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Everything posted by Tejkr
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I modified it a bit, so I hope you can understand it. I'm not sure how position works, but it may be something like x, y, z...just +2 for the x, and they should line up... class CfgGroups { class Indep { side = 2; name = "Independent"; // BLUFOR class Hunters { //Faction Name name = "Hunters"; // class infantry_groups { name = "Infantry"; class inf_elmnt { name = "Infantry Element"; side = 2; faction = Hunters; class Unit0 { side=2; vehicle="Soldier"; //soldier's class name rank="CAPTAIN"; position[]={0,5,0}; }; class Unit1 { side=2; vehicle="Soldier"; //soldier's class name rank="SERGEANT"; position[]={3,0,0}; }; class Unit2 { side=2; vehicle="Soldier"; //soldier's class name rank="SERGEANT"; position[]={5,0,0}; };
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Hi, how can I setup respawn in MP? Addon version doesn't work for me, nothing shows up in action menu, but MPMission version works - but every player has only three life tickets and sometimes it glitches and player respawns two or three times in a row and so he can't play anymore. I want simple respawn where they kill me (or I press respawn) and I will simply show up at base. I can't find nothing about respawn here on on google as well as in mission folder. So, is there any way how to setup respawn? Thanks for respond!
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Context menu assign item script
Tejkr replied to Tejkr's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Sorry for double post, but I made a progress, it doesn't work well anyway. waitUntil { !isNull player }; _activatingPlayer = _this select 1; _actionId = _this select 2; player addVest "Hntr_belt"; player addHeadGear "hnt_orngcap"; player addWeapon "Hntr_Sdarm"; player removeAction _this select 2; player addaction ["Gear Off", "\Security Intervention Forces\Data\scripts\agentgearoff.sqf"]; Unit has added action called "Gear Up" and it will assing him the vest, cap and sidearm. But then I want the action to disappear and new one to appear (called "Gear Off" for example). When I click it, it would remove the added stuff and then remove the action and add "Gear Up" again. I can't anything like this on Internet, but I guess I'm doing something wrong with "removeaction", don't know exactly what. -
Hi, I'm working on a script that will make a context menu option, for example "Assign gear" and it will add let's say belt, assign gun and glasses for example. Then it will change to "Unassign gear" and it will remove that stuff. Changing the stuff shouldn't be hard, but I don't know how to add that context menu option. And it needs to change the gear, then show up the new option repeatedly. I appreciate any help, but references as well! Thank!
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Yes sir, I used his balaclava and it works like a charm. I didn't know it's open source, so it's fine now. But I can't make diver unit work. This is my unit and wetsuit config: class I_Soldier_diver_base_F; class HunterDive : I_Soldier_diver_base_F { faction = Hunters; side = 2 vehicleClass = "sec_supp_team"; canCarryBackPack = 1; scope = 2; displayName = "Diver"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; nakedUniform = "U_BasicBody"; uniformAccessories[] = {}; uniformClass = "Hnt_Wetsuit"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Security Intervention Forces\Data\ppl\Hnt_wetsuit.paa"}; weapons[] = {"Hntr_Scorp", "Hntr_Sdarm", "Throw", "Put", "Rangefinder"}; respawnWeapons[] = {"Hntr_Scorp", "Hntr_Sdarm", "Throw", "Put", "Rangefinder"}; magazines[] = {"30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "SmokeShell", "SmokeShell", "SmokeShellGreen", "SmokeShellOrange", "Chemlight_green", "Chemlight_green"}; respawnMagazines[] = {"30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "SmokeShell", "SmokeShell", "SmokeShellGreen", "SmokeShellOrange", "Chemlight_green", "Chemlight_green"}; linkedItems[] = {"V_RebreatherIR", "Hnt_Wetsuit", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_RebreatherIR", "Hnt_Wetsuit", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class Hnt_Wetsuit : Uniform_Base { displayname = "Hunter Wetsuit"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; picture = "\A3\characters_f\data\ui\icon_U_B_Wetsuit_CA.paa"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Security Intervention Forces\Data\ppl\Hnt_wetsuit.paa"}; scope = 2; class ItemInfo : UniformItem { containerclass = "Supply90"; mass = 80; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Security Intervention Forces\Data\ppl\Hnt_wetsuit.paa"}; uniformclass = "HunterDive"; uniformmodel = "-"; uniformtype = "Neopren"; }; }; I can place the unit in editor, but it will now show up ingame. There's just nothing. Any suggestions?
