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Kydoimos

BI Developer
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Everything posted by Kydoimos

  1. If anyone out there can help I'd be sooo grateful! This issue is a final hurdle for our public server - please, if you have any thoughts! :)
  2. So okay; here's what I've got: this setobjecttexture [0,"Altis_Camouflage_01.paa"]; nul = [this, [0,"Altis_Camouflage_01.paa"]] execVM "textureDisplay.sqf"; and then an .sqf file with: _unit = _this select 0; _texture = _this select 1; _unit setObjectTexture _texture; ---------- Post added at 07:01 ---------- Previous post was at 06:53 ---------- Now, what this does is it enables AI uniforms to be seen on multiplayer. But the players' are still not showing up - where am I going wrong? Ignore the double "" in this, but essentially it is what I've got: removeheadgear this; removevest this; removeuniform this; this addVest ""V_PlateCarrier2_rgr""; this addHeadgear ""H_HelmetB""; this adduniform ""U_I_CombatUniform""; this setobjecttexture [0,""NRF_US_Ranger_ACU_Empty.paa""]; nul = [this, [0,""NRF_US_Ranger_ACU_Empty.paa""]] execVM ""textureDisplay.sqf""; this unassignitem ""NVGoggles"";"; }; }; ---------- Post added at 07:15 ---------- Previous post was at 07:01 ---------- An example of the full code is: init="if(local this) then { removeallweapons this; removeheadgear this; removevest this; removebackpack this; removeUniform this; this unassignItem ""NVGoggles""; this removeItem ""NVGoggles""; this unassignItem ""ItemMap""; this removeItem ""ItemMap""; this unassignItem ""ItemGPS""; this removeItem ""ItemGPS""; this addUniform ""U_I_CombatUniform""; this setobjecttexture [0,""NRF_US_Ranger_ACU_Empty.paa""]; nul = [this, [0,""NRF_US_Ranger_ACU_Empty.paa""]] execVM ""textureDisplay.sqf""; this addVest ""V_TacVest_oli""; this addHeadgear ""H_HelmetCrew_I""; this addGoggles ""G_Combat""; this addWeapon ""rangefinder""; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""SmokeShellBlue"", 30]; this addMagazine [""SmokeShellBlue"", 30]; this addMagazine [""SmokeShellBlue"", 30]; this addMagazine [""SmokeShellGreen"", 30]; this addMagazine [""SmokeShellGreen"", 30]; this addMagazine [""SmokeShellGreen"", 30]; this addWeapon ""arifle_MXC_F""; this addPrimaryWeaponItem ""optic_ACO_grn""; };"; description="19D Cavalry Crewman";
  3. And also, I appear just in my underwear! Can't understand what's going wrong.
  4. It works in the preview but not in-game. So strange it works for AI and nothing's different!
  5. So okay; here's what I've got: this setobjecttexture [0,"Altis_Camouflage_01.paa"]; nul = [this, [0,"Altis_Camouflage_01.paa"]] execVM "textureDisplay.sqf"; and then an .sqf file with: _unit = _this select 0; _texture = _this select 1; _unit setObjectTexture _texture; ---------- Post added at 07:01 ---------- Previous post was at 06:53 ---------- Now, what this does is it enables AI uniforms to be seen on multiplayer. But the players' are still not showing up - where am I going wrong? Ignore the double "" in this, but essentially it is what I've got: removeheadgear this; removevest this; removeuniform this; this addVest ""V_PlateCarrier2_rgr""; this addHeadgear ""H_HelmetB""; this adduniform ""U_I_CombatUniform""; this setobjecttexture [0,""NRF_US_Ranger_ACU_Empty.paa""]; nul = [this, [0,""NRF_US_Ranger_ACU_Empty.paa""]] execVM ""textureDisplay.sqf""; this unassignitem ""NVGoggles"";"; }; }; ---------- Post added at 07:15 ---------- Previous post was at 07:01 ---------- An example of the full code is: init="if(local this) then { removeallweapons this; removeheadgear this; removevest this; removebackpack this; removeUniform this; this unassignItem ""NVGoggles""; this removeItem ""NVGoggles""; this unassignItem ""ItemMap""; this removeItem ""ItemMap""; this unassignItem ""ItemGPS""; this removeItem ""ItemGPS""; this addUniform ""U_I_CombatUniform""; this setobjecttexture [0,""NRF_US_Ranger_ACU_Empty.paa""]; nul = [this, [0,""NRF_US_Ranger_ACU_Empty.paa""]] execVM ""textureDisplay.sqf""; this addVest ""V_TacVest_oli""; this addHeadgear ""H_HelmetCrew_I""; this addGoggles ""G_Combat""; this addWeapon ""rangefinder""; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""30Rnd_65x39_caseless_mag_Tracer"", 30]; this addMagazine [""SmokeShellBlue"", 30]; this addMagazine [""SmokeShellBlue"", 30]; this addMagazine [""SmokeShellBlue"", 30]; this addMagazine [""SmokeShellGreen"", 30]; this addMagazine [""SmokeShellGreen"", 30]; this addMagazine [""SmokeShellGreen"", 30]; this addWeapon ""arifle_MXC_F""; this addPrimaryWeaponItem ""optic_ACO_grn""; };"; description="19D Cavalry Crewman";
  6. I've seen that someone has managed to animate the ramp and doors of the Mohawk CH-49. Can a similar thing be done for the doors on the new armoured vehicles? For instance, the scorcher? I'd love to get that back door open, or even one of the hatches? Thanks with any help on this!
  7. Does anybody know where I can find .PAA files for the textures of all the vehicles in the game? I don't know the first thing about Oxygen 2, and I'm hoping they're in a separate file somewhere? Does anybody know if I can download them anywhere? Would love to get some templates for the new tanks. Just so as I can see the layout of the textures and make my own.
  8. Kydoimos

