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Everything posted by Meatball0311
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SOCMOD Release Thread
Meatball0311 replied to Meatball0311's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There are a few things that need to be done before a WIP pic. But yes, I am wanting to get to you guys some WIP pics as soon as it is in a state that we deem appropriate. Yes, we appreciate all of your guys support and are excited about getting a well done mod out to the public. The response of "When it is done" is because that is the truth, we have members who live in different time zones and have real life responsibilities. So giving an exact date would be very difficult, all I can say is we are getting close to that. When we get the mod to a state of happiness we will post some awesome pics and at that time we will be close to releasing. We have not done any updates because we are actually redoing some models. I will give you a hint and say that there will be a new Combat Uniform model and we revamped our helmets and weapons. Also, during the development of this project we have gotten better in some areas and are now applying those skills to the mod. -
I found this script in the functions_f.pbo and it seems that it would change the frame of the GPS. However, I have tried many ways to enter my texture but it is not working. It says to make the texture _this select 0.... how would I do that? /* Author: Karel Moricky Description: Replaces GPS frame. Following line have to be defined in mission Description.ext: onMinimapScript[] = {"BIS_fnc_customGPS_Spawn"}; Parameter(s): _this select 0: STRING - Image path _this select 1 (Optional): NUMBER - Delta X _this select 2 (Optional): NUMBER - Delta Y Returns: True */ BIS_fnc_customGPS_Params = _this; BIS_fnc_customGPS_Spawn = {scriptName "fn_customGPS.sqf: Loop"; _params = BIS_fnc_customGPS_Params; _frame = _params select 0; _dx = if (count _params > 1) then {_params select 1} else {0}; _dy = if (count _params > 2) then {_params select 2} else {0}; #define GPS_DISPLAY (_this select 0) #define GPS_MAP (GPS_DISPLAY displayctrl 101) #define GPS_FRAME (GPS_DISPLAY displayctrl 101000) _posMap = ctrlposition GPS_MAP; _posMap set [0,(_posMap select 0) + _dx]; _posMap set [1,(_posMap select 1) + _dy]; GPS_MAP ctrlsetposition _posMap; GPS_MAP ctrlcommit 0; _posFrame = ctrlposition GPS_FRAME; _posFrame set [0,(_posFrame select 0) + _dx]; _posFrame set [1,(_posFrame select 1) + _dy]; GPS_FRAME ctrlsetposition _posFrame; GPS_FRAME ctrlsettext _frame; GPS_FRAME ctrlcommit 0; }; true
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SOCMOD Release Thread
Meatball0311 replied to Meatball0311's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am just putting this out there. I am looking for a little help with some scripting. I have some really cool ideas and they would have to be scripted. I have moderate scripting skills and I need someone who I can ask questions. Anyone want to help out with some scripting for this project please PM me. -
SOCMOD Release Thread
Meatball0311 replied to Meatball0311's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The project is still going.. we are getting there. The vest values have been corrected and the helmet is taking about two hits to kill. -
Mission Day and Time Displayed In Dialog
Meatball0311 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I am looking for a way to have the mission day and time displayed on a dialog. What code would I use, what type of control? FIXED: Had to make my control a StructuredText disableSerialization; _time = daytime; _display = uiNameSpace getVariable "SOC_GARMIN401_dialog"; _setText = _display displayCtrl 1606; _setText ctrlSetStructuredText (parseText format ["%1",_time]); _setText ctrlSetBackgroundColor [0,1,1,0.5]; -
GUI background texture/paa
Meatball0311 replied to Diabolical1001's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am having issues with the same thing... my picture is coming out transparent. I do not understand what you mean by moving the layers to the top. How come this is only being transparent when i use a paa.. if i do a jpeg it looks fine, just without a transparent background. FIXED: Worked on it all day and tried everything so I don't know if it was a combination of things or as simply as making my texture 512x512 -
I have seen some topics about this, but I am still not understanding how to make my dialog picture not transparent. At the moment it looks like this in my defines.hpp i have RscPicture like this class RscPicture { access = 0; idc = -1; type = CT_STATIC; style = ST_PICTURE; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "PuristaLight"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; and in my dialogs.hpp i have the Picture setup like this class GARMIN401_PICTURE: RscPicture { idc = 1200; text = "acc_soc_garmin401_dialog.paa"; x = 0.388542 * safezoneW + safezoneX; y = 0.316666 * safezoneH + safezoneY; w = 0.225 * safezoneW; h = 0.455259 * safezoneH; }; What do I need to do to get the image to show up? FIXED: Worked on it all day and tried everything so I don't know if it was a combination of things or as simply as making my texture 512x512
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I am making a custom GPS and I config it ingame. The question I have is where do I find the config for the picture that is displayed on screen when you activate the GPS. This is my config so far: class SOC_GARMIN401_GPS: ItemGPS { dlc = "SOCMOD"; author = "SOCMOD"; _generalMacro = "SOC_GARMIN401_GPS"; scope = 2; displayName = "[SOC]Garmin 401 GPS"; descriptionUse = "Use: View GPS"; simulation = "ItemGPS"; picture = "\A3\Weapons_F\Data\UI\gear_item_gps_CA.paa"; model = "\A3\Weapons_F\Items\gps"; descriptionShort = "Enables accurate positioning."; }; }; would it be the simulation = that decides what picture is used and where do I config that?
