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HptFw. MoinxDGamer

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Posts posted by HptFw. MoinxDGamer


  1. Hey friends,

     

    I want to write a small script to make a player able to save his backpack (via addAction) so that he can use a parachute and after the player landed and took his parachute of he can load his backpack and continue the mission.

     

    I know there already are scripts for that but:

    -GOS/FSF SacVentral does not work in vehicles/planes

    -HALO script contains a lot of stuff I do not need

    -BackpackOnChest throws TFAR errors everytime

    and

    -[ACE] Chestpack somehow breaks the parachute so that it is not steerable.

     

    Can you help me with that script?


  2. Current Code:

    //Basket
    	class Boat_F;
    	class Rescue_Basket : Boat_F
    	{
    		driverAction = "driver_boat_transport_02";
    		transportSoldier = 1;
    		cargoAction[] = {"passenger_flatground_generic01"};
    		maxSpeed = 5;
    		extCameraPosition[] = { 0,1.0,-8.0 };
    		leftFastWaterEffect = ;
    		rightFastWaterEffect = ;
    		class Turrets {};
    		side = 1;
    		scope = 2;
    		faction = Coast_Guard;
    		EditorSubcategory = Rescue;
    		model = "\Coast-Guard\Basket.p3d";
    		slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"};
    		displayName = "Rettungskorb";
    		hiddenSelections[] = {"camo"};
    		hiddenSelectionsTextures[] = { "\Coast-Guard\Data\Rescue_Basket.paa"};
    	};
    
    	//Raft
    	class Life_Raft_8 : Boat_F
    	{
    		driverAction = "passenger_apc_generic02";
    		transportSoldier = 8;
    		cargoAction[] = {"passenger_flatground_generic02"};
    		maxSpeed = 0;
    		extCameraPosition[] = { 0,1.0,-8.0 };
    		leftFastWaterEffect = ;
    		rightFastWaterEffect = ;
    		class Turrets {};
    		side = 1;
    		scope = 2;
    		faction = Coast_Guard;
    		EditorSubcategory = Rescue;
    		model = "\Coast-Guard\LifeRaft8.p3d";
    		slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"};
    		displayName = "Rettungsinsel (8 Personen)";
    		hiddenSelections[] = { "camo" };
    		hiddenSelectionsTextures[] = { "\Coast-Guard\Data\Life_Raft.paa"};
    	};

     


  3. @DSabre I was able to get the driver proxy to work but the model of the cargo character does not show up in the game. 

     

    Here's my config

    //Basket
    	class Boat_F;
    	class Rescue_Basket : Boat_F
    	{
    		driverAction = "driver_Truck_02";
    		transportSoldier = 1;
    		cargoAction[] = {"passenger-generic01_foldhands"};
    		side = 1;
    		scope = 2;
    		faction = Coast_Guard;
    		EditorSubcategory = Rescue;
    		model = "\Coast-Guard\Basket.p3d";
    		slingLoadCargoMemoryPoints[] ={"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"};
    		displayName = "Rettungskorb";
    	};

     


  4. 17 hours ago, TeTeT said:

    Best you look at the arma 3 samples from steam workshop and how it is done there: define a proxy for each crew member in the model, use the crew and related fields in config.cpp to assign the correct animations for them. Good luck.

     

    Thank you. But I can't find the fields in the config.cpp. I'll definitly need more help to get this done.


  5. Hey folks,

    I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects.

    A rescue basket and a life raft.

     

    I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help.

     

    Here is a model of the rescue basket I made

    https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052

     

    I was able to implement it into Arma but I need to add some features and solve some problems with your help.

     

    Features I have to add:

    -basket floats on water (implemented)

    -basket can be slingloaded to a helicopter (implemented)

    -basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket (implemented)

    -basket has strobelights for night operation (not really implemented)

    -lights can be toggled

     

    Problems:

    -basket is static, it won't fall down if placed in the air (fixed)

    -i dont know how to get textures on the basket (worked around)

    -basket doesnt move if a vehicle crashed into it (fixed)

    -crew view position is not where its supposed to be

    -sling loading behaves odd

    -light sources don't relly emit light to the environment

     

    Basically I want the basket to be a Boat which can't be driven because it has no motor.

