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Teutch

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About Teutch

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  1. Hi there, I'm encountering an issue with Zeus wih a mod I made. For some reason, OPFOR units and all vehicles do not appear in the Zeus interface, so I can't spawn them, while BLUFOR units work just fine. but yet I did put in each of the units and vehicle : scope=2; scopeCurator=2; Any idea of where this issue come from ? Thanks in advance. Teutch
  2. Hi, I would like to add a flash muzzle for the coaxial and the commander turret of my tank, but after having placed on object builder its proxy "zasleh2" and configured on config its animation : class AnimationSources : AnimationSources { class muzzle_rot_coax { source="ammorandom"; weapon="rhs_weap_pkt"; }; }; this one is constantly present and animated on the vehicle even if i don't shoot. how do i fix it ? Thanks in advance !
  3. Thx for your reply pierremgi ! But after several attempts I finally figured out how to do it Just add to the specific magazine this line : tracersEvery = 1; It will take the color you added to the ammo, like this : model="\A3\Weapons_f\Data\bullettracer\shell_tracer_green"; And that's it !
  4. Hello ! I'm looking to add tracer effect to an ammo type, but I can't see it when my tank is shooting The script look like that : class CfgAmmo { class Sh_120mm_APFSDS; class Kjpz90_AP: Sh_120mm_APFSDS { caliber = 0.90; timeToLive=15; whistleDist=14; tracerScale=2; tracerStartTime=0.1; tracerEndTime=2.3; model="\A3\Weapons_f\Data\bullettracer\shell_tracer_green"; }; }; And I also tried that but both of them didn't worked : class CfgAmmo { class Sh_120mm_APFSDS; class Kjpz90_AP: Sh_120mm_APFSDS { caliber = 0.90; brightness=50; timeToLive=200; tracerEndTime=200; }; }; Is someone knowing how to configure it ? Thanks in advance !
  5. Thank you again for your precious help Jackal326 ! If someone is able to help on the problem of a damaged texture, I would appreciate !
  6. I'm looking to add to a vehicle I'm creating for arma 3, the possibilty to retexture it. It should look like this in my config : hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsTextures[]= { "tankbody.paa", "tankturret.paa" }; However how on object builder can i create a hiddenSelections like "camo1" ? Also, I'd like to make it so that when a certain part is touched, a damaged texture is added on top (using an rvmat). I think it should be added like that : class Damage { tex[]={}; mat[]= { bodydamage.rvmat", turretdamage.rvmat" }; }; But once again, how do you configure it ? How does the order work ? Does it also depend on hiddenSelections ? Thanks in advance !
  7. Hello, I'd like to make a script that makes all vehicles and units on the map indestructible and immortal for a period of 5 minutes (this should also be the case for those who will spawn after the script is launched, but still within this period of time) and that ensures that all units are in careless mode, then safe after the 5 minutes. I've make something but it doesn't work, it looks like this : [ { { _x allowDamage false; _x setBehaviour "CARELESS"; } forEach allUnits + vehicles; sleep 300; { _x allowDamage true; _x setBehaviour "SAFE"; } forEach allUnits + vehicles; }, [], 0 ] call CBA_fnc_waitAndExecute; Any Idea ? Thanks in advance !
  8. I think I've found how to do it, for anyone looking to do something similar. As a trigger leading to the script with execVM wouldn't have worked, (because made after the game start) I used the description.ext file which is read before the start of the mission, and in it I added : class CfgFunctions { class Addon { class Function { class preInit { file = "script.sqf"; preInit = 1; }; }; }; }; There may be a simpler technique, but all that's needed is for a variable in the script.sqf to be set to true, Variable = true; then in the module condition : Variable == true; and this will make the module work or not !
  9. Thanks again Pierremgi ! So is there a way of ensuring that a module present in the scenario, is enabled/disabled at the very begining thanks to variable checked at the start ? It's a module from the mod arma commander.
  10. Hello, I would like to create a script that is able to desactivate or activate a module present on the map. I thought about : _moduleName enableSimulation false; or : Variable == true; Inside the condition of presence of the specific module. But nothing seems to work. Any ideas ? Thanks in advance !
  11. Hey ! I was wondering if I can change the skill of a unit on the config inside a mod (in the CfgVehicles class). I've tried a few things like : skillCoefficient = skill1 = skill2 = skill3 = But nothing seems to work, anyone have an idea ? Thanks in advance !
  12. Damn you are a genius ! Thanks a million, i'm done with my boring questions ! 😁
  13. Its perfect thanks a lot ! I'd like to ask one last question : I want the group that appears to automatically have the name of its class or vehicle rather than the default name (alpha something). I've thought of something like for a vehicle and his crew but nothing works : _vehicle = createVehicle [Vehicle, getMarkerPos "marker_5", [], 0, "NONE"]; _vehicleGroup = createVehicleCrew _vehicle; _vehVarName = vehicleVarName _vehicleGroup; _vehicleGroup setGroupId _vehVarName; Or that for a group : _InfGroup = [getMarkerPos "marker_4", WEST, (configfile >> "CfgGroups" >> "WEST" >> "FRANCE_Faction" >> "Infantry" >> _RandomInf)] call BIS_fnc_spawnGroup; _infVarName = unitVarName (units _InfGroup select 0); _InfGroup setGroupId _infVarName; Any ideas ? Thx pierremgi, in fact it's both and on dedicated server the soldierXXXX technic seems to work ! So is there any way of making playable slots in the lobby for units that haven't appeared yet ?
  14. Thanks soldierXXXX it works perfectly well ! I wonder if it could also be possible to add these two options not to a group but to a vehicle and its crew ? _vehicleGroup = createVehicle [vehiculename, getMarkerPos "marker_20", [], 0, "NONE"]; createVehicleCrew _vehicleGroup;
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