K120
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Is there any simple way to remove lightpoint from specific runway edgelight? I have attached 2 edgelights to a truck as fake source of light for scripted emergency lights but as you see from image they have light glowing all the time. Or even better if it's possible to change color of edgelights so that they switch color like emegency lights when driver toggles them on? :confused:
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Hidden Selections/Textures - How many are there?
K120 replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In addition to your pic i know atleast Zamak truck has orange cabin texture and white-blue texture for fuel zamaks tank. edit; Can't remember if you can actually place civ fuel zamak in editor.^ If i remember right most mil vehicles have skins of other sides. Like that nato strider above. -
A question about retexturing
K120 replied to spcland12's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As far as i know you can use custom textures in clothing. Try this: Create your texture and put it in your mission files. Place to soldiers init. this setObjectTextureGlobal [0, "yourmission\yourtexture.paa"]; How to modify/create textures: 1.Download and install BI tools. https://community.bistudio.com/wiki/BI_Tools_2.5 2. Find .pbo file that has textures you want to modify from install directory. Example C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons Clothing textures are located in characters_f.pbo,characters_f_epa.pbo,characters_f_gamma 3. Find texture inside .pbo file that you want to modify. Open it in textview 2 and save as "all files" to your desktop. Name it as "whatever.tga" so it saves as .tga 4. Open just saved .tga file in photoshop or similiar and edit texture how you want it to be. 5. When you are ready save as .tga and open in textview 2,save as .paa 6. Move your whatever.paa to mission folder/file -
Changing vehicleClass with script?
K120 replied to K120's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's a shame you can't use custom textures in HEMTT fueltank,only base texture. (as far as i know,please correct if i'm wrong!) Had to use Zamak. http://www.northjerseyfireimages.com/Pennsylvania-Fire-Apparatus/Fire-Apparatus-of-Schuykill/i-cL7fWHH/0/X2/DSC_01522-X2.jpg -
Changing vehicleClass with script?
K120 replied to K120's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That worked,thank you. -
Is it possible to change vehicleClass and transportFuel for specific truck with script or any other way so that it's not addon then? :confused: I'm trying to remove refueling option from a retextured fueltruck which is supposed to be a firetruck. So far i get only errors when i try to use SetVehicleClass "Car";transportFuel "0";
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Thanks guys,it works now. :) Little off topic but i'm not sure if it's something to start new for. Anyone know if offroad parts such as the lightbar or the back cage can be created alone with classname and then be attached to some other vehicle?
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Big thanks! Managed to combine lights to same script but i'm not able to make them turn off. I suppose i need to use "xxx = false;" in SirenOff.sqf? SirenOn.sqf _car = _this select 0; _action = _this select 2; _lightRed = [5, 0.5, 0.5]; _lightBlue = [0.5, 0.5, 5]; _car removeaction _action; Copsiren = true; _car addAction ["Siren Off",{_this execvm "scripts\SirenOff.sqf"},[],53,false,true,"","Alive(_target) AND driver _target == _this"]; while {Copsiren} do { _car say3D "AlarmCar"; lightleft = "#lightpoint" createVehicle getpos _car; lightleft setLightColor _lightRed; lightleft setLightBrightness 0.4; lightleft setLightAmbient _lightRed; lightleft lightAttachObject [_car, [-3, 0.8, 0]]; lightleft setLightAttenuation [3, 0, 0, 0.6]; lightright = "#lightpoint" createVehicle getpos _car; lightright setLightColor _lightBlue; lightright setLightBrightness 0.4; lightright setLightAmbient _lightBlue; lightright lightAttachObject [_car, [3, 0.8, 0]]; lightright setLightAttenuation [3, 0, 0, 0.6]; _leftRed = true; { if(_leftRed) then { lightleft setLightColor _lightRed; lightleft setLightAmbient _lightRed; lightright setLightColor _lightBlue; lightright setLightAmbient _lightBlue; } else { lightleft setLightColor _lightBlue; lightleft setLightAmbient _lightBlue; lightright setLightColor _lightRed; lightright setLightAmbient _lightRed; }; sleep 1; }; sleep 1.95; }; Tried to put lightleft = false;lightright = false; and such in SirenOff.sqf but nothing seems to turn lights off. :confused:
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Hello,i'm making s small medical vehicle pack for the game and have some problems to make emergency lights and sirens work. I spent yesterday trying to search solution from old threads and mods but couldn't find much. I've found script to make lights and sirens work with addAction but as i lack knowledge of scripting i can't find any "proper" way to turn them off. Also siren sound doesn't come from the vehicle but plays the same no matter how far i'm from the vehicle. nul = [this,1,1,0,0,0,1,1,0] execVM "texture\emergencyoffroad.sqf";this addAction ["Emergencylights ON", "scripts\emergencylights.sqf"]; I guess i need to use exitWith but i'm not sure what is the condition when player uses other action to turn sirens off. I need to use action id? _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; }; Also how can i make it so the action is available only when in vehicle? I tried to use player in _target and similiars but didn't get it to work.