    Vehicle .PAA Files

    VXR - Thank you so much! It's like Christmas with all those .paas!
  9. Hi guys, just uploaded my first addition to ArmA 3 via Armaholic. Check it out and discuss it here; http://www.armaholic.com/page.php?id=22420
  10. Kydoimos

    The 'Damut' CH-49 Mohawk

    Yeah :), that's the Altis camouflage! You can, if you like, always change the camouflage design with the .PDN files I've included.
  11. Kydoimos

    Hidden Selections

    Ah thanks. Yeah, it's a bit over my head, I think!
  12. Can somebody tell me in very basic terms what the hiddenselection command is, what it does, and how I can use it? I've trawled the internet for answers and didn't have any look - but if you know of a good tutorial or simple link, please let me know - cheers! Basically, I'd like to re-texture the new tanks with the setobjecttexture command, but it's hard to pick out all the details such as fuel cans, wires, brake lights etc.
  13. As always, thank you Kylania - very helpful!
  14. Ok - thank you everybody for reiterating what you already told me - it's much clearer now. Sorry! I didn't quite grasp what you meant. I'm working on a lot of artwork and things for a server and I'm trying to take care of as much as scripting as I can - but it's mostly over my head. This makes more sense - again, thank you guys! ---------- Post added at 07:51 ---------- Previous post was at 07:42 ---------- Okay, I can see from Austin_Medic's example that I need to call the code. So, bear with me, I take it the 'function' code needs to go in the description file or something? One of those .sqf file thingy-me-bobs? And then, the code lower down goes in the .init line? I don't quite know what a monitor client script is, however? But I can look that up later. Again - thanks everybody for your patience, I've learnt so much with all your help. Here's how things are shaping up with all those user textures I want everyone to see: http://steamcommunity.com/profiles/76561198007919065/screenshots/. It might make things easier in my mind if I say we have a unit named: 'Soldier_1' and a texture named 'Soldier_Uniform_1.paa'. Does that mean Austin_Medic's function code would look like: fn_objecttexture = { Soldier_1 = this select 0; Soldier_Uniform_1.paa = this select 1; Soldier_1 setobjecttexture [0,"Soldier_Uniform_1.paa"]; };
  15. Hearing some worrying things from people saying it's not possible to have setobjecttexture as global? Please tell me that's not true! :p
  16. Hi - can anyone tell me how I can find templates for vehicles which I can open in photoshop or something similar? Maybe with layers? I downloaded an excellent .psn template for the Independent faction and I was able to go through layers and add my own uniform by the setobjecttexture command. Also, does anybody know how I can set the texture of different parts of a vehicle? Does it perhaps respond to the number before the file being called in the setobjecttexture command? For instance the '0' in the [0, "texture.paa";]. I've noticed when I try and set the texture of the UH-80 it only retextures the front section! Thanks so much to anybody who can help me here! ---------- Post added at 07:17 ---------- Previous post was at 07:09 ---------- Also, if anybody can tell me how I can use the setobjecttexture to retexture equipment too?
  17. Kydoimos

    Altis - Info & Discussion

    Hi - I haven't gone through the whole of this thread but I was wondering if anybody has the classnames for the new buildings on Altis yet?
  18. Does anybody have a .paa/psd./psn. template for the Marshall tank? Or the Blackfoot Attack Helicopter?
  19. Hi all! So okay, I've managed to set the texture of a units uniform and that's great. Now I'm looking to do the equipment too. I have a .paa file I've made using a template for Nato armour - basically, I want to add it to an Independent soldier. I understand I have to do something with 'hidden selections' but I'm not sure how it all works and I'm quite new to all this; so if anybody can run it by me, very simply, step by step, with a few examples, I'd be really, really chuffed! Thanks in advance!
  20. Seems to work fine again now! Madness!
  21. Yeah, named the gate and everything. Super strange. I'll check it out tomorrow. Maybe it was just bugging out or something,
  22. Does anyone know if the commands above have changed? It's been working for me and now it doesn't!
  23. Kydoimos

    Fun with User Textures

    Goblin - you're quite right, no-one dies in the animation pose. You can use this command: This switchmove ""; in conjunction with a trigger which activates when they see you, but it still leaves you with an instant animation change. Not perfect, I know. Most of the animations I've done by attaching people to vehicles (objects seem to disable the animation). You can also add the following to a waypoint: this setbehaviour "safe"; this disableai "anim"; this switchmove "SELECT_AN_ANIMATION". In regards to your second question, I assume you are referring to the chair in the diving shop picture? That's a wooden chair from the new update, found under furniture, I think.
  24. Hi - I've noticed that some objects, like the bar gate, can be animated. Is there a script that I can use in conjunction with a trigger to animate certain objects? It'd be great if I could get a script to animate the bar gate whenever someone approaches and then, after a certain amount of time, or when a unit passes the gate, have it close again? Any ideas? Cheers!
  25. Kydoimos

    Animate object Script

    I've had the animation script working for the bar gate; but now it's not working? Does anyone know if something's changed recently with an update? ---------- Post added at 17:31 ---------- Previous post was at 17:30 ---------- I've had the animation script working for the bar gate; but now it's not working? Does anyone know if something's changed recently with an update? This is what I was using: Gate_01 animate ["Door_1_rot", 1];
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