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jaac

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Everything posted by jaac

  1. Hi I created units, with uniforms, vests and bags. I have a problem. the game freeze for 2 to 3 seconds when I put an item on the ground or in a crate. But no bugs when I take an object. And when I start a server, there is almost no more freeze. I don't see where this problem can come from...
  2. jaac

    Advanced Towing

    Hello Thanks for your great work ;) Is it possible to reduce length of rope in script?
  3. Hi I put a camo net on my vehicle by doing this... CfgVehicles: class UserActions { class Mettre_CamouflageDes { priority = 0; displayName = "Deployer Filet Camouflage"; position = "FiletCamo"; radius = 5; showWindow = 0; onlyForPlayer = 0; condition = "this animationPhase ""Filet_Camo1"" > 0.5"; statement = "this animate [""Filet_Camo1"",0]"; }; class Enlever_CamouflageDes { priority = 0; displayName = "Deposer Filet Camouflage"; position = "FiletCamo"; radius = 5; showWindow = 0; onlyForPlayer = 0; condition = "this animationPhase ""Filet_Camo1"" < 0.5"; statement = "this animate [""Filet_Camo1"",1]"; }; }; class AnimationSources: AnimationSources { class Filet_Camo1 { source = "user"; animPeriod = 2; initPhase = 0; }; }; Model.cfg: class Animations { class Filet_Camo1 { type="hide"; source="user"; selection="VAB_FiletCamoDes"; minValue = 0; maxValue = 1; hideValue = 1; }; }; It work well :) Camo is already present on the vehicle, I can remove it... And I can put back it above at will. But..... I wish it was not present at the start, I tried unsuccessfully to change settings several times. ex With: minValue = -1; maxValue = 0; this reverses the process, but I can not put the camo Is it possible to do this? :huh:
  4. thanks to both of you... It works flawlessly! ;)
  5. Hi I created weapons scope accessories, but it is not visible in Eden Editor (on the right side, Accessories menu). otherwise everything works fine. My config: class My_Weapons : ItemCore { scope = 2; scopeCurator = 2; baseWeapon="My_Weapons"; editorCategory = "EdCat_WeaponAttachments"; editorSubcategory = "EdSubcat_TopSlot_Optics"; .................................................................................. class ItemInfo : InventoryOpticsItem_Base_F { .................................................................................. class OpticsModes { .................................................................................. }; }; }; explication: https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization I tested several ways, I searched the forum. I can not find how to do. Is it possible to do that? :huh:
  6. Ok, it's alright :D it I had missed..... Sorry :rolleyes: thanks a lot
  7. New problem... :unsure: When I select my weapon in the editor, I have an error message: No entry 'bin\config.bin/cfgVehicles/Weapon_LaNex_famas/TransportWeapons/LaNex_famas.weapon'. however I can use my weapon with units, and it is indeed present on units... :huh: And everything works with weapons sights. Code: class Weapon_LaNex_famas: Weapon_Base_F { scope = 2; scopeCurator = 2; displayName = "LaNex FAMAS F1"; author = "NexArmyForces"; dlc = "LaNex Armes D'Epaules"; vehicleClass = "WeaponsPrimary"; editorCategory = "Armes_Fr"; editorSubcategory = "ArmesEpaules_Fr"; editorPreview = "\LaNex_Weapons\ico\famas_icone.paa"; class TransportWeapons { class LaNex_famas { name = "LaNex_famas"; count = 1; }; }; class TransportMagazines { class LaNex_30Rnd_556x45_Stanag { magazine = "LaNex_25Rnd_223Remington"; count = 1; }; }; };
  8. Ok, it works flawlessly :) I understand well, I'll do the same for the remainder... with class Headgear_Base_F; class Vest_Base_F; class Pistol_Base_F; class Weapon_Base_F; class Launcher_Base_F; I'll see if we can add an icon... Thanks ;) >> editorPreview = "MyIcon" ..... It Works !!! :P <<
  9. Hello I have same problem. replaceDamaged work very well class DestructionEffects don't work it's discouraging :(
