mash6
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[Tutorial] Import Font on Arma 3
mash6 replied to mash6's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You should just export bigger sizes from the font ;) Then change the sizeEx value in your dialog -
BloodLust (Version 2022.04.13)
mash6 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here are some screenshots from MP testing session with zooloo : Was nice to test it with you ;) -
Signature check "No error" but got "Wrong signature" when join server
mash6 replied to TacBacon's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Try to binarize -
Avoiding AGM dependency and Helmet visor
mash6 replied to SGT Fuller's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
AGM_Present = if ("agm_core" IN activatedAddons) then {true} else {false}; -
Hey, found it in ui_f/config.bin ;) Unbinarized with unrap with the option "1 file by class" and it's OK ;)
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try texture = "\8thPatch\Data\8th_Patch.paa";
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No entry error FullAuto.displayName?
mash6 replied to SpaceNavy's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You can try this : class cfgWeapons { class close; class short; class medium; class far; class autocannon_Base_F; class autocannon_40mm_CTWS; class TEI_Frig_PDG: autocannon_40mm_CTWS { scope = 2; displayName = "M910 Point Defense Gun"; model = ""; minRange = 5; minRangeProbab = 0.7; midRange = 1200; midRangeProbab = 0.7; maxRange = 2500; maxRangeProbab = 0.1; reloadTime = 0.12; aiRateOfFire = 0.6; aiRateOfFireDistance = 500; magazineReloadTime = 2; autoReload = 1; ballisticsComputer = 1; canLock = 2; autoFire = 1; modes[] = {"player","close","short","medium","far"}; shotFromTurret = 1; showAimCursorInternal = 0; muzzles[] = {"HE"}; class player: Mode_FullAuto { sounds[] = {"StandardSound"}; class StandardSound { begin1[] = {"A3\Sounds_F\weapons\30mm\30mm_st_02",1.99526,1,1500}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; }; soundContinuous = 0; reloadTime = 0.12; dispersion = 0.00035; }; class HE: autocannon_Base_F { displayName = "50mm Point Defense Gun"; magazines[] = {"TEI_100rd_50mm"}; class player: player { dispersion = 0.00055; }; class close: close { dispersion = 0.00055; }; class short: short { dispersion = 0.00055; }; class medium: medium { dispersion = 0.00055; }; class far: far { dispersion = 0.00055; }; }; }; }; class cfgAmmo { class B_30mm_AP; class TEI_50mm_PDG_ammo: B_30mm_AP { hit = 80; indirectHit = 8; indirectHitRange = 0.2; caliber = 4.2; visibleFire = 32; audibleFire = 32; visibleFireTime = 3; cost = 50; model = "\A3\Weapons_f\Data\bullettracer\tracer_white"; tracerScale = 2.5; tracerStartTime = 0.1; tracerEndTime = 2; muzzleEffect = ""; deflecting = 10; typicalSpeed = 1651; airlock = 1; }; }; class cfgMagazines { class 250Rnd_30mm_HE_shells; class TEI_100rd_50mm: 250Rnd_30mm_HE_shells { scope = 2; model = ""; displayName = "100rd 50mm Shells"; displayNameShort = "50mm"; ammo = "TEI_50mm_PDG_ammo"; count = 100; initSpeed = 1651; maxLeadSpeed = 300; nameSound = "cannon"; tracersEvery = 1; weight = 126; }; }; -
You can eventually add an handleDamage eventhandler and set damage to a lower value than 1 if velocity < a certain value and if projectile is an empty string Not sure it's going to work
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Make map buildings indesructable!
mash6 replied to Moon_chilD's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
_position = getMarkerPos "CenterMarkerOfYourBase"; _radius = 111; // Change with the radius around marker _objects = _position nearObjects ["building",_radius]; { _x allowDamage 0; } foreach _objects; -
Any similar function like AssignedUnits, but for uniforms?
mash6 replied to billyh's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Not a command problem but script problem. And you were speaking about uniform but your config is vest bomberVests = ["SVS", "SVL"]; [] spawn { while {true} do { if ((vest player) IN bomberVest) then { arm = player addAction ["Arm Bomb","SUICIDE_VESTS\armbomb.sqf"] ; } else { player removeAction det; player removeAction deac; player removeAction arm; }; }; }; Or simply bomberVests = ["SVS", "SVL"]; arm = player addAction["Arm Bomb","SUICIDE_VESTS\armbomb.sqf","",0,false,false,"",'alive player && ((vest player) IN bomberVests)']]; -
Any similar function like AssignedUnits, but for uniforms?
mash6 replied to billyh's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
bomberVests = ["SVS", "SVL"]; if (((uniform player) == "SVS") OR ((uniform player) == "SVL")) then {arm = player addAction ["Arm Bomb","SUICIDE_VESTS\armbomb.sqf"] } else [removeAction det, removeAction deac, removeAction arm]; -
Hi, Not sure it's the best way but this may work : _count = 0; { if((side _x) == west) then {_count = _count + 1}; } foreach playableUnits; And for original thread : //REARMING SWITCH, CAN BE SUBSTITUDED BY VARIABLE, USED TO PREVENT //MULTIPLE INSTANCES OF SAME FUNCTION AT ONCE WaitUntil {sleep 0.01;((_A10C getVariable ["Rearming_done_switch",0]) == 1)};
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How to edit DMS scope (were to find config.bin e.t.c.)
