Karrr
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Everything posted by Karrr
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So I have this script createspikes.sqf _spikenamepool = [spike1, spike2, spike3, spike4, spike5, spike6, spike7, spike8, spike9, spike10, spike11, spike12]; _spikes = "spikestrip"; _spike1 = _spikenamepool select 0; _spike1 = _spikes createVehicle [0,0,0]; _spike1 attachTo [player,[0,1.5,0]]; demountstripadd = player addAction ["Place Spike Strip", "demountspikes.sqf"]; player removeAction beginstripadd; beginstripadd = beginstripadd - 1; demountspikes.sqf detach spike1; player removeAction demountstripadd; demountstripadd = demountstripadd - 1; It spawns in correctly and attaches to the player then when I execute demountspikes.sqf it does nothing, I've tried using the array _spike1 the actual object name and everything. Any help is appreciated
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We've recently purchased a box and have Debian 5.0 installed. I've set up a TS3 server on it and it's working perfectly, and I was wondering if we were going to stay with Linux. The reason is is that I don't know if linux can run mods for the server and other things like BEC etc. So if anyone has experience with hosting Arma 2/OA on a Linux OS please clarify things for me :)
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On our dedicated server we are running CBA_CO and JSRS is just enabled with the keys, we've found that CBA_CO is giving everybody very inconstant frames. We've tried putting @CBA_CO in the command line and it causes everybody (Including people without CBA_CO to lag) When disabling CBA_CO the frames seem perfect, if anyone knows how to fix this the help is much appreciated, thanks! :) ---------- Post added at 09:55 AM ---------- Previous post was at 09:52 AM ---------- Command line: -mod=@CBA_CO -ip=hidden -port=hidden -profiles=Dedi -config=server.cfg -cfg=arma2.cfg -name=Dedi -netlog
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We gave Arma 2 Server more cores and it runs smooth with CBA
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Moved to Windows Server 2008 runs smooth
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We're running beta patch 103718, I've checked the logs and cannot find what you are talking about.
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You just need the playable characters to be placed. You just download that file I posted and paste it in your missions folder which would look something like this. C:\Users\User\Documents\ArmA 2 Other Profiles\Kar\missions\missionname.Chernarus
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Works for me
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This is a download link to a description.ext file with that code in it, replace yours with mine. http://www.mediafire.com/?tbe4mf6yc67u7y7
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Make a description.ext file in the mission folder and place this code within: disabledAI = true; save and restart your mission.
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I'm launching with multiple mods and when I get to the briefing screen everything okay till I hit continue when I hit it it sends me straight to the de-briefing screen. I checked my RPT and this is what happens when I get past breifing. I know very little about scripting so I guess I'm just asking for someone to explain this code to me so I can try and figure out whats going on. 30.07.2013 20:27:44: Kar (IP) GUID - #40 "", ""]; } else { CBA_EVENT_KEY_LOGIC = SLX_XEH_DUMMY createVehicleLocal [0,0,0]; CBA_EVENT_KEY_LOGIC addEventHandler ["Killed"" 30.07.2013 20:27:44: Kar (IP) GUID - #58 "eleteVehicle CBA_EVENT_KEY_LOGIC; }]; CBA_EVENT_KEY_LOGIC setDamage 1; }; }; " 30.07.2013 20:27:44: Kar (IP) GUID - #119 "if !(isMultiplayer) then { { (findDisplay 46) displayRemoveAllEventHandlers _x } forEach ["KeyUp", "KeyDown"] }; if (isS" 30.07.2013 20:27:44: Kar (IP) GUID - #121 " 0; if !(isNil "_id") then { ; (findDisplay 46) displayRemoveEventHandler [_key, _id]; }; if (count _x != 1) then { ; _x set [0," Please move accordingly if I have posted this in the wrong section.
