adanteh
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Everything posted by adanteh
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Keypad access for a House ?? Get a Donation if you script that for me!!
adanteh replied to malakdecaen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Seeing I'm interested in this well I'll share my thoughts on how you might be able to do this. Can't you assign a variable to the house / whatever the hell it is and assign a value to it. The value would be the password. So setVariable ["PasswordVar", "12345", true]; Then I guess you just check if whatever you entered on the dialog equals that variable. Setting the variable could be done on the intial setup of the keypad system. As in if there is no PasswordVar assigned to the building / door yet, then you're allowed to enter something and that will be used as the keycode. I think I could actually do something like this myself, but I'm not sure how to make it nice and interactable. You'll need a dialog for the numbers and some way to open it up. I'm not sure how to do an AddAction to all doors of a certain building, plus how to assign a system like that to a building in the first place (Preferably something universal you can easily add to whatever you want). The best thing would probably be a small item attach next to the doors that you can add an action to. -
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
adanteh replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cherno sized area? Altis sized areas is what the cool kids are doing these days! [insert more pressure] -
I put the clients online on top of the list plus made the number for that Orange (The same color as the links have). It should be more noticeable that way. Also made the font a bit bigger which makes sense. I'm on a 1900x1200 myself, but it's 26" so I'm used to oversized stuff. I think I also read that the full release is going to have a black/white color scheme by default and the orange-y color scheme for the dev build. I now included two versions, the normal version which has a black menu bar (And I believe one or two other things that use the color) and the Dev version which used the orange. You can download the skin here!
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Adding IR optics camera / laser designator to LittleBird
adanteh posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, I was wondering if it's possible to add a optics / camera like the one of the Strider Commander turret to random vehicles? In this case I want to add an IR Camera to a littlebird. I'm guessing its impossible to just take the turret of the strider and put it on the littlebird, but is there any way to create something similar? I currently added a camera to where you can put the IR cam, And used the PiP function to display it on the screen of the littlebird. this animate ["AddScreen1", 1]; this animate ["AddHoldingFrame", 1]; this animate ["AddFLIR", 1]; I was wondering if it's possible when you're looking at the screen as co-pilot and right click you get the camera view instead and you're able to move the camera around like you normally would. Adding a laser designator to it would be the best. -
Adding IR optics camera / laser designator to LittleBird
adanteh replied to adanteh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone? I did manage to at least include a simple camera (Created event handlers for WASD and attached those to the animationPhase of the FLIR). I then attached the camera to the FLIR, but that's far from optimal. I can control the camera just fine when I'm standing still, but as soon as I start flying the view starts drifting. I'm guessing there's something with attachTo that doesn't really work well. I can't figure out how to use modelToWorld and so properly either to create a decent target based on where the FLIR is looking and then set the target for the camera to that point. Anyway, I feel like I'm doing something that makes absolutely no sense with this, so if anyone has recommendations on how to make a decent IR camera for the co-pilot seat I'd love to know. -
Advanced Cockpit Interaction
adanteh replied to Enricksolt's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Awesome stuff! Would love to see some added things to helicopters in Arma 3 use these types of controls. How did you manage to do this? -
Didn't upload it yet. Just double checking to see if anything else needs changes before I put online another version again.
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Attaching explosives to a vehicle
adanteh replied to NeoArmageddon's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is that possible that this could be used as a script instead of an addon?? :D -
Any one still has some stuff that needs to be done? I already changed the color to the new Release colors and removed some leftover Enigmatic parts.
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Big up for the people that make this community (And game) so much more fun.
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Adding weapons to vehicles removed in arma 3?
adanteh replied to progamer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Any ideas for this yet? I'd like to add laser guided rockets to the little bird and also add a laser marker on it :D -
GID - Object Positioning System
adanteh replied to lynx75's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Great! In Arma2 I mainly used RTE do be able to do this stuff, but could work nicely. -
Completely forgot to upload the update while waiting for an answer on tom_48_87's question. No answer unfortunately though, so no change there. You can find the update here :) I deleted the engimatic font in the skin, because that looked pretty bad. Try and look for the purista font though. It's a lot better.
