ante185
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Everything posted by ante185
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Help me ruin this Quarry...
ante185 replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can't it be done using waypoints? -
I think he has made a ADDON with a new factions. here's an example, you basically make a new backpack with items in it. class CfgVehicles { class B_AssaultPack_rgr; //what backpack to use class RPG10_AMMO_B : B_AssaultPack_rgr { //making a 'new' backpack. scope = 2; displayName = RPG10 ammo pack; class TransportMagazines { class _xx_RPG10_F { magazine = "RPG10_F"; count = 1; }; class _xx_RPG10_HE_F { magazine = "RPG10_HE_F"; count = 1; }; class _xx_1Rnd_120mm_HE_shells { magazine = "1Rnd_120mm_HE_shells"; count = 2; }; }; }; };
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would 2 & 3 be these orange thermal right? one of the special scopes has it.
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That would be nice, I've tried doing that but I have been unsuccessful so I've given up.
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Addon Builder Not Retaining Options
ante185 replied to Meatball0311's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Wait what!? there are tools to make addons? Oh darnit.... -
Making a weapon which doesnt fire
ante185 replied to Hailthorn's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I think making it activate a script can be done in the editor and you can also use another script (or integrate them) if you want it to have unlimited ammo, and to make it fire I would recommend (Based on my little knowledge) something like this, but I doubt this will work straight out of the gate but it is somewhere to start right? class CfgAmmo { class B_556x45_Ball; //External class class Nohit_ammo : B_556x45_Ball { hit = 0; indirectHit = 0; indirectHitRange = 0; cost = 0; typicalSpeed = 0; airFriction = 0; caliber = 0; deflecting = 0; model = "\A3\Weapons_f\Data\bullettracer\tracer_yellow"; tracerScale = 0; tracerStartTime = 0; tracerEndTime = 0; visibleFire = 0; // how much is visible when this weapon is fired audibleFire = 0; }; }; class CfgMagazines { class 30Rnd_556x45_Stanag; class speedgun_magazine : 30Rnd_556x45_Stanag { scope = public; displayName = Speedgun batteri; picture = "\A3\weapons_F\data\UI\m_30stanag_CA.paa"; ammo = "Nohit_ammo"; count = 30; initSpeed = 0; tracersEvery = 0; lastRoundsTracer = 0; descriptionShort = Good for thirty uses.; }; }; -
Do you have any programmer friendly text editor, like notepad++ as it will allow you to minimize mostly everything ( class your_class { code to be minimised } ) and that would be useful when hunting errors like end of file!
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As far as I am aware cameraDir and memoryPointCamera are only found in the 'sub' class OpticsModes, look at the RPG42 and the Titan launchers (They are the only weapons with fixed optics)
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Would still be cool for non-helicopter uses!
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Maybe have a look at the tracked AA APC's?
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That would be cool!
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Minor weapons config question: Angled launcher sights
ante185 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello again everybody! I have this class for a launcher However I can't find what line that makes the scope be angled downwards, it doesn't matter that it is angled for the two first missiles (RPG10_F and RPGT10_HE_F) but it makes it rather ackward to shoot the recoilless round as it is going much faster then the other two! -
Minor weapons config question: Angled launcher sights
ante185 replied to ante185's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ahh shit, I think I need to get better at my English. I didn't mean I couldn't find memoryPointCamera = "eye"; // Where the camera is positioned at cameraDir = "look"; // What that camera is looking at what I can't find is where "eye" and "look" is defined, as one pointing straight ahead would probably be found there or I could make my own one based on that. -
Minor weapons config question: Angled launcher sights
ante185 replied to ante185's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
True that, unfortunately I don't know where to find an entry for that, at all and I wouldn't recon anyone would know what entry to use on the RPG42 model. -
Minor weapons config question: Angled launcher sights
ante185 replied to ante185's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
No, it wasn't meant to sound like that, I just want to permanently adjust the sights so the third round is useable at all! -
Minor weapons config question: Angled launcher sights
ante185 replied to ante185's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Seriously no one knows anything about weapons configs!? -
I've noticed two things, which are the only things I can see that are possibly wrong first of all, I don't know if it matters but put class Mode_SemiAuto; //This is an external refense amongst your other external references maybe you could use an existing 20mm cannon as a parent for your cannon instead of CannonCore, hell you could use the regular MX rifle as a parent for it. And I guess you haven't added your sniper weapon to it.