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Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
You will need to make new selections with the proxies selected and name them whatever so you can reference them in the code. I made a selection: pravy zadni unhide and that selection is selecting the proxy and is referenced within the code. class 4_Seat_Hilux_DestroyRB { Type = "hide"; Source = "HitRBWheel"; Selection = "pravy zadni"; MinValue = 0.00; MaxValue = 1.00; SourceAddress = "clamp"; hideValue = 0.98; }; class 4_Seat_Hilux_unhideRB { Type = "hide"; Source = "HitRBWheel"; Selection = "pravy zadni unhide"; MinValue = -1.00; MaxValue = 0.00; SourceAddress = "mirror"; hideValue = 0.02; }; So once the damage 0.98 is reached it will hide my wheel model, and the destroyed wheel proxy will display. Then once the damage goes below 0.98 the wheel will display and the destroyed wheel proxy will hide. -
I've made my four seated Hilux and it's almost completely done! (Hurray!) All I have to do is get the damage to work on it, I've been tweaking it around a lot and I've found that if I use the original Hilux from Arma 2 (\ca\Wheeled\hilux1_civil_1_open) as the model instead of my model (\Kars_Hilux\Model\Kars_Hilux.p3d) when I shoot the vehicle (Original Hilux Model) It has sparks and tires pop. But when I use my model when I shoot it nothing breaks on it, when bullets hit the vehicle it puffs up dirt and it's basically invincible. So what I'm asking is how do I mess with the damage on the model? Any help is greatly appreciated!! Note: I used the sample Hilux model
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Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
class Damage { tex[]={}; mat[]={ "ca\wheeled\data\detailmapy\coyota_trup1.rvmat", "ca\wheeled\data\detailmapy\coyota_trup1.rvmat", "ca\wheeled\data\detailmapy\coyota_trup1_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_addons.rvmat", "ca\wheeled\data\detailmapy\coyota_addons.rvmat", "ca\wheeled\data\detailmapy\coyota_addons_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_kola.rvmat", "ca\wheeled\data\detailmapy\coyota_kola.rvmat", "ca\wheeled\data\detailmapy\coyota_kola_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_interier.rvmat", "ca\wheeled\data\detailmapy\coyota_interier.rvmat", "ca\wheeled\data\detailmapy\coyota_interier_destruct.rvmat" }; }; That's the code I have as of now and it doesn't work, I'm using Bohemia's .rvmat's and destruct.rvmats. I don't see how it wouldn't work. Entire config.cpp: #include "basicdefines.hpp" #include "model.cfg" class CfgPatches { class 4_Seat_Hilux { units[] = {"4_Seat_Hilux"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgVehicles { class HMMWV; class 4_Seat_Hilux: HMMWV { scope = public; hasGunner = 0; maxSpeed=125; acceleration = 9; side=TCivilian; model="\4_Seat_Hilux\Model\4_Seat_Hilux.p3d"; picture="\Ca\wheeled\data\ico\hilux1_civil_3_open_CA.paa"; Icon="\Ca\wheeled\data\map_ico\icomap_hilux_CA.paa"; mapSize = 7; nameSound="offroad"; displayName= "4 Seat Hilux"; transportSoldier = 3; typicalCargo[]={Civilian}; driverAction= Hilux_Driver; soundEngine[]={\ca\wheeled\Data\Sound\Hilux_engine1,db-20,0.8}; soundGear[]={\ca\wheeled\Data\Sound\shifter_v3,db-65,1}; SoundGetIn[]={\ca\wheeled\Data\Sound\Humvee_DoorOpenClose,db-45,1}; SoundGetOut[]={\ca\wheeled\Data\Sound\Humvee_DoorOpenClose,db-50,1}; class hitpoints { // class PlateInfos {name="spz"; /*font<=fontPlate;*/ color[]={0,0,0,0.75};} class HitEngine {armor=0.4;material=60;name="motor";visual="motor";passThrough=1;}; class HitRGlass {armor=0.3;material=-1;name="sklo predni P";passThrough=0;}; class HitLGlass {armor=0.3;material=-1;name="sklo predni L";passThrough=0;}; class HitBody {armor=1;material=51;name="NEkaroserie";visual="karoserie";passThrough=1;}; //disabled points from models class HitFuel {armor=0.3;material=51;name="palivo";passThrough=1;}; class HitLFWheel {armor=0.15;material=-1;name="levy predni tlumic";visual="Levy predni";passThrough=0;}; class HitRFWheel {armor=0.15;material=-1;name="pravy predni tlumic";visual="Pravy predni";passThrough=0;}; class HitLBWheel {armor=0.15;material=-1;name="levy zadni tlumic";visual="Levy zadni";passThrough=0;}; class HitRBWheel {armor=0.15;material=-1;name="pravy zadni tlumic";visual="Pravy zadni";passThrough=0;}; dammageHalf[]= { \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr1_CA.paa, \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr1_CA.paa }; dammageFull[]= { \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr2_CA.paa, \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr2_CA.paa }; class Damage { tex[]={}; mat[]={ "ca\wheeled\data\detailmapy\coyota_trup1.rvmat", "ca\wheeled\data\detailmapy\coyota_trup1.rvmat", "ca\wheeled\data\detailmapy\coyota_trup1_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_addons.rvmat", "ca\wheeled\data\detailmapy\coyota_addons.rvmat", "ca\wheeled\data\detailmapy\coyota_addons_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_kola.rvmat", "ca\wheeled\data\detailmapy\coyota_kola.rvmat", "ca\wheeled\data\detailmapy\coyota_kola_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_interier.rvmat", "ca\wheeled\data\detailmapy\coyota_interier.rvmat", "ca\wheeled\data\detailmapy\coyota_interier_destruct.rvmat" }; }; }; }; }; -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
How would I make the vehicle look blown up after it catches on fire/explodes? (Right now it stays the same texture as it was spawned in) -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
I've made LFDamperBegin and LFDamperEnd selection's in memory, I'm guessing LFDamperBegin is supposed to be at the bottom of the wheel and the LFDamperEnd would be raised to where the destroyed wheel would be. But when I shoot the wheel it does nothing, when I accidentally forgot to add the LFDamperEnd selection I went in game and shot the wheel and it raised up. But when I added the LFDamperEnd it doesn't move at all. class 4_Seat_Hilux_LFDrop { Type = "translation"; Source = "HitLFWheel"; Selection = "levy predni drop"; MinValue = 0.00; MaxValue = 1.00; SourceAddress = "clamp"; Begin = "LFDamperBegin"; End = "LFDamperEnd"; Offset0 = 0.000000; Offset1 = -0.760000; }; EDIT: Okay what should I put in the selection box? Right now I have it as levy prendi drop and that's a selection in landcontact I've made. Where the broken wheel would be. EDIT2: After studying the code a bit it made a bit more sense. Does the code move the original land contact from the LFDamperBegin to LFDamperEnd? If so this code should work no? class 4_Seat_Hilux_LFDrop { Type = "translation"; Source = "HitLFWheel"; Selection = "levy predni tlumic"; //Original land contact - LOD LandContact MinValue = 0.00; MaxValue = 1.00; SourceAddress = "clamp"; Begin = "LFDamperBegin"; //Selection made at the bottom of the wheel/same position as levy predni tlumic - LOD Memory End = "LFDamperEnd"; //Selection made at the bottom of the destroyed wheel - LOD Memory Offset0 = 0.000000; Offset1 = -0.760000; }; EDIT3: That code worked but I had the Begin and End the wrong way, so I reversed those and now it works! :) -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
