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Everything posted by Kydoimos
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I've noticed that user textures, when viewed through a window that's smashed, appear in front of the broken glass rather than behind it. Just thought I'd mention it :)
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It's a user texture object with a .paa that I've inserted. There's an option for a 5m and a 10m one. Sorry, I'm a bit of a newbie here!
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I am trying to get the AI to react while in a switchmove animation. Now, I've set up a trigger, with detection, which works fine. But they don't react when you fire near them? If you take a long range shot they just carry on in their animation... oblivious to everything around them! Any solutions known? ---------- Post added at 15:20 ---------- Previous post was at 15:17 ---------- mmm, actually, it seems to be working. The only other thing I'd like to know is whether you can do a smooth animation between, say, an inbase animation and the default stance (with weapon raised)? Or at least, is there a work around anyone can think of?
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Is there a way to disable the 'eject' option in a vehicle?
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Ha - Can't believe it. So simple. On the unit screen you just select vehicle - locked. Easy! ---------- Post added at 12:53 ---------- Previous post was at 12:52 ---------- It's okay SaMatra, I was trying to make it so I could NOT eject. Didn't realise there was an option on the unit screen to lock the vehicle. Doh! :p
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oh, but I noticed on the new Beta missions that when you're in a helicopter you can't eject? Is that because they've used the script above?
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Disable GetOut and Eject abilities?
Kydoimos replied to hcpookie's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Yes please! Would love to know how to disable eject on helicopters for helicopter insertion missions! -
Ok, so it is. But what about the others? For instance, the Recon units?
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Possible Mission Idea...Is it possible?
Kydoimos replied to fuzi8n's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's definitely possible to steal an object item. Not sure about the uniform. I designed a mission where you steal enemy intel in the form of a folder. It's tricky, but I managed to sort out an 'end mission' trigger that activated if you were in a certain area with the item in your inventory. Check out a download for ARP2 objects on the Armaholic website. There's some great stuff which you can use. You could have the objective set as a folder, a hard drive, a mobile phone. All sorts really. -
User Textures Flickering When In Front Of Walls
Kydoimos posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've noticed that when using User Textures they flicker at a distance if you place them closely in front of walls (e.g. impro posters, etc.). Is this just a problem with the Alpha and Beta? I updated my drivers and didn't notice any difference. -
User Textures Flickering When In Front Of Walls
Kydoimos replied to Kydoimos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I got really sneaky in the end. Put shoot house walls (crouching, prone, standing) behind the user texture which stopped the flickering. Not only that, but it looks like a real billboard now! Thanks for your help though, -
Does anyone know the new classnames for the Beta uniforms yet? For example, the independent forces uniform? Is it the u_i_combatuniform listed above?
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Create your own billboard/signpost/flags
Kydoimos replied to Lightninguk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Joy! Here's what the problem was. The user textures were inside buildings on a sunny day. For some reason they were illuminated despite being inside. I set the mission status to overcast and it was all good. However, this does mean you can't place user textures inside buildings with a clear sky without them looking weirdly bright. Also, I found that setting textures to RGB and DX5 on the tex2view tool sorted out the colour distortion. -
User Textures Flickering When In Front Of Walls
Kydoimos replied to Kydoimos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ah, that's a problem :) I'm trying to make it seem that the texture is attached to the wall. Any suggestions? My one work around is using fog to mask the draw distance. I have a massive Coca-Cola billboard (10m user texture) placed very, very close to the wall of a building so you cannot see the edges. I don't know how to do any of the modelling lark, otherwise I'd just create a think enough base or frame and use the attachto command (which I assume would work?). Any ideas? -
Okay I think the PIP on screens are okay - it's the Dev Build I think. I'm having trouble with setting triggers too. Everything I did on the Alpha is peachy. It's just when I try something new on the Dev Build Beta.
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In answer to your second question, it takes a lot of time to create a base; putting things on tables at the correct elevation, azimuth etc. Just keep at it until it looks right, making minor adjustments. Regarding the first question, I think there is a separate thread somewhere. I know I started one. It's very troublesome and involves the attachto scripting command. So the test missions don't work in the Beta? I'll have a play around when I get home today and see if I can sort my PIP screens out. Thanks for all your advice,
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Mmm, maybe it's me. Sometimes it works ok, sometimes it doesn't. I can use exactly the same script for a monitor as I do on a TOC screen, but it won't work. Seems a bit weird. Are the TOC screens working okay? Is the Dev Build a bit dodgy for this sort of thing, perhaps? I've followed the instructions to the word and to no avail (yet, at times I've had it working perfectly!) I really want to get it up and running because I've put together a great HQ with loads of my own user textures! Haven't tried anything on a MP mission yet. Any suggestions, please let me know! So impressed with this mod. ---------- Post added at 22:42 ---------- Previous post was at 22:08 ---------- Also, noticed that some of the random textures for the screens are missing. Error screen says .paa not found. Most of the time they are fine, though. I think there's only one that's not there. Sorry if I'm not being very precise; I'm a bit of a newb with all this mission editing. But really having fun with it. The missing .paa screen is number 14.
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Heya Dog, great mod! It's the best I've found. However, can't get the PIP on the screens to work on the BETA. Worked okay in the Alpha. Any ideas? ---------- Post added at 17:18 ---------- Previous post was at 15:35 ---------- Also, can I make a request for a pegboard to pin user textures to, such as intel, photographs, etc.? And possibly some sort of picture frame? I'm using user textures to create these but it would be great if I could give them more depth via a model! Just a thought! Keep up the great work!
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So there's no way to turn building lights on then?
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Error in: Type number, expected array, object, location
Kydoimos posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I am trying to set up a trigger to detect when the player is carrying a particular item. The trigger condition code is: this && "ARP_Objects_folder_m" in (VestItems player + Uniformitems player) and the on action code is: [win1, true] call BIS_fnc_endMission; 0 fademusic 1; It works - BUT. The trouble is, when the player is killed the following message pops up: "Error in: Type Number, Expected Array, Object, Location". I might be able to get a work around if I can set up a trigger that will link (group) the player to another trigger. Any ideas/thoughts on this? Maybe I'm missing something really obvious? Thank you in advance, -
Create your own billboard/signpost/flags
Kydoimos replied to Lightninguk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also noticed that sometimes the colours are inverted. Yellow for instance, becomes blue. Does anybody know the correct settings for the Texture Viewer? How it appears on screen is different in the game ... -
Create your own billboard/signpost/flags
Kydoimos replied to Lightninguk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, I haven't actually. Is that something I need to do on the Tex2view tool? -
Create your own billboard/signpost/flags
Kydoimos replied to Lightninguk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's not the video settings. And I've tried with .paa file now. Still way too bright. Looks like a computer screen! Very strange indeed. Thanks for all the suggestions though. The screenshots above look very good, and not bright like mine. So weird. Can't work out where I'm going wrong! ---------- Post added at 12:57 ---------- Previous post was at 12:55 ---------- There's even a visible halo of light. -
Create your own billboard/signpost/flags
Kydoimos replied to Lightninguk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It doesn't work! Unless you mean you can darken an image in-game via a script or command? If this is what you mean, I don't know how to do that! If you darken the image in, I don't know, say photoshop or paint.net, then Arma seems to auto-select the brightest colours for your user texture. It's well strange. Is this just me? -
Create your own billboard/signpost/flags
Kydoimos replied to Lightninguk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, but how do I set the brightness? Whatever I do to the colour brightness in my image software doesn't reflect on the in-game user texture. If I select a dark green, in-game it will be a bright green!