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Posts posted by JohnKalo
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- Erased the hiddenSelections since it doesn't really do anything
- Went to the object builder and made the path for textures as P: via the options.
- Changed the name of the texture to: Christmas_Socks\textures\socktree.paa
Still does not work !!!
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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!!
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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.
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This should help 👍
Since once you find the stance of the unit you can set the unit to that stance
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Addon updated and released on steam !
QuoteQ: 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: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 !!!
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[WIP] Christmas Pack v 1.9-2.0
Included so far :
1 Drivable Sleigh
2 Wearable Beards
10 Food Items
4 Wearable Christmas Hats3 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:
SpoilerVersion 0.2 to Version 0.5:
Added 1 Christmas Tree
Added 5 Christmas Balls
Added 1 Christmas StarVersion 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 .45ACPVersion 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 P07Version 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 20Version 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 GlassVersion 0.99 to 1.0:
Added Christmas texture for RPG32
Added Christmas texture for ACPCVersion 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 :
SpoilerHope you like the above guys. Any comments and feedback will be appreciated! First addon so hope its of Arma 3 class
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QuoteI 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.
QuoteHow 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);
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Just to clarify I have not got sector control missions that work. Seems it is a bug so you have to report the bug to Bohemia Interactive.
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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.
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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;
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Only thing I can think of is to download a sector mission and see if they do something differently. Or does the warlord vanilla Arma 3 not suit you?
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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!
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Did some research and maybe you can enableSimulation true the sector modules? Saw that in a post.
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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.
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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.
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You could even attach an invisible helipad to the guy and then erase it so as to stop the say3D. That is since the helipad is speaking.
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The trigger condition can also have an:
NameOfUnit in units group player
so as for the trigger not to fire if the units are not in the players squad.
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Oh because it said the link below and I thought you meant in the forums 😂
Sounds cool!
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And about as same as the above:
[_unitOne, _unitTwo] joinSilent (group player);
or
[_unitOne, _unitTwo] joinSilent player;
since you want secondary objectives so each unit can join separately. And for the condition a simple:
NameOfUnit distance NameOfPlayer < 10;
that will activate a nice hold action feature:
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There is no discord channel link. And you can just copy paste the code here. There is a code tab next to the happy face when you make a new post.
Apart from that it seems cool. Any non mod new nice feature is great 👌
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Well on the trigger Activation (that is under the Type section) >> Radio Alpha (or whatever name you want)>> condition true (or whatever the condition is) >> on the on activation field:
NameOfObject hideObjectGlobal false;
and to hide them you click on the unit and you uncheck the Show Model option. Not sure of the exact phrase it has.
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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.
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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.
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[WIP] Christmas Pack v1.9-2.0
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Emergency update has been applied after reports of textures not working.
As compensation part of the weekly update has been released earlier.
Many thanks to the people providing feedback while cool ideas too 👍