

LoOni3r
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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. -
hi Guys, can arma do something similar? Example PHP $array = array( "foo" => "bar", "bar" => "foo", ); MyTest _array = [["AAA",111],["BBB",222],["CCC",333]]; getArray (_array >> "AAA") I want to get a specific value in the array without using select 0 of foreach
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iniDBI2 - Save and Load data to the server or your local computer without databases!
LoOni3r replied to code34's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello @code34 my frend say that the file "assembly config" missing is. he can not the dll compile. he works with visual studio ultimate. -
Custom Magazine not compatible
LoOni3r replied to LoOni3r's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello drebin052, Thank you for your answer. Yes, the new magazine is displayed in the arsenal and inventory. The magazine is similar to that of the MX. But also do not fit in the MX Default Magazines: New Magazine: if I drag it over you can see that the new magazine is not compatible: I looked at some examples from other addons and they all have the same structure as me. other add-on creators have not entered anything under CfgPatches requiredAddons and weapons either.