mossman1223
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For some reason when I try to run scripts from within the mission editor the "sleep" command doesn't work. sleep 5; hint "This message should display 5 seconds after this script is executed."; The above code displays the hint immediately, ignoring the sleep command. Any idea why? ---------- Post added at 17:34 ---------- Previous post was at 17:17 ---------- So I just figured out that when I try [] spawn { sleep 5; hint "This message should display 5 seconds after this script is executed."; }; the script works. Why is this? What does this 'spawn' command do, and why didn't the sleep function work to begin with?
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My rotor is turning alright, but the rotor static mesh doesn't fade out; both the static mesh and the blur texture are visible at all times. Here's the relevant sections definition in CfgModels: sections[]= { "velka vrtule", "velka vrtule staticka", "velka vrtule blur", "mala vrtule", "mala vrtule staticka", "mala vrtule blur" }; Rotor is assigned to correct selection group names. I have the entire rotor (shaft, static, and blur) in velka vrtule. Only static mesh is in velka vrtule staticka and ditto for velka vrtule blur. Ditto for mala vrtule. Any idea what could be wrong?
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Trying to mod a new Helicopter from scratch, I did everything I could to make sure all the lods, named selections, configs et cetera were set up right, but when I try to load the vehicle in-game, the chopper spawns on its origin, so it's clipped halfway through the ground, and is completely static. Rotors don't turn, you can walk right through the model, and of course it doesn't fly. You can climb in and out of the chopper, and start it up; sounds play nicely and dust gets kicked up but that's all. When I spawn it in the air, it just sits there, like it has no physics. Now it seems to me like this was a problem with the Geometry LOD, so I made sure it had no concavities, and nothing open. I did in fact fix some issues with that, so I tried it again, still the exact same results. I even tried making an extremely simple box model, literally just an untextured cube, to try to test it and diagnose what the hell is going on and I get basically the same results. What could this issue be a symptom of? Edit: Figured it out. Apparently you need a pilot view LOD or the whole thing breaks.
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Modding custom unit voices
mossman1223 replied to mossman1223's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So after doing some more research I've found that making a new CfgVoice entry, using a modded RadioProtocol achieves the effect I desire.... That is, I can apply the new voice to my player profile, but I don't know how or if I can set it specifically so my units always use a defined speaker. One other thing: When I attempt to inherit from the RadioProtocol entries as defined in dubbing_radio_f/config.bin (ex: class RadioProtocolCustom : RadioProtocolENG {}; ), I get an 'undefined base class' error (presumably because of how RadioProtocolENG is scoped...), which I fix by copy+pasting the needed base class to my config file.... all 15,000 lines. Is there a less weird way to do this? Keep in mind that I'm quite the config editing noob here. Anyway, for those interested my code looks like this: class RadioProtocolBase { //c&p'd code from RadioProtocolBase here } class MyRadioProtocol : RadioProtocolBase { //c&p'd code from RadioProtocolENG here. Note - I need to do this to mod stuff like the 'micout' words. } class CfgVoiceTypes { class MyVoiceType { name = "$STR_A3_CfgVoiceTypes_MyVoiceType"; voices[] = {"MyVoiceEntry"}; preview = "MyVoiceEntry"; alternative = ""; }; }; class CfgVoice { class Base { variants[] = {0.95, 1.0, 1.05}; voiceType = ""; scope = private; directories[] = {"", ""}; protocol = "RadioProtocolBase"; }; class MyVoice : Base { protocol = "MyRadioProtocol"; identityTypes[] = {"default", "Head_USMC", "Head_USMC_CO", "Head_USMC_Camo", "Head_USMC_CO_Camo", "Head_Default", "Head_Special", "LanguageENG_F"}; }; class MyVoiceEntry : MyVoice { directories[] = {"\MyAddon\sound\", "\MyAddon\sound\"}; scope = public; }; }; -
How to make headgear replace head?
mossman1223 replied to mossman1223's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Well, that of course begs the question, how would I go about making my item replace a unit's head model? -
Modding custom unit voices
mossman1223 replied to mossman1223's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So I figured out how to replace stuff like, gear sounds when moving, breathing, etc. I imagine I'd do the voices the same way but I still need classnames and whatnot which I don't have and can't yet find. example: class SoundGear { primary[] = { { "run", { "sound1.wss",0.11220185,1,35 } }, { "run", { "sound2.wss",0.11220185,1,35 } }, { "sprint", { "sound3.wss",0.11220185,1,35 } }, { "sprint", { "sound4.wss",0.11220185,1,35 } }, }; }; -
How to make headgear replace head?
mossman1223 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Is it possible to set it so that a piece of headgear stops the character's head from rendering when worn? This item is a full helmet+gasmask, so there's no point in rendering the head, and in fact the normal head model clips through the facemask part of it. -
I'd like to set my soldier to only use sound files I specify for his voice; sounds he makes when hit, injured, communication especially (take cover, move up that sort of thing). How would I go about setting this up? This would be in my config.cpp but I have no idea what any of the class names etc would be. Help appreciated.
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Well, the UVMapping seems to be fine, as when I open the UV editor in ObjectBuilder I see the same groupings I set up in blender. I tried using the rvmat from an example addon that's known to work, and I still get all black shading even when I use the diffuse texture from that addon. Interestingly, the diffuse texture for my guy shows up fine on the example soldier I'm using, just not vice versa. Also, I should note that when using the rvmat from the example addon, my model appears black, but with no shading, so it appears as a silhouette. So obviously it's something specific to my mesh that's gone wrong? ---------- Post added at 10:50 ---------- Previous post was at 10:26 ---------- Ah! Just got it to work! I had multiple UV sets on my mesh, leftover from merging stuff in blender, and changing the id of set 1 (the real one) to replace set 0 (empty one) in objectbuilder seems to get it to work, thanks for the tips guys.
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My character model appears a matte, shaded black in-game or in the Buldozer. After extensive googling, I'm given to understand that this may have something to do with my rvmat and specifically the nohq (normal) texture. I went through my rvmat, can't seem to get it to fix... posting its contents here. ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {1,1,1,1}; specularPower = 150; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "hlunits\data\combinesoldier_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "#(argb,8,8,3)color(0,0,0,0,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "hlunits\data\combinesoldiersheet_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(1,0.7)"; uvSource = "none"; }; class Stage7 { texture = "#(argb,8,8,3)color(0,0,0,0,CO)"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; I'm fairly sure that I've gotten all the paths for the textures etc set up correctly; and Arma doesn't give me any missing texture errors when I try to load it. if this is a nohq issue how should I be setting it up? simply put: how do I get my texture to show up properly on my model?
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So I'm trying to make a new unit using my own character model, I've got all the rigging etc working correctly (I think...), but I'm having problems trying to get it to work in Arma 3. I made my .p3d, set up my addon structure (using the mbg_old_usarmy BDU as a template), .pbo-ified it, and I can select the unit in the editor... but when I load the mission, I get the error 'Bad File Format ( )' And my unit is just using the model of the unit it's inherited from. I loaded a character template .p3d and just copy+pasted my model's visible geometry over it, joined meshes etc, to the best of my knowledge I have all the LODs set up correctly. Any idea what could be the trouble? Searches for this particular error return nothing remotely relevant I'm using Blender with the arma tools plugin, by the way. also, any general tips for getting a model/character from blender into the game would be appreciated... I'm having trouble finding detailed documentation on this edit: so apparently the blender plugin is to blame, simply opening the model in ObjectBuilder and re-saving it fixes the issue. Now I just have black texture errors to contend with (Getting all black, glossy textures on all LODs except for pilotview, which works perfectly... strange)