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No no no! :P that was just an example on how to set up firing modes! this is the class for your weapon right? class CfgWeapons { class CannonCore; // External class reference class MissileLauncher; // External class reference class RocketPods; // External class reference class H_PilotHelmetFighter_B; // External class reference class U_B_PilotCoveralls; // External class reference class ItemInfo; // External class reference class UniformItem; // External class reference class js_w_fa18_m61 : CannonCore { scope = public; displayName = "20mm"; displayNameMagazine = "20mm"; shortNameMagazine = "20mm"; nameSound = "cannon"; cursor = "EmptyCursor"; cursorAim = "mg"; magazines[] = {"js_m_fa18_m50"}; canLock = LockYes; ballisticsComputer = 2; modes[] = {"manual", "close", "short", "medium", "far"}; class GunParticles { class Effect { effectName = "MachineGun1"; positionName = "nosegun"; directionName = "nosegun_dir"; }; }; class manual : [u]CannonCore[/u] { displayName = "M61A2 20mm"; autoFire = true; sound[] = {"A3\Sounds_F\weapons\gatling\gatling1v1", db0, 1, 1000}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.02; dispersion = 0.0025; soundContinuous = 0; showToPlayer = true; burst = 1; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 50; minRange = 1; minRangeProbab = 0.01; midRange = 2; midRangeProbab = 0.01; maxRange = 3; maxRangeProbab = 0.01; textureType = "fullAuto"; }; class close : manual { showToPlayer = false; burst = 15; aiRateOfFire = 0.25; // delay between shots at given distance aiRateOfFireDistance = 400; minRange = 0; minRangeProbab = 0.05; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.2; }; class short : close { burst = 10; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 500; minRange = 300; minRangeProbab = 0.2; midRange = 400; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.2; }; class medium : close { burst = 7; aiRateOfFire = 1; // delay between shots at given distance aiRateOfFireDistance = 900; minRange = 400; minRangeProbab = 0.2; midRange = 700; midRangeProbab = 0.7; maxRange = 900; maxRangeProbab = 0.2; }; class far : close { burst = 4; aiRateOfFire = 1.5; // delay between shots at given distance aiRateOfFireDistance = 1500; minRange = 800; minRangeProbab = 0.2; midRange = 1000; midRangeProbab = 0.4; maxRange = 1500; maxRangeProbab = 0.01; }; }; class js_w_fa18_m61_y : CannonCore { scope = public; displayName = "20mm Y Tracer"; displayNameMagazine = "20mm Y Tracer"; shortNameMagazine = "20mm Y Tracer"; nameSound = "cannon"; cursor = "EmptyCursor"; cursorAim = "mg"; magazines[] = {"js_m_fa18_m61_y"}; canLock = LockYes; ballisticsComputer = 2; modes[] = {"manual", "close", "short", "medium", "far"}; class GunParticles { class Effect { effectName = "MachineGun1"; positionName = "nosegun"; directionName = "nosegun_dir"; }; }; class manual : [u]CannonCore[/u] { displayName = "M61A2 20mm"; autoFire = true; sound[] = {"A3\Sounds_F\weapons\gatling\gatling1v1", db0, 1, 1000}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.02; dispersion = 0.0025; soundContinuous = 0; showToPlayer = true; burst = 1; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 50; minRange = 1; minRangeProbab = 0.01; midRange = 2; midRangeProbab = 0.01; maxRange = 3; maxRangeProbab = 0.01; textureType = "fullAuto"; }; class close : manual { showToPlayer = false; burst = 15; aiRateOfFire = 0.25; // delay between shots at given distance aiRateOfFireDistance = 400; minRange = 0; minRangeProbab = 0.05; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.2; }; class short : close { burst = 10; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 500; minRange = 300; minRangeProbab = 0.2; midRange = 400; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.2; }; class medium : close { burst = 7; aiRateOfFire = 1; // delay between shots at given distance aiRateOfFireDistance = 900; minRange = 400; minRangeProbab = 0.2; midRange = 700; midRangeProbab = 0.7; maxRange = 900; maxRangeProbab = 0.2; }; class far : close { burst = 4; aiRateOfFire = 1.5; // delay between shots at given distance aiRateOfFireDistance = 1500; minRange = 800; minRangeProbab = 0.2; midRange = 1000; midRangeProbab = 0.4; maxRange = 1500; maxRangeProbab = 0.01; }; }; }; You see that underlined line? change that to the regular 'entry' the weapons use, namely Mode_SemiAuto. and insert class Mode_SemiAuto; //This is an external refense above class CfgWeapons so you externaly refence it. Also i think cannoncore might be what you use when making ammo not firing modes :[) also if you want to add other weapons to your turret I think you just do it like you've already done class Turrets : Turrets { class MainTurret : MainTurret { memoryPointGun="gunnerview"; memoryPointGunnerOptics="gunnerview"; weapons[] = {"Laserdesignator_mounted", "js_w_fa18_m61", "WEAPON_CLASS"}; <--- magazines[] = {"Laserbatteries", "js_m_fa18_m61", "MAGAZINE_CLASS"}; <--- You can just expand these with more weapons }; }; };
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To get the turret a .50 cal then you should simply add the OPFOR .50 cal with magazines to the turret. also try setting up your modes like this instead: You'll have to modify them so they fit.
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Making a mod out of scripts? Help!
ante185 replied to Ranwer135's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I can't help you, all I can tell you to do is to add it as an action to a backpack which I got no clue as to how to do it. -
Subclasses to factions
ante185 replied to sceneryexplosion's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You will have to make your own vehicle class that's called HJK. class CfgVehicleClasses { class MenArmy { displayName = "$STR_DN_MenArmy"; }; }; and change vehicleClass = "Men"; in your parent class to what ever you call the vehicle class. -
Retexture help boonie hat
ante185 replied to sceneryexplosion's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
In the main config, inside the character pbo, I opened it and went all the way down to the bottom. -
Retexture help boonie hat
ante185 replied to sceneryexplosion's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Is this what you might be looking for? class H_Booniehat_khk : H_HelmetB { displayName = "$STR_A3_H_Booniehat_ocamo0"; picture = "\A3\characters_f\Data\UI\icon_H_booniehat_desert_ca.paa"; model = "\A3\Characters_F\Common\booniehat"; hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\booniehat_desert_co.paa"}; class ItemInfo : ItemInfo { mass = 10; allowedSlots[] = {801, 901, 701, 605}; uniformModel = "\A3\Characters_F\Common\booniehat"; modelSides[] = {6}; armor = 0; passThrough = true; }; }; class H_Booniehat_indp : H_Booniehat_khk { displayName = "$STR_A3_H_Booniehat_khk0"; picture = "\A3\characters_f\Data\UI\icon_H_booniehat_indp_ca.paa"; hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\booniehat_indp_co.paa"}; }; my guess is that the hiddeb sekection is what decides the texture, you'll have to make a .paa file. I don't know at all if this is what you're looking for or even if it will help you at all. -
Retexture help boonie hat
ante185 replied to sceneryexplosion's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