     

    This is the current config of the basket

    class cfgPatches
    {
     class Rescue_Basket
     {
    	units[] = {"Rescue_Basket"};
    	weapons[] = {};
    	requiredVersion = 0.1
    	requiredAddons[] = {};
     };
     class Life_Raft_8
     {
    	units[] = {"Life_Raft_8"};
    	weapons[] = {};
    	requiredVersion = 0.1
    	requiredAddons[] = {};
     };
    };
    
    
    class CfgVehicles
    {
     class Boat_F;
     class Rescue_Basket : Boat_F
     {
    	side = 1;
    	scope = 2;
    	faction = "Coast Guard";
    	model = "\Coast-Guard-Objects\Basket.p3d";
    	slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"};
    	displayName = "Rettungskorb";
     };
     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)";
     };
    };

     

     

    • Like 2

  6. Here it is

    	class ship;
    	class B_G_Boat_Transport_02_F;
    	class RHIB: B_G_Boat_Transport_02_F
    	{
    		side = 1;
            	scope = 2;
    		scopeCurator = 2;
            	crew = "Custom_Uniform1";
            	faction = "Coast Guard";
            	displayName = "Festrumpfschlauchboot";
    		//model = "\A3\Boat_F_Exp\Boat_Transport_02\Boat_Transport_02_F.p3d";
    		//hiddenSelections[] = {"Camo1"};
    		hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Rhibboat_co.paa"};	
    	};
    	
    	class B_Lifeboat;
    	class SRHIB: B_Lifeboat
    	{
    		side = 1;
            	scope = 2;
    		scopeCurator = 2;
            	crew = "Custom_Uniform1";
            	faction = "Coast Guard";
            	displayName = "Festrumpfschlauchboot(klein)";
    		//model = "\A3\Boat_F\Boat_Transport_01\Boat_Transport_01_F.p3d";
    		//hiddenSelections[] = {"Camo"};
    		hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Boat_Transport_01_rescue_CO_1.paa"};
    	};

     


  7. Hey guys and gals

     

    Recently I was trying to add ships to my custom (mod) faction. Implementing the ships I had no problem, but as soon as I tried to add my own skins to the ships, I encountered a problem.

    I doesn't seem to be possible to add my skins to the ships, at least the way I was trying. Here's my code. Please help me 🙂

     

    class CfgVehicles 
    {
      	class ship;
    	class B_G_Boat_Transport_02_F;
    	class RHIB: B_G_Boat_Transport_02_F
    	{
    		side = 1;
            	scope = 2;
    		scopeCurator = 2;
            	crew = "Custom_Uniform1";
            	faction = "Coast Guard";
            	displayName = "Festrumpfschlauchboot";
    		model = "\A3\Boat_F_Exp\Boat_Transport_02\Boat_Transport_02_F.p3d";
    		hiddenSelections[] = {"Camo1"};
    		hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Rhibboat_co.paa"};	
    	};
    	
    	class B_Lifeboat;
    	class SRHIB: B_Lifeboat
    	{
    		side = 1;
            	scope = 2;
    		scopeCurator = 2;
            	crew = "Custom_Uniform1";
            	faction = "Coast Guard";
            	displayName = "Festrumpfschlauchboot(klein)";
    		model = "\A3\Boat_F\Boat_Transport_01\Boat_Transport_01_F.p3d";
    		hiddenSelections[] = {"Camo"};
    		hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Boat_Transport_01_rescue_CO_1.paa"};
    	};
    };

     

    I tried to add the Skins in the editor via setObjectTextureGlobal and it worked with the ingame ships, however with the boats in my faction it didn't work.

     

    https://imgur.com/zfC63YW

     

    The inner ships textures have been replaced with setObjectTextureGlobal and the outer ones are the boats from my faction.

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