Understood, in this part of the code Begin = "damper_begin"; End = "damper_end"; is it referring to a selection? -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
After testing the wheels a bit it got really buggy and half of the vehicle went completely underground. Can you give me the code for the translation method? -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
I used the method I said in my edit above, I'm basically done just have a couple more bugs. I get no entry: "\ca\wheeled\data\coyota_skla.paa" when loading in so my hilux can't have broken glass and I was wondering if you knew the path for broken glass for the hilux unless I'm just missing the files. And for some reason the back seat texture does not load when outside of the vehicle (Just plain white) and was wondering if you knew a fix. -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
So I'm guessing the code would look something like this? class Kars_Hilux_LFDamper { type = "translationY"; source = "damper"; selection = "levy predni tlumic"; SourceAddress = "clamp"; axis=""; animPeriod=0; MinValue = -1.00; MaxValue = 0.00; }; Would I put how far I would want the land contact to raise/lower in the axis=""; part? EDIT: Theoretically could I hide the original land contact when damage is met then unhide a selection in landcontact that I can make matching with the damaged wheel's height? -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
How would I just make the vehicle drop to the front left when the actual wheel is gone and the destroyed wheel proxy appears. At the moment after I pop the wheel the destroyed wheel proxy is floating. -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
Sweet now it's working :) I'm looking at the link you sent me and I don't really understand how to make the vehicle drop after the tire is popped. I guessing it's the damper part but I really don't know. -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
Sorry for the late reply, was taking a break. Well all of my broken wheel proxies have the default name with unhide after it. Any ideas? -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
I'm thinking I have everything in the model.cfg correct but what do I put in my config.cpp for the unhides to work? Config.cpp #include "basicdefines.hpp" #include "model.cfg" class CfgPatches { class Kars_Hilux { units[] = {"Kars_Hilux"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgVehicles { class HMMWV; class Kars_Hilux: HMMWV { scope = public; hasGunner = 0; maxSpeed=160; acceleration = 9; side=TCivilian; model="\Kars_Hilux\Model\Kars_Hilux.p3d"; picture="\Ca\wheeled\data\ico\hilux1_civil_3_open_CA.paa"; Icon="\Ca\wheeled\data\map_ico\icomap_hilux_CA.paa"; mapSize = 7; nameSound="offroad"; displayName= "Kars Hilux"; transportSoldier = 3; typicalCargo[]={Civilian}; driverAction= Hilux_Driver; soundEngine[]={\ca\wheeled\Data\Sound\Hilux_engine1,db-20,0.8}; soundGear[]={\ca\wheeled\Data\Sound\shifter_v3,db-65,1}; SoundGetIn[]={\ca\wheeled\Data\Sound\Humvee_DoorOpenClose,db-45,1}; SoundGetOut[]={\ca\wheeled\Data\Sound\Humvee_DoorOpenClose,db-50,1}; class hitpoints { // class PlateInfos {name="spz"; /*font<=fontPlate;*/ color[]={0,0,0,0.75};} class HitEngine {armor=0.4;material=60;name="motor";visual="motor";passThrough=1;}; class HitRGlass {armor=0.3;material=-1;name="sklo predni P";passThrough=0;}; class