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Everything posted by Teutch
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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
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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 !
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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 !
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Add tracer effect to an ammo
Teutch replied to Teutch's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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 ! -
Create hiddenSelections to a model and config
Teutch posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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 ! -
Create hiddenSelections to a model and config
Teutch replied to Teutch's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thank you again for your precious help Jackal326 ! If someone is able to help on the problem of a damaged texture, I would appreciate ! -
Invincibility and careless mode to all units only for a moment
Teutch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 ! -
Module condition of presence
Teutch replied to Teutch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 ! -
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 !
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Module condition of presence
Teutch replied to Teutch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
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 !
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Thx pierremgi !
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Groupe spawning as playable and subjected to high command
Teutch posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I would like to make my groupe spawn as playable units and that can be controled by the high command module. The group is able to spawn, but when I add the last two lines there is an error and I don't know what it is : _group1 = [getMarkerPos "marker_0", WEST, (configfile >> "CfgGroups" >> "WEST" >> "FRANCE_Faction" >> "Infantry" >> "o_francefaction_infantry_squad")] call BIS_fnc_spawnGroup; _group1 setPlayable true; doHighCommand _group1; what have I done wrong ? Thank you in advance ! -
Groupe spawning as playable and subjected to high command
Teutch replied to Teutch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Damn you are a genius ! Thanks a million, i'm done with my boring questions ! 😁 -
Groupe spawning as playable and subjected to high command
Teutch replied to Teutch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 ? -
Groupe spawning as playable and subjected to high command
Teutch replied to Teutch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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; -
Hello, I'd like to add "soft dependencies" to my mod, i.e. dependencies that are not needed to launch the mods (so that don't put error messages at launch) but allow to view new vehicle retextures when they are added or even replace a weapon of a soldier(/uniform) by an other one from this soft dependency. I know it's possible because some modders follow this very ingenious technique, but I really don't know how to set it up in a config. Does anyone have any ideas ? Thanks in advance !
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A small detail I'd like to add : remember to add an #endif at the end of the command.
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Generate new units names for a faction
Teutch replied to Teutch's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thank you once again for your precious help ! -
Generate new units names for a faction
Teutch posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello everyone I'd like to create a new list of first and last names for a faction I'm creating. I know I need to do something like this : class CfgWorlds { class GenericNames { class OSEF { class FirstNames { Michel="Michel"; Eugene="Eugene"; }; class LastNames { Pierre="Pierre"; Louis="Louis"; }; }; }; }; But I don't know how to go about it and make sure that each unit I select in the editor follows this list. So what should I add to make each faction follow one of these lists ? Thanks in advance ! -
I figured out how it works So for those like me who want to put dependencies that are not mandatory but functional : You need to put first the line #if __has_include("\...") before your class CfgVehicles/patches/... related to this optional mod. (The # is important to make a priority) Between the quotes you must put the path of a file of this mod (no matter what) which will prove that the mod is present when the game is launched. To go further I was looking to ensure that some equipment is replaced when an additional mod is present. It is therefore enough to use this same line of PreProcessor Commands but then adding "#else" to provide an option without the replacement. I'm not getting too far ahead, I'll try it quietly and I'll come and confirm later if everything works well.
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Thank you for your answer, here is the best example in my opinion : https://steamcommunity.com/sharedfiles/filedetails/?id=2937070516 This same author has made others on the same logic I think. But it doesn't matter if you don't know I'll try to dissect its config to understand the mechanism
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Hi i would like to retexture a helmet on rhs (the m56 helmet) I've been trying to get it to work, but my mod is forcing the default texture of this helmet. What did I do wrong ? class cfgWeapons { class rhsgref_M56; class Teutch_m56: rhsgref_M56 { scope=0; scopeCurator=0; scopeArsenal=0; class ItemInfo; }; class Teutch_m56_gdr: Teutch_m56 { scope=2; scopeCurator=2; scopeArsenal=2; displayName="M56 (GDR)"; picture = "\Teutch\logo.paa"; author="Teutch"; hiddenSelectionsTextures[]= { "\Teutch\data\M56_gdr_co.paa" }; class ItemInfo: ItemInfo { hiddenSelectionsTextures[]= { "\Teutch\data\M56_gdr_co.paa" }; }; }; }; Thank you in advance!
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problem in retexturing RHS
Teutch replied to Teutch's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I couldn't agree more my good man, it's just sad that within a same mod, some are "retexturable" and others are not. -
problem in retexturing RHS
Teutch replied to Teutch's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm making a very late reply but I've finally understood why and I want to help any small retexturers like me. Some items are simply impossible to retexture with some modders who put interdictions on them for reasons that escape me. This is indeed the case of the m56, alice webbing, bdu, and other in RHS mods. I'm happy to save you some time !