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Unit config questions.
Tejkr replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Look at this mk20 config: It adds acog scope, laser and silencer... class Hntr_Mk20_Nite : arifle_Mk20_plain_F { displayname = "Mk20 Night"; hiddenselections[] = {"camo"}; hiddenselectionstextures[] = {""}; class LinkedItems { class LinkedItemsOptic { item = "optic_tws"; slot = "CowsSlot"; }; class LinkedItemsAcc { item = "acc_pointer_IR"; slot = "PointerSlot"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "muzzle_snds_M"; }; }; }; The backpack works exactly like ammo crate! class TransportMagazines { class SmokeShell { magazine = "SmokeShell"; count = 5; }; I don't know what protocol you mean... -
It all works well for me! Thanks a lot! You're the best! Now I tried to google all around, because I want to add custom face to my unit (it's basically balaclava texture), but I can't find where to put the texture, what should I write in unit's config (I tried FaceType = "", but it didn't work). Can you also help me with this?
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So I tried your UAV config, and now it all works! Thanks a lot for this, I was quite furious about it and now it's perfect! I still can't find how to include unit's init in config. I have Little Bird and I wan't to remove benches and add doors. I used only possible choice I found: init = "this animate ["addDoors",1]; this animate ["addBackseats",1]; this animate ["addTread",0]; this animate ["addBenches",0]; this animate ["addCivilian_hide",1]; {this lockCargo [_x,true]} forEach[2,3,4,5];"; But it gives me error " " ecnountered instead of = " at addDoors, but I guess it would do the same at addbackseats, addtread, etc...
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Yea, scope was the problem... But does anyone know what should I do when I want to texture gunpods and interior of pawnee? I have the textures, I tried various camoX, but it will use default textures for accesories or even use base civilian texture for heli.
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I can't try thav UAV script right now, but as I look at it, it may work pretty well...gonna try it soon! But I guess I know what's your backpack problem...you're missing class TransportMagazines... class B_Kitbag_mcamo; class MG_Ammopack : B_Kitbag_mcamo { class TransportMagazines { class MGammo { magazine = "200rnd_65x39_cased_box"; count = 2; }; }; };
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I would recommend photoshop with .paa plugin, it's far better then textview...
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That solves the error! But it still drops olive bag without my texture, tried dissasembleto[] = {Hntr_UAV_Bag}; but no effect. Tried dissasembleto = "Hntr_UAV_Bag"; as well, but nothing. And now it assembles inde uav, not my retextured, so I guess I won't use UAV bag, it's not worthy the effort I'm putting into it... Surpher said backpacks work just like an ammobox: class B_Kitbag_Base; class Bckpck_class : B_Kitbag_Base { hiddenselectionstextures[] = {"\pbo\something.paa"}; mass = 25; maximumload = 200; class TransportWeapons { class Hntr_Sdarm { weapon = "Hntr_Sdarm"; count = 1; }; }; class TransportMagazines { class 9Rnd_45ACP_Mag { magazine = "9Rnd_45ACP_Mag"; count = 5; }; class SmokeShell { magazine = "SmokeShell"; count = 5; }; class Chemlight_green { magazine = "Chemlight_green"; count = 10; }; }; };
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THis actually doesn't work, game won't even start, it says Hntr_UAV_Bag.class assembleInfo already defined, but these are only three occurances in config...when I take the first class off, it misses that class...I don't know, maybe I have to write the assembleinfo class myself, then use it in the bag?
