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meatshield

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Everything posted by meatshield

  1. so, i'm trying to find a way of getting a custom composition (just fortifications and a few guys, no waypoints or anything) to spawn at mission start in one of several areas. Google threw up a bunch of stuff ranging from non working scripts to using BIS_fnc_ObjectsGrabber and BIS_fnc_ObjectsMapper .. which i just cant get my head around as the wiki is typically sparse in how to actually use the damn things if you dont know how to script already, and the few threads i've found are equally vague to a non scripter Any help available for a non scripter??
  2. ..which whilst works fine, spanws everything via add actions and doesn't contain any information for a non scripter on how to use it to spawn a custom composition on marker A,B or C randomly at mission start. When your level of scripting is limited to execVM "scripts\scriptname.sqf"; being told "when you want to spawn a composition.." _compReference = [ COMP_NAME, POS_ATL, OFFSET, DIR, ALIGN_TERRAIN, ALIGN_WATER ] call LARs_fnc_spawnComp; is like telling someone to build a rocket and go get some moon dust it really does make you wonder just how hard it is to make a mission where there's a base in one of 2/3 possible locations and you have to go find out which one its at (with the base being random for re playability)
  3. As the title really. I've been trying to make changes to default units and guns (fov etc) and the changes just refuse the work, however if i set up my own copies of the defaults with the changes, then it all works just fine. I've checked the requiredAddons and that all checks out ..so am i doing something wrong or are the default classes locked to editing now?
  4. So i'm trying to get ai waves to attack the players (coop), and found this video which shows the exact thing i'd like- however i cant get it to work for the life of me, i've triple checked everything but for some reason i can only get it to either show all the groups, or just the first one. Heres the mission file (test one with default units only) https://dl.dropboxusercontent.com/u/34537696/spawn%20test.Altis.rar Is it that the code longer works since the video was made?? Or am i just missing something obvious??
  5. Instead of making several posts, i'll do an all-in-one post :) Here are my reskins for the default arma3 units, there NOT ment to be 100% realistic or to represent any particular armed forces in the world (although the camo patterns have been/are being used). I also just want to say a HUGE thank you to Surpher for all his help. Time for pictures! Blufor units, in woodland and snow camo as well as some "all black" camo guys for those specop missions (click for larger version) Opfor units, in wooldand and snow camo as well as some "all black" camo guys for those specop missions (click for larger version) Indi forces, in woodland, snow and desert camo (click for larger version) Download links for the units https://dl.dropboxusercontent.com/u/34537696/a3_addons/Meaty_reskins_Blufor.rar https://dl.dropboxusercontent.com/u/34537696/a3_addons/Meaty_reskins_Opfor.rar https://dl.dropboxusercontent.com/u/34537696/a3_addons/Meaty_reskins_Ind.rar Classnames for everything is the respective classnames.txt file in the rar And now the other part of all this, the sources and templates i used. The source files are unbinarized and fully viewable. Uniforms,vests,helmets,backpacks are all included. Theres one for blufor, opfor and indi forces. Vehicle configs included as well. https://dl.dropboxusercontent.com/u/34537696/a3_addons/Meaty_reskins_sources.rar The vehicle templates i used, these have ambient occlusion and cavity layers, there not perfect but its better than not having them :) https://dl.dropboxusercontent.com/u/34537696/a3_addons/A3_Vec_templates.rar Its worth noting that currently theres a few hidden selections issues with the opfor units and independent forces, i'll update once these have been fixed on the stable branch. Do what you like with em! Include em in mod packs, host them, rip em to pieces, dress em up in a tu-tu etc etc etc. I aint fussed :)
  6. meatshield

    Sat map size?

