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Error "Could not open \AddonsByJoe\IronHelmet\IronHelmet.p3d"?
Yolo Joe posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Hi everyone. I have been trying to add my own helmet into the game but I keep getting this error when equipping the item ingame: Error "Could not open \AddonsByJoe\IronHelmet\IronHelmet.p3d ". The helmet is showing in Bulldozer with textures. I have also checked that the location is correct with the config.cpp. The files are placed like this: P:\AddonsByJoe\IronHelmet. In the IronHelmet folder is where the IronHelmet.3pd file is. I also have another folder in there called data where I put all the textures and .cpp and .cfg files. Here is the config.cpp. I think this is where the error is. I do see how it could be anything else. class CfgPatches { class YoloJoe { author = "YoloJoe"; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { }; }; }; class cfgWeapons { class HeadgearItem; class ItemCore; class Vest_Camo_Base; class VestItem; class UniformItem; class Uniform_Base : ItemCore { class ItemInfo; }; class YoloJoeHelmet : ItemCore { scope = 2; author = "YoloJoe"; displayName = "Iron Helmet"; picture = ""; model = "\AddonsByJoe\IronHelmet\IronHelmet.p3d"; hiddenSelections[] = { "Camo1" }; hiddenSelectionsTextures[] = { "\AddonsByJoe\IronHelmet\data\helmetplate01.paa" }; class ItemInfo : HeadgearItem { mass = 30; uniformModel = "AddonsByJoe\IronHelmet\IronHelmet.p3d"; mmodelsides[] = { 3,1 }; armor = 300; allowedSlots[] = { 6 }; explosionShielding = 0.4; hiddenSelections[] = { "Camo1" }; minimalHit = 0.01; passThrough = 0.01; class HitpointsProtectionInfo { class Head { hitpointName = "HitHead"; // reference to the hit point class defined in the man base class armor = 300; // addition to armor of referenced hitpoint passThrough = 0.1; // multiplier of base passThrough defined in referenced hitpoint }; }; }; }; }; I also have the model.cfg here, if needed class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class OFP2_ManSkeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]= { "Pelvis", "", "Spine", "Pelvis", "Spine1", "Spine", "Spine2", "Spine1", "Spine3", "Spine2", "Camera", "Pelvis", "weapon", "Spine1", "launcher", "Spine1", "neck", "Spine3", "neck1", "neck", "head", "neck1", "Face_Hub", "head", "Face_Jawbone", "Face_Hub", "Face_Jowl", "Face_Jawbone", "Face_chopRight", "Face_Jawbone", "Face_chopLeft", "Face_Jawbone", "Face_LipLowerMiddle", "Face_Jawbone", "Face_LipLowerLeft", "Face_Jawbone", "Face_LipLowerRight", "Face_Jawbone", "Face_Chin", "Face_Jawbone", "Face_Tongue", "Face_Jawbone", "Face_CornerRight", "Face_Hub", "Face_CheekSideRight", "Face_CornerRight", "Face_CornerLeft", "Face_Hub", "Face_CheekSideLeft", "Face_CornerLeft", "Face_CheekFrontRight", "Face_Hub", "Face_CheekFrontLeft", "Face_Hub", "Face_CheekUpperRight", "Face_Hub", "Face_CheekUpperLeft", "Face_Hub", "Face_LipUpperMiddle", "Face_Hub", "Face_LipUpperRight", "Face_Hub", "Face_LipUpperLeft", "Face_Hub", "Face_NostrilRight", "Face_Hub", "Face_NostrilLeft", "Face_Hub", "Face_Forehead", "Face_Hub", "Face_BrowFrontRight", "Face_Forehead", "Face_BrowFrontLeft", "Face_Forehead", "Face_BrowMiddle", "Face_Forehead", "Face_BrowSideRight", "Face_Forehead", "Face_BrowSideLeft", "Face_Forehead", "Face_Eyelids", "Face_Hub", "Face_EyelidUpperRight", "Face_Hub", "Face_EyelidUpperLeft", "Face_Hub", "Face_EyelidLowerRight", "Face_Hub", "Face_EyelidLowerLeft", "Face_Hub", "EyeLeft", "Face_Hub", "EyeRight", "Face_Hub", "LeftShoulder", "Spine3", "LeftArm", "LeftShoulder", "LeftArmRoll", "LeftArm", "LeftForeArm", "LeftArmRoll", "LeftForeArmRoll", "LeftForeArm", "LeftHand", "LeftForeArmRoll", "LeftHandRing", "LeftHand", "LeftHandRing1", "LeftHandRing", "LeftHandRing2", "LeftHandRing1", "LeftHandRing3", "LeftHandRing2", "LeftHandPinky1", "LeftHandRing", "LeftHandPinky2", "LeftHandPinky1", "LeftHandPinky3", "LeftHandPinky2", "LeftHandMiddle1", "LeftHand", "LeftHandMiddle2", "LeftHandMiddle1", "LeftHandMiddle3", "LeftHandMiddle2", "LeftHandIndex1", "LeftHand", "LeftHandIndex2", "LeftHandIndex1", "LeftHandIndex3", "LeftHandIndex2", "LeftHandThumb1", "LeftHand", "LeftHandThumb2", "LeftHandThumb1", "LeftHandThumb3", "LeftHandThumb2", "RightShoulder", "Spine3", "RightArm", "RightShoulder