mash6 replied to boombastic's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, You need to extract weapons_f and unbin the acc/config.bin Check class optic_DMS Best regards -
rscTitle pictures coming up as masks only.
mash6 replied to rimblock's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi man, Your textures needs to be in ^2. Example : 1000x500 won't work But 1024x512 will work Best regards. -
Players count box in lobby class?
mash6 replied to tachi's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi man, Not sure but it must be : RscDisplayMultiplayerSetup CA_B_West CA_B_East CA_B_Guerrila CA_B_Civilian class CA_B_West : RscActiveText { picture = "\A3\ui_f\data\gui\rsc\RscDisplayMultiplayerSetup\flag_bluefor_empty_ca.paa"; text = $STR_WEST; idc = 104; sideToggle = "A3\ui_f\data\gui\rsc\RscDisplayMultiplayerSetup\flag_bluefor_ca.paa"; sideDisabled = "A3\ui_f\data\gui\rsc\RscDisplayMultiplayerSetup\flag_none_ca.paa"; pictureHeight = 1; pictureWidth = 1; color[] = {"(profilenamespace getvariable ['Map_BLUFOR_R',0])", "(profilenamespace getvariable ['Map_BLUFOR_G',1])", "(profilenamespace getvariable ['Map_BLUFOR_B',1])", 0.75}; colorActive[] = {"(profilenamespace getvariable ['Map_BLUFOR_R',0])", "(profilenamespace getvariable ['Map_BLUFOR_G',1])", "(profilenamespace getvariable ['Map_BLUFOR_B',1])", 1}; colorDisabled[] = {1, 1, 1, 0}; colorShade[] = {1, 1, 1, 1}; colorText[] = {1, 1, 1, 1}; textHeight = 0.38; x = "1.45 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (SafezoneX)"; y = "7 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY)"; w = "3 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; h = "1.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; }; class CA_B_East : CA_B_West { text = $STR_EAST; idc = 105; picture = "A3\ui_f\data\gui\rsc\RscDisplayMultiplayerSetup\flag_opfor_empty_ca.paa"; sideToggle = "A3\ui_f\data\gui\rsc\RscDisplayMultiplayerSetup\flag_opfor_ca.paa"; color[] = {"(profilenamespace getvariable ['Map_OPFOR_R',0])", "(profilenamespace getvariable ['Map_OPFOR_G',1])", "(profilenamespace getvariable ['Map_OPFOR_B',1])", 0.75}; colorActive[] = {"(profilenamespace getvariable ['Map_OPFOR_R',0])", "(profilenamespace getvariable ['Map_OPFOR_G',1])", "(profilenamespace getvariable ['Map_OPFOR_B',1])", 1}; x = "1.45 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (SafezoneX)"; y = "8.7 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY)"; w = "3 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; h = "1.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; }; class CA_B_Guerrila : CA_B_West { text = $STR_GUERRILA; idc = 106; picture = "A3\ui_f\data\gui\rsc\RscDisplayMultiplayerSetup\flag_indep_empty_ca.paa"; sideToggle = "A3\ui_f\data\gui\rsc\RscDisplayMultiplayerSetup\flag_indep_ca.paa"; color[] = {"(profilenamespace getvariable ['Map_Independent_R',0])", "(profilenamespace getvariable ['Map_Independent_G',1])", "(profilenamespace getvariable ['Map_Independent_B',1])", 0.75}; colorActive[] = {"(profilenamespace getvariable ['Map_Independent_R',0])", "(profilenamespace getvariable ['Map_Independent_G',1])", "(profilenamespace getvariable ['Map_Independent_B',1])", 1}; x = "1.45 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (SafezoneX)"; y = "10.4 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY)"; w = "3 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; h = "1.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; }; class CA_B_Civilian : CA_B_West { text = $STR_CIVILIAN; idc = 107; picture = "A3\ui_f\data\gui\rsc\RscDisplayMultiplayerSetup\flag_civil_empty_ca.paa"; sideToggle = "A3\ui_f\data\gui\rsc\RscDisplayMultiplayerSetup\flag_civil_ca.paa"; color[] = {"(profilenamespace getvariable ['Map_Civilian_R',0])", "(profilenamespace getvariable ['Map_Civilian_G',1])", "(profilenamespace getvariable ['Map_Civilian_B',1])", 0.75}; colorActive[] = {"(profilenamespace getvariable ['Map_Civilian_R',0])", "(profilenamespace getvariable ['Map_Civilian_G',1])", "(profilenamespace getvariable ['Map_Civilian_B',1])", 1}; x = "1.45 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (SafezoneX)"; y = "12.1 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY)"; w = "3 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; h = "1.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; }; Increasing textHeight value must work