All I can tell you is that hats and other head gear is usually in the pbo's for characters -
Randomize weapons script, help needed
ante185 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
OK, I know there are lots of scripts for this that you can use for missions and such but I am making a small unit addon and those I've found have I been unsuccessful at modify for my needs... I've managed to get the script that gives civvies random hats (randomize_civ1) to give my units random uniforms, vest and headgear randomize_equipment /* File: randomize_equipment.sqf [u][i]don't ask why but I changed this...[/i][/u] Author: pettka, modified for a different purpose by "ante" Description: Randomizes a headgear form _headgear array and puts it to civilian's headgear slot upon startup of mission. _rnd1 is used to have some civilians without any headgear _rnd2 is used to determine particular headgear from array Parameter(s): None Returns: Nothing */ _uniform = ["U_B_CombatUniform_mcam", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_worn", "U_BG_Guerilla1_1", "U_BG_Guerilla2_1", "U_BG_Guerilla2_2", "U_BG_Guerilla3_1", "U_BG_leader", "U_I_CombatUniform_shortsleeve", "U_I_CombatUniform_tshirt", "U_I_OfficerUniform"]; _headgear = ["H_MilCap_dgtl", "H_Shemag_khk", "H_Beret_blk", "H_Booniehat_dgtl", "H_Booniehat_mcamo", "H_HelmetB", "H_HelmetB_paint", "H_HelmetIA", "H_HelmetIA_net", "H_HelmetSpecB_paint2", "H_HelmetCrew_I"]; _vest = ["V_TacVestCamo_khk", "V_TacVestIR_blk", "V_TacVestIR_blk", "V_Rangemaster_belt", "V_BandollierB_blk", "V_BandollierB_oli", "V_BandollierB_rgr", "V_Chestrig_blk", "V_HarnessO_brn", "V_Rangemaster_belt", "V_TacVest_blk"]; _headCount = count _uniform; if (isServer) then { BIS_randomSeed1 = []; BIS_randomSeed2 = []; _rnd1 = floor random 3; _this setVariable ["BIS_randomSeed1", _rnd1, TRUE]; _rnd2 = floor random _headCount; _this setVariable ["BIS_randomSeed2", _rnd2, TRUE]; }; waitUntil {!(isNil {_this getVariable "BIS_randomSeed1"})}; waitUntil {!(isNil {_this getVariable "BIS_randomSeed2"})}; _randomSeed1 = _this getVariable "BIS_randomSeed1"; _randomSeed2 = _this getVariable "BIS_randomSeed2"; _magazines = magazines _this; _items = items _this; // Medkits, ToolKits etc. _assitems = assignedItems _this; // NVG's, GPS etc. if (_randomSeed1 < 6) then { Removeuniform _this; Removeheadgear _this; Removevest _this; _this adduniform (_uniform select _randomSeed2); _this addheadgear (_headgear select _randomSeed2); _this addvest (_vest select _randomSeed2); }; {_this addItem _x} forEach _items; {_this addMagazine _x} forEach _magazines; {_this addItem _x} forEach _assitems; {_this assignItem _x} forEach _assitems; This works fine but every attempt I've made to make it hand out weapons have failed Also a bit of topic but class pmc_F : pmcs { faceType = "Man_A3"; faction = pmc_blue; vehicleClass = "Men"; scope = public; displayName = EISP pmc (Unarmed); portrait = "\A3\characters_f\data\ui\portrait_comBarHead_civ_man_ca.paa"; modelSides[] = {3}; nakedUniform = "U_NikosBody"; weapons[] = {"Throw", "Put"}; respawnWeapons[] = {"Throw", "Put"}; magazines[] = {"HandGrenade", "HandGrenade"}; respawnMagazines[] = {"HandGrenade", "HandGrenade"}; linkedItems[] = {"V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; [u]class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\characters_a_pmc\randomize_equipment.sqf"""; }; [/u] }; How do I add ANOTHER script to that? Because having everything in the same sqf is a bit unwieldy(?) and not as usefull as if it was split up. I would be really thankful for any help!