saltatormortis
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Everything posted by saltatormortis
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Barrel not destroying after being blown up
saltatormortis replied to [evo] dan's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
you need to define the class DestructionEffects too find a good example inside the Mondkalb's Addon Tutorial: https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial#Config.cpp -
mabe you need to simplify your road controll, in our video it looked like you use toomany subdivisions. compare the point density with the working roads
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you mistranslated the clipboard in german its called Klemmbrett
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Make ALL players/objects appear in zeus?
saltatormortis replied to psrkallez06's topic in ARMA 3 - EDEN EDITOR
sorry the solution wasnt as simple as ive written before this edit at this moment zeus cant place triggers or gamelogics you need to edit the mission with a gamemodule with this content: if (isServer) then { { _x addCuratorEditableObjects [allUnits,true]; _x addCuratorEditableObjects [vehicles,true]; } forEach allCurators; }; for a multi zeus setup you need to add this inside the gamelogic: if (isServer) then { [] spawn { while {true} do { { _x addCuratorEditableObjects [allUnits, true]; _x addCuratorEditableObjects [vehicles, true]; sleep 60; } forEach allCurators; }; }; }; -
Make ALL players/objects appear in zeus?
saltatormortis replied to psrkallez06's topic in ARMA 3 - EDEN EDITOR
addCuratorEditableObjects is the magic command you search.. CURATORmodule addCuratorEditableObjects [[OBJECTname],true]; ie: place trigger above preplaced unit withthis onAct: {Curator addCuratorEditableObjects [[_x],true]} forEach thislist; other scripted solutions are simply found inside this forum MFG -
My custom model is not receiving shadows / bright indoors.
saltatormortis replied to zooloo75's topic in ARMA 3 - MODELLING - (O2)
do you want your blood too shine? if not why you have a 1 inside the emmisive value? mfg ps havnt played myself with the emmisive values so its only a guess -
Custom Car issues (Bulletproof and other stuff)
saltatormortis replied to UrbanizedGamerz's topic in ARMA 3 - MODELLING - (O2)
did you have a peek inside other persons models? take for example the arma 3 Samples libary: http://store.steampowered.com/app/390500/ basicly some parts you need a EXACT copy of modelpart names(ie on weappons the muzzle need to be named zalesh) -
Arma 2: Operation Arrowhead Beta (Obsolete)
saltatormortis replied to bobbobbob's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
the only way to remove the games is via steam support... but the hiding thing is faster and easyer -
Arma 2: Operation Arrowhead Beta (Obsolete)
saltatormortis replied to bobbobbob's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
rightklick on game-> Set Categories >>> check"Hide this game in my library" -
(optional)i place a gamelogic with this code: nopop = true; lane01 = synchronizedObjects this; {_x setDamage 1; _x animate["terc", 1]} forEach lane01; to pop the lane up: (u can use named targets to pop a single one) lane01 setDamage 0; lane01 animate["terc", 0]; to pop a single random target Up = lane01 call BIS_fnc_selectRandom; Up setDamage 0; Up animate["terc", 0]; the rest get creative and write you own code
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very simple Mondkalb has written a nice tut for this: https://community.bistudio.com/wiki/Mondkalb%27s_Addon_Tutorial ps the name of the doors should be a specific one. because of the "open door Module" atm i dont know the name but maybe you should look inside the arma 3 config viewer in the editor
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i think you are searching for this command; curatorObj addCuratorEditableObjects [[objects],addCrew]
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Have a model that needs rigging
saltatormortis replied to linuxmaster9's topic in ARMA 3 - MODELLING - (O2)
have you looked for the examplemodels? in your case the especially the model for the plane is interesting -
EndMission Trigger for all alive playable units
saltatormortis replied to Ion_Tychi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i think it should be this: (cant test atm) {_x in thisList} count playableUnits == {alive _x} count units playableUnits for editor testing you need to use switchableUnits (editor) -
my guess you are displaying the normalmap as a texture.. maybe take another look on the tutorial where he sets the normalmap up.. or your uv unrap has some overlays if this helps not maybe a screenshot/blend will do
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nice model. the magic word you are searching for is "Normalmap" via a normalmap you can reduce the topology even more and still have a better quality than your curend Model a good example is on wikipedia: http://upload.wikimedia.org/wikipedia/commons/3/36/Normal_map_example.png
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if you synchronized the player with the zeus Module you can remove the zeus feature via synchronizeObjectsRemove [b]waitUntil [/b]{!alive HQ}; ZeusUnit [b]synchronizeObjectsRemove[/b] [ZeusModules];
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Sweet markers system
saltatormortis replied to swatsteam's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hmm nice update.. please add a "lock" scale option for each marker sometimes is the arma upscaling very annoying-- -
plz upload your mission it simplyfies everything-- ps are you using zeus as entity or as person?
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Sweet markers system
saltatormortis replied to swatsteam's topic in ARMA 3 - ADDONS & MODS: COMPLETE
great addon its a evolution over the basic marker suggestion: - changable interval of the continous markerplacing (each X kilometer) keep your work up -
Zeus not showing my Flag Pole
saltatormortis replied to Marve_XT's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
i am not shure but isnt the scope always a 0-2 number? maybe you try: scope=2; scopeCurator=2; -
i think the mod you search for is Mission Control Center (MCC) (until the 3d editor released) with this addon you can save and load zeus mission
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Firing from Vehicles feedback
saltatormortis replied to klamacz's topic in ARMA 3 - DEVELOPMENT BRANCH
we need a command to track a hatch state command and a "limit weapon command" something like this: enablePersonTurret [black-/whitelist switch, (weaponlist)] -
Weapon Inertia & Sway Feedback (dev branch)
saltatormortis replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
i think the freeaim/floatingzone is too speedy there should be a lowered effect from the inertia on the weapon. simply because you are having a stabilized stace but in my opinion the inertia should effect the weapon more if you go outside of the center of aim vote for/against it: http://feedback.arma3.com/view.php?id=20446 -
ACRE2 Public Beta Release
saltatormortis replied to noubernou's topic in ARMA 3 - ADDONS & MODS: COMPLETE
congrats for the release is there a api command to check a specific frequency if there is anybody inside and returns all clients on this frequency?