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wombat50

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About wombat50

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  1. For my purposes I use SetObjectTexture. Below are the results which I'm satisfied with, not perfect or accurate but much better than no re-texture. Vietnam Era Officer's Class A uniform. Not much luck with using SetObjectTexture for the Officer's cap but it is because I don't know enough about it. It will work for me as is. https://www.mediafire.com/view/9iai6qnm2wgjb24/jacobs.jpg/file https://www.mediafire.com/view/xja2jtuoo2445aa/jacobs2.jpg/file
  2. Thanks for this. I will definitely check in to it.
  3. Good news. Thanks!
  4. No problem, I learn something new every day. Thanks for your replies.
  5. I can't find "U_B_ParadeUniform_01_US_F" in characters_f.pbo or any of the other character.pbo's. It is probably in Arma 3\AoW\Addons in the characters_f_aow.ebo but I am having no luck unpacking it because it is an .ebo.
  6. Thank you so much. 👍 I never would have figured that out.
  7. I would like to retexture a character, B_Officer_Parade_F. This character wears a dress uniform. I look it up in the Config Viewer and find this info for B_Officer_Parade_F. hiddenSelections[] = {"Camo","insignia"}; hiddenSelectionsTextures[] = {"\a3\characters_f\blufor\data\clothing1_co.paa"}; I unpack a3\characters_f.pbo then navigate to the texture, clothing1_co.paa. It is not of a dress uniform but a combat uniform. Obviously doing something wrong but I am completely stumped.
  8. wombat50

    Triggers are broken?

    Large interface did not work for me but Very Large did.
  9. I got it working with the code in the first post. I had the spacing of the soldiers too close and the trigger was too big so I made it only 1 meter deep. If more than 2 soldiers abreast were in the trigger the remaining would not follow the command to change direction.
  10. Syntax for setDir: object setDir heading If I could use a variable or description for "object" so when an "object" enters the trigger it obeys the command. I can pass the command on a group but the group performs the command all at the same time. What I would like is for each object to change direction only when entering the trigger zone. I have messed with making the trigger larger but using foreach thislist makes them change direction immediately instead of at the trigger. Thanks for the help and patience!
  11. Thanks for the reply Joe. I am familiar with what you have said. But in this case I wish the formation of soldiers to cross a bridge which never seems to work with waypoints. I have put all the members of the formation in an animation state and they do nicely crossing the bridge. In my testing in an animation state they ignore any waypoints. When using waypoints to direct a large group their behavior can be erratic where in the animation state they maintain a good tight formation. Maybe it is not possible to make a formation in a walk animation change direction? However, the trigger I used in the first post does work as it should but only for the first two soldiers abreast. The rest continue in the initial direction. As the trigger is set to repeatedly I don't understand why it doesn't keep working. Short clip how it looks ingame. You can see the first two soldiers change direction but none of the others do. https://www.youtube.com/watch?v=oCWghIZ0FtI This video is soldiers in a group using waypoints https://www.youtube.com/watch?v=QwEDKvdInrk Thanks again
  12. Hi, I have a formation of soldiers, lined up two abreast, with maybe 100 total. I want them to march across a bridge which they do fine using this in a trigger which covers the formation of soldiers. It puts them all in a walking animation. Set to trigger once, for anybody and in the ACT. field: {_x playMove "AmovPercMwlkSlowWrflDf"}foreach thislist; I would like the formation to continue and follow bends in the road. As it is whatever direction they are facing initially they will continue in that direction indefinitely. I tried waypoints but since they are in animation state they ignore them? So I have made another trigger which they enter and hopefully will change their direction. Set to trigger repeatedly, for anybody and ACT field is: {_x setDir 130}foreach thislist; The trigger works for the first pair abreast but the rest of the formation continues on the original direction. I have looked here and searched elsewhere for a solution. Tried some other code but to no avail. Thanks.
  13. wombat50

    Death Valley: WTF, BI

    Played this multiple times and always got stuck trying to connect the UAV. I did 1. and 2. in post #47 but never could got past 3. No luck doing 3. The only option in the scroll menu was to disassemble UAV. I did get to the controls once but I don't know how. Finally just hunted down the spotters to complete the mission. Just recounting my experience and nothing more.
  14. On occasion, I have trouble with camera stuttering too. I use sqs and I think your example is sqf which I know very little about. Recently tried this in sqs when stuttering camera occurred. Every camera block in sqs contains the line _camera camCommit 0 Not sure but _cam camCommitPrepared 0; might be the same thing in your example? Anyways for me, in _camera camCommit 0 the zero means the camera will move to its new location instantly. So in my case to try to get rid of camera stutter I changed the zero to a one. This helped. Only tried this today by trial and error so it may not be foolproof. In one loop block I only had to change the zero to .1. In another I had to change the 0 to a 1 to eliminate the camera stutter.
  15. http://www.youtube.com/watch?v=8lcKcOsY0eg Music Trent Reznor "On We March" Experimenting with camera scripting in Arma2 Setup a mission of two flights of A10s. The targets are 4 enemy tanks, when they are destroyed the A10s return to their airfield. The camera is controlled using an sqs file in the mission folder. The AI controlled A10s crashed many times.
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