    So i've started work on a terrain, its 4096x4096 in size. Now from what i've gathered, if you do a 1024x1024 map, you'll need a 10240x10240 sat map, 2048 is a 20480x20480. Now going from that i'm gathering i'd need a 40960x40960 sat map ... what i'm wondering .. is can i use a smaller sat map texture than 40960x40960 and make it easier to work on, or do i have to struggle on?
  7. I know this is an old thread, but non of the above works if you copy/paste it. Heres a current working one, its just a slight tweak to the ones above, prolly wont work with "spawned in" units create a flashlight.sqf with the following code { if (side _x == east) then { _x unassignItem "NVGoggles_OPFOR"; _x removeItem "NVGoggles_OPFOR"; _x removePrimaryWeaponItem "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceon"; } } ForEach allUnits; then in the init file of the unit/units put _nul = [] execVM "flashlight.sqf"
  8. i like it, i think it should be reduced a little bit though, not loads, just a little. Or, thinking about it, having the movement the same, but have it re-align a little quicker :) Overall though, nice feature :)
  9. class CfgPatches { class Meaty_Vech_B_WD { units[] = {Meaty_O_Offroad_WD}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class Meaty_CarOWD { displayName = "M_Car (Op Woodland)"; }; }; class Offroad_01_armed_base_F; class Meaty_O_Offroad_WD :Offroad_01_armed_base_F { _generalMacro = "Offroad_01_armed_base_F"; author = "Meatshield"; scope = 2; side = 0; vehicleClass = "Meaty_CarOWD"; faction = "OPF_F"; displayName="Armed Offroad (Woodland)"; crew = "Meaty_Crew_O_WD" hiddenSelections[]= {"camo"}; hiddenSelectionsTextures[]= {"Meaty_Op_WD_Vech\data\offroad_01_ext_co.paa"}; typicalCargo[] = {"Meaty_Crew_O_WD"}; availableForSupportTypes[] = {"Drop","Transport"}; }; working config, change as needed :)
  10. Howdy, I've got a fully working loadout script which works just fine when players pick a slot before the mission starts, then the mission is started, everyone gets what there supposed to. However if someone comes AFTER the mission has started, or died, backed out, picked another slot, and re-joined, it doesnt work :( Heres the loadout script with the only the first loadout included - _unit = _this select 0; _strLoadout = _this select 1; if (!isServer) exitWith {}; removeAllWeapons _unit; removeAllAssignedItems _unit; removebackpack _unit; removeGoggles _unit; removeHeadgear _unit; switch (_strLoadout) do { case "rifleman": { // Add clothing _unit addUniform "U_O_CombatUniform_ocamo"; _unit addHeadgear "H_HelmetO_ocamo"; _unit addVest "V_HarnessO_brn"; _unit addBackpack "B_AssaultPack_ocamo"; // Add weapons & grenades _unit addMagazines ["30Rnd_65x39_caseless_green", 10]; _unit addWeapon "arifle_Katiba_F"; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addPrimaryWeaponitem "optic_ARCO"; _unit addMagazines ["HandGrenade", 2]; // Add items _unit addItem "NVGoggles_OPFOR"; _unit assignItem "NVGoggles_OPFOR"; _unit addItem "ItemRadio"; _unit assignItem "ItemRadio"; _unit addItem "ItemCompass"; _unit assignItem "ItemCompass"; _unit addItem "ItemMap"; _unit assignItem "ItemMap"; _unit addItem "ItemWatch"; _unit assignItem "ItemWatch"; _unit addItem "ItemGPS"; _unit assignItem "ItemGPS"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; }; }; _primaryWeapon = primaryWeapon _unit; _unit selectweapon _primaryWeapon; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primaryWeapon >> "muzzles"); _unit selectWeapon (_muzzles select 0); The script is called from the init file of each player, with null = [this, "rifleman"] call compile preprocessFile "kitout.sqf" . The script has the loadouts for every role in it, which makes it really easy to change and make sure they match, so i'd like to keep it that way if possible. Anyone have any ideas what i'm doing wrong that isnt making it work with JIP players? :confused:
  11. he does kinda have a point though, even to completely different questions. I know it gets tiring answering the same questions all the time, but i do wonder if the people who say "do a search!", (which can be useful .. but only to a point) have actually bothered themselves most the time. The answer your looking for is either buried in a single post on page 43 out of 85 of some totally irrelevant thread which has gone off tack from its first post, or in some thread called "need help with script" .. which theres loads of, and non of them might have anything to do with your error. Of course the worst thing is .. when you dont know what the problem is .. how can you search?? specialy as if you dont get the right keywords you wont get a thing. Another thing as i'm at it .. is the "its on the wiki!" .. ok .. fine .. but where abouts? if i'm looking for a way to remove weapons from a unit, how do i know i need the removeAllWeapons scripting command on the huge list of scripting commands that have no description until you click them? Am i supposed to go through all of them from A-Z one at a time wasting hours? Easy example i know, but you get the idea.
  12. meatshield

