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Shizweak

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Everything posted by Shizweak

  1. Shizweak

    colours on vegetation withs LOD problem

    Good stuff! Can't wait to jump in Bornholm :)
  2. Shizweak

    colours on vegetation withs LOD problem

    The textures on the right certainly look a little brighter to me (just a tad), could it possibly be an RVMAT issue with lighting amplifying the difference?
  3. Very cool! You should be able to achieve this using some code with the HitPart/HandleDamage event handlers (along with a variable or two to track shield strength/level). You could even go as far as using some particle effects to make it appear to be hitting the "shield".
  4. Shizweak

    Clothing creation

    You could re-topo it in 3D max and bake a normal map, sure
  5. The belt is part of the soldier/clothing iirc - that UV map looks like the vest.
  6. Shizweak

    Need Help Getting Started

    No, O2 is part of arma dev tools
  7. Shizweak

    Need Help Getting Started

    The link to Mondkalb's tutorial for A2 is quite indepth, and covers most things you need to do within O2 (keep in mind, ARMA toolbox for blender can do most, if not all of this stuff). Otherwise this tutorial goes through a helicopter, although I'd start on something smaller: http://armscor.blogspot.com.au/2013/09/arma-3-mod-basic-helicopter-tutorial.html If you can already model efficiently, I'd suggest starting with a helmet/vest - or even a static object, model it, set up all the LODs/named selections etc, export and try get it in game. If you get stuck on anything in particular, just search the forums/google or ask for help on the specific problem. If you aren't efficient at modelling, I'd suggest running through the hundreds of available tutorials on Blender via Youtube (check out cgcookie/tutor4u - both have very indepth videos on modelling in Blender/general).
  8. Shizweak

    Need Help Getting Started

    I've been messing around with modding for the past 12 months, from simple re-textures, to objects and even some terrain work My suggestions: Arma Toolbox for Blender, must have (can export directly to P3D) - http://forums.bistudio.com/showthread.php?154289-Arma-Toolbox-for-Blender-Arma-2-3-exporter-script ArmaRig for Blender, must have for animation (export directly to RTM with the toolbox above) - http://forums.bistudio.com/showthread.php?170910-ArmaRig-for-Blender Mikeros tools, specifically DePbo/MakePbo/Eliteness and pboProject - https://dev.withsix.com/projects/mikero-pbodll/files?sort=created_on%3Adesc%2Cfilename Make sure you install the A3 Tools from steam, which provides a bunch of sample models for you look and play with. I've found that most of the examples include some FBX (Autodesk) files which can be imported into blender after converting to a later FBX format (free tool here http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909). I've noticed some scaling issues in some instances, but from my obversations most meshes are just scaled x10 - so select the meshes (a) and scale (s) then type 0.1 and enter (YMMV). Useful links for understanding the pipeline: https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial (for A2, but still mostly applicable) https://community.bistudio.com/wiki/Arma_3_Modding_Characters https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines https://community.bistudio.com/wiki/Arma_3_Tanks_Config_Guidelines https://community.bistudio.com/wiki/Arma_3_Weapon_Collimator_Sights https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines You probably want a good text editor too (for configs, any scripting etc) - check out Poseidon, built on Sublime Text: http://forums.bistudio.com/showthread.php?164908-Poseidon-advanced-text-editor-for-Scripts-amp-Configs If you get stuck, it's best to just search the forums (90% of the time the question is answered), otherwise try google or just reference the sample models see if you can spot the problem! (EDIT: Might want to register an OFPEC tag too - https://community.bistudio.com/wiki/OFPEC_tags) Good luck :)
  9. Shizweak

    Zee Identity Pack

    Been quietly following the WIP thread, congrats on the release!
  10. Shizweak

    NEW Visitor for A3!?