HitLGlass {armor=0.3;material=-1;name="sklo predni L";passThrough=0;}; class HitBody {armor=1;material=51;name="NEkaroserie";visual="karoserie";passThrough=1;}; //disabled points from models class HitFuel {armor=0.3;material=51;name="palivo";passThrough=1;}; class HitLFWheel {armor=0.15;material=-1;name="levy predni tlumic";visual="Levy predni";passThrough=0;}; class HitRFWheel {armor=0.15;material=-1;name="pravy predni tlumic";visual="Pravy predni";passThrough=0;}; class HitLBWheel {armor=0.15;material=-1;name="levy zadni tlumic";visual="Levy zadni";passThrough=0;}; class HitRBWheel {armor=0.15;material=-1;name="pravy zadni tlumic";visual="Pravy zadni";passThrough=0;}; dammageHalf[]= { \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr1_CA.paa, \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr1_CA.paa }; dammageFull[]= { \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr2_CA.paa, \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr2_CA.paa }; class Damage { tex[]={}; mat[]={ "kars_hilux\textures for hilux\coyota_trup1.rvmat", "kars_hilux\textures for hilux\coyota_trup1.rvmat", "kars_hilux\textures for hilux\coyota_trup1_destruct.rvmat", "kars_hilux\textures for hilux\coyota_kola.rvmat", "kars_hilux\textures for hilux\coyota_kola.rvmat", "kars_hilux\textures for hilux\coyota_kola_destruct.rvmat", "kars_hilux\textures for hilux\coyota_interier.rvmat", "kars_hilux\textures for hilux\coyota_interier.rvmat", "kars_hilux\textures for hilux\coyota_interier_destruct.rvmat" }; }; }; }; }; Model.cpp class CfgSkeletons { class Car; // External class reference class Kars_HiluxBones : Car { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {"pravy predni", "", "pravy dalsi", "", "pravy zadni", "", "pravy prostredni", "", "levy predni", "", "levy dalsi", "", "levy zadni", "", "levy prostredni", "", "dvere1", "", "ukaz_fuel", "", "ukaz_rpm", "", "ukaz_rychlo", "", "volant", ""}; }; }; class CfgModels { class Car; // External class reference class Kars_Hilux : Car { sectionsInherit = ""; sections[] = {"n1", "n2", "n3", "n4", "n5", "n6", "pruh", "light_brake", "pravy predni", "pravy dalsi", "pravy zadni", "pravy prostredni", "levy predni", "levy dalsi", "levy zadni", "levy prostredni", "L svetlo", "P svetlo", "clan", "levy predni unhide", "levy zadni unhide", "pravy predni unhide", "pravy zadni unhide"}; skeletonName = "Kars_HiluxBones"; class Animations { class Dvere1 { type = "rotation"; source = "rpm"; selection = "dvere1"; axis = "osa_dvere1"; memory = 1; //sourceAddress = "clamp"; minValue = 0; maxValue = 0.1; angle0 = 0; angle1 = 0.58; }; class Kars_HiluxFrontWheelR { type = "rotationX"; source = "wheel"; selection = "pravy predni"; axis = ""; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class Kars_HiluxFrontWheelL : Kars_HiluxFrontWheelR { selection = "levy predni"; }; class Kars_Hilux2FrontWheelL : Kars_HiluxFrontWheelR { selection = "levy dalsi"; }; class Kars_Hilux2FrontWheelR : Kars_HiluxFrontWheelR { selection = "pravy dalsi"; }; class Kars_Hilux2RearWheelR : Kars_HiluxFrontWheelR { selection = "pravy prostredni"; }; class Kars_Hilux2RearWheelL : Kars_HiluxFrontWheelR { selection = "levy prostredni"; }; class Kars_HiluxRearWheelR : Kars_HiluxFrontWheelR { selection = "pravy zadni"; }; class Kars_HiluxRearWheelL : Kars_HiluxFrontWheelR { selection = "levy zadni"; }; class Kars_HiluxFrontWheelRTurn { type = "rotationY"; source = "drivingWheel"; selection = "pravy predni"; axis = ""; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 