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About nukerat

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  1. nukerat

    Set texture problem

    Is there no way to set the textures in the ini.sqf file? I wonder if that would help. The .paa after a change looks real bad so I guess we use what we got for now as far as pop up targets go. If anyone knows how to re-texture using the ini file that would be great. Thank you all for your time my friends.
  2. You bet Aaron. Glad I could help my friend.
  3. nukerat

    ReSkin and missions

    You bet my friend. Glad we could help.
  4. Okay, found you problem, first thing you need to do is move the.....wait, Let me check something else, sry. Be right back. ---------- Post added at 12:39 AM ---------- Previous post was at 12:34 AM ---------- Okay, first, you did not create a trigger that uses the radio function to call back up the target. Do that first by placing a trigger. This trigger can be anywhere and very small. You do not activate it by walking into it or nothing. Put Target1 animate ["terc", 0]; in the "on actv" box. Also, none for type and radio alpha for activation at the top. Then, move the nopop=true; to the top of the ini.sqf script. That will fix it for you. It is what I did to get it to work on your mission. Hope this helps my friend. ---------- Post added at 12:42 AM ---------- Previous post was at 12:39 AM ---------- Forgot to mention that you want the trigger to be set to repeatedly as well.
  5. I know what I forgot. In the ini.sqf, create one if you do not have one. Put nopop=true;
  6. nukerat

    Set texture problem

    I actually have this same issue with some .jpg textures I am using. I will try them in .png instead. When I test the first time it is black until I get real close. Then every start in the editor after that is fine. Just the first time in the editor. btw, 1024 x 1024. If the .png does not work I will try them in .paa as well. ---------- Post added at 11:01 PM ---------- Previous post was at 10:21 PM ---------- Okay, after testing I do not get this issue when convert the custom texture back to .paa. However, the image is really bad until you get close. With the .jpg it starts off black until you get to about 20 meters or so. Then the image pops up. Then, when you back away it stays up and continues to stay up with a restart in the editor. It is like it is black a ways back the first time you run the game. I am using "this setObjectTexture [0, "path.jpg"] in the init of the unit. Is there a way to put it in the ini.sqf perhaps? How would the script look or need to look If I wanted this to happen on start up. I tried putting _objectname setObjectTexture [0, "path.jpg"] in the ini.sqf but it did not work. Any help with how to put setobject texture in the ini.sqf would be great. Thank you all for your time. Ohh, and I did try the .png and it would not load at all.
  7. nukerat

    ReSkin and missions

    I think, and I could be wrong, but for a quick look just put the following in the init line of the unit itslef: this setObjectTexture [0, "tester5.jpg"] Then put the .jpg of the re-skin texture in the main mission folder. For example, the jpg for the example above was named tester5 . I forgot to mention. The 0 may indicate just part of the texture. You may need to have a couple different textures to complete the re-skin. I am guessing you know all that and have pulled out the .paa files to change them but figured I would mention it. ---------- Post added at 10:09 PM ---------- Previous post was at 09:46 PM ---------- I just read somewhere that the "this setObjectTexture" does not work for unit clothing. I am not sure if that is correct or not but you may want to keep that in mind my friend.
  8. Here are a couple more I have done. If anyone wants one of these just let me know. I will post more as I get them finished. Nothing special but I needed something different for my range. Click the link for a larger look. http://i1176.photobucket.com/albums/x325/nukeratski/mytargetimages_zpsc11a7718.png~original
  9. I did the same. I ended up having to use pieces of different posts and my very limited knowledge to get it to work but I think this will do it for you. I even have moving targets using this as well without any problems. If you are not sure where you mission file is: Documents/Arma 3 -Other Profiles/ "your name"/missions. You have to save the mission from the editor first with whatever you want to name it. Then, just create a .sqf file in the mission name folder and paste that first code that is in the spoiler in there. Be sure to save it. Then follow the rest. Hope this helps and good luck my friend.
  10. It appears, and I may be wrong, that all the pop up targets look the same. It has been quite some time since I messed around with Arma2 and scripting so I thought I would play with this a bit. Took me some time to get my feet wet with eliteness and texview2 but I think I have made some progress. I only have been testing but I thought I would share a picture of what I have right now. It is real rough and I plan on doing a few different ones and will post them when I get them complete. In the following image you cannot see it but there is a trigger that has the hostage and Target pop out as you move in. Here is the link if I screwed up the "insert Image" below this. http://i1176.photobucket.com/albums/x325/nukeratski/hostagetargettest_zps35ac29af.png~original The image in the link is very big as well.
  11. I was able to solve your issue Aaron with the following. First, take the script below and create a .sqf in your mission folder called popuptarget. Place the info below in that script: Then create a pop up target and put this in the init: this addEventHandler ["HitPart", "[(_this select 0)] execVM 'PopUpTarget.sqf';"]; After or before that, either one, place a trigger somewhere on the map. It should be none for type and radio alpha for activation, then repeatedly. Condition will be "this" and then place the following in the On act. : Target1 animate ["terc", 0]; targ1 animate ["terc", 0]; hos1 animate ["terc", 0]; Also, create a ini.sqf and put nopop=true; in it. Be sure to name the target itself and use that name in the above code. For example, I have three targets in my test right now named, Target1, targ1 and hos1. You can see how the code works when adding more targets. Then, after you knock one down, just hit 0, 0, 1 to pop them back up via the radio command. Okay, I think I got all that right. Hope this helps.
  12. Okay, thank you. I have yet to get in game. I use to run a Dom server with some custom scripting myself in Arma 2 and was just wondering if he was working on one. I was unable to find one posted here by him. I should have checked Armaholic actually and am going to do that now. I would like to get the file without have to rummage through getting in manually from the MP. Thank you again sir.
  13. I have done a few searches but have been unable to find the answer I was looking for so I decided to post it up. Sorry if this has been covered already. I was curious if Xeno or anyone for that matter has coded up a new Domination for Arma 3? Or even something similar would be great. Thank you all for your time and responses.
  14. nukerat

    Forum Problems

    Same here NeMeSis. I would say it has been at least a week since I have had any issues at all.