    Ah, thank you - I will try soon (eagerly waiting all day at work to go home and play around with it :jump_clap:).
  11. Hi Grimes, I believe you need to override the entire RscDisplayMPInterrupt display, not just the single control And yes, the code I posted is the stock menu display from A2, when pressing escape in game - however as I noted, it may be slightly different for A3 - hence why you are probably not seeing any results. I will take a look at A3 sources when I arrive home and post a working example, as I need to achieve the same in A3 anywho. EDIT: I've taken a look and it appears the button is now controlled by the UI code, which now launches the "confirm respawn" dialog. Perhaps there is a simple option, will be investigating further at some point - otherwise if you find solution I'd love to know.
  12. Shizweak

    Agile Helicopters

    Very cool, can't wait to give it a shot!
  13. Sorry I don't have A3 configs available at work, but I do have A2 configs, you can essentially override the RscDisplayMPInterrupt class (I believe this is the same/similar in A3, minus the assets), you can look in ui_f pbo to confirm, but here is example that works in A2: class RscStandardDisplay; class RscDisplayMPInterrupt: RscStandardDisplay { movingEnable = 0; enableSimulation = 1; onLoad = "_dummy = [""Init"", _this] execVM ""\ca\ui\scripts\pauseLoadinit.sqf"""; onUnload = "private ['_dummy']; _dummy = ['Unload', _this] execVM '\ca\ui\scripts\pauseOnUnload.sqf';"; class controlsBackground { class Mainback: RscPicture { idc = 1104; x = 0.045; y = 0.17; w = 0.627451; h = 0.8366013; text = "\ca\ui\data\ui_background_mp_pause_ca.paa"; }; }; class controls { delete Title; delete B_Players; delete B_Options; delete B_Abort; delete B_Retry; delete B_Load; delete B_Save; delete B_Continue; delete B_Diary; class MissionTitle: RscText { idc = 120; x = 0.05; y = 0.818; text = ""; }; class DifficultyTitle: RscText { idc = 121; x = 0.05; y = 0.772; text = ""; }; class Paused_Title: CA_Title { idc = 523; x = 0.087; y = 0.192; text = "$STR_DISP_MAIN_MULTI"; }; class CA_B_SAVE: RscShortcutButtonMain { idc = 103; y = "0.2537 + 0.101903 * 0"; x = 0.051; text = "$STR_DISP_INT_SAVE"; default = 0; }; class CA_B_REVERT: CA_B_SAVE { idc = 119; y = "0.2537 + 0.101903 * 1"; text = "$str_disp_revert"; default = 0; }; class CA_B_Respawn: CA_B_SAVE { idc = 1010; onButtonClick = "call customRespawn;"; y = "0.2537 + 0.101903 * 2"; text = "$STR_DISP_INT_RESPAWN"; default = 0; }; class CA_B_Options: CA_B_SAVE { idc = 101; y = "0.2537 + 0.101903 * 3"; text = "$STR_DISP_INT_OPTIONS"; default = 0; }; class CA_B_Abort: CA_B_SAVE { idc = 104; y = "0.2537 + 0.101903 * 4"; text = "$STR_DISP_INT_ABORT"; default = 0; }; class ButtonCancel: RscShortcutButton { idc = 2; shortcuts[] = {"0x00050000 + 1","0x00050000 + 8"}; default = 1; x = 0.1605; y = 0.8617; text = "$STR_DISP_INT_CONTINUE"; }; }; };
  14. I don't think it will cause issues with many players, as the code will be run separately on each client. You could also increase the sleep time, to a higher amount if required. I looked at GPS last night, and it appears you may need to create a custom config which extends RscMiniMap, then use cutRSC.
  15. Shizweak

    NEW Visitor for A3!?

    From the guide linked earlier: Also, I suspect roads show "as objects" due to roads being handled with shape files now. I had a quick play before work this morning, certainly looks much more pleasing than Visitor 3 - however tried to import a previously created XYZ file only for it to error.
  16. Shizweak