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Already made a thread on the teamspeak forums to see if someone knows the names I should I be using for those icons. Normally what you do is you just make a new icon and give it the name it has in default, however those icons aren't even in the default icon folder
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Seems like those icons are new and I can't find the proper name for them. You can also use the Steam icon pack that's included with the skin to change all the other icons (Mostly white/greyish icons) which looks a ton better in my opinion. I'll try and figure out the names for the block whipser and serverquery icon and add that to the icons as well.
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Hey, that's probably because of the Enigmatic font. I designed this with the purista font in mind and I can't change the font-size only when the Enigmatic font is used. I'll probably just remove the fallback to Enigmatic and replace it by default sans-serif. The enigmatic font scales terrible. If you want to keep the enigmatic font you can change the font-size as Tom mentioned. You can adjust the size of the part you linked in styles.css inside the /Arma3 folder. I changed the position of the background-image to left top, meaning that it'll show up better. Don't know why I didn't do that before. That'll be included tomorrow probably (Or today if I can find some time tonight) You don't have Purista or Enigmatic installed meaning it'll fall back to the default sans-serif font which looks cleaner. I thought I would try out the Enigmatic font at first, but I can't get it to look good for both enigmatic and purista in the same file. I'll just delete the Enigmatic fallback. I'd recommend letting your google-fu out though and getting Purista. It looks a lot nicer. Anything specifically when it comes to the colors? The text you mean or other stuff?
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Good news: I can skin the chat now! I'm just completely clueless when it comes to which colors to use for the chat. Right now I have the command channel color for server updates (The timestamps that is), sidechannel color for server / channel chat messages and group channel color for private messages. Bold for outgoing messages and normal font-weight for incoming messages. It would look like this: http://cl.ly/image/3y3L1Y0K1H3T for messages send in the channel chat. It would look like this: http://cl.ly/image/3u0v0E2l420p for private messages. Anyone has some recommendations for this? It's a shame I can't change the formatting of it. I would prefer to have a smaller timestamp and replace the quotation marks at the name by parentheses. I doubt that will ever follow though.
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PG Services - Private Military Company
adanteh replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I just wanted to check their gear! It was one of the guys that jumped off. I just double checked. Its the field medic with the Skorpion EVO. When I try and pick up the EVO the game crashes. And I don't know why, but a full blown MRAP seems a bit over the top for PMCs. Anyway, what is the backstory of these guys and how do PMCs even work in the 2035 Arma-verse? Do they have more money and more influence? Are they a full blown army or do they have smaller/lighter vehicles? I feel like a full-blown MRAP might be a bit much for these guys. -
PG Services - Private Military Company
adanteh replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome work! What type of vehicles are you planning on? Someone in the discussion thread posted a link with some nice links that had a nice PMC feeling to it. Then again, I understand if you don't want to go crazy with vehicles seeing it would suck quite a bit if you spend quite a bit of time on a vehicle that BI will release themselves anway. Something like this could be quite cool I did get a game crash when I tried picking up an EVO when I killed a guy in the chopper from your testing mission. Edit: An ammo crate would be very nice indeed. -
Great addon, hope this is able to stay updated. I hope eventually we get map icons as well, so we know how large things is without the need for a 3D editor.
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Offroad Police sirens, lights and underglow?
