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derox

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Everything posted by derox

  1. I think i cam help you with the power point thing. It can be done with the setobjtexture command I will update the post with a demo mission when i am at home :) Also If you want i can send you the mission file From that intro
  2. Yes it is possible to retexture cars. This can be done with the Setobjecttexture command _objectname setObjectTexture [0,"\pboname\texture.paa"] https://community.bistudio.com/wiki/setObjectTexture I will Upload a small demo mission For you in a few min. DemoMission If you want to retexture the car here are a few steps to follow. Step 1. Find the Origional paa files (this will make it more easy to make it as detailed as possible and it will save alot of time.) Step 2. Change the paa to a png or other files that you can edit. (This can be done with textView2) Step 3. Edit the png Step 4. Change it back to a paa file (This can be done with textView2) Step 5. Add it too your mission file Step 6. Place this in the init of the car _objectname setObjectTexture [0,"\pboname\texture.paa"] This will work on most cars But not for all cars. This is the same for Skins for characters
  3. derox

    Cant open PBO

    Yes i have done that now But thank you both for helling :)
  4. Hello, I dont know if i am in the right section here. But i want to retexture the PMC tactical driver http://s28.postimg.org/cwvaw2yd9/border.png (534 kB) i made this but i want to make it more detailed but i want the origenal texture. But i cant depbo any of the PMC files. it says somting like depbo unknown header type Can somone send me the skins or does somone knows how to fix this problem?
  5. derox

    Cant open PBO

    Sorry i ment PMC. What i am trying now is to retexture the tactical driver from the pmc. But in order to make it as easy and detailed as possible i need the origenal pmc skins. I do own the Full DLC my own but my depbo program (elitness) doesnt let me to. First it was an error about some reserved files or somting and now that i updated elitness it said its a unknown header type. So does any one know how to get the origenal skin out of his pbo because i need the paa files for retexturing. i suspect that i cant open thi files because it may be a secured file or somting because if people can open the files they can send the paa files to evreyone who does have the lite version and just change the paa files. So my question is does any one know how to get the paa file or can somone send it too me?
  6. derox

    Cant open PBO

    I dont know But do you have the DLC or the lite version?
  7. derox

    Cant open PBO

    I am using elitness v2.91 or somting. But i had an older version before But it dident work asswell It said somting whit reserved Does this Many have to do any thing with security So people cant send all the paa files to people with koe texture units? If So can Simone send me a koe detailed One Because i Got the full pmc version
  8. derox