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My helmet displays no armor in the virtual arsenal. class ItemInfo: HeadgearItem { mass = 20; uniformModel = "\soc_gear\data\gear\helmets\SOC_OPSCORE_MARITIME_A.p3d"; modelSides[] = {3, 1}; armor = "40"; passThrough = 0.8; }; };
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Helmet has no armor
Meatball0311 replied to Meatball0311's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It seems that there is a slight armor to my helmet and I am fine with as it takes two shots to the head to kill. But, why does the armor protection not show in the arsenal? class H_SOC_OPSCORE_MARITIME_A01: ItemCore { scope = 2; dlc = "SOCMOD"; weaponPoolAvailable = 1; displayName = "[SOC]OPSCORE Maritime A01"; picture = "\soc_gear\data\ui\icon_H_SOC_MARITIME_ubt_ca.paa"; model = "\soc_gear\data\gear\helmets\SOC_OPSCORE_MARITIME_A.p3d"; author = "SOCMOD"; class ItemInfo: HeadgearItem { mass = 20; uniformModel = "\soc_gear\data\gear\helmets\SOC_OPSCORE_MARITIME_A.p3d"; modelSides[] = {3, 1}; armor = "40"; passThrough = 0.8; class HitpointsProtectionInfo { class H_SOC_OPSCORE_MARITIME_A01_HitpointsProtection { hitpointName = "HitHead"; //enter protected hit point class name from soldier Hitpoints class here armor = 40; //enter desired armor value for hit point referenced above passThrough = 0.8; //fraction of damage passed to the total damage through this hit point }; }; }; }; -
Helmet has no armor
Meatball0311 replied to Meatball0311's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ya I know.. however that thread is talking about vests and mine is about helmets ;) -
while { vlite } do { _helmet = headgear player; if (headgear player in _H_SOC_OPSCORE_MARITIME_D01) then { removeHeadgear player; player addHeadgear "H_SOC_OPSCORE_MARITIME_D01_VLite_L_Green"; } else { sleep 0.025; }; }; Helmet is not getting removed and new helmet is not getting placed on unit.
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removeHeadGear not working
Meatball0311 replied to Meatball0311's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Much appreciated. -
How to remove items from Virtual Arsenal
Meatball0311 replied to Meatball0311's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thank you -
How to remove items from Virtual Arsenal
Meatball0311 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I do not want some gear to show up in the virtual arsenal, how can I hide them? -
How to setObjectMaterialGlobal to helmet
Meatball0311 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I am trying to use an addAction to change the material of a helmet. Is it possible to do this to a helmet? _helmet = headgear player; _helmet setObjectMaterialGlobal [8, "soc_gear\data\mat\VLite Glow\SOC_VLite_Green_Glow.rvmat"]; -
I need a variable that will be equal to several types of gear. How do i make an array? _gear = ["gear1classname", "gear2classname", "gear3classname".... etc]; Is that correct? _uniform = uniform player; if (_uniform == _gear) then { hint "CHECK ONE"; Sleep 1; } else { hint "CHECK TWO"; Sleep 1; }; };
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how to create an array
Meatball0311 replied to Meatball0311's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This is the loop that I have going on atm. It works fine. I need it to be running at all times to check to see if the piece of gear is in the player's inventory. while {alive player} do { _uniform = uniform player; if (uniform player in _crye) then { hint "UNIFORM SUCCESS!"; } else { hint "UNIFORM FAIL!"; }; sleep 1; }; it constantly checks the units inventory for the uniform even after it is dropped and picked back up. -
how to create an array
Meatball0311 replied to Meatball0311's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks.. got it working. Now how would i make it check all of the time incase the gear gets dropped then picked up again? -
how to create an array