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Sorry to bother you again, but I really want to finish this one addon and I'm almost done. But I made UAV Bag (just retexture of ind. uav bck, and added assembleInfo, so it will assemble my uav), but when I start the game, it gives me this error It works ingame anyway, I can assemble that little quadrotor thing, but when I disassemble, it puts original olive independent uav bag in front of me... class I_UAV_01_backpack_F; class assembleInfo; class Hntr_UAV_Bag : I_UAV_01_backpack_F { side = 2; hiddenselectionstextures[] = {"\Hunters\Data\ppl\uav_backpack_blck_co.paa"}; picture = "\A3\Drones_F\Weapons_F_Gamma\ammoboxes\bags\data\ui\icon_B_C_UAV_oli_ca"; class assembleInfo : assembleInfo { assembleto = "Hntr_UAV1"; base = ""; displayname = "Quadrotor"; }; };
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I have just simple reskin, but I can't figure out why this car won't show up in game class Offroad_01_base_F; class Hunter_Offroad : Offroad_01_base_F { crew = "HunterBase"; faction = Hunters; side = 2; displayName = "Offroad"; hiddenSelectionsTextures[] = {"\Hunters\Data\tech\offroad_hntr.paa"}; Am I doing something wrong? I reskinned multiple vehicles, but this is the only one that doesn't work...
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Hi. I retextured few weapons, but there are two that just still use its original textures. Both weapons are originaly independent side, it's Vermin SMG .45 and ACP-C2. Both are configured in similar way like this: class Hntr_Kriss : SMG_01_F { displayname = "Vector Black" hiddenselections[] = {"camo"}; hiddenselectionstextures[] = {"\Hunters\Data\tech\kriss_hntr_blck"}; }; And faction I use the weapons for is also on independent side. Any ideas?
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Thanks! You really know a lot about scripting! It works awesome so far. But I have this idea, where I make lets say ten different clothes and then the soldier would randomly choose one from the list. I don't really know how should I do this, but PG Services addon has similar feature and I need something like this for my covert troops (like when I spawn three this soldiers, each will have same civilian clothes, but different color combination - texture.)
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It's me again. I have another problem, but not in a code I guess. I cannot equip clothes or headgear from my crate (I can equip weapons tho) I created. The slot is red, and I can't even return it to the crate after that. When I equip the item thru VAS, it's fine. The NVG are in crate without icon, and cannot be equipped as well. class Hunt_box : Box_NATO_Ammo_F { scope = 2; accuracy = 1000; displayName = "Hunter Stuff Box"; model = "\A3\weapons_F\AmmoBoxes\AmmoBox_F"; icon = "iconCrateAmmo"; class TransportMagazines { class 30Rnd_556x45_Stanag { magazine = "30Rnd_556x45_Stanag"; count = 50; }; }; class TransportWeapons { class Hntr_SMG { weapon = "Hntr_SMG"; count = 10; }; class NVGoggles { weapon = "NVGoggles"; count = 10; }; class HNT_VEST { weapon = "HNT_VEST"; count = 10; }; class hunter_pilot_cvrall { weapon = "hunter_pilot_cvrall"; count = 10; }; class hnt_cap { weapon = "hnt_cap"; count = 5; }; }; }; Also, is there any way to add sidearm to backpack or vest? I just want unarmed soldier, with a gun in his pocket, not to have it equipped. Im trying to add this faction to Independent, I did side = 2 in factionclasses, but it is still under Blufor.
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Thanks! You're the best sir :D Now it works fine. Just a question, I see that the game automatically categorizes stuff, like soldiers under "Men", helicopters under "Air", but what if I want to add more soldier categories etc...?
