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About ozdeadmeat

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    Arma 3 and DCS

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  1. ozdeadmeat

    quick stringReplace

    Anyone else get errors when attempting to load these functions into the game?
  2. ozdeadmeat

    getobjecttextures Action Boolean

    OK, to make the condtions a little neater I have created a small function. CHECK_PATH = { //Returns true of false based on a texture path private ["_obj", "_n", "_TMP", "_fileroot", "_checkpath", "_fullpath", "_return"]; _obj = _this select 0; //Object (the one with the texture being checked _n = _this select 1; //Number _TMP = toLower(_this select 2); //Texture Mission Path _fileroot = tolower(parsingNamespace getVariable "MISSION_ROOT"); _checkpath = _fileroot + _TMP; _fullpath = toLower(getObjectTextures _obj select _n); _return = if(_fullpath == _checkpath) then {true} else {false}; _return }; with the new condition as '((_this distance2d cursortarget < 3) && ([_target,0,"CustomTextures\Tutorials\UPGRADE_CRATE_INFO.paa"] call CHECK_PATH))',// Condition for the action to be shown This still requires this line in the description.ext __EXEC (MISSION_ROOT = __FILE__ select [0, count __FILE__ - 15])
  3. ozdeadmeat

    getobjecttextures Action Boolean

    OK, I solved my own issue. Took a bit of screwing around but got it to work. For prosperity here is how you do it. Firstly put this line into your description.ext __EXEC (MISSION_ROOT = __FILE__ select [0, count __FILE__ - 15]) the contition for the action is '((_this distance2d cursortarget < 3) && (getObjectTextures _target select 0 == ((parsingNamespace getVariable "MISSION_ROOT") + "CustomTextures\Tutorials\UPGRADE_CRATE_INFO.paa")))' so when the object has the upgrade crate texture on it, and I am within 3 meters of the action object and looking at it, i get the action to show up. Hope this helps someone. (perhaps myself years from now, who knows)
  4. Hi Everyone, I have this little scenario / game mode I am working on and am trying to work out a nice way of having an objects texture of the object that the action is added to be equal to a specific texture for the action to show up. I am using the holdaction function as anything to get us away from the god awful old action system is a good thing. The boolean I have currently is ((_this distance2d cursortarget < 3) && (getObjectTextures _target select 0 == "CustomTextures\Tutorials\UPGRADE_CRATE_INFO.paa")) now as far as I can see, the issue is that the text that is being returned is the full path to the texture and not just the last 'mission specific' section of the script. (i.e. c:\users etc etc) Any help on this would be appriciated. Cheers, OzDM
  5. Seriously old thread but what I have used with a level of success. (i.e. the aspect ratio looks right) 2:1 is something like 1024 x 512 1:1 is 512 x 512 1:2 is 512 x 1024 Land_TripodScreen_01_large_F == 2:1 (1024x512) Land_TripodScreen_01_dual_v2_F == the texture is 1:1 but for horizontal textures the bottom and top 221 pixels arent visible for the vertical mounted monitor i have found the left 218 pixels arent visible nor are the right 206 pixels. Hope this has been helpful
  6. Hi guys, Is there a way to add an object to the slingload assistant?
  7. Mate that is truely excellent. Is there a way to allow players to change the livery (Texture) and Wing Number also?
  8. Hi everyone, Is there a way to get some of the interface from 3den into Zeus. I am finding Zeus is in dire need of an update since 3den has come out.
  9. ozdeadmeat

    How to Teleport script??

    Does anyone have the code for producing that LAlt+Left Click teleport option in multiplayer for admins?
  10. I tried to add a comment to a part of the commands page today and had this message returned to me. I don't know who this "Pawan kashyap" person is but he doesn't live here and I need more information as to why I am being blocked. You do not have permission to edit this page, for the following reason: Your IP address has been automatically blocked because it was used by another user, who was blocked by Dwarden. The reason given is: Autoblocked because your IP address has been recently used by "Pawan kashyap". The reason given for Pawan kashyap's block is "SPAMMERs/SPAMBOTs in general" Start of block: 03:02, 3 January 2018 Expiration of block: 03:02, 4 January 2018 Intended blockee: You may contact Dwarden or one of the other administrators to discuss the block. Note that you may not use the "email this user" feature unless you have a valid email address registered in your user preferences and you have not been blocked from using it. Your current IP address is, and the block ID is #543. Please include all above details in any queries you make.
  11. I am suffering from the dumb this morning. I want to find the index of an array of objects OBJECT_ARRAY = [Vehicle1, Vehicle2, Vehicle3] ; OBJECT_NAME = ["Chocolate", "Vanilla", "Chai freaking Latte"]; E.G. I have multiple arrays that are consistently indexed. So if I find Vehicle3 as index 2 I should be able to get the name by using OBJECT_NAME select _index. I am not sure I am explaining this 100% well it is 3:30am and I have been banging my head against the wall for too long on this. Any help is appreciated.
  12. For the un-initiated, when you say boundingBox or BoundingBoxReal, wtf does that actually mean?
  13. I couldn't find a script that inherited the vehicle loadout defined in 3den post respawn. This function has 1 job and that is it. I was more after a simple way to utilize the function rather than features that I wasn't interested in. It's good to chat to you again mate. We should have a few games of Arma 3 over the break if you are free.
  14. Ahh cool, I see a lot of these kinds of scripts that read more like hieroglyphics than code (that's just me, definitely not a coder here). No comments that explain what each bit does, looks very efficient but I just don't have the skills to write or understand that kind of stuff. My script is more aimed for people who don't want to pass multiple parameters to a script and don't have a coding background. Thanks for your comment though :)
  15. Hi everyone, I have written a function that will allow people to configure an aircraft in the 3den editor and have it able to respawn with that exact loadout. I found that I was having very inconsistent results when the respawn module was set to delete or delete with explosion. It has been rock solid since setting the module to preserve. The function deletes the old vehicle once it has all the old data anyway. Instructions You will need two things for this function to work: You will need to create an init.sqf file in your mission folder and paste the code below into it. You will need a respawn module in your mission with the customized vehicles synced to it. Put this code into the Expression section:: [_this, 2] call RESPAWN_VEHICLE; Note: The number allows you to customize what happens with the cargo of the respawning vehicles (guns, medickits etc etc). It is all listed in the function below Optional If you want to be able to edit and move the vehicles as Zeus, you will need to add an "Add Editable Objects" module to your mission and name it ZEUS_EDITABLE and put the variable name of your zeus player unit in the owner section. In the script do a search for "ZEUS_EDITABLE" and uncomment it. Things I am trying to work out currently: - Why the sync commands don't work at all. My goal was the have it pick up all the objects the old vehicle was synced too. Alas I haven't worked that out yet. - Work out if its possible to get all the customizations like missing doors on vehicles from the old vehicle and pass them onto the new one. I have tested this in Multiplayer and it does work. DEMO MISSION AVAILABLE HERE