Meatball0311 replied to Meatball0311's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
== I think means equal to. the question is how do I make a variable that is of several things _gear = ["gear1classname", "gear2classname", "gear3classname".... etc]; is that the way that I would do it, because I get an error when i have it that way. -
How would I execute an init.sqf within a addon for a piece of gear? Would you use class EventHandlers;? I cannot get it to launch the init.sqf class CfgPatches { class soc_gear { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Weapons_F","A3_Characters_F","A3_Characters_F_BLUFOR","Extended_EventHandlers"}; Author[] = {"SOCMOD"}; }; }; class Extended_Init_EventHandlers { class soc_gear { soc_gear_init = "_this execVM ""\soc_gear\init.sqf"""; }; };
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how to add an init.sqf to gear
Meatball0311 replied to Meatball0311's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I managed to execute the init.sqf by using CfgFunctions: class CfgPatches { class soc_gear { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Weapons_F","A3_Characters_F","A3_Characters_F_BLUFOR","Extended_EventHandlers"}; Author[] = {"SOCMOD"}; }; }; class CfgFunctions { class EXEC_SOC_GEAR_INIT { class SOC_GEAR_F { class soc_gear_init { postInit=1; file = "\soc_gear\init.sqf"; description = "script run after mission started and object initialization is complete"; }; }; }; }; But how do i execute the init.sqf using CBA? SOLVED: class Extended_PreInit_EventHandlers { SOC_GEAR_INIT = "SOC_GEAR_INIT_VAR = [] execVM ""\soc_gear\init.sqf"""; }; -
Half of view NVG
Meatball0311 replied to Meatball0311's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Very interesting... -
Is it possible to make half of players view with night vision and the other half not? Basically one half of the screen would have night vision and the other half would not.
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hiddenselection problems with NVG's
Meatball0311 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Having issue with hiddenselections on my nvg's. There are two models: first model is the NVG in the ON position and the other is in the OFF position. I have two named selections in both models that I want to use hiddenselections on (PVS15 and L4_G24). The first model (ON position) the hiddenselections work fine and the textures show in-game, but on the second model (OFF position) the hiddenselections do not work and there are no textures. class NOD_SOCOM_M953: NVGoggles { scope = 2; author = "SOCMOD"; displayName = "[SOC]M953 NODs"; nameSound = "nvgoggles"; simulation = "NVGoggles"; showEmpty = 0; muzzlePos = "usti hlavne"; muzzleEnd = "konec hlavne"; value = 5; weaponPoolAvailable = 1; opticsZoomMin = 1; opticsZoomMax = 1; modelOptics = "\soc_gear\data\optics\SOC_ANPVS15_OPTIC.p3d"; model = "\soc_gear\data\gear\nvg\SOCOM_PVS15_F_ON.p3d"; picture = "\soc_gear\data\UI\SOCOM_PVS15_UI_ca.paa"; //descriptionUse = "$STR_A3_cfgWeapons_PVS15"; descriptionUse = ""; hiddenSelections[] = {"PVS15","L4_G24"}; /// what selection in model could have different textures hiddenSelectionsTextures[] = {"\soc_gear\data\tex\nvg\acc_soc_anpvs15_blk_co.paa","\soc_gear\data\tex\nvg\acc_soc_wilcox_g24_blk_co.paa"}; /// what texture is going to be used class Library { //libTextDesc = "$STR_LIB_PVS15"; libTextDesc = ""; }; descriptionShort = "M953 SOCOM Night Vision Goggles"; class ItemInfo: ItemInfo { type = 616; hmdType = 0; uniformModel = "\soc_gear\data\gear\nvg\SOCOM_PVS15_F_ON.p3d"; modelOff = "\soc_gear\data\gear\nvg\SOCOM_PVS15_F_OFF.p3d"; mass = 12; hiddenSelections[] = {"PVS15","L4_G24"}; /// what selection in model could have different textures hiddenSelectionsTextures[] = {"\soc_gear\data\tex\nvg\acc_soc_anpvs15_blk_co.paa","\soc_gear\data\tex\nvg\acc_soc_wilcox_g24_blk_co.paa"}; /// what texture is going to be used }; }; }; Question: Can the "modelOff" use hiddenselections?