    Cant open PBO

    It doesnt work on my pc i have 32bit :( is there 32bit one or can you send the the open files too me?
  9. Yo thanks man it works the only problem i still have is that for some reason it spawnes 2 mortars. And can i just remove that hint? -------------------------------------- Nevermind fixed it :D
  10. Hello, I have been looking in too this for over a day now and i still dont get it. i have tryed many things but dident realy work out. I am using a script too simulate a mortar attack on a FOB but i want that if you kill the mortar gunner the script will stop repeating the simulation and will stop Script i used //null=["ARTY_Sh_122_HE",target,0.8,220,30,50]execVM "artillery.sqf" _ammotype = _this select 0;//ARTY_Sh_122_HE type of ammo to be used _target = _this select 1;//target of artillery fire _delay = _this select 2;//0.8 delay between each shell _height = _this select 3;//220 height shells will fall from _amount = _this select 4;//30 total shells fired _spread = _this select 5;//50 how close they will be to the target hint "1"; // this is too see if the script is working. while {alive gunner _mortar} do { //<--------------- Added by me for "_x" from 1 to _amount do { _targetpos = [getPos _target select 0, getPos _target select 1, _height]; _Strike = createVehicle [_ammotype, _targetpos, [], _spread, "NONE"]; _Strike allowdamage false; _Strike setvectorup [0,9,0.1]; _Strike setvelocity [0,0,-200]; sleep _delay; hint "2"; // this is too see if the loop is working }; }; now the problem is that i have tryed to make a unit with _Mortar = createvehicle etc. and i have tryed _Mortar = [mortar] (mortar is the name of the unit in game.) non of this examples did realy work out. except the script runned but still dident stop when i shot that gunner. in the state the script is now it will not work since there is no _mortar yet. I hope somone is able to help me that would be great. thanks :D
  11. Thanks i will take a look at it this evening i will let you know if it works :D
  12. I will explain it again. I have a mission where i need an AI mortar to fire at some point on the map (target T1) but when the mortar starts to fire the player will get a new task to destroy the enemy mortar. So i want that if the mortar is dead that the script stops running. because this script simulates a mortar attack and the shells are spawned by the script and not shot from the mortar it self. so i did put in the part with while alive. But he doesnt see that unit in the game with the name mortar. If he dies the script needs to stop spawning the shells. This is the trigger that starts the script. null=["ARTY_Sh_122_HE",T1,7,220,30,70]execVM "artillery.sqf" Here i tryed to make a mortar maby the script would recognize it as _mortar but still dident work. //null=["ARTY_Sh_122_HE",target,0.8,220,30,50]execVM "artillery.sqf" _ammotype = _this select 0;//ARTY_Sh_122_HE type of ammo to be used _target = _this select 1;//target of artillery fire _delay = _this select 2;//0.8 delay between each shell _height = _this select 3;//220 height shells will fall from _amount = _this select 4;//30 total shells fired _spread = _this select 5;//50 how close they will be to the target Mortar = "2b14_82mm_TK_EP1" createVehicle (getMarkerPos "mr"); m1 moveingunner mortar; hint "1"; while {alive gunner _mortar} do { for "_x" from 1 to _amount do { _targetpos = [getPos _target select 0, getPos _target select 1, _height]; _Strike = createVehicle [_ammotype, _targetpos, [], _spread, "NONE"]; _Strike allowdamage false; _Strike setvectorup [0,9,0.1]; _Strike setvelocity [0,0,-200]; sleep _delay; hint "2"; }; }; so the problem is i need to connect _mortar to the unit in game or somting like that and then if you kill the mortar the script needs to stop spawning the shells :D
  13. Okey but how to connect the variable to an object or somting like that. what i want is that if mortar is dead that his script will stop
  14. Okey haha well this will most likely work then. :D
  15. There is also a way to place the items on the ground. There are 2 ways. If it is only about the photos or documents this will be the most easy way +this way it is MP comp if i am right. I will upload an demo mission for you. I only remember one way so i will upload 1 demo mission and if i remember the second way how to do it. I will upload it aswell for you. But be advised the second way is not MP comp. ----------------------------------------------------------------------------------------- http://speedyshare.com/2Mr8Y/Demo-Addaction.Desert-E.zip Demo mission. there is some more information in the demo mission. Good luck :D If you have any questions feel free to ask them here or you can add me on Steam :D or send a pm (most of the time i react late to pm on the forums)
  16. Heey. I am making a mission and i was woundering if its possible to turn of fall damage. does any one know somting about this? if its possible or if there is a script for it. If you know let me know haha Thanks.