    SC Urban Apparel

    I've been looking to do this myself, and I think maybe the reference to this in the OP is related: I think a custom class in CfgVehicles would be required, which extends from the base class and applies hiddenSelections and hiddenSelectionsTextures to the class, and/or possible the Uniform. EDIT: Possibly like example here http://forums.bistudio.com/showthread.php?162204-50-Scripts-working-apart-from-these-2&p=2492978&viewfull=1#post2492978
  17. This may help: [] spawn { while(true) { if(vehicle player == player) then { if(cameraView != "GUNNER") then { // show GPS }; }; sleep 0.1; }; }; Essentially spawn thread, check if player is player (e.g. not in vehicle), check that not aiming through scope/down sights. However not sure how to display actual GPS, you may have to get the ctrl/dialog ID's and call cutRsc/createDialog.
  18. You have in the addAction "Scripts\Arrest.sqf" - yet you specify "Detain.sqf" in the thread - is this pointing to correct file, or is Detain.sqf getting called from something in Arrest.sqf? Can you possibly paste all involved sources? (including complete init.sqf) Also, the afforementioned isPlayer check would be done inside your Detain.sqf file, right after it assigns cursorTarget to _hostage.
  19. tryteyker suggestion is good (to check if hostage is player), but his code checked if hostage was local player, not any player, you could try this: if (!(isPlayer _hostage)) exitWith {}; In regards to animations not being sent to all clients, are you sure "MAC_fnc_switchMove" is defined on all connected clients and not just the client that can arrest? Otherwise I see no issue with the code and have similar code which works fine.
  20. Shizweak

    Add suitcase to a civil

    Try insert leading backslash on texture path (of course confirm texture path exists), e.g. _maletin setObjectTexture [0,"\mi_mod\data\negro.paa"]; Also note you can use RGBA, so if you want black: _maletin setObjectTexture [0,'#(argb,8,8,3)color(0,0,0,1)'] You could even adjust the last number (1), to a little lower, e.g. 0.9 so it's not completely black, but almost black. This command also has local effect only, so you must execute it on all machines KillzoneKid has a great tutorial here explaining locality: http://killzonekid.com/arma-scripting-tutorials-locality/ Essentially, if you create an object on server, it is local to server, if you create an object on client, it is local to client. Locality can change, e.g. a vehicle, if you create a vehicle on server, then player enters vehicle, locality is changed to player's client. One trick you can try is setPos (should broadcast to all clients, and keep the vector/dir changes), e.g. after using setVectorDirAndUp _maletin setPos (getPos _maletin);
  21. Shizweak

    Add suitcase to a civil

    Not too much scripting if you wish to try (in init line for unit): _scase = "Land_Suitcase_F" createVehicle position this; _scase attachTo [this, [-0.03,-.1,-0.26], "RightHandMiddle1"]; Not sure if memory points (e.g. RightHandleMiddle1) are same as A2, worth a try.
  22. Shizweak

    Altis Life RPG

    Thanks Tonic, set up a server last night in the AU region. The error is occurring due to the NOTNULL constraint on the fields, if it isn't required (which it doesn't appear to be), simply remove the constraint from the fields. I managed to get it working this way, rather than disabling strict mode. If the NOTNULL constraint is set, you can still set a default value, but obviously it must not be NULL. On another note, I'm not sure if you've fixed it already - but there appears to be a missing curly brace in fn_calWeightDiff.sqf, on line 21 at the end of the for(){} logic. Otherwise, setup was quite easy - thanks again.
  23. No, this relates to using the same key/steam account to run a server instance (on a separate server) with Steam in Offline mode, while using the same Steam account on your local PC to connect to said server. There is no dedicated server binaries at the moment, so running a local server and client will most likely be impossible at the time being. Kudos to the OP, set a server up in a few minutes with the provided instructions!
  24. Beginner SQF scripter, long time ST user - many thanks for this!
  25. Thanks for the script marker, been looking for a nice clean batch script I've made a few modifications to mine to address the suggestions Freeborne mentioned You can set CPU priority by setting /HIGH or /REALTIME for example: start /D %aopath% /wait /HIGH %aobin% %aoport% You can also set the affinity using /AFFINITY for example, this will assign CPU0 and CPU1: start /D %aopath% /wait /HIGH /AFFINITY 3 %aobin% %aoport% You can see more details on setting the affinity mask here: msdn.microsoft.com/en-us/library/ms187104.aspx I've also modified the taskkill command to kill only the required instance by checking the window title for the port: taskkill /T /F /FI "WINDOWTITLE eq ArmA 2 OA Console version 1.62 : port %port%" Hope this helps someone! Cheers, Chris EDIT: It appears using taskkill with "/FI WINDOWTITLE" isn't always killing the process, I'm now using the following method which has not failed me yet (~42 reboots).
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