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_-xXShArK_OGXx-_

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About _-xXShArK_OGXx-_

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  1. _-xXShArK_OGXx-_

    Fill ammobox

    Seems to be working like a charm 😁!! What would be the difference between postinit and init? Also added the Launcher ammo: class EventHandlers { postinit = "params ['_crate']; if (local _crate) then {_crate addEventHandler ['ContainerOpened', {params ['_crate','_unit']; _magazinesPri = primaryWeapon _unit call BIS_fnc_compatibleMagazines; _magazinesHan = handgunWeapon _unit call BIS_fnc_compatibleMagazines;_magazinesSec = secondaryWeapon player call BIS_fnc_compatibleMagazines; {_crate addMagazineCargoGlobal [_x,10]} forEach _magazinesPri;{_crate addMagazineCargoGlobal [_x,10]} forEach _magazinesSec; {_crate addMagazineCargoGlobal [_x,10]} forEach _magazinesHan;}]; _crate addEventHandler ['ContainerClosed',{params ['_crate','_unit']; clearMagazineCargoGlobal _crate}]}"; };
  2. _-xXShArK_OGXx-_

    Fill ammobox

    I think I got it 🙂 this addEventHandler ["ContainerOpened", { params ["_container", "_unit"]; _magazinesPri = primaryWeapon player call BIS_fnc_compatibleMagazines; _magazinesSec = handgunWeapon player call BIS_fnc_compatibleMagazines; { box_A addMagazineCargoGlobal [_x, 10]; } forEach _magazinesPri; { box_A addMagazineCargoGlobal [_x, 10]; } forEach _magazinesSec; }]; this addEventHandler ["ContainerClosed", { params ["_container", "_unit"]; clearMagazineCargoGlobal box_A; }]; So the last more tricky part. How do I get this into a CFG file? Class eventhandler?
  3. _-xXShArK_OGXx-_

    Fill ammobox

    This is close but not all done. this addEventHandler ["ContainerOpened", { params ["_container", "_unit"]; _magazinesPri = getArray (configFile >> "CfgWeapons" >> primaryWeapon player >> "magazines"); _magazinesSec = getArray (configFile >> "CfgWeapons" >> handgunWeapon player >> "magazines"); { box_F addMagazineCargoGlobal [_x, 10]; } forEach _magazinesPri; { box_F addMagazineCargoGlobal [_x, 10]; } forEach _magazinesSec; }]; this addEventHandler ["ContainerClosed", { params ["_container", "_unit"]; clearMagazineCargoGlobal box_F; }]; It's not finding all the magazines that the weapon can use. How do i find that? I guess it's my array that is not finding them all
  4. _-xXShArK_OGXx-_

    Fill ammobox

    SO!!! I'm getting closer, this addEventHandler ["ContainerOpened", { params ["_container", "_unit"]; _magazinesPri = getArray (configFile >> "CfgWeapons" >> primaryWeapon player >> "magazines"); _magazinesSec = getArray (configFile >> "CfgWeapons" >> handgunWeapon player >> "magazines"); box_M addMagazineCargoGlobal [(_magazinesPri select 0), 10]; box_M addMagazineCargoGlobal [(_magazinesSec select 0), 5]; }]; this addEventHandler ["ContainerClosed", { params ["_container", "_unit"]; clearMagazineCargoGlobal box_M; }]; Now, how do I get more than one type of mags? I'm thinking forEach
  5. _-xXShArK_OGXx-_

    Fill ammobox

    something like this: _magazines = getArray (configFile >> "CfgWeapons" >> currentWeapon player >> "magazines"); box addMagazineCargoGlobal [(_magazines select 0), 10]; But I would like to get all compatible mags. I'm thinking an eventhandler
  6. _-xXShArK_OGXx-_

    Fill ammobox

    Hi, Can someone help me? I need the script so that when a player walks up to an ammo box it has 10 or each mag compatible with his weapons (Primary and secondary).
  7. Hi All, So I'm trying to learn how to create new characters for arma 3, is there some good tutorials? I would like to learn: Face texturing using Gimp first Then maybe some face modeling but I have never done that before. So far I have learned how to create a new identity config and facecfg.
  8. _-xXShArK_OGXx-_

    Config identity

    Hi guys. I want to make a unit named King Abab he should use the TanoanHead_A3_09 and have an African voice. How do I config this? So I got this working almost, but I'm using this class event handler: class EventHandlers{ init = "(_this select 0) setIdentity ""SHQ_ID_KingAbab"""; But how do I get it to set the identity in Eden editor? Right now it is not setting until I'm in game.
  9. _-xXShArK_OGXx-_

    Create a new terrain tutorial.

    @RoF Finally got it working after an all-nighter 🙂
  10. _-xXShArK_OGXx-_

    Create a new terrain tutorial.

    so I guess i got to get this Pdrive under control, but it is messing with me. I will de install arma and start from scratch
  11. _-xXShArK_OGXx-_

    Create a new terrain tutorial.

    i went to Mikero and downloaded the: ArmA3p.1.62.8.84.Installer.exe Now i got a p Drive
  12. _-xXShArK_OGXx-_

    Create a new terrain tutorial.

    my Bat looks like this: @echo off if exist p: (subst p: /q) subst p: C:\Users\Steen\Documents\ArmaPdrive I created an empty folder called -> ArmaPdrive
  13. _-xXShArK_OGXx-_

    Create a new terrain tutorial.

    So I uninstalled the P: drive, -> then downloaded the bat file -> then edited the file, and ran it, but no p:Drive How can I do something so simple wrong??
  14. _-xXShArK_OGXx-_

    Create a new terrain tutorial.

    ok, will do that now
  15. _-xXShArK_OGXx-_

    Create a new terrain tutorial.

    Hi @RoF , I don't recall using automount before, I don't think it's on. I see the P drive, but not the projects before I mount it in ARMA Tools. Also the bat file I'm talking about is the one that converts PNG files to PAA (Just to make sure we talk about the same Bat). I will try to convert the files manually as it's not that many in the tutorial, to see if its the issue 🙂
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