  17. I don't know why they don't get in the buildings. But I have some other options to get them in houses/buildings. You can place them in buildings with the setpos command player setPos [ getPos this select 0, getPos this select 1, (getPos this select 2) +10] [/Code] Or I usually use UPSMON for my mission's so most of the time its random. http://forums.bistudio.com/showthread.php?91696-UPSMON-Urban-Patrol-Script-Mon But there with UPSMON they sometimes turn there backs to doors etc. So its easy too shoot them. if you need somting that makes units guard doors etc. this may work better. http://forums.bistudio.com/showthread.php?125014-Garrison-House-Area-Script
  18. I dont tink there is. Tryed it my self and also posted somting about it if i am right. But i know that you can press Left mouse button + Alt so you can look around a bit while aiming. And as far as i know you also cant reload if you are in the attach command.
  19. Hello, I am making a mission for arma 2 and i have a small problem. I am trying to make an alarm go off with lights. I tryed it with triggers to turn it on and off but dident work. It has to be a MP script because its a multiplayer mission. So i hoped that somone here could help me The light light2 = "#lightpoint" createVehicleLocal [0,0,0]; light2 setLightBrightness 0.02; light2 setLightAmbient [0.2,0.2,0.2]; light2 setLightColor [255,0,0]; light2 lightAttachObject [obj,[0,+2,-0.2]];
  20. I do have a awnser for question 2 - skins . There is a code to change the skin of a unit. But it doesnt work for all units. http://community.bistudio.com/wiki/setObjectTexture _objectname setObjectTexture [0,"\pboname\texture.paa"] _objectname setObjectTexture [1,"\pboname\texture2.paa"] This code will change the skin of the model and not the model it self.. For exanple you cant change a at soldier to a civilian with this command. You can change the skin to a civilian skin but i tink that will look kinda strange. :D For as far i know it only Works with BAF and PMC units. And some diffrent cars. (If i am at nu pc i will send you a demo mission.) But what you can do aswell. Is by giving a civilian the same gear as an at soldier and group him to a opfor unit.
  21. Yea i did read that after i made this post XD. But then there is still a problem that if i activate the script and deactivate it with Insert I still cant open ESC. So i am trying to make it my self now. But i need to make an option to reset the view and to get back to the cargo off the heli. Heli init. _opt1 = Heli addAction ["Use gun", "Gun.sqf"]; Gun.sqf Player attachTo [Heli,[0,0,0]]; //Dont remember the numbers. i am not on my pc atm Player SetUnitPos "Middle"; Player setdir -75; i want that if you are in the back that you will get the option and i need 2 buttons 1 that will reset the direction you are looking. and button 2 needs to put you back in too the back seat of the helicopter.
  22. Heey I am making a mission. And i want an unit (marksman) be able too shoot from the helicopter. So i searched some stuff And i found a template from armaholic. http://www.armaholic.com/page.php?id=5894 But if i start up this mission thats in the download. If i get in the heli ill get an option to move too left or right door. But if i doo that ill move to that slot but. I cant look freely around Only up and down not right and left + if i try to get out of the heli i cant. Because the interaction menu doesnt work and i cant click esc or first person or 3rd. Basicly noting works if i activate the script. Does somone know how too fix this or how to make somting like it?
  23. Hello I am making a mission with like 20 tasks. But at the first faze at the mission i want that only 1 Task shows up. After you completed that task the other tasks will show up. What i did. Init execVM "Briefing.sqf"; Briefing.sqf tskobj_1 = player createSimpleTask["Capture The outpost East"]; tskobj_1 setSimpleTaskDescription ["Capture the <marker name='m1'>Outpost east</marker> So we can Use it as Forward Operating Base(FOB)", "Task1", "Capture The outpost East"]; tskobj_1 setSimpleTaskDestination (getMarkerPos "m1"); Trigger "m1" setMarkerColor "ColorGreen";nul = this execVM "area1.sqf";"1" objStatus "DONE"; tskobj_1 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_2; obj_1 = true; publicVariable "obj_1";taskhint ["Outpost East Captured", [0.600000,0.839215,0.466666,1], "taskDone"];nul = this execVM "tasks.sqf" tasks.sqf tskobj_2 = player createSimpleTask["Capture Communications Station"]; tskobj_2 setSimpleTaskDescription ["Capture the <marker name='m2'>Communications Station</marker> So they cant Comunicate with there homeland.", "Task2", "Capture Communications Station"]; tskobj_2 setSimpleTaskDestination (getMarkerPos "m2"); If i complete task1 then i want taks 2 too show up. But right now if i complete task1. Task2 will not show up. Does somone know how to fix this. Greetz Derox.
  24. derox

    Tasks

    Okey Thx ill test it out soon :D
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