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logan83

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Everything posted by logan83

  1. 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?
  2. 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!
  3. uhm... im too sad... a gray alien in the game that's could be funny!
  4. ok but can i spawn him in the editor...? im thinking to use it in a mision...
  5. 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?
  6. ok solving simply adding the rvmat extension to unbinarice files... ...
  7. Oks thanks again bro... youre the best!
  8. 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? :\
  9. 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... :(
  10. 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?
  11. 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
  12. 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
  13. damn... ok thanks for the answer Zeotrope
  14. 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?
  15. logan83

    @A3MP - ArmA 3 Map Pack

    [/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?
  16. 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 :(
  17. 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???
  18. yep... but cant run with ||... its a problem of my pc or its a arma problem?
  19. 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:
  20. 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 :(
  21. 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???
  22. 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;
  23. 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???
  24. 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";
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