    Sat map size?

    thanks bushlurker, some nice tips there!
  13. meatshield

    Sat map size?

    the are covered is 589.38 km2 + a little sea around the edges, i basically just did a 40960x40960 box in global mapper that covers the island nicely, 20480x20480 was to to small and i really didnt want to squish it. So i guess it would be grid size = 4096 cell size = 100 Never been to good at maths so it might be off.
  14. So i'm having a nice little issue with zeus and pre-placed AI units, in that it wont let me move, delete or kill them using the end key. Every time i try it always says "insufficient resources" in the bar. Now I can see them, give them waypoints, change the skill, drag the health bar etc and placing new units etc, everything's just fine so i'm a bit lost. I've tried syncing those AI units with the add editable objects module and it still wont work :confused: In the editor zeus is virtual entity, sync with the game master module In the init file of the mission i have this if (isServer) then { { _x addCuratorEditableObjects [allUnits, true]; _x addCuratorPoints 9999999999999999999999999; } foreach allCurators; }; Any ideas?? EDIT: Also just a note, this is for co-op with a small group of players, where zeus is played by a trusted member and used to make things a little more interesting or re-balancing the missions on the fly. So him having total control of everything, without limits, is not a problem :)
  15. meatshield

    "insufficient resources" with pre-place units?

    ok by total accident i've solved it! :) Turns out that if the addon you placed in the 2d editor isnt supported by zeus normally, you cant move it about and what not. I tried the exact same mission with default units and i could do what i liked with em.
  16. meatshield

    "insufficient resources" with pre-place units?

    yea i have, even at 1 i still get the insufficient resources message. Same if i remove that line from the init and use the manage resources module (set at 1 every 10 secs) in game :(
  17. so i know theres the "underwear" figure in the modeling examples, however i want to make a vest that will fit nicely on the default NATO uniform. So is there an example model with the uniform so i can model over it?? would save a heck of a lot doing the model, then having to tweak it to fix any glitches.
  18. meatshield

    Adding thermals?

    as the title really, i noticed that in some of the offical missions zeus has thermals, however when i place them in my missions they dont. So how do i go about giving mine thermals? :confused:
  19. meatshield

    Hellcat skin has black points ?!

    sure you have the hiddenselection textures in the right order?
  20. meatshield

    Uniformed example model?

    that only really helps with the vest, doesnt help for things like "balistic nappies" or belts etc etc :(
  21. meatshield

    re textured vests have armor

    hey tyco, i've found the reason. As BI changed the armour vaules since the the retexture template on these forums was done, they use the wrong values. Here are the newer ones that give the reskins the same value as the current defaults for the helmet mass = 40; armor = 10*0.6; passThrough = 0.6; for the vests mass = 80; armor = 40*1; passThrough = 0.4;
  22. meatshield

    Whats with the new sounds??

    Why did you change the sounds BI?? they were working fine, they sound like cheap plastic nock offs now. Also theres an extra clunking noise after you fire the lynx but nothing on the gun is moving .. so how it can makeing sound?? :banghead: I do like the new truck though! :)
  23. thanks again surpher, its all working :)
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