed = 1; aiRateOfFire = 5; aiRateOfFireDispersion = 0; aiRateOfFireDistance = 500; ammo = ""; artilleryCharge = 1; artilleryDispersion = 1; author = "Brotty"; autoFire = 0; autoReload = 1; backgroundReload = 0; ballisticsComputer = 0; burst = 1; canDrop = 1; canLock = 2; canShootInWater = 0; cartridgePos = "nabojnicestart"; cartridgeVel = "nabojniceend"; changeFiremodeSound[] = {"",1,1}; cmImmunity = 1; count = 0; cursor = ""; cursorAim = ""; cursorAimOn = ""; cursorSize = 1; descriptionShort = ""; detectRange = 0; dispersion = 0.002; displayName = "AMS (Schwarz)"; distanceZoomMax = 400; distanceZoomMin = 400; DLC = "Mark"; drySound[] = {"",1,1}; emptySound[] = {"",1,1}; enableAttack = 1; ffCount = 1; ffFrequency = 1; ffMagnitude = 0; fireAnims[] = {}; fireLightAmbient[] = {0,0,0}; fireLightDiffuse[] = {0.937,0.631,0.259}; fireLightDuration = 0.05; fireLightIntensity = 0.2; fireSpreadAngle = 3; forceOptics = 0; handAnim[] = {}; hiddenSelections[] = {}; hiddenSelectionsTextures[] = {}; hiddenUnderwaterSelections[] = {}; hiddenUnderwaterSelectionsTextures[] = {}; inertia = 0.2; initSpeed = 0; irDistance = 0; irDotIntensity = 0.001; irLaserEnd = "laser dir"; irLaserPos = "laser pos"; laser = 0; lockAcquire = 1; lockedTargetSound[] = {"",0.000316228,6}; lockingTargetSound[] = {"",0.000316228,2}; magazineReloadSwitchPhase = 1; magazineReloadTime = 0; magazines[] = {}; maxRange = 500; maxRangeProbab = 0.04; maxRecoilSway = 0.008; memoryPointCamera = "eye"; midRange = 150; midRangeProbab = 0.58; minRange = 1; minRangeProbab = 0.3; model = "\A3\Weapons_F_Mark\Acc\acco_ams_F.p3d"; modelMagazine = ""; modelOptics = ""; modelSpecial = ""; modes[] = {"this"}; multiplier = 1; muzzleEnd = "konec hlavne"; muzzlePos = "usti hlavne"; muzzles[] = {}; nameSound = ""; optics = 1; opticsDisablePeripherialVision = 0.67; opticsFlare = 1; opticsID = 0; opticsPPEffects[] = {}; opticsZoomInit = 0.75; opticsZoomMax = 1.25; opticsZoomMin = 0.25; overviewPicture = "\A3\Data_F_Mark\Images\watermarkInfo_page17_ca.paa"; picture = "\a3\Weapons_F_Mark\Data\UI\icon_optic_AMS_ca.paa"; primary = 10; recoil = "empty"; recoilProne = ""; reloadAction = ""; reloadMagazineSound[] = {"",1,1}; reloadSound[] = {"",1,1}; reloadTime = 1; scope = 2; scopeArsenal = 2; scopeCurator = 1; selectionFireAnim = "zasleh"; showAimCursorInternal = 1; showEmpty = 1; shownUnderwaterSelections[] = {}; showSwitchAction = 0; showToPlayer = 1; simulation = "Weapon"; sound[] = {"",1,1}; soundBegin[] = {"sound",1}; soundBeginWater[] = {"sound",1}; soundBullet[] = {"emptySound",1}; soundBurst = 1; soundClosure[] = {"sound",1}; soundContinuous = 0; soundEnd[] = {"sound",1}; soundLoop[] = {"sound",1}; swayDecaySpeed = 2; textureType = "default"; type = 131072; uiPicture = ""; useAction = 0; useActionTitle = ""; useAsBinocular = 0; useModelOptics = 1; value = 2; weaponInfoType = "RscWeaponZeroing"; weaponLockDelay = 0; weaponLockSystem = 0; weaponSoundEffect = ""; weight = 0; zeroingSound[] = {"",1,1}; class ItemInfo: InventoryOpticsItem_Base_F { allowedSlots[] = {801,701,901}; mass = 20; modelOptics = "\A3\Weapons_F_Mark\Acc\reticle_acco_ams_F"; mountAction = "MountOptic"; muzzleEnd = "konec hlavne"; muzzlePos = "usti hlavne"; optics = 1; opticType = 2; scope = 0; type = 201; unmountAction = "DismountOptic"; weaponInfoType = "RscWeaponRangeZeroingFOV"; zeroingSound[] = {"A3\Sounds_F\arsenal\sfx\shared\zeroing_knob_tick_plastic",0.316228,1,5}; class OpticsModes { class AMS { cameraDir = ""; discreteDistance[] = {300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000}; discreteDistanceInitIndex = 2; discretefov[] = {0.075,0.025}; discreteInitIndex = 0; distanceZoomMax = 2000; distanceZoomMin = 300; memoryPointCamera = "opticView"; modelOptics[] = {"\A3\Weapons_F_Mark\Acc\reticle_acco_ams_F","\A3\Weapons_F_Mark\Acc\reticle_acco_ams_z_F"}; opticsDisablePeripherialVision = 1; opticsDisplayName = "WFOV"; opticsFlare = 1; opticsID = 