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Ok, so I'm working on this addon, which is actually more of a retexture. I've made pilot helmet, coveralls and one soldier. The helmet works fine. It shows up in game and it looks exactly how I wanted. But when I equip those coveralls, it shows its original texture, not the new one. And I don't have my new faction there, so I cant get that soldier in it as well. This is my first addon with config from scratch and I'm new to this, but I cant figure out what is wrong with my code (but I guess theres plenty of mistakes) config.cpp enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class Hunters { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class cfgFactionClasses { class Hunters { displayName = "H.U.N.T.E.R.S"; priority = 3; side = TGuerrila; }; }; class cfgWeapons { class ItemCore; class HeadgearItem; class hunter_pilot_crew : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Hunter Pilot Helmet"; picture = "\A3\characters_f_beta\Data\UI\icon_H_I_helmet_heliShield_ca.paa"; model = "A3\Characters_F\Common\headgear_helmet_heli_shield"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Hunters\Data\helmet_heli_orng.paa"}; class ItemInfo : HeadgearItem { mass = 120; uniformModel = "A3\Characters_F\Common\headgear_helmet_heli_shield"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.9; hiddenSelections[] = {"camo"}; }; }; class Uniform_Base; class UniformItem; class hunter_pilot_cvrall : Uniform_Base { scope = 2; displayName = "Hunter Pilot Coveralls"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; picture = "\A3\characters_f\data\ui\icon_U_B_coveralls_ca.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Hunters\Data\coveralls_hntblck_co.paa"}; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "B_Helipilot_F"; //would be same as our made soldier class containerClass = "Supply60"; //how much it can carry mass = 80; //how much it weights }; }; }; class CfgVehicles { class B_Helipilot_F; class Hunter_Pilot : B_Helipilot_F { _generalMacro = "B_Helipilot_F"; faction = Hunters; canCarryBackPack = 1; scope = public; displayName = "Hunter Pilot"; model = "\A3\Characters_F\Common\coveralls.p3d"; nakedUniform = "U_BasicBody"; uniformAccessories[] = {}; uniformClass = "hunter_pilot_cvrall"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Hunters\Data\coveralls_hntblck_co.paa"}; weapons[] = {"hgun_P07_F", "Throw", "Put", "Binocular"}; respawnWeapons[] = {"hgun_P07_F", "Throw", "Put", "Binocular"}; magazines[] = {"16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShell", "SmokeShell"}; respawnMagazines[] = {"16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShell", "SmokeShell"}; linkedItems[] = {"hunter_pilot_cvrall", "hunter_pilot_crew", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles"}; respawnLinkedItems[] = {"hunter_pilot_cvrall", "hunter_pilot_crew", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles"}; }; };
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ARMA 3 Addon Request Thread
Tejkr replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm thinking more of some World War 1 mod! It would be awesome, just do some rifles, machinegun and uniforms and there it is, entrenched map is needles! -
Hey, I'm working on a mission and I need some help. I made OPFOR position with a line of armored vehicles. Now, I want them to just stay on the spot and wait for the enemy to come, not to maneuver around or chase the enemy. I need something, that will force vehicles to stay on the place from the very beginning of the mission and just shoot at the coming enemy - is there something I can do about it?
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ARMA 3 Addon Request Thread
Tejkr replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I don't know if someone already working on this, but I would really love to have some czech units (ACR) in Arma III! Arma's II ACR DLC has a quite complete inventory of czech army, but Arma III is more futuristic and there's few new things in ACR. Quick overview: They use Vz.95 camo and Vz.95 Desert. This is SF JTAC Czech (disbanded) SOG used multicam but not only that Bren 805 is now their primary rifle. Tho a lot of units still use Sa-58 or this Sa-58, these would be fun in Arma III! Besides that they use standart Glock pistol, CZ 750 Sniper, RPG-7, Carl Gustav, Javelin, RPG-75, SF uses MP5 and M4. Armored vehicles are (and I mean new vehicles that ACR want to use in future) Iveco LMV, Dingo 2 cars and Pandur II APC/IFV (Ambulance variant). Then there is upgraded version of BMP called BVP-M2 SKCZ. ACR main battle tank is T-72M4CZ. When it's about transport, TATRA T-815 8×8 LT and lighter Tatra T-810 is newest variant of a Tatra trucks, and there's also SF version! Dana M1 is 152mm self-propelled gun. Also there is prototype of unammed vehicle TAROS 6×6 Furbo. Military Police has slightly different vehicles. Mi-171Šis upgraded version of well known Mi-17 to future deployment in Afghanistan, lighter helicopter is PZL W-3A Sokol. Attack gunhsip of choice is still Mi-35. Attack aircrafts are L-159 ALCA and new Saab JAS 39 Gripen (also 2 seats version). Transport is secured by CASA C-295. The helicopter pilots and jet pilot. We also use vehicles like HMMWV, old Land Rover Defender and its SF variant, MaxxPro, Bombardier MAX 800 Outlander Quadbike or Toyota Hilux Double Cab. -
Arma 2 Addon request thread
Tejkr replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice to see Bell ARH-70 in arma. Unarmed, as passengers transport. -
Arma 2 Addon request thread
Tejkr replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice to see Bell ARH-70 in Arma II. Unarmed, as passengers transport...someone working on?