", "RightArmRoll", "RightArm", "RightForeArm", "RightArmRoll", "RightForeArmRoll", "RightForeArm", "RightHand", "RightForeArmRoll", "RightHandRing", "RightHand", "RightHandRing1", "RightHandRing", "RightHandRing2", "RightHandRing1", "RightHandRing3", "RightHandRing2", "RightHandPinky1", "RightHandRing", "RightHandPinky2", "RightHandPinky1", "RightHandPinky3", "RightHandPinky2", "RightHandMiddle1", "RightHand", "RightHandMiddle2", "RightHandMiddle1", "RightHandMiddle3", "RightHandMiddle2", "RightHandIndex1", "RightHand", "RightHandIndex2", "RightHandIndex1", "RightHandIndex3", "RightHandIndex2", "RightHandThumb1", "RightHand", "RightHandThumb2", "RightHandThumb1", "RightHandThumb3", "RightHandThumb2", "LeftUpLeg", "Pelvis", "LeftUpLegRoll", "LeftUpLeg", "LeftLeg", "LeftUpLegRoll", "LeftLegRoll", "LeftLeg", "LeftFoot", "LeftLegRoll", "LeftToeBase", "LeftFoot", "RightUpLeg", "Pelvis", "RightUpLegRoll", "RightUpLeg", "RightLeg", "RightUpLegRoll", "RightLegRoll", "RightLeg", "RightFoot", "RightLegRoll", "RightToeBase", "RightFoot" }; pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class YoloJoeHelmet: Default { htMin=60; htMax=1800; afMax=30; mfMax=0; mFact=1; tBody=37; sections[]= { "Head", "Camo1" }; skeletonName="OFP2_ManSkeleton"; }; }; -
Need help with addAction...
Yolo Joe replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Everything is working how I want it now, except for one small thing. I want to slightly reposition the smoke. To -4, 0.5, -0.2 instead of -4, 0, 0. I tried putting ...forEach [["SmokeShellRed", -4, 0.5, -0.2], ["SmokeShellRed", 4, 0.5, -0.2]... but it did nothing. Am I missing something? -
Vehicle and player safezone?
Yolo Joe replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That definitely helps! It does not prevent players from exploding their own vehicles by crashing it though :wacko: -
Need help with addAction...
Yolo Joe replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome, Thanks! -
Need help with addAction...
Yolo Joe replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The only problem with Larrow's script is the size and color of the smoke :P I want the color to be brighter, like the smoke grenades ingame. Its just too big and dark the way it is now :P -
Need help with addAction...
Yolo Joe replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And also, I want more than one plane to have this feature. Any easy way to do this without having one script per plane? -
Need help with addAction...
Yolo Joe replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, this works, but the smoke grenades stop after 1 minute. Any way to change this? Or at least make the action say "Release Smoke Trails" again after 1 minute? :) -
Hey all! I'm creating a script that adds smoke trails on planes, but I'm having some issues. This is what I have so far: Plane init: this addAction ["Release Smoke Trails", "SpawnSmoke.sqf", "", 0, false, false, "", "_this in plane2"]; SpawnSmoke.sqf: _smoke1 = "SmokeShellRed" createVehicle position plane2; _smoke1 attachTo [plane2, [-4, 0, 0] ]; _smoke2 = "SmokeShellRed" createVehicle position plane2; _smoke2 attachTo [plane2, [4, 0, 0] ]; _smoke3 = "SmokeShellBlue" createVehicle position plane2; _smoke3 attachTo [plane2, [-5, 0, 0] ]; _smoke4 = "SmokeShellBlue" createVehicle position plane2; _smoke4 attachTo [plane2, [5, 0, 0] ]; I want to add a new action after pressing that action so I tried: SpawnSmoke.sqf _smoke1 = "SmokeShellRed" createVehicle position plane2; _smoke1 attachTo [plane2, [-4, 0, 0] ]; _smoke2 = "SmokeShellRed" createVehicle position plane2; _smoke2 attachTo [plane2, [4, 0, 0] ]; _smoke3 = "SmokeShellBlue" createVehicle position plane2; _smoke3 attachTo [plane2, [-5, 0, 0] ]; _smoke4 = "SmokeShellBlue" createVehicle position plane2; _smoke4 attachTo [plane2, [5, 0, 0] ]; plane2 addAction ["Stop Smoke Trails", "StopSmoke.sqf", "", 0, false, false, "", "_this in plane2"]; and in StopSmoke.sqf: deleteVehicle _smoke1; deleteVehicle _smoke2; deleteVehicle _smoke3; deleteVehicle _smoke4; However when I press "Stop Smoke Trails", I get the error "Undefined variable in expression: _smoke1" Also, if I press the "Release Smoke Trails" action there will be stacked more "Stop Smoke Trail" actions. Any help is greatly appreciated!
