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Everything posted by logan83
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Ordering domove to many units or a side
logan83 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone! How could i give an order to multiple units, whith no names and no in a group? sorry about my english... :confused: i try to explain my self better, i have many units in the map, some units added by editor, some spawned aleatory by scripts. All units are Opfor Units... and i Want all these units do domoeve to Point A when i Kill the unit Called TargetOne... Some Help? -
Hi people! im making a ressking of the ORCA helicopter to my little mod, but i Want Some HEDP ammo in the Main Gun, Not the default AP Ammo... can i Change this in the Cfg or something? Thanks!
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A Alien Reticulan in Arma 3 ??
logan83 replied to logan83's topic in ARMA 3 - MISSION EDITING & SCRIPTING
uhm... im too sad... a gray alien in the game that's could be funny! -
A Alien Reticulan in Arma 3 ??
logan83 replied to logan83's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok but can i spawn him in the editor...? im thinking to use it in a mision... -
cannot load material file ingame error
logan83 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
hi guys, i have this error displayed when i put a retextured soldier with a custom *.Rvmat texture in game editor... the scrrensoth of the msg error: the unit config.cpp fragment: class BT_BDU_Cuadros_Base: B_Soldier_03_F { _generalMacro = "B_Soldier_03_F"; scope = 1; side = 2; faction = "BT_LG83"; author = "Logan83"; vehicleClass = "BT_02_HDC"; displayName = "BT BDU Uniform Base"; nakedUniform = "U_BT_BASE_BasicBody"; identityTypes[] = {"Language_EN_EP1","Head_NATO","G_NATO_default","Head_TK","G_IRAN_default","Head_Greek","G_CIVIL_male"}; genericNames = "NATOMen"; modelSides[] = {3,1}; uniformClass = "U_BT_BDU_ATACS_1"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\LG83_BT\textures\Uniforms\U_BT_BDU_ATACS_1.paa"}; class Wounds { tex[] = {}; mat[] = {"A3\Characters_F\BLUFOR\Data\clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; }; //class EventHandlers: EventHandlers { // init = "(_this select 0) execVM ""\LG83_BT\Scripts\randomize_CombatUniform.sqf"""; //}; }; class BT_BDU_ATACS_1: BT_BDU_Cuadros_Base { scope = 1; uniformClass = "U_BT_BDU_ATACS_1"; hiddenSelections[] = {"Camo"}; hiddenSelectionsMaterials[] = {"\LG83_BT\textures\Uniforms\BDU_Cuadros.rvmat"}; hiddenSelectionsTextures[] = {"\LG83_BT\textures\Uniforms \U_BT_BDU_ATACS_1.paa"}; class Wounds { tex[] = {}; mat[] = {"LG83_BT\textures\Uniforms\BDU_Cuadros.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; }; }; the BDU_Cuadros.rvmat file: class StageTI { texture="LG83_BT\textures\Uniforms\clothing1_ti_ca.paa"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={1,1,1,1}; specularPower=150; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="LG83_BT\textures\Uniforms\BDU_CUADROS_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="LG83_BT\textures\Uniforms\clothing1_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="LG83_BT\textures\Uniforms\BDU_CUADROS_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1,0.7)"; uvSource="none"; }; class Stage7 { texture="LG83_BT\textures\Uniforms\env_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; Can u Helpme? -
cannot load material file ingame error
logan83 replied to logan83's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
ok solving simply adding the rvmat extension to unbinarice files... ... -
Retexture Problem Tactical vest
logan83 replied to logan83's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Oks thanks again bro... youre the best! -
Hi guys, i have a problem with the vest V_TacVest_blk_POLICE i define a Texture to the Vets in the config.cpp... but when i put in my soldiers the vest is the vanilla... not my colored vest... here the line: class V_BT_TacVest_Pink: Vest_Camo_Base { scope = 2; displayName = "BT Chaleco Ligero Pink"; picture = "\A3\characters_f\Data\UI\icon_v_tacvest_blk_ca.paa"; model = "A3\Characters_F\Common\equip_tacticalvest"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\LG83_BT\textures\Gear\BT_tacticalvest_pink.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\Common\equip_tacticalvest"; containerClass = "Supply120"; }; }; some help? :\
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Retexture Problem Tactical vest
logan83 replied to logan83's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
ohm, works perfectly thank you!!!...a last little favour, can u explan what was the problem please? the other vests works without masss, armor, passthrough and the second hiddenselecton... can u explan me why? im a little new in config cpps... :( -
Hi to all! im working in a PMC mod, and i want add a "bulletproof" car... but i dont know how do this... i dont want a indetructible car... i ned a civ car with more strenght to simulate a bulletproof vehicle... any Idea?
