Volantarius
Member-
Content Count
8 -
Joined
-
Last visited
-
Medals
Community Reputation
1 NeutralAbout Volantarius
-
Rank
Private
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
setHit and setHitPointDamage Issue?
Volantarius replied to Volantarius's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Huh, I'm using ACE, CUP, and RHSUSAF. Probably should've tried this without ace since I know its handling damage as well. -
setHit and setHitPointDamage Issue?
Volantarius replied to Volantarius's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I defined the script in CfgFunctions, and called the script in the Init line on a blufor unit. After playing the Unit has the visual damage. Once I shoot a body part, then everything resets and only that part got visually damaged. I can continue to damage the unit after though. I am disabling the ai with just disableAI "ALL", just to test out. -
setHit and setHitPointDamage Issue?
Volantarius replied to Volantarius's topic in ARMA 3 - MISSION EDITING & SCRIPTING
private _dude = _this select 0; _dude setHitPointDamage ["HitNeck", 0.9]; _dude setHitPointDamage ["HitPelvis", 0.9]; _dude setHitPointDamage ["HitArms", 0.9]; _dude setHitPointDamage ["HitLegs", 0.9]; Short and sweet. I am calling this as a function, not spawning. -
setHit and setHitPointDamage Issue?
Volantarius posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! I'm using setHit and/or setHitPointDamage to damage a unit. I've set any of the Unit's damage names to 50% or above for visual damage. Testing in singleplayer, whenever I shoot a Unit their visual damage gets reset to the new location I've shot. In singleplayer locality isn't an issue. Is this a bug? Is this intended? -
Thermal Signature Question
Volantarius replied to Volantarius's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
class Wounds /// changes material of skin according to damage { tex[] = {}; mat[] = { "A3\Characters_F\Common\Data\basicbody.rvmat", /// what material is changed "A3\Characters_F\Common\Data\basicbody_injury.rvmat", /// how does the material look like in damage 0.5 and more "A3\Characters_F\Common\Data\basicbody_injury.rvmat", /// how does the material look like while the part has damage 1 }; }; Just to be clear for anyone else, the last two rvmat entries can be custom rvmats. Here they can have the StageTI be different! -
Thermal Signature Question
Volantarius replied to Volantarius's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Alright so that didn't work.. But I did some thinking. The Wounds class for swapping materials on units has a fully damaged material, and if I swap it with a custom one that has StageTI use a precedual texture I can hide the thermal. Only issue though is that not all uniforms can't share this custom material but hey it works! -
Thermal Signature Question
Volantarius replied to Volantarius's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Damn, yeah you're right. I just spent yesterday making a custom face with custom rvmats and the face is the only thing that was cold. All of the uniforms and hats would need a new rvmat. Although I was looking at a arma 3 sample model.cfg and it has properties for metabolism factor and temperature. I could try it on a unit config but im sure its only for model.cfgs. Thanks a lot! -
Hello I'm having an issue with finding out how to change the thermal image map for a unit. Is this defined in rvmats? Also how can I change a rvmat without creating duplicates? Can I use a hiddenSelections entry to change this aswell? Basically all I want to do is make a unit appear blank on thermal.