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Posts posted by braveblades
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Thanks man! :) imho BlackMamba approach is more complex and more adress what i imagine, BUT this scripts are cool and for sure its help me customize my units. Excellent.
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Great work!! What a detail model and texture! I think your fingerprint and text add more "character" to this work and a bit of "reality". Personally i prefer more "realistic" textures then "brand-new". But its my point of view :)
anyway - it's a top class addon and i looking for more your works -like whole weapons (not only scope) ;)
Sent from my iPad using Tapatalk - now Free
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Ok..I think that i'd like to define in my template almost the same things as you.
For now i understand much more :) but of course if have time and want to help me more I will be much obliged and.. very, very happy :)
Generally i'd like to customize as much as i can, because I pay attention to detail, so as i think about this template i want to define:
- classification (class) name (regular, elite, specop, etc.)
- uniform (optionally appearance like NV or headset, etc)
- weapons (primary and secondary)
- magazines (for primary and secondary)
- accessories (Rangefinder, Maps, compass, etc.)
- skill of unit (in details) - I've a problem because i don't know is this any correlation between setting up manually skill of unit and used external mode like ASR, Zeus & TPW mods)
Ok, so next in editor, I imagine that, when I place single solider (name: sol1) on map I can "call" from this template one of class - like "specop", and this sol1 will have specific parameters defined earlier in my template. I imagine that, this approach would not only help me to build the mission, but also to manage a large number of individuals units on map (with different parameters). I will also ensure that every soldier with "class regular" has the same equipment and skills.
Second thing what i want is to setup name and soundname for this soldier -but i know how to do this :)
I think about this template as a "unified tool" to manage a large number of custom units (without place in init line for every unit specific parameters)
---------- Post added at 17:34 ---------- Previous post was at 17:33 ----------
Kommiekat - great! if i may try/use your scripts (and LEARN) it will be great! thanks!
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OMG!:omg: BlackMamb - you are a MAN! :) thanks!!.. give me a moment for "read & understand" your explanation!
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Thank you so much BlackMamb!
This is very detailed instruction. Unfortunately i'm not very good in scripting, so I got your idea but have few question.
I forgot to write the important thing - for now I want create only SP mission. The solution is probably the same, but maybe this is important information :)
As I good understand your approach, in steps:
1. must define every detail of asset in external script - for example parameters.sqf
2. place gamelogic in editor and place "YourTag_templatesInit_done = false;" in init line
3. place solider in editor and in init line put "[this, "parameters.sqf"] spawn YourTag_fnc_setTemplate;" - i not sure that i correctly call script
4. in description.ext i defined function "YourTag_fnc_setTemplate"
and... there i'm little confused :) because i don't understand what is the role of this function..
I think that when I define in script every detail, i just simply call by init field of soldier :(
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Hello, at first i'd like to apologize for my 'maybe-newbie' question, but i'm quite new in ARMA world scripting.
I'm currently working on several missions (in future i will link them into campaign), where I would like to use "soldier template". This is very important to me, because i want to define in detail every "asset" in mission (don't want to use auto-generate). What i mean as "soldier template"? In one place it defines elements such as: custom loadout & appearance and AI skill (for now i use ASR & TPW). for example:
Name= "Regular_Recruit", "loadout & appearance", AiSkill = " " ...
Name= "Regular_Elite", "loadout & appearance", AiSkill = " " ...
Name= "SpecOps", "loadout & appearance", AiSkill = " " ...
...
Than, I'd like to place soldier in editor and in initialization refer to this "template", I'd like to assign "SpecOps" parameter to this soldier and all parameters (like loadout, appearance, aiskill) are already pre-defined.
I search forum and find a lot of code but i've a problem connecting them together to work as i want :(
braveblades
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i have problems with sounds too :( in previous versions sounds was so cool. now it's muted and.. are strange. it's sad because this is one of my favourites mod.
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Tuliq, sorry for newbie question, but how exactly run your script. i call it in init.sqf, and... then? :(
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model looks promising, but imho the texture is.. a bit blur or low-res.
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I confirm that - can't see commands in editor and in SP gameplay :( i try everything but with no effect. still can't see most of commands...
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Great addon - downloaded - tested - working great! thanx! :)
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Thanx!!!
in arma3:Arma3/@rhw/addons
all pbo's must be in the last directory, it's the same for all mods
---------- Post added at 19:29 ---------- Previous post was at 19:21 ----------
It's a great mod RH! I can't wait for HK416 :)
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Hey, sorry for my "newbie" question, but.. i installed this superb mod in Arma3/@RHW, then enter Steam startup parameter (-mod=@rhw) and start the game. In option/expansion i see "@RHW" but in edit i can't add this weapon to player and can't see ammo box (under empty/ammo). what's wrong? :(
Custom soldier template
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
hi Kommiekat, i've another question about your approach - is this possible to insert in this scripts code about detailed skill set? i'd like to define it for every "class". anyway - thanks again man! :)