  10. Hello I try to import a house. From Bis Arma2 addons to Arma3. I import all the textures, its good. But I have this error message when I run Buldozer viewers: core\cursor\data\cursor2_ca.paa Obviously it is a way to dta (Arma2). I can not remove it... :huh: Well, the problem corrects from himself... :huh: So Good :D
  11. MyCar is name of my Addon Script is in my addon. D41_Trailer_A is name of your trailer. See in your mlod addon. This is not the right name?
  12. Yes.... I have managed "attachTo" :D it works flawlessly in editor. Now, I would like to integrate in my car addon. I tried several solutions, but it does not work. The "hint" works well, but no car on truck... :( config vehicles: class UserActions { class Putcar { displayName ="Put car on truck"; position = "doplnovani"; radius = 5; onlyForplayer= true; condition = "alive this"; statement = "[this] execvm ""\My_Addon\scripts\Putveh.sqf"";"; }; }; Script: _Mycar = _this select 0; _D41_Trailer_A = _this select 1; _Mycar attachTo [_D41_Trailer_A, [0, 0, 3.15] ]; hint "Car is on truck"; player removeaction Putcar; If you know anything about script, I gladly accept help. :P
  13. Ok Thanks Is it possible to integrate it into the new version mod? How to use "attachTo" here? ;)
  14. Thanks for your marvelous work :D I tried and loved... But I have a problem, how to place a car on it? (as the video) I am unable to... :huh:
  15. Yes Nice work I tried your method, It works... ;) But for this texture.... I have another one (other vehicle), with same method, and it does not work. :confused: TexView 2.0 bis tool for convert
  16. Hi ;) I have a tranparency problem on my vehicle. you can see through it, and the land or ocean appear like the picture below... I tried "move to next alpha" in Object Builder, but it does not change. An idea? :confused:
  17. No... Thanks, but this is not it. ;)
  18. I tried without RVMAT..... Same problem I tried with native Bis texture.... Same problem is that there are a transparency adjustment? for object? in fire geometry lod or other? cfgvehicles?
  19. Yes, I use a _co texture for my model... :(
  20. Hi Problem with campfire. When I approach a campfire cases extinguish with... often I die before I could do. I think that the lethal radius is too wide. Do you feel it?
  21. Ok Thanks for your responce. Problem is not filepath, but it gave me an idea... I added in class UnderBarrelSlot the line: linkProxy = "\A3\Data_f_Mark\proxies\weapon_slots\UNDERBARREL"; and it works... More, my character not sinking into the ground (just a little) Thanks ;)
  22. Hi I created a personal weapon, and a bipod. all works well, weapon, sight, sight prone, but bipod is not visible in-game. I respected all BiWiki and Test_Weapon_01, after trying several solutions, I can not bring up the proxy IG. More, with this configuration, my character sinking into the ground, at the half of the body. Path of proxy is: \A3\Data_f_Mark\proxies\weapon_slots\UNDERBARREL... I feel that the problem is the proxy. I also created a UnderBarrelSlot.hpp but this is not it... :confused: Bis's bipod on Bis's weapon is really visible in my game.
  23. Since one month addon builder no longer binarizes. :confused: Binarize button is "on" I click on the button "Pack" After Binarising complete, I verified with Mikero's Tool "ExtractPbo". And any P3d in my addon are not binarized. In contrast, configbin is well created. It was still working there a few weeks... others have this problem? And how to resolved? :butbut:
  24. Hello After having my addon binarise, I wanted to sign it, with Arma 3 tools. DSCreateKeyGUI.exe and DSSignFileGUI.exe in DSSignFile folder, using my private key. But it does not work with FSF server A3, I make myself kicked from the server. I tried several ways without result. an ideas?
  25. jaac

    Head Bug

    Hi I try to make new head for my character with tools Bis. I use bust.p3d given by Bis in samples_F but the result is not very good. I would have thought that the Bis's models work properly...
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