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Everything posted by jinker
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VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
jinker replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Attention all map makers, follow Tonto-'s procedure. Work on the map for a while, then release to the public. Nicely done Tonto-, this map is pretty damn sweet. Good framerates, Lots of polish. I would like to see a bit more details like fences etc, but this map is how it's done. -
Hello! I was going to add a model to Arma 3 for a script I'm working on and after a few minutes of researching I realized this is way over my head and I just don't have the time to learn how to do this. I have a .p3d file that I made from a .obj file but that's as far as I got. It's a very simple model, no animation, basically a simple grappling hook. I would gladly share this with the community if someone could make this a finished .p3d file for me. Thanks for looking and I hope someone can help me out. Jinker Source file: http://jinker.org/arma/models/j_grapple.zip (12.2kb, includes .p3d and .obj)
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Well, the mods seem to think my request isn't good enough to post on the help offer forum so any takers grab the files and work your magic. Release it, don't release it, whatever.
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Hello! I was going to add a model to Arma 3 for a script I'm working on and after a few minutes of researching I realized this is way over my head and I just don't have the time to learn how to do this. I have a .p3d file that I made from a .obj file but that's as far as I got. It's a very simple model, no animation, basically a simple grappling hook. I would gladly share this with the community if someone could make this a finished .p3d file for me. Thanks for looking and I hope someone can help me out. Jinker Source file: http://jinker.org/arma/models/j_grapple.zip(12.2kb, includes .p3d and .obj)
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Issue initializing end game spectator
jinker replied to tanaka52's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Seems the latest update broke it. I can't get any spectator mode to work on dedicated servers. -
Looking for ambient plane script
jinker replied to Jnr4817's topic in ARMA 3 - FIND OR OFFER EDITING
There is a mod for this if you are using Altis http://www.armaholic.com/page.php?id=25070 -
Oh, wrong forum? Thanks.
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[IceBreakr/IBIS] Island Panthera for A3
jinker replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
updated to CUP Terrains core 1.1.0 and I get an error on server startup, A3_Panthera requires "Chernarus". Reverted back to old CUP terrains for now. Love your maps man. -
Loadout Transfer v1.7 - important bug fix
jinker replied to S.Crowe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Our unit uses this mod, we love it. I have a suggestion, more of a nitpicky thing but could you make it so you can double click on the loadout instead of hitting load. Like I said, it's not a big deal at all but would be nice. Thanks for your work. -
OPX2/Middle Eastern Style Structures
jinker replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Do these buildings have building positions? The reason I ask is because I use scripts to garrison houses and it relies on building positions. Some mods like JBAD buildings don't, so I don't use them. -
Loadout Transfer v1.7 - important bug fix
jinker replied to S.Crowe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The only thing not working for us is the transfer, it only transfers the top loadout on your list. Other than that it works fine. An update would be awesome though. -
[v0.3 MP Compatible] Access Points
jinker replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice idea! Is Tanoa on the dev branch? -
Is this still working?
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Zeus Mod - Init Field for objects/units
jinker replied to Razor[42JTF]'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I didn't try it to be honest. I thought that Eden took care of all of that so you don't need a Description.ext. I guess not. EDIT It worked... I should have tried it sooner. -
Zeus Mod - Init Field for objects/units
jinker replied to Razor[42JTF]'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
MCC is bloatware :P I just want the debug line. -
If you make a mission then remove mods and can't open it in Eden. You can use Eliteness to open binarized sqm files.
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You can paste in original position, see if that works for you. Right click>Edit>paste in original position
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Zeus Mod - Init Field for objects/units
jinker replied to Razor[42JTF]'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have that set in Eden, but I will give it a try. -
Zeus Mod - Init Field for objects/units
jinker replied to Razor[42JTF]'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
*bump* Anyone? -
I've used a trigger in the past to "engineOn" when a player is within 30 meters so the heli is ready to go when you get in.
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Oh, I see. You want to add items to a crate then drop it with the Supply Drop? I don't that that's possible since the Supply Drop crate is created as it "leaves" the helicopter. You could delete the "new" crate and swap it with the one you added items to. Or name your item crate and run a function to get crate contents and add them to the crate being dropped, but I don't have access to Arma at the moment to test.
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Respawn on position for particular units only
jinker replied to poweredbypot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think you might need a respawn eventhandler for each unit and use setPosATL for the correct position. In Eden you can right click a unit and copy the pos to clipboard. -
In the module there is an Expression line, use that to add or remove items from the crate it drops. For example: clearWeaponCargoglobal (_this select 0); clearmagazinecargoglobal (_this select 0); clearitemcargoglobal (_this select 0); clearbackpackcargoglobal (_this select 0); ["AmmoboxInit",[(_this select 0),true,{true}]] call BIS_fnc_arsenal;
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How to remove this blur effect
jinker replied to gc8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just guessing here. You might need to create a center for the logic group. _center = createCenter sideLogic; _group = createGroup _center; I'm guessing you are trying some kind of parachute jump? And/or maybe create the logic then setPos to where the player is positioned (getMarkerPos "rp"). If you are using Altis or Stratis and make the logic at [0,0,1000] it could be underwater and that might be where the blurriness comes from. As far as I recall, logics don't use Z axis when being created. -
Zeus Mod - Init Field for objects/units
jinker replied to Razor[42JTF]'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I still can't figure this out. I have the Game Master module down and set to #adminLogged but I don't see an init line on dedicated servers. I want the init line for units and objects. What am I doing wrong?