adanteh replied to progamer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a lot for the start from that. Lighting changed a bit though, so I used this to make it look pretty decent _vehicle = _this select 0; _lightRed = [5, 0.5, 0.5]; _lightBlue = [0.5, 0.5, 5]; lightleft = "#lightpoint" createVehicle getpos _vehicle; lightleft setLightColor _lightRed; lightleft setLightBrightness 0.4; lightleft setLightAmbient _lightRed; lightleft lightAttachObject [_vehicle, [-3, 0.8, 0]]; lightleft setLightAttenuation [3, 0, 0, 0.6]; lightright = "#lightpoint" createVehicle getpos _vehicle; lightright setLightColor _lightBlue; lightright setLightBrightness 0.4; lightright setLightAmbient _lightBlue; lightright lightAttachObject [_vehicle, [3, 0.8, 0]]; lightright setLightAttenuation [3, 0, 0, 0.6]; // playSound "AlarmCar"; _leftRed = true; while{ (alive _vehicle)} do { if(_leftRed) then { _leftRed = false; lightleft setLightColor _lightRed; lightleft setLightAmbient _lightRed; lightright setLightColor _lightBlue; lightright setLightAmbient _lightBlue; playSound "AlarmCar"; } else { _leftRed = true; lightleft setLightColor _lightBlue; lightleft setLightAmbient _lightBlue; lightright setLightColor _lightRed; lightright setLightAmbient _lightRed; }; sleep 1; }; Does anyone know how you can turn the light into a cone instead? -
Looking For a Vehicle Shop Script [BETA]
adanteh replied to MacRae's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are you talking about a shop where you can buy vehicles or adjust current ones? I'm currently in the process of building one where you can adjust vehicles :) It's nothing completely crazy, but seeing this is the first thing that I'm doing I'm still quite happy with the progress nevertheless. Changeable colors are also going to be part of it. Here's a link to what it is like now. I want to be able to switch between different types of the same vehicle (That's going to be fairly easy, just want to do other things first), change colors, refill each gun (Price depending on the ammo left), refuel, repair and add parts (That's the main thing right now). Right now buying parts works and if you buy benches or so the corresponding seats get unlocked. -
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
adanteh replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is that possible though? Wouldn't you need the map files from BI? Not sure if they're okay with giving those away. It might be nice to do a stalkerish redesign of Altis though. Different vegetation and all, different buildings, but that would probably mean a full retexture which is still going to be a pain in the ass. -
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
adanteh replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sounds good. Do you know what you're going to do with the layout of the island yet? I actually never played a Stalker game (iknowrite), but I do like the atmosphere. I'd guess the Metro games or somewhat similar when it comes to atmosphere? Is it going to be based a lot on that layout or just something imaginary? One island, just a part of land (Like chernarus), multiple islands? Multiple islands really have my preference, because they work so well for modes like Wasteland and DayZ as well. A bridge with mostly just structure standing could be nice as well. Seeing this huge bridge disappearing into the fog would be creepy as hell. Could also make one island first then and release that and then add other parts later in the process (I'm guessing that should be possible with the tools). Might be a nice way of getting feedback plus I doubt a lot of people would love to play it. Glad you're focusing on objects first though. Do you have plans on building larger cities or just Chernarus-like towns? I'd guess larger cities would be a major problem performance wise though, as cool as they would be. Swamps are nice as well. Namalsk meets Chernarus+ (DayZ SA) swamp. Other buildings that I'd love to see are 'normal' ones. A school, a supermarket, hospital or so. Things like playgrounds are very cliche, but cool nonetheless. Basically anything that you would see in a real city. Train station, offices, normal homes. Then again, I imagine those things all taking a damn lot of work. Maybe I'll end up playing it in 2 years or more :D -
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
adanteh replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is seeming like more and more fun every post. About the buildings: I'd rather have smaller / simpler buildings that are decently enterable then shut-off portions. It always breaks immersion quite a bit when I see stuff that I should be able to enter (I have this gun with a nice stock... I bet I can break the wooden board covering a room), so having full freedom in buildings would be nice. Also like that you're doing buildings that have different layouts. It would be very nice if there was a way to adjust the buildings though, like cover them up with wooden boards or so as a player (DayZ origins house-building is nice and all, but I'd much rather use the buildings in the map and transform those). No idea what that would mean modding-wise though. No idea how they did it with the vehicles either (Adding metal plates to windshield, wheel guards and so). So far you're mainly busy with the buildings though? Are you going to the the actual terrain yourself as well or you'd rather wait (ie: hope) for some new tools to do that? Man, I really do hope BI change map making tools a bit (And map making all together) so we can see quality content coming out more easily. I bet there are plenty of people with good ideas, but who are mainly scared because of the tools.