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How can i made a bulletproof car?
logan83 replied to logan83's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oks thanks foy answering to all... i try th Grimes [3rd ID] script... aplied in the vehicle config.cpp and works with the car... but if i shoot through the glass i kill the ocupants... fuck -
Change the interior texture of a Littlebird?
logan83 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi guys, im working in a PMC mod... and i get stuck triying to add a custom Interior texture in my vehicle config.cpp how can add a custom Texture to my Little bird? i try this: #define _ARMA_ class DefaultEventhandlers; class CfgPatches { class LG83_BT_Vehicles { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; version = 0.1; }; }; class CfgVehicles { class B_Heli_Light_01_F; class BT_MH6: B_Heli_Light_01_F { displayName = "BT MH-6 LITTLEBIRD"; side = 2; faction = "BT_LG83"; author = "Logan83"; crew = "BT_Helipilot"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"LG83_BT\textures\Vehicles\heli_light_01_ext_BT.paa","LG83_BT\textures\Vehicles\heli_light_01_Int_BT.paa"}; }; }; enum { =2, destructengine=2, destructdefault=6, destructwreck=7, destructtree=3, destructtent=4, stabilizedinaxisx=1, stabilizedinaxesxyz=4, stabilizedinaxisy=2, stabilizedinaxesboth=3, destructno=0, stabilizedinaxesnone=0, destructman=5, destructbuilding=1 }; But the vehicle interior dont change,still whit the OD Seats vanilla version ... :S can help me? PS sorry about my english -
Change the interior texture of a Littlebird?
logan83 replied to logan83's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
damn... ok thanks for the answer Zeotrope -
Unsupressed weapons Condition
logan83 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh! Any Moderator can Move tis post To Arma3 Mission Editing / Scripting Please. Im Sorry, --------------------------------------------------------------------------------------------------- Hi To All!! I need to know how can i play a sound when a Unsupressed/unsilenced weapon is fired??? :\ its possible? -
[/color] I have the same problem and Steam users, are reporting the same problem when loading savegames with this addon actived... can un fix this IMPORTANT ISSUE?
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Hi everybody! somebody know how can i make, Unit saying the distance between two objets? something like AiUnit Sidechat "Charly to alpha, the car is (distance) of the House"; i haven't idea :(
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Geting distance Between two objects
logan83 replied to logan83's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great... Thanks buddy :) -
some time ago... i've been getting some problems with the "||" or "or" operator... can somebody tell me why this dont work? waitUntil{(_vip knowsAbout player > 1) || (!alive jefe1) || (!alive jefe2) || (alive jefe3)}; _vip switchmove "False"; _vip enableAI "ANIM"; _vip enableAI "MOVE"; _vip allowFleeing (random 0.8); _vip setBehaviour "AWARE"; _vip setCombatMode "YELLOW"; _vip addWeapon "hgun_mas_mak_F"; _vip addEventHandler ["FiredNear", {_vip setcaptive true}]; the problem is this group of conditions waitUntil{(_vip knowsAbout player > 1) || (!alive jefe1) || (!alive jefe2) || (alive jefe3)}; if i accomplishedby any of these four conditions, nothing happens... bu if i put the conditions individually like this one... waitUntil{(_vip knowsAbout player > 1)}; works when the condition is accomplished... Any Help???? how can i put the four conditions in the right form???
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binary operators problem...
logan83 replied to logan83's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yep... but cant run with ||... its a problem of my pc or its a arma problem? -
binary operators problem...
logan83 replied to logan83's topic in ARMA 3 - MISSION EDITING & SCRIPTING
nopes thats a fail... but dont work with || (!alive jefe3) too :( ---------- Post added at 19:36 ---------- Previous post was at 18:53 ---------- uhm... its too strange... i solve the problem changing "||" by "or" somebody have the same problem with this??? :butbut: -
Ok i have a little problem... i want simulate a shut Down on the MK30A HMG .50 (O_HMG_01_A_F classname its the static gun Ai controlled...)... ok... i Put in the MK30A HMG .50 in the edito, name it like iagun and in the init field or Devconsole i put this: iagun setHit ["Gun", 1]; And the Gun simulates a shut down, but if i pass near the gun is trying to aim to me... If i shoot to the "control Module" placed below the gun, the weapon aim down and the control module gets smoked... how can i do This? How can i Set hit to the "control Module"? I try to sethit gun and disable all Ai's features... but dont work... Can help me? Ps... Im sorry about my english :(
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Hi to all! Im trying to add a event Handler Fired to a side or to all Units (i prefer to a side....) but i havent no resoults... i try simething like this... {_x addEventHandler ["Fired", { if (_this select 1 == "arifle_mas_akms") then {FusShot=true}];} forEach (allunits); and dont works... how can i add a envent handler to a side or to all units???