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Vehicle and player safezone?
Yolo Joe replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://www.armaholic.com/page.php?id=30691 ; make sure script only runs on clients if (isDedicated) then {goto "ExitHere"}; #StartLoop ; set varis to be used by script _NKZver = "1.16" _getdistance = 0; _NKZflag=9; _vp=""; ; text in use flags _inflag = 9; _outflag = 9; ; get params _NKZmarker = _this select 0; _NKZdistance = _this select 1; _NKZTextIn = _this select 2; _NKZTextOut = _this select 3; _NKZvech = _this select 4; ; checks to ensure both parameters (#1 & #2) have been set if ((isNil "_NKZmarker") or(isNil "_NKZdistance")) then {goto "ParaError"}; ; checks to see if text exist, if not flag as such so no hint will show ; checks for inside zone text if (isNil "_NKZTextIn") then {_inflag = 0}; if (!isNil "_NKZTextIn") then {_inflag = 1}; ; checks for outside zone text if (isNil "_NKZTextOut") then {_outflag = 0}; if (!isNil "_NKZTextOut") then {_outflag = 1}; ; check for vechile protection here - if missing, set to 'off' if (isNil "_NKZvech") then {_NKZvech = 0}; if (_NKZvech == 0) then {_vp="Vehicle Protection Is: *Off*"}; if (_NKZvech == 1) then {_vp="Vehicle Protection Is: *On*"}; ; startup notice systemchat format ["No Kill Zone Script v%2 Active For '%1'",_NKZmarker, _NKZver]; systemchat format ["--- %1 ---",_vp]; ; start the checking here #LoopHere _objcoords = getMarkerPos _NKZmarker; _getdistance = player distance _objcoords; if (_getdistance <= _NKZdistance) then {goto "InsideTheZone"}; if (_getdistance > _NKZdistance) then {goto "OutsideTheZone"}; goto "LoopHere"; ; comes here if player is inside the set zone #InsideTheZone if (_NKZflag == 9) then {_NKZflag = 0}; if (_NKZflag == 0) then {player allowdamage false}; if ((_NKZflag == 0) && (_NKZvech == 1)) then {vehicle player allowdamage false}; if ((_NKZflag == 0) && (_inflag == 1)) then {hint _NKZTextIn}; _NKZflag = 1; goto "LoopHere"; ; comes here if player is outside the set zone #OutsideTheZone if (_NKZflag == 9) then {goto "LoopHere"}; if (_NKZflag == 1) then {player allowdamage true}; if ((_NKZflag == 1) && (_NKZvech == 1)) then {vehicle player allowdamage true}; if ((_NKZflag == 1) && (_outflag == 1)) then {hint _NKZTextOut}; _NKZflag = 0; goto "LoopHere"; ; comes here if the params are not set #ParaError hint format ["You Did Not Use Correct Parameters!\n\n\nMarker Name: %1\n\nDistance: %2\n\nPlease Correct And Try Again!\n",_NKZmarker, _NKZdistance]; goto "ExitHere"; ; master exit point #ExitHere Init.sqf: ["respawn_west", 200,"You have entered the safe zone","You have left the safe zone", 1] exec "NoKillZone.Sqs"; -
Vehicle and player safezone?
Yolo Joe replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found a script that works for player invincibility in safe zones. Everything I need now is a way to prevent placed vehicles from blowing up inside the zone. -
Vehicle and player safezone?
Yolo Joe replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just checked, the friendly fire module just fails the mission if you kill a friendly. -
Vehicle and player safezone?
Yolo Joe replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think the problem with the modules is that it only activates once. I need them to stay active all the time.. -
Vehicle and player safezone?
Yolo Joe replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just tried using the "Set Vehicle Damage" and "Set character Damage" modules and set it to "Objects in synchronized triggers", synced it to a trigger with type: none and activation: none. Didnt work. -
Hi! I want to make a safezone in my mission that prevents all players and vehicles inside a trigger area to not take any damage. I want it to be similar to King Of The Hill's safezone system. I tried "this allowDamage false;" on Blufor present within a trigger, but damage do not get enabled again when leaving. The zafezone also needs to work for any vehicle inside the area even without players in them. How can I achieve this? Any help would be appreciated!
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Objective can be completed after its failed?
Yolo Joe replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And its the other way around too. You can complete the objective and kill one of the other people and fail the objective.