Jump to content

adogmc

Member
  • Content Count

    100
  • Joined

  • Last visited

  • Medals

Posts posted by adogmc


  1. Attached explanations in wifi

    https://community.bistudio.com/wiki/Buldozer_Manual

    Use Buldozer

    You can use keyboard and mouse to perform actions: Take note that you can define have a look at the controls from the game (Configure >> Controls >> Keyboard >> “Show†development)

    A, W Change height

    Z, Q, S, D Move the camera

    E Move the camera forward (faster than Z)

    X, C Lateral move of the camera

    (Num. pad) 5 Reset camera and object rotation

    (Num. pad) 2,4,6,8 Rotate the object (the camera won't move)

    (Num. pad) + Zoom in

    (Num. pad) – Zoom out

    ENTER Select next animation

    Mouse wheel (animate the selection)

    But despite the changes in the game controls it does not work.

    If the developer has an explanation for my problem, I'm interested.


  2. How to configure the viewer buttons because I can not select my various animations via the [Enter] which is the basic key I think.

    I go through the controls of games, but it does not work or I make a false manipulation ...

    someone an idea?


  3. may be missing this line also to show the texture

    hiddenSelections[] = {"Camo"};

    class CfgPatches
    {
       class My_Mod_Config
       {
           units[] = {"bez_black_kitbag"};     // name of the required object in zeus.
    
           weapons[] = {};
           requiredVersion = 0.1;
           requiredAddons[] = {};
       };
    };
    class CfgVehicles
    {
       class B_Kitbag_rgr;
       class bez_black_kitbag: B_Kitbag_rgr
       {
           scope = public;      // display in editor.	  2=public
           scopeCurator = public;     // display in editor Zeus.	
    
           _generalMacro = "bez_black_kitbag";
           picture = "";
           model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Fast";
    
           hiddenSelections[] = {"Camo"};     // what selection in model could have different textures	// "camo"
    
           hiddenSelectionsTextures[] = {"\Black_Kitbag\Data\Bez_black_kitbag.paa"};   // texture
           displayName = "Bez Black Kitbag";
           maximumLoad = 500;
           passThrough = 1;
           mass = 5;
       };
    };
    

    Information for the code tags

    [php]text[/php]
    
    
    


  4. Here are the two lines added

    class CfgPatches

    {

    class My_Mod_Config

    {

    units[] = {"bez_black_kitbag"}; // obligatorio para zeus

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {};

    };

    };

    class CfgVehicles

    {

    class B_Kitbag_rgr;

    class bez_black_kitbag: B_Kitbag_rgr

    {

    scope = public; // display in editor. 2=public

    scopeCurator = public; // display in editor Zeus.

    _generalMacro = "bez_black_kitbag";

    picture = "";

    model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Fast";

    hiddenSelectionsTextures[] = {"\Black_Kitbag\Data\Bez_black_kitbag.paa"};

    displayName = "Bez Black Kitbag";

    maximumLoad = 500;

    passThrough = 1;

    mass = 5;

    };

    };


  5. For information: The Different Types:

    //-------------------------------------------------------------------------------------------

    // Casque Radio ADO©

    //-------------------------------------------------------------------------------------------

    class casque_radio: ItemCore

    {

    scope = 2;

    weaponPoolAvailable = 1;

    displayName = "Casque Radio";

    picture = "\ado_cos3\Items\ui\item_casque_radio.paa";

    model = "\ado_cos3\Items\casque_radio.p3d";

    hiddenSelections[] = {};

    // type = 0; // inventoryItem

    // type = 601; // BreathingBomb

    // type = 607; // EatingItem

    // type = 501; // FinsItem

    // type = 401; // FirstAidKitItem

    // type = 301; // FlashLightItem

    // type = 101; // MuzzleItem_Base_F

    // type = 201; // OpticsItem_Base_F

    // type = 619; // MedikitItem

    // type = 620; // ToolKitItem

    // type = 801; // UniformItem

    // type = 701; // VestItem

    // type = 617; // BinocularItem

    // type = 616; // HMDItem (NVG)

    // type = 611; // RadioItem

    // type = 603; // GoggleItem

    // type = 604; // ScubaItem

    // type = 101; // MuzzleItem_Base_F

    // type = 201; // OpticsItem_Base_F

    // type = 619; // MedikitItem

    // type = 620; // ToolKitItem

    class ItemInfo : HeadgearItem

    {

    type = 616; //HMDItem (NVG)

    mass = 1;

    uniformModel = "\ado_cos3\Items\casque_radio.p3d";

    simulation = "ProxyInventoryOld";

    };

    };

    I can change item but I do not have the radio helmet on his head.

    I continue research ...


  6. Hello,

    I just makes a radio headset, I want it to be configured as a "HeadgearItem" but with the location of a NVG or Radio without its property.

    How do ...

    http://membresado.free.fr/upload_images/images/max/1366214116_gmc.jpg (831 kB)

    I did some tests with the two following function , it does not work as I want.

    / / Slottype = 616 / / item NVG

    / / Type = 616 / / item NVG

    class casque_radio: ItemRadio

    {

    scope = 2;

    weaponPoolAvailable = 1;

    displayName = "Casque Radio";

    picture = "\ado_cos3\Items\ui\item_casque_radio.paa";

    model = "\ado_cos3\Items\casque_radio.p3d";

    hiddenSelections[] = {};

    Slottype = 616; // item NVG

    type = 616; // item NVG

    class ItemInfo : HeadgearItem

    {

    Slottype = 616; // item NVG

    type = 616; // item NVG

    mass = 1;

    uniformModel = "\ado_cos3\Items\casque_radio.p3d";

    };

    };

    Thank you in advance, cordially. :)

×