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Addeventhandler to a side
logan83 replied to logan83's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok thanks for your help Cuel!!! this is the right form if someone need the secuence... :) { if (side _x == BLUFOR) then { _x addEventHandler ["Fired", { if ((_this select 1) == "arifle_mas_akms") then { FusShot = true; }; } ]; // Missed Bracket }; }forEach allUnits; -
Hi to all, somebody know how can i Put some specific thing into the unit´s vest/uniform like in the BackPack...? I can put items in the unit, When the Uniform´s load its full, put next items in the vest... ok But How Can I Put items directly in the vest or in the uniform at my discretion???
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How Put magazines in uniform/vest
logan83 replied to logan83's topic in ARMA 3 - MISSION EDITING & SCRIPTING
uhm... what a Fail.... ok i can do it in this script... only run putting the stuff in this order... // Accesorios _soldado addHeadgear "H_mas_usn_Cap_headphones"; _soldado addGoggles 'G_Tactical_Clear'; _soldado linkItem "b_uavterminal"; _soldado addweapon "laserdesignator"; // Mochila _soldado addbackpack "B_mas_AssaultPack_mul"; clearAllItemsFromBackpack _soldado; {_soldado removeMagazine _x} forEach magazines _soldado; _mochi = unitBackpack _soldado; _mochi addMagazineCargoGlobal ["12Rnd_mas_45acp_Mag",2]; _mochi addMagazineCargoGlobal ["20Rnd_mas_762x51_Stanag",5]; _mochi addMagazineCargoGlobal ["HandGrenade",2]; _mochi addMagazineCargoGlobal ["smokeshell",2]; _mochi addMagazineCargoGlobal ["smokeshellblue",1]; _mochi addMagazineCargoGlobal ["smokeshellred",1]; _mochi addMagazineCargoGlobal ["smokeshellgreen",1]; _mochi addMagazineCargoGlobal ["Chemlight_green",2]; _mochi addMagazineCargoGlobal ["Chemlight_Blue",2]; _mochi addMagazineCargoGlobal ["Chemlight_RED",1]; _mochi addMagazineCargoGlobal ["Laserbatteries",1]; // Armamento _soldado addMagazine "20Rnd_mas_762x51_Stanag"; _soldado addWeapon "arifle_mas_hk417_m203c_d_sd"; _soldado addPrimaryWeaponItem 'FHQ_optic_HWS_G33_tan'; _soldado addPrimaryWeaponItem 'FHQ_acc_ANPEQ15'; _soldado addMagazine '12Rnd_mas_45acp_Mag'; _soldado addWeapon 'hgun_mas_m23_F_sd'; //Chaleco _soldado addVest "V_mas_usn_PlateCarrier1_rgr"; _soldado addMagazine "HandGrenade"; _soldado addMagazine "HandGrenade"; _soldado addMagazine "12Rnd_mas_45acp_Mag"; _soldado addMagazine "12Rnd_mas_45acp_Mag"; _soldado addMagazine "20Rnd_mas_762x51_Stanag"; _soldado addMagazine "20Rnd_mas_762x51_Stanag"; _soldado addMagazine "20Rnd_mas_762x51_Stanag"; _soldado addMagazine "20Rnd_mas_762x51_Stanag"; _soldado addMagazine "Laserbatteries"; _soldado addMagazine "smokeshell"; _soldado addMagazine "smokeshell"; _soldado addMagazine "smokeshellgreen"; _soldado addMagazine "smokeshellblue"; _soldado addMagazine "smokeshellred"; _soldado addMagazine "1Rnd_HE_Grenade_shell"; _soldado addMagazine "1Rnd_HE_Grenade_shell"; _soldado addMagazine "1Rnd_HE_Grenade_shell"; _soldado addMagazine "1Rnd_HE_Grenade_shell"; _soldado addMagazine "1Rnd_HE_Grenade_shell", _soldado addMagazine "1Rnd_SmokeRed_Grenade_shell"; _soldado addMagazine "1Rnd_SmokeRed_Grenade_shell"; _soldado addMagazine "1Rnd_SmokeRed_Grenade_shell"; _soldado addMagazine "UGL_FlareGreen_F"; _soldado addMagazine "UGL_FlareRed_F"; _soldado addMagazine "Chemlight_green"; _soldado addMagazine "Chemlight_green"; _soldado addMagazine "Chemlight_Blue"; _soldado addMagazine "Chemlight_Blue"; _soldado addMagazine "Chemlight_RED"; _soldado addMagazine "Chemlight_RED"; _soldado addItem "ItemGPS"; //Uniforme _soldado addUniform "U_mas_usn_B_CombatUniform_mcam_vest"; _soldado addItem "FirstAidKit"; _soldado addItem "FirstAidKit"; _soldado addMagazine "Chemlight_Yellow";