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JohnKalo

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Posts posted by JohnKalo


  1. Emergency update has been applied after reports of textures not working.

    As compensation part of the weekly update has been released earlier.


     

    Quote

     

    Version 0.5 to Version 0.55:

    Fixed textures not showing issue!

    Added 9 Christmas Candles

    Added 1 Christmas Ball

    Resized Christmas Tree to fit in houses.

    Resized Christmas Star to fit to tree.

     

    Many thanks to the people providing feedback while cool ideas too 👍

    • Like 2

  2. Config.cpp

     

    class CfgPatches
    {
    class Snow_static
    {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {};
            author = "GreekEditor";
    };
    };
    
    
    
    class CfgVehicles {	
    class Static;
    class Christmas_Sock_Tree : Static {
    	scope = 2;
    	model = "\Christmas_Socks\objects\SockTree.p3d";
    	displayName = "Christmas Sock Tree";
    	faction = "Empty";
    	vehicleClass = "Small_Items";
               picture="\Christmas_Socks\icons\Pinguin.paa";
               icon="\Christmas_Socks\icons\Pinguin.paa";
    		   descriptionShort="Christmas Sock Tree";
    		   hiddenSelections[] = {"one","two"};
    		   hiddenSelectionsTextures[] = {"\Christmas_Socks\Textures\SockWhite.paa",
    		                                 "\Christmas_Socks\Textures\SockTree.paa",
    		                                };
    		   
    };
    
    };

    In the object builder I have tried multiple paths to the texture and nothing worked!!


  3. Thought it worked but in other computers it does not. I am using simple .paa textures via the object builder. Via the object builder I press E and I add the texture to the different components. But when turning it into a .pbo and opening it in the editor it says [path].paa not found. How can I make the game locate the custom .paa file ???

     

    Any help is appreciated because the addon has already been released and the issue persists!!! Thankfully feedback was provided but I cannot seem to find a way to fix it. Tried changing the path to the SockWhite.paa file to the P drive or to the addon folder but nothing works. The textures are in the .pbo file but their path is not recongized.

     

     


  4. Addon updated and released on steam !

     

    Quote

    Q: Where can I find the items in the editor?
    A: The classnames are such that using the term Christmas will show all items.


     

    On 12/1/2020 at 9:03 PM, JohnKalo said:

    Download link:

    Website SubLink: here .

    Direct Download Link: here .

    Steam Link: here .

     

    Changelogs:

    Version 0.2 to Version 0.5:

    Added 1 Christmas Tree
    Added 5 Christmas Balls
    Added 1 Christmas Star 

     

    If you could please please please visit the steam link, like and subscribe! It would be super useful since more people would be able to see the Christmas addon !!!

    • Like 1
    • Thanks 3

  5. [WIP] Christmas Pack v 1.9-2.0

     

    WebPage.png

     

     

     

    Included so far :

    1 Drivable Sleigh

    2 Wearable Beards
    10 Food Items
    4 Wearable Christmas Hats

    3 Wearable Snowmen Hats
    2 Christmas Hats (Items)
    5 Christmas Socks
    5 Wearable Christmas Sweaters
    9 Christmas Presents
    2 Christmas Pickable Presents 
    2 Wooden Sleds
    2 Snowmen
    7 Toys
    3 Christmas Trees
    18 Christmas Balls
    2 Christmas Stars
    2 Decorative Christmas Candy Canes  
    9 Christmas Candles
    2 Christmas sleighs
    4 Christmas reindeers
    4 Christmas polar bears
    4 Christmas penguins
    4 Christmas plates
    4 Christmas cups
    1 Set of Christmas utensils
    1 Christmas Wine Bottle
    1 Christmas Wine Bottle Screw
    1 Christmas Wine Bottle Cork
    1 Christmas Wine Glass
    1 Throwable Christmas snowball
    1 Throwable explosive snowball
    2 Snowball Launchers
    1 Lamp with 2 Switches (switches can be used with addAction scripts and the hideObject command)
    4 Christmas Lights with 4 frequency versions each (WARNING only 6 can be seen flashing at the same time)
    Christmas vehicle textures for the M-ATV, the MH-9, the AH-9, the Huron, the AH-99, the UH-80, the BTR-K, the Zamak, the Tempest and the Stomper.
    Christmas weapon textures for the MX SW 6.5mm, the MXC 6.5mm, the ACPC, the Vermin .45ACP, the MK 20 Plain, the SDAR, the MK 20 GL, the TRG 20, the RPG32, the P07 the MXM 6.5mm, the M18 ABR 7.62mm, the M320 LRR .408, for the  Zubr .45, the PM 9mm, the TRG-20, the Titan MPRL plus its Compact edition.

