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Grovesy57

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About Grovesy57

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  1. Grovesy57

    Special Objects and Vehicles

    Hope I'm not intruding on this one, as you didn't list it as a problem, but.. Can we use a MarkerLights class for this? class CfgVehicles { class Boat_F; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; class MarkerLights { class StrobeLight { activeLight = 1; ambient[] = {0.05,0.005,0.005,1}; blinking = 1; brightness = 0.01; color[] = {0.05,0.005,0.005,1}; daylight = 0; name = "position_ref"; }; }; }; };
  2. Grovesy57

    Question About Fog Settings

    Make sure you're doing a server exec in the debug console, a Local exec will be reverted automatically. Is this originally someone else's mission? If so it may have a code in place that keeps resetting the weather settings.
  3. If that's the case you should be able to get away with just using weapons[] = {"TruckHorn"}; I might take a closer look tonight
  4. Grovesy57

    Facewear random problem

    Try Replacing your init line with this. init = " (_this select 0) setVariable [""BIS_enableRandomization"",false]; if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};"; Let me know if that works.
  5. Need more info to help with your horn issue.. Are you trying to add a completely new horn? class cfgWeapons { class TruckHorn; class yourhornclass: TruckHorn { displayname = "Ship Horn"; reloadTime = 4; scope = 2; drySound[] = {"filepath_to_custom_sound", 1, 1, 200}; }; }; then add weapons[] = {"yourhornclass"}; into your ship's class under cfgVehicles
  6. Grovesy57

    Upgunning the Moira possible?

    Seems like this one is not as easy as I originally thought it may be. Unfortunately I can't be too much help, but while I was investigating, I did come across these resources which may help you out: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference - Right at the bottom it details the "weaponsGroup" https://community.bistudio.com/wiki/Arma_3_Vehicle_Weapon_Switching
  7. G'day guys, I'm working on a small mod to retexture and improve the vanilla arma 3 vehicles. However am currently stuck at attaching items to the exterior of said vehicles. Currently I'm running everything inside my config.cpp file, and have the prowler retextured using: class B_T_LSV_01_unarmed_F; class Custom_Prowler: B_T_LSV_01_unarmed_F { side = 1; scope = 2; crew = "Custom_Unit"; faction = "Custom_Faction"; displayName = "Custom Prowler" hiddenSelections[] = {"Camo_1"}; hiddenSelectionsTextures[] = {"filepath.paa"}; class textureSources { class Prowler_Texture { displayName = "Prowler Texture"; author = "Grovesy"; textures[] = {"filepath.paa"}; materials[] = {}; factions[] = {"BLU_F","BLU_G_F"}; }; }; }; Now I'm pretty confident I could use the eventHandlers class and add some attachTo's in the init, but is there a cleaner/quicker way to attach the objects in the conifg.cpp? I have a composition.sqe file of how I want everything set up, but I'm unsure how I can manipulate that into my config.cpp My end goal is having a few jerry cans and other vanilla extras attached to the outside of the vehicles. Wanting them to look more like special ops, long range vehicles. Any help is appreciated, Cheers -Grovesy
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