35"; angle1 = "rad -35"; }; class Kars_HiluxFrontWheelLTurn : Kars_HiluxFrontWheelRTurn { selection = "levy predni"; }; class Kars_Hilux2FrontWheelRTurn : Kars_HiluxFrontWheelRTurn { selection = "pravy dalsi"; }; class Kars_Hilux2FrontWheelLTurn : Kars_HiluxFrontWheelLTurn { selection = "levy dalsi"; }; class Kars_HiluxDamperFrontWheelR { type = "translationY"; source = "damper"; selection = "pravy predni"; axis = ""; memory = 1; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "35"; }; class Kars_HiluxDamperFrontWheelL : Kars_HiluxDamperFrontWheelR { selection = "levy predni"; }; class Kars_Hilux2DamperFrontWheelL : Kars_HiluxDamperFrontWheelR { selection = "levy dalsi"; }; class Kars_Hilux2DamperFrontWheelR : Kars_HiluxDamperFrontWheelR { selection = "pravy dalsi"; }; class Kars_Hilux2DamperRearWheelR : Kars_HiluxDamperFrontWheelR { selection = "pravy prostredni"; }; class Kars_Hilux2DamperRearWheelL : Kars_HiluxDamperFrontWheelR { selection = "levy prostredni"; }; class Kars_HiluxDamperRearWheelR : Kars_HiluxDamperFrontWheelR { selection = "pravy zadni"; }; class Kars_HiluxDamperRearWheelL : Kars_HiluxDamperFrontWheelR { selection = "levy zadni"; }; class Kars_HiluxIndicatorSpeed { type="rotation"; source="speed"; selection="ukaz_rychlo"; axis="osa_rychlo"; memory="false"; animPeriod=0; minValue=0; maxValue="140 / 3.6"; angle0=0; angle1="rad 280"; }; class Kars_HiluxIndicatorRPM { animPeriod=0; type="rotation"; source="rpm"; selection="ukaz_rpm"; axis="osa_rpm"; memory=0; minValue=0.000000; maxValue=1.000000; angle0=0.000000; angle1=2.967060; }; class Kars_HiluxDrivingWheel { type="rotation"; source="drivingWheel"; selection="volant"; begin="osaVolantZac"; end="osaVolantKon"; memory="false"; animPeriod=0; minValue=-1; maxValue=1; angle0=-8; angle1=8; }; class Kars_Hilux_DestroyLF { Type = "hide"; Source = "HitLFWheel"; Selection = "levy predni"; MinValue = 0.00; MaxValue = 1.00; SourceAddress = "clamp"; hideValue = 0.98; }; class Kars_Hilux_DestroyLB { Type = "hide"; Source = "HitLBWheel"; Selection = "levy zadni"; MinValue = 0.00; MaxValue = 1.00; SourceAddress = "clamp"; hideValue = 0.98; }; class Kars_Hilux_DestroyRF { Type = "hide"; Source = "HitRFWheel"; Selection = "pravy predni"; MinValue = 0.00; MaxValue = 1.00; SourceAddress = "clamp"; hideValue = 0.98; }; class Kars_Hilux_DestroyRB { Type = "hide"; Source = "HitRBWheel"; Selection = "pravy zadni"; MinValue = 0.00; MaxValue = 1.00; SourceAddress = "clamp"; hideValue = 0.98; }; class Kars_Hilux_unhideLF { Type = "hide"; Source = "HitLFWheel"; Selection = "levy predni unhide"; MinValue = -1.00; MaxValue = 0.00; SourceAddress = "mirror"; hideValue = 0.02; }; class Kars_Hilux_unhideLB { Type = "hide"; Source = "HitLBWheel"; Selection = "levy zadni unhide"; MinValue = -1.00; MaxValue = 0.00; SourceAddress = "mirror"; hideValue = 0.02; }; class Kars_Hilux_unhideRF { Type = "hide"; Source = "HitRFWheel"; Selection = "pravy predni unhide"; MinValue = -1.00; MaxValue = 0.00; SourceAddress = "mirror"; hideValue = 0.02; }; class Kars_Hilux_unhideRB { Type = "hide"; Source = "HitRBWheel"; Selection = "pravy zadni unhide"; MinValue = -1.00; MaxValue = 0.00; SourceAddress = "mirror"; hideValue = 0.02; }; }; }; }; -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
Ok, well the tires broken wheel model still shows through my working wheel before I pop the wheel. As in the broken wheel model is showing before I pop the tire. How do I make it hidden at the beginning cause it doesn't look like it is if it's supposed to.