     

     

    Installation how to :

    Just extract the file and insert the addon in your Arma 3 directory. After that just load the addon via the Arma 3 launcher. If you cannot see the addon just swipe it in the launcher addon sections. All done!

     

    QA :

    Q: How often will updates come out?
    A: No more updates are planned for 2021. Merry Christmas!

    Q: Has this addon been tested?
    A: Many times actually in the editor. I have seen Arma open up so many times in the past few days. Aaaaaaa!

    Q: Has this addon been signed?
    A: It has indeed. The key for servers is also included in the file. If something is missing please let me know.

    Q: Where can I find the items in the editor?
    A: The classnames are such that using the term Christmas will show all items. The weapons are found in the virtual arsenal.

     

    Download link:

    Website SubLink: here .

    Direct Download Link: here .

    Steam Link: here .

     

    Changelogs:

    Spoiler

    Version 0.2 to Version 0.5:

    Added 1 Christmas Tree
    Added 5 Christmas Balls
    Added 1 Christmas Star

     

    Version 0.5 to Version 0.55:

    Fixed textures not showing issue!

    Added 9 Christmas Candles

    Added 1 Christmas Ball

    Resized Christmas Tree to fit in houses.

    Resized Christmas Star to fit to tree.

     

    Version 0.55 to 0.62:

    Fixed being able to walk through the big gifts.
    Added 2 Christmas sleighs
    Added 4 Christmas reindeers
    Added 4 Christmas polar bears
    Added Christmas texture for the MX SW 6.5mm
    Added Christmas texture for the MXC 6.5mm
    Added Christmas texture for the Vermin .45ACP

     

    Version 0.62 to 0.64:

    Added a Wearable Christmas hat

     

    Version 0.64 to 0.80:

    Fixed Sleighs and Sleds objects not being able to be moved via scripts
    Added 4 Christmas Sweaters
    Added Christmas texture for the MK20 plain
    Added Christmas texture for the MK20 GL
    Added Christmas texture for the P07

     

    Version 0.80 to 0.90:

    Fixed Reindeers objects not being able to be moved via script
    Fixed some classnames for practical reasons
    Added 1 Christmas tree
    Added 1 Wearable Christmas sweater
    Added 4 Christmas penguins
    Added a Throwable snowball
    Added a Trowable explosive snowball
    Added 3 Christmas balls
    Added Christmas texture for the TRG 20

     

    Version 0.90 to 0.92:

    Fixed Classname issue causing trouble with created missions. Sorry!

     

    Version 0.92 to 0.99:

    Added 4 Christmas plates
    Added 4 Christmas cups
    Added Christmas utensils
    Added 1 Christmas Wine Bottle
    Added 1 Christmas Wine Screw
    Added 1 Christmas Wine Cork
    Added 1 Christmas Wine Glass

     

    Version 0.99 to 1.0:

    Added Christmas texture for RPG32
    Added Christmas texture for ACPC

     

    Version 1.0 to 1.7:

    Added 1 Drivable Sleigh, 2 Snowball Launchers, 9 Christmas Weapon textures, 10 Christmas vehicle textures.
    Added 9 Christmas Balls, 2 Wearable Hats, 1 Christmas Tree, 7 Toys, 1 Snowman.
    Added 4 Christmas Lights with 4 frequency versions each.
    Added 2 Pickable Gifts, 10 Food versions, 2 Decorations.
    Added 1 Lamp with 2 Switches.
    Fixed the Snowman's texture.

     

    Version 1.7 to 1.79:

    All vehicles, weapons and wearables are now Zeus compatible.

    Some assets also but most not.

    Added 3 vehicle skins for the Zamak and Tempest.

     

    Version 1.79 to 1.9-2.0:

    Added 2 wearable Beards and 1 wearable Christmas Hat.
    Base models ^^^ credits to Shedmon and Tatevose.
    Added 3 Snowmen Hats thanks to a request.
    Added 3 Vehicle skins thanks to feedback.