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pic1pic2 pic3 pic4 pic5 pic6 pic7 You are captain Simon Costa,serving 22nd year in Altis Armed Forces (AAF). You were just enjoying your well deserved vacation at home when you received a phonecall. There's been kidnapping today and you are possibly only one with required skill and experience to make a successful rescue. Orders are to report in Major Vegas office asap. 95% solo mission. ( Altis rambo:) ) Starts in daylight but switches to dusk as mission progress. Choose your loadout freely from aaf equipment. (No forced f.ex. rifleman equipment,tell me if i should add all equipment to storage.) NVG's shouldn't be required. +AI's use lights and flares. Most places where player will be are customized with furnitures and objects to look more like populated areas. Unlimited saves Development build required! First mission i've made so i'd be happy to get feedback! credits: Every kind person who have been helping through problems at this forum. Steam workshop http://steamcommunity.com/sharedfiles/filedetails/?id=175500860 Mediafire http://www.mediafire.com/download/92nmgy4e4a0u03a/operation_astraeus.zip Armaholic mirror: - Operation Astraeus [bETA]
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SP scripted sidechat stopped working
K120 replied to K120's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah that's it! I didn't think of that radio would cause it but now that i think it makes perfect sence. I just removed it since my player starts with civilian gear until mission progresses! :butbut: Thank you very much! *embarrassed* -
Hello,it's me requesting help again. I have finally got my mission finished and i was testing that stuff works before saving it as mission. However today none of my scripted side chat messages are showing up. They've worked well since i got them working and if i remember right they still worked yesterday. I don't think i have made any changes that could cause it and all animations in the same script are playing,just messages not showing up. To me it sounds like something in game have changed but i couldn't find anything related in dev build changelogs. I have 2 AI's named major and simon_costa elsewhere on the map that do the talking but that shouldn't be the issue since it's sidechat and i have everyone as independent,except enemy ofcourse. This is one that still worked untill today. sleep 15; major sideChat "RADIO CHECK,OVER"; sleep 3; simon_costa sideChat "RECEIVING YOU 5 BY 5,OVER"; SLEEP 3; major sideChat "ROGER,I'M STANDING BY.KEEP ME UPDATED ABOUT THE MISSION,OUT."; Any help to identify the problem is appreciated!
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Little problems with flare script
K120 replied to K120's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That seemed to work though i moved sleep to bottom so flares drop instantly when detected. This was the finishing touch for my mission,thanks! -
I'm trying to make flare drop every ~150 sec from sky after enemy detects me as long as there are any of 7 enemies with GL weapons alive. I've named them f1,f2,f3,f4,f5,f6 and f7. I have trigger that exec flare.sqf I've tried everything i have found with searching but so far i get every time error. This is as it currently is: Can anyone tell what's wrong?Am i using wrong brackets? Also is it possible to loop 2 flares (they drop from different spot) ?
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Hey,i couldn't find anything helpful about this. I need to set some vehicles to go full speed instantly as they spawn,is there something i could put in vehicles init field?