mynameisme
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10 GoodAbout mynameisme
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WIP: Stuff you are working on 2!
mynameisme replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
holy carp, thats awsome :eek: -
WIP: Stuff you are working on 2!
mynameisme replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
just a update, looks a little better than my previous piccy Promise il stop spamming it now.;) Please admire the grills, thats a hole afternoon right there. -
WIP: Stuff you are working on 2!
mynameisme replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Pinzgauer Vector (my first real model), probably wont be pink when its done ...¬_¬ hopefully. Few hours work: Pleace note placeholder wheel etc -
Checking if something is true in a script.
mynameisme replied to mynameisme's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah thanks got it sorted, looks like i was way off :rolleyes: -
Checking if something is true in a script.
mynameisme posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just trying to get into scripting but hit a wall, probably a small one :rolleyes: in a trigger i have truckend=true and in my script: sheep4 attachTo [truck,[0,-1,-0.7]]; sheep4 setDir 140 sheep3 attachTo [truck,[0.1,0.1,-0.7]]; sheep3 setDir 305 sheep2 attachTo [truck,[0.1,-0.5,-0.7]]; sheep2 setDir 35 sheep1 attachTo [truck,[-0.2,-2.2,-0.7]]; sheep1 setDir 200 player attachTo [truck,[-0,-1,-0.7]]; player setdir 180 #loop player playmove "AmovPpneMstpSnonWnonDnon" goto "loop" #playerdetach detach player; _worldPos = truck modelToWorld [0,-6,0]; player setPos [_worldPos select 0, _worldPos select 1, 0]; exit i want it to check if truckend=true or not, if it is go to "player detach", if it isnt goto loop... i though it might be something like if ?truckend then goto "end" else goto "loop" or some such :confused: thanks -
Arma 2 unit retexturing
mynameisme replied to mynameisme's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks, but unfortunatly the UH-1Y hasnt got the hidden selection, but, ive gone into a hex editor and edited the UH-1Y model file and pointed it to my textures (BRITUH1Y\Text\BRIT_ext_co.paa) ect keeping it the same length as the original etc etc, and in the config ive changed the model to mine now called "britUH-1Y.p3d" ,, and made it a new object in the editor, but still it appears as the original texture. heh im too far along to give up now :rolleyes: if the pbo is called BRITUH1YCAMO and textures are in "Text" then the path should be called BRITUH1YCAMO/Text/BRIT_ext_co.paa for example? -
Arma 2 unit retexturing
mynameisme replied to mynameisme's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
British Venom (Wip in hindsight i should of just gone in the what your working on thread.) -
Arma 2 unit retexturing
mynameisme replied to mynameisme's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
i sure did , and ive sorted it now, i wasnt re.. pbo'ing the correct bit, but thanks anyway, next task is to make it a new unit in the list, but im sure il find something. just a piccy, first repaint,its a fictional scheme: And an olive grey green combo mix. (Something dosent look right but i cant put my finger on what it is) -
I hope this is the right place to ask: I looked in search but the other thread was relating to arma 1 units and the handy tools dont seem to work. Ive retextured the HU-1Y using the file "uh1y_ext_co" but i cant for the life of me get it into the game, ive just extracted the uh1y section of the air2 But when i repackage the air2 pbo and replace it i get an error relating to miXX(i forget now) Any help is much appreciated.
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woops never mind delete