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CARRICK_IRISH

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Everything posted by CARRICK_IRISH

  1. MARINE RAIDERS TALKING TO LOCAL VILLAGE ELDER ADDONS: RHS, SMA, PROJECT ZENITH, ZAGRABAD, ACE, VSM, CUP, TFAR, nikoaton's and direone's animations
  2. MARINE RAIDERS KICKING DOORS IN ZAGRABAD ADDONS: RHS, SMA, PROJECT ZENITH, ZAGRABAD, ACE, VSM, CUP, TFAR, nikoaton's and direone's animations
  3. CARRICK_IRISH

    Camp Pendleton Terrain

    Really nice project i'm eager to follow!
  4. CARRICK_IRISH

    Zee Identity Pack

    YES Zee! :-) Thanks a lot!
  5. CARRICK_IRISH

    BackpackOnChest

    It is not shown in the ACE self-interaction menu in the equipment tab? I'm running the same modset and its working for me
  6. CARRICK_IRISH

    BackpackOnChest

    Thanks for bringing this feature to ace, dude I used SacVentral so far and always thought about getting rid of their action menu solution additional plus for the function documentation take care, ian
  7. CARRICK_IRISH

    Masculine Head Pack

    Hey zeealex, would love to hear news from these masculine heads :-) Your work is awesome! regards, fanboy
  8. Hey guys, maybe you can give me a hint. After cba remanaged the userconfig thing there is no more way to change the interaction key for digging out IEDs etc. Is there any way to change it without the ingame settings or is there a standard key i'm overlooking all the time? regards, ian edit: yeah, i know its gonna be fixed :-) but do you know any workarounds right now?
  9. CARRICK_IRISH

    RHS Escalation (AFRF and USAF)

    Nice update! top-notch. thanks guys is there any information about the new apparatus on the top of the front windows of the M1097A2s? Is it about the fire control system mentioned in the documentation?
  10. CARRICK_IRISH

    CBA - Community Base Addons - ARMA 3

    Our servers are working fine, too. Using several mods, including AGM.
  11. CARRICK_IRISH

    Paddle Mod - RELEASED!

    YES! :-) Thank you so mutch Feint! I was waiting for this so hard. Only one thing: Everytime I killswitch the motor my driver is jumping off the zodiac. Is it about my keys or a bug? best regards, ian
  12. CARRICK_IRISH

    Task Force Arrowhead Radio

    Good point yeah. We had that problem, too.
  13. CARRICK_IRISH

    Task Force Arrowhead Radio

    great, thank you. i'll stick to this thread. keep up the good work :) ian
  14. CARRICK_IRISH

    Task Force Arrowhead Radio

    Hey, first of all: thank you for sharing this great mod :) its working fine and i rly like the ambience it grants. only one thing about synergy with BTC Revive: - When I get revived after being unconscious (technically: dead and respawn in dead animation) the mod is giving me a new radio from the opposite faction and changes all my frequency presets. Maybe there is any good point about it and im still missing it but i thought it could be a good idea to share it :) best regards, ian
  15. Yeah, same here :) definitely sticking to this thread! :)
  16. Hey, i got a little problem including a p3d model for a new helmet via mod. Am i missing something obvious? class HeadgearItem; class ItemCore; class Helm01: ItemCore { picture="\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; class ItemInfo: HeadgearItem { passThrough=0.80000001; armor="3*0.3"; mass=100; allowedSlots[]={901,605}; modelSides[]={3,1}; hiddenSelections[]= { "camo" }; uniformModel="\Testmod\Helm01"; }; displayName="Test helmet"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\Testmod\Helmet.paa" }; model="\Testmod\Helm01"; weaponPoolAvailable=1; Scope=2; }; Regards, ian
  17. CARRICK_IRISH

    Include p3d Helmet

    I'm using the standard model.cfg as well class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; }; class Helm01 : ArmaMan {}; }; The helmet is already ingame and i can use it. only the model and texture is missing right now. Edit: i tried to copy the steps from http://forums.bistudio.com/showthread.php?147988-Helmet-Addons
  18. CARRICK_IRISH

    =BTC= Revive

    Hey, found a bug with dead players who got killed while running around. even in death they stuck in moving further while prone. it is not possible to revive a bugged player in move animation. pressing ESC will stop the motion. regards, ian
  19. CARRICK_IRISH

    Massive destruction weapons

    What about an ammobox or container? So the bomb is still in its package. regards, ian
  20. CARRICK_IRISH

    =BTC= Revive

    Hey, is there an option setup for letting non-medics only bandage bleeding with first aid kit and disable morphine and trans for them? The medic instead should be able to use all functions. regards, ian
  21. Hey guys, i'm trying to animate an AI unit in multiplayer (dedicated server, not self hosted) but it is only working in singleplayer mode and self-hosted games. _target playActionNow "Gear"; Is playActionNow not working in MP? regards, ian
  22. CARRICK_IRISH

    playActionNow in MP

    Hey sxp2high, thanks alot for your impression and idea about the function. i tried to add it to my code and modified it your ways. the animation is playing in MP without any problem. still in MP it is not working. The addPublicVariableEventHandler seems to be inactive all the time. I added a check-hint "MP" to the event which is not shown, too. fn_unitSurrender = { private ["_unit"]; _unit = _this select 0; if (local _unit) then { _unit SetUnitPos "UP"; _unit playActionNow "Surrender"; _unit disableAI "MOVE"; }; }; "unit_surrender" addPublicVariableEventHandler { _unit = _this select 1; hint "MP"; [_unit] call fn_unitSurrender; }; _target = _this select 3; // the target ai forced to surrender [_target] call fn_unitSurrender; // Call locally so it works in SP aswell unit_surrender = _target; publicVariable "unit_surrender"; // Broadcast i guess i've done somethg wrong with the merge of your code to my variables? greets, ian
  23. CARRICK_IRISH

    playActionNow in MP

    I used the playActionNow function from the bi wiki and it worked. but on mp server the animation is not playing. _target = _this select 3; // the target ai forced to surrender _target SetUnitPos "UP"; _target playActionNow "Surrender"; _target disableAI "MOVE"; @ Ranwer: thank you for your answer, but playMoveNow is not working with my script in any mode *sigh* i feel like looking for a needle in a haystack right now with all these animation functions :( i thought there could be any problem with _this on the mp server. greets, ian
  24. Ah, i will check the reference for null and spawn and try to implement your code when i'm at home. thank you for the keywords and the answers shuko and cuel ian
  25. Hey folks, right from the start: im a beginner in arma scripting an want to initialize an addAction to every camping-chair in the multiplayer game. Here is my first solution but it is only working in the editor preview. it is not working on my dedicated server. i think i have a problem with the "player" thing which is not working in MP? _chairs = nearestObjects [player, ["Land_CampingChair_V1_F"], 5]; { if (typeOf _x == "Land_CampingChair_V1_F") then { _x addAction ["Hinsetzen","Missionpack\Chairs\sitdown.sqf"]; }; } forEach _chairs; regards, ian
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