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npmproductions13

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  1. npmproductions13

    World has black textures once Buldozer launches

    Ok great thanks so much, is everything else fine for a 40960 sized terrain then?
  2. npmproductions13

    World has black textures once Buldozer launches

    Thanks for the help this far RoF are these final settings good and what they should be or would you recommend any other changes?
  3. npmproductions13

    World has black textures once Buldozer launches

    Would you import each layer 4x then so for example would I need to import the normals at 4x 20480 aswell?
  4. Hi all I have an issue with my textures once Buldozer launches. My layers.cfg is perfectly fine and to my knowledge my textures have been converted to PAA from TGA via TexView so I don' think they're the cause. Any input or feedback on this issue would be great as I don't have a clue what could cause this. I personally think its the Sampler section of my mapframe as seen below, can you guys tell me if these values are correct or incorrect please. This is the issue I see in Buldozer so any help is appreciated.
  5. Ok I got the desired results by using the simple code below with some snippets of your code thanks Larrow. { deleteVehicle _x; } forEach ((getMissionLayerEntities "Munificent") select 0);
  6. I'm still getting the issue of both sides ships appearing inside each other. I can't get one to delete itself while the other stays etc.. In EDEN iv'e made the layer invisible and want to make 1 and only one appear by script and it seems both layers unhide themselves regardless of the scripts controlling them. I'm even just trying to debug this in the debug console but nothing works like before.
  7. Hi there can anyone assist me with using layers to hide a selection of entities using boolean logic or variables for example. Right now I want to make a ship appear depending on the faction selected in the parameter screen. The wiki describes its many uses for the 3DEN layers like remove,add and set, it also describes the syntax but I'm finding it hard to get working correctly. Another thing I don't understand is, are the entities "linked" to the value -1 or is it "linked" to the "Enemy Base" String?
  8. Hi everyone just a quick question. Is it possible to add seats to vehicles like the vanilla offroads as an example. If it is possible id appreciate if someone could explain how it's done. On a side note. Iv'e created aircraft mods from scratch(unreleased) before and know seats are done through proxies etc. But just curious if editing already existing ones are possible.
  9. npmproductions13

    Need Help Making Simple Money System

    Yea i appreciate the patience mate still trying to grasp it to be honest. The code works if i comment out the latest stuff like rank so the issue lies there ill try fix it then again thanks mate.
  10. npmproductions13

    Need Help Making Simple Money System

    I get errors with the above code Should the end of that have a semi colon ? Should this be hint format["New Currecny %1",GoldCurrency]; Should this be ? if((_killed isKindof "man") && (_rankformoney = rank _killed))then{};
  11. npmproductions13

    Need Help Making Simple Money System

    So can someone help me further with limiting the event handler to desired units, for example i want an officer to give money but no general infantry to effect the balance variable.
  12. npmproductions13

    Need Help Making Simple Money System

    Ill try this later on, nice one mate appreciate the responses your a sound guy have a good day. Everyones help has been great keep it coming.
  13. npmproductions13

    Need Help Making Simple Money System

    Never mind i found the error it was related to the hint in the if statement you sent works now but how do i limit the eventHandler to certain units.
  14. npmproductions13

    Need Help Making Simple Money System

    I get an error when i put that into my initServer.sqf. It says the _killed generic error in expression.
  15. npmproductions13

    Need Help Making Simple Money System

    Damn that was some great information there Grumpy. Id consider myself excellent with Java but somewhat ok with C#. Anyways I came up with this, can you tell me if it's wrong in some ways or all . Init.sqf GoldCurrency = 500;//Set the start amount of gold to 500 Targets Init Field this addEventHandler ["killed", {_this execVM "onDeath.sqf"}]; onDeath.sqf GoldCurrency = GoldCurrency + 500; hint format["New Currency %1",GoldCurrency]; This works so now when the target is killed my currency updates but just curious is there more efficient ways of doing this i'm open to your critisim Many thanks -Irish
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