     

    Some pics of the objects created so far  :

    Spoiler

    Showcase-1.jpg

     

    Sleigh.png

     

    Vehicles.png

     

    Choppers03.png

     

    Balls.png

     

    Showcase-5.jpg

     

    Choppers01.png

     

    Chopper02.png

     

    Lights.png

     

    Showcase-19.jpg

     

    Showcase-18.jpg

     

    Showcase-2.jpg

     

    Showcase-3.jpg

     

    Showcase-4.jpg

     

    Showcase-5.jpg

     

    Arma3-x64-2020-12-17-23-54-25-59.jpg

     

    Showcase-7.jpg

     

    Arma3-x64-2020-12-18-11-06-51-94.jpg

     

    Arma3-x64-2020-12-18-11-01-50-31.jpg

     

    Showcase-11.jpg


    Showcase-8.jpg


    Showcase-9.jpg


    Showcase-10.jpg

     

    Showcase-13.jpg

     

    Showcase-21.jpg

     

    Showcase-20.jpg

     

     

     

    Hope you like the above guys. Any comments and feedback will be appreciated! First addon so hope its of Arma 3 class :thumbs-up:

    • Like 18

  6. Quote

     I get an error when using the sleep that says '|#|sleep 1;s1 attachTo [t3, [0.0,  0.0, 5]];...' Error Generic error in expression.  What does that mean?  Was sleep 1 meant to pause for 1 second?

    The sleep command cannot work in triggers. It works only in scripts. Yes the 1 means wait 1 second before continuing the script.

     

    Quote

    How do I rotate the unit? 

     

    NameofUnit setDir 45; // will set unit1 to face North-East

    Also if the waypoints dont work cause .... Arma 3 .... maybe this will help:

     

    NameOfUnit doMove (getPosATL NameOfObject1);

     


  7. Maybe by placing a trigger that will activate via Radio Alpha for example that will reactivate the modules. Either the initial modules or same modules in the same place but different ones.

    Save then Load call the action via Radio and you can see what happens. If needed you can have multiple radio actions that do the same thing for each time you load.

    As an experiment to see if the modules are still there after the save-load function.


  8. A solution would be to attach an object like an invisible helipad or a Helper that is hidden on the tower. Then just use:

     

    sleep 1; //so as for the tower to get into position
    NameOfUnit setpos (getposATL NameOfHelper);

    or

     

    sleep 1; //so as for the tower to get into position
    NameOfUnit attachTo [NameOfHelper, [0.0, 0.0, 0.0]];
    detach NameOfUnit;

    or directly

     

    sleep 1; //so as for the tower to get into position
    NameOfUnit attachTo [T1, [0.0, 0.0, NeededHeight]];
    detach NameOfUnit;

     


  9. The .pbo will not be in the documents folder but in the game directory. In the missions or mpmissions folder. In the documents only the .sqf format exists. Since you have the game on your laptop however I don't understand why the missions are deleted. You have to contact their support. 60-120 FPS is awesome by the way!


  10. The show video for the loading bar is possible. You just have to play a video with a trigger. Have not got the code right now but if you need it I should be able to access it. The code is simple and based on this:

     

    https://community.bistudio.com/wiki/BIS_fnc_playVideo

     

    also the video cannot be skipped. Be careful however because while the video plays the players exist or they don't if you use tricks.

    • Thanks 1

  11. Out of curiosity how many FPS does Nvidia's GeForce Now program gives to Arma? Apart from that the missions you make in the editor are saved in the Documents folder of your pc. Those are .sqf and all the editing is done there. Once you are done with the mission you export it in a .pbo format. So if you can access the Arma 3 document Missions folder then all is good. There you create the scripts and all.

    • Like 2

  12. Awesome new content! Is there any chance of adding a new weapon however? Particularly a shotgun! A lethal and maybe a non lethal one. Oh and the police faction could have some police cars. Or even riot gear! Nobody else has made such equipment for Arma 2 or 3. 

     

    Don't support what the police does in Greece by the way. Not why I am asking for such assets.

    • Confused 1

  13. Welcome to the forums.

    If we are talking about a limited amount of players you can use this:

     

     

    place a different variable for each player and use the removeAllActions NameOfUnit; command to erase the actions. This method will help with any locality issues too. The variable can be set not on the units init but in a trigger that will fire when the unit is almost near the addAction trigger. 

     

    • Thanks 1
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