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npmproductions13

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Everything posted by npmproductions13

  1. I cannot seem to get the custom/filtered list working for the BIS_fnc_garage function. The documentation for the function does not seem to work when I add the BIS_fnc_garage_data which takes an array of whitelisted vehicles. Official Docs: https://community.bistudio.com/wiki/BIS_fnc_garage Here is my code: I put this together with an example from Larow and the documentation if memory serves me right. Any help with getting this working would be appreciated. 👍
  2. Would it be possible or too much to ask you to add some comments to your solutions. I'm curious how each line works. I can tell that the _veh vehicles config file is scanned or searched for but can't seem to reverse engineer it by moving though the config viewer.
  3. Really!! It's a broken function and I wasted all my time trying to get it fixed 😠 Thanks for the insight into how to get the workaround working, I don't think I will be able to do what I wanted to do. I will give your script a try though. Cheers for the help both of you 😁👍
  4. Thanks again 7erra! I actually didn't know that globals targeted with missionNamespace setVariable was the same as global_var = x so thanks for giving me that insight. I've tried every example found at https://community.bistudio.com/wiki/BIS_fnc_garage with no joy. I also found an old thread that has or had a similar problem and I tried using the code found there by Larrow to no avail either. That can be found here: I have updated my code but still the entire list filled with every vehicle is visible. Not quite sure what I'm doing wrong here.
  5. Thanks for the comment 7erra. I've actually spotted that error and corrected these after making my initial post but have the same result. My most recent code is Any other ideas as to why this isn't working?
  6. Hi everyone i have an issue making a simple money script / function in my mission. I'm finding the syntax of SQF and SQS difficult to understand or comprehend in comparison to languages like java and C#. I used this sample below as a baseline but the guy who responded didn't tell the OP of that forum how edit the value of your "Bank" right now I've created a object of money with an add action that adds money to my Currency variable, but now i want to extend that to the death of 'X' unit and i came up with this. To some this code might be laughable but i don't understand why this doesn't work when executed via a units init. Any input is appreciated. _man = _this select 0; while {alive _this} do { if (!alive _this) then { //GoldCurrency = GoldCurrency + 1000; hint"DEAD"; }; }; Many Thanks -Irish
  7. npmproductions13

    Model deforming when rotating.

    No there isn't a reason to have it there I was under the impression you just had to label all selections as bones but obviously I'm wrong. I'll try removing those later this week.
  8. Like my title suggests I'm making a weapon for the first time and I want the barrel of my minigun to turn in place when firing. Currently it turns but deforms beyond recognition when rotating but returns to normal when the rotation reaches 0 again. This is the animations class of my model.cfg. I can't see anything wrong with this. class Animations { class barrel { type="rotationZ"; source="ammoRandom"; sourceAddress="loop"; selection="barrel"; axis="barrel_axis"; centerFirstVertex=1; memory = true; minValue=0; maxValue=0.5; angle0="rad 0"; angle1="rad 180"; };
  9. npmproductions13

    Model deforming when rotating.

    This was the first animation class I've added I still need to work on the magazine_reload etc. Here's my model.cfg so far. class Rotation; class CfgSkeletons { class Skeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]= { "ammo_box", "", "barrel", "", "camo1", "", "camo2", "", "camo3", "" }; }; }; class CfgModels { class Default; class IA_minigun: Default { htMin=0; htMax=0; afMax=0; mfMax=0; mFact=0; tBody=0; skeletonName="Skeleton"; sectionsInherit=""; sections[]={"ammo_box", "barrel", "camo1", "camo2", "camo3"}; class Animations { class barrel { type="rotationZ"; source="ammoRandom"; sourceAddress="loop"; selection="barrel"; axis="barrel_axis"; centerFirstVertex=1; memory = true; minValue=0; maxValue=0.5; angle0="rad 0"; angle1="rad 180"; }; }; }; };
  10. 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.
  11. npmproductions13

    World has black textures once Buldozer launches

    Ok great thanks so much, is everything else fine for a 40960 sized terrain then?
  12. 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?
  13. 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?
  14. 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?
  15. 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);
  16. 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.
  17. 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.
  18. 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.
  19. 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{};
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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
  25. npmproductions13

    Need Help Making Simple Money System

    I cant seem to be able to add code to my previous post but i tried this in an AI units init to no avail. if (!alive this) then { _myMoney = (_this select 0) getVariable ["money", 100]; _victimMoney = (_this select 0) getVariable ["money", 100]; (_this select 1) setVariable ["money", (_myMoney + _victimMoney), true]; hint format["New Currency %1",_myMoney]; };
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