1; opticsPPEffects[] = {"OpticsCHAbera2","OpticsBlur3"}; opticsZoomInit = 0.075; opticsZoomMax = 0.075; opticsZoomMin = 0.025; useModelOptics = 1; visionMode[] = {"Normal","NVG"}; }; class Iron { cameraDir = ""; discreteDistance[] = {200}; discreteDistanceInitIndex = 0; discretefov[] = {}; discreteInitIndex = 0; distanceZoomMax = 200; distanceZoomMin = 200; memoryPointCamera = "eye"; opticsDisablePeripherialVision = 0; opticsDisplayName = ""; opticsFlare = 0; opticsID = 2; opticsPPEffects[] = {}; opticsZoomInit = 0.75; opticsZoomMax = 1.25; opticsZoomMin = 0.25; useModelOptics = 0; visionMode[] = {}; }; }; }; }; }; -
Hello everybody, I googled a lot and found nothing. How can I share all uniforms for the players on my server? I don't want to work with forceAddUniform. Thanks in advance
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nope, both helmets are displayed.
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hi, for night vision on ultrawide screen i would like to clone the pilot helmet and give another texture: class H_PilotHelmetFighter_B; class a_SpezialHelmet_H_HelmetB_test : H_PilotHelmetFighter_B { author = "LoOni3r"; displayName = "A Spezial Helmet TEST"; picture="headgear\media\test.paa"; hiddenSelectionsTextures[]={"headgear\media\test.paa"}; hiddenSelections[] = {"camo"}; }; now i still have the old texture in it, how can i remove it? many thanks for your help
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Australia Server Files
LoOni3r replied to Thomas TKO's topic in Exilemod (Unofficial)'s Maps - Mission Files
yea nice! thank you -
Australia Server Files
LoOni3r replied to Thomas TKO's topic in Exilemod (Unofficial)'s Maps - Mission Files
if you don't work with git, you can't know that. thanks for the link -
Australia Server Files
LoOni3r replied to Thomas TKO's topic in Exilemod (Unofficial)'s Maps - Mission Files
no one has this mission file anymore? -
Australia Server Files
LoOni3r replied to Thomas TKO's topic in Exilemod (Unofficial)'s Maps - Mission Files
is old.. "ThomasTKO Delete mission.sqm" -
[SEARCH] Australia.pbo for Exile
LoOni3r posted a topic in Exilemod (Unofficial)'s General Discussion
Hello everybody, I am looking for an already set up Australia map for Exile. I googled a lot and couldn't find any. Maybe someone can help me here. Thanks in advance. -
Custom Magazine not compatible
LoOni3r replied to LoOni3r's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
ahhh, thank you. this works. -
Custom Magazine not compatible
LoOni3r replied to LoOni3r's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thank you for your answer. it doesn't want to work. I have now switched to the AK-12 ammunition. Mouse over the new ammunition shows that it is compatible with the AK-12. The new ammunition cannot be loaded. class CfgAmmo { class B_762x39_Ball_F; class B_762x39_Ball_F_new : B_762x39_Ball_F { hit=240; initSpeed = 3000; }; }; class CfgMagazines { class 30Rnd_762x39_Mag_Tracer_F; class 30Rnd_762x39_Mag_Tracer_F_new: 30Rnd_762x39_Mag_Tracer_F { ammo = "B_762x39_Ball_F_new"; displayName="100 7.62 AK"; initSpeed=3000; }; }; class CfgMagazineWells { class Test_Custom_AK_Magwell // Replace this classname with your own { Test_Custom_AK_Magazines[] = { "30Rnd_762x39_Mag_Tracer_F_new" // This is your custom magazine }; }; }; class CfgWeapons { class Rifle_Base_F; class arifle_MSBS65_base_F: Rifle_Base_F { magazineWell[] += { "Test_Custom_AK_Magwell" }; }; }; -
get a a certain value in the array
LoOni3r replied to LoOni3r's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for your answers. the smallest function i have ever written xD findIf I didn't know. FNC_PUBLIC_ARRRETURNVAR = { params ["_arr","_var"]; _return = (_arr select (_arr findIf { _x#0 isEqualTo _var})) select 1; _return }; _array = [["AAA",111],["BBB",222],["CCC",333]]; _var = [_array,"BBB"]call FNC_PUBLIC_ARRRETURNVAR; I am currently rewriting my entire mission and would like to optimize as much as possible.