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About caseymc

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  1. Having issues recreating this. I am attempting to create a knife-hand animation for A3, however this what I get. It seems the animation is being skewd.. possibly due to an outdated import process seeing over a year has passed since the guide was posted. Anyone have any pointers?
  2. caseymc

    LEA - Loadout Editor for ArmA 3

    Is there anyway to make a default item image for when an import has ~600 items without images because it references an A3 one? Or, is it possible to make this a non-mandatory field? The repository for Massi's MARSOC units doesn't show any of the items or weapons, just the uniform items.
  3. Gents, For those of you who have the time to help. I am trying to set up a mission template for ingame training missions that will utilize a slide show by inserting a .paa or .jpg onto an object. mission layout: /scripts/ /media/ mission.sqm init.sqf My instructor has an init line command to add two actions, previous slide and next slide. The goal is to just next and prev through slides, by add slides using a name standard, for the mission without having to add individual addActions for each slide. init.sqf if ((!isServer) && (player != player)) then { waitUntil {player == player}; }; //variable Initializations slideNumber = 1; if (isServer) then { publicVariable "slideNumber"; }; //Add Actions player addAction ["Next Slide", "scripts\nextslide.sqf", "", 0, false, false, "", ""]; player addAction ["Previous Slide", "scripts\prevslide.sqf", "", 0, false, false, "", ""]; Previous Slide SQF //decrease slide numbers then pass the texture change to board. slideNumber = slideNumber - 1; slideboard setObjectTexture [0,"media\slide%1.jpg",slideNumber]; Next Slide SQF //Increment slide numbers then pass the texture change to board. slideNumber = slideNumber + 1; slideboard setObjectTexture [0,"media\slide%1.jpg",slideNumber]; My board is named "slideboard" and it accepts those .jpg's via init line. Also, if I make individual addActions to change it with static names it works, but very tedious and against the usefulness of good programming. Whenever I issue the action, the script does not change the texture, but the counter is working which I have verified by task hints. Is there something I am missing? Is my syntax incorrect for selecting the object? ---------- Post added at 22:59 ---------- Previous post was at 22:54 ---------- So after turning on show script errors, it seems the setObjectTexture command expects 2 arguments vice the 3 I am sending it. What is the proper way to do this?
  4. Thanks Muzzle for the reply, going to try using that line in place for the one I posted.
  5. I didn't know DayZ used a different scripting language and engine then arma 2. Must have forgot DayZ Mod was its own video game. The question has everything to do with the scripting syntax _veh = createVehicle ["SmallTentCamp_napa",_position, [], 0, "CAN_COLLIDE"]; And whether or not Its a valid command to create that composition within mod file itself. ARMA 2 & OA : MISSIONS - Editing & Scripting, I assumed this was the right place to go.
  6. Not sure what happened, doublepost. Mod please delete.
  7. Gents, I am trying to enable my persistant server to spawn in and place objects dynamically on server start. spawn_CampSiteSmall = { private["_position","_veh","_num","_config","_itemType","_itemChance","_weights","_index","_iArray"]; waitUntil{!isNil "BIS_fnc_selectRandom"}; if (isDedicated) then { _position = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos; diag_log("DEBUG: Spawning a Small Camp Site at " + str(_position)); _veh = createVehicle ["[b]SmallTentCamp_napa[/b]",_position, [], 0, "CAN_COLLIDE"]; dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_veh]; _veh setVariable ["ObjectID",1,true]; dayzFire = [_veh,2,time,false,false]; publicVariable "dayzFire"; if (isServer) then { nul=dayzFire spawn BIS_Effects_Burn; }; _num = round(random 3) + 3; _config = configFile >> "CfgBuildingLoot" >> "CampSiteSmall"; _itemType = [] + getArray (_config >> "itemType"); //diag_log ("DW_DEBUG: _itemType: " + str(_itemType)); _itemChance = [] + getArray (_config >> "itemChance"); //diag_log ("DW_DEBUG: _itemChance: " + str(_itemChance)); //diag_log ("DW_DEBUG: (isnil fnc_buildWeightedArray): " + str(isnil "fnc_buildWeightedArray")); waituntil {!isnil "fnc_buildWeightedArray"}; _weights = []; _weights = [_itemType,_itemChance] call fnc_buildWeightedArray; //diag_log ("DW_DEBUG: _weights: " + str(_weights)); for "_x" from 1 to _num do { //create loot _index = _weights call BIS_fnc_selectRandom; sleep 1; if (count _itemType > _index) then { //diag_log ("DW_DEBUG: " + str(count (_itemType)) + " select " + str(_index)); _iArray = _itemType select _index; _iArray set [2,_position]; _iArray set [3,5]; _iArray call spawn_loot; _nearby = _position nearObjects ["WeaponHolder",20]; { _x setVariable ["permaLoot",true]; } forEach _nearBy; }; }; }; }; Whenever the server starts, the RPT file reads, "Cannot create non-ai vehicle." I read in another old thread that the classname was the cause, however http://forums.bistudio.com/showthread.php?122964-Spawning-quot-Compositions-quot States that the name i got is correct. Any ideas?
  8. Hello, Couldnt find anything related on search. Trying to modify my private DayZ server, yep 'DayZ', so that based on PID a specific Character skin gets applied at login. I am using a seperate mod called 'rMod' to insert the removed files in patch In the mSQL database I see the itemID for the DayZ skins. I have a list of the itemIDs for the bilt in soldier models from Arma. I would like to use those, however I am not sure exactly which pbo's I will ahve to modify to get the server to identify those skins as valid. I tried assigning the skin my itemID in the DB, but it keeps betting overwritten. Any ideas?
  9. Hello, Is there anyway to prevent placed object from sinking/dropping to ground level when converting from 3d editor to 2d editor missions? Every time i put barbed wire on top of hescos, laptops on tables, chairs in buildings or ships at sea; converting them removes their elevation and everthing drops to the floor. Any guidance?