Jump to content

zaphodbeeblebrox

Member
  • Content Count

    7
  • Joined

  • Last visited

  • Medals

Everything posted by zaphodbeeblebrox

  1. I have done some retextures of the Ghost Hawk as a precursor to porting some vehicles that are missing into Arma 3. For my first experiment, I used an existing addon as a template for how to do config.cpp, etc. I installed the addon, Arma 3 can see it in Options > Expansions, and it's checked and enabled. However, in the editor, if I go to BLUFOR or Empty either one (which it should show in BLUFOR) the Vehicle is not in the list. Is it possible to add a created vehicle to this list? How do you do it?
  2. zaphodbeeblebrox

    Add custom vehicle to editor

    I have solved this, by the way. I will be doing a little more tinkering, then posting the steps I took to resolve here when I'm freed up (at work) in case others come across this thread.
  3. zaphodbeeblebrox

    Add custom vehicle to editor

    I can also go into the Editor and do a Game Logic or a Debug Console with the code: _null = "ZB_B_Heli_MedEvac_01_F" createVehicle (position player); And it does nothing. ---------- Post added at 22:08 ---------- Previous post was at 22:07 ---------- I checked both the support under BLURFOR/NATO and then I changed it to vehicleClass = "Air", re-PBO'd it, put it back in the addon folder, and still nothing in the list. ---------- Post added at 22:11 ---------- Previous post was at 22:08 ---------- Oh, you're right, though, I have no displayName. Let me try that. ---------- Post added at 22:18 ---------- Previous post was at 22:11 ---------- Still no dice. Set displayName, commented out vehicleClass...still nothing in the editor. ---------- Post added at 22:19 ---------- Previous post was at 22:18 ---------- This is so frustrating, and I have a feeling it's something stupid. ---------- Post added at 22:24 ---------- Previous post was at 22:19 ---------- Let me recap the whole process. I create a folder, @zb_medevac, with a directory named zb_medevac inside of it. I put in it, addons directory. Inside of addons is a data directory. The two .paa files for my textures are in the data directory. There is a config.cpp file in the addons directory. (not binary yet) I used PBO Manager to turn zb_medevac into zb_medevac.pbo. So now I have @zb_medevac in D:/SteamLibrary/SteamApps/common/Arma 3, with zb_medevac.pbo inside of it. In zb_medevac.pbo, addons is the directory directly under it, and the tree looks correct. What could be wrong?
  4. zaphodbeeblebrox

    Add custom vehicle to editor

    Thanks. I just took a look in my code, though, and scope = 2 is in there. #define _ARMA_ enum { 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 }; class CfgPatches { class ZB_MedEvac { units[] = {}; weapons[] = {}; requiredVersion = 1; requiredAddons[] = {}; }; }; class CfgVehicles { class B_Heli_Transport_01_F; class ZB_B_Heli_MedEvac_01_F : B_Heli_Transport_01_F { author = "Zaphod Beeblebrox"; _generalMacro = "B_Heli_Transport_01_base_F"; vehicleClass = "Support"; faction = "BLU_F"; crew = "B_Helipilot_F"; typicalCargo[] = {}; side = 1; scope = 2; attendant = 1; picture = "\A3\air_f_beta\Heli_Transport_01\Data\UI\Heli_Transport_01_base_CA.paa"; icon = "\A3\air_f_beta\Heli_Transport_01\Data\UI\Map_Heli_Transport_01_base_CA.paa"; threat[] = {0.0,0.0,0.0}; class TransportItems { class _xx_FirstAidKit { name = "FirstAidKit"; count = 20; }; class _xx_Medikit { name = "Medikit"; count = 2; }; }; hiddenSelectionsTextures[] = {"zb_medevac\addons\data\heli_medevac_01_ext_co.paa","zb_medevac\addons\data\heli_medevac_01_ext02_co.paa"}; }; }; Above is the code. It's just a STS24 MedEvac reskin. As you can see, scope = 2 is in there. Addon is loaded and recognized. I tried adding "ZB_MedEvac" to addOns[] and addOnsAuto[] in mission.sqm, which returned an error that I could not play/edit this mission because it depended on something that was deleted. Any further ideas?
  5. zaphodbeeblebrox

    TexView 2

    Bump. I have this exact same issue. TexView 2 said there was no room, I clicked "Yes" which allowed me to then specify a path on my D: drive. I have also affiliated .paa files with TexView 2. I find that it can open *some* PAA files, but very few. Everything else it crashes with the above "Error loading file" error. In addition, it crashes whenever I go to File > Open and try to select any directory. I can't decide if this is my system or if this is just a completely broken piece of software. I would like to be able to re-texture some of the original vehicles (offroad, quadbike, etc) but I cannot get Tex View 2 to open any of them.
  6. zaphodbeeblebrox

    AI Spawn Script Pack

    Have a look in the code you're talking about. You have arrays defined like this: _redMenArray = ["O_Soldier_A_F","O_soldier_AR_F","O_medic_F","O_engineer_F","O_soldier_exp_F","O_Soldier_GL_F","O_soldier_M_F","O_soldier_AA_F","O_soldier_AT_F","O_officer_F","O_soldier_repair_F","O_Soldier_F","O_soldier_LAT_F","O_Soldier_lite_F","O_Soldier_SL_F","O_Soldier_TL_F","O_soldier_AAR_F","O_soldier_AAA_F","O_soldier_AAT_F"]; _redMenArray2 = ["O_recon_exp_F","O_recon_JTAC_F","O_recon_M_F","O_recon_medic_F","O_recon_F","O_recon_LAT_F","O_recon_TL_F","O_soldier_AAR_F","O_soldier_AAA_F","O_soldier_AAT_F"]; _OPFarrays = [_redMenArray,_redMenArray2]; Ok, so where else are these called? How are they used? We see it below: case 2: { _milHQ = createCenter east; if(isNil("_milGroup"))then{_milGroup = createGroup east;}else{_milGroup = _milGroup}; _menArray = (_OPFarrays call BIS_fnc_selectRandom); }; So when side is 2, _menArray is being set to _OPFarrays call BIS_fnc_selectRandom. BIS_fnc_selectRandom selects a random element within an array. OPFarrays is redMenArray and redMenArray2 in an array together, so it will randomly select one of those arrays. So then, if you want to always spawn a certain static group of people, create perhaps a redMenArray3 or redMenStatic, assign it the people you want, and then set _menArray to that array. Alternatively, you could just replace (_OPFarrays call BIS_fnc_selectRandom) with the name of redMenArray or redMenArray2. Changing the two arrays already set but not changing the call below will just change the two groups that are possible to spawn. Make sense?
  7. zaphodbeeblebrox

    AI Spawn Script Pack

    Hey guys, I have been running over this issue for a couple of hours and cannot figure it out. I can get militarize.sqf to work fine if I do a _null = [this] execVM "LV\militarize.sqf" with a Game Logic, but I do not want that because I have an object that has an addAction on it, that executes "training\startMOUT.sqf". Here is the relevant code in startMOUT.sqf: // Spawn troops _spawnPos = getMarkerPos "mout_occupation"; _moutMarker = createMarker ["mout_marker", _spawnPos]; "mout_marker" setMarkerType "o_unknown"; "mout_marker" setMarkerText "MOUT"; _null = [_spawnPos] execVM "..\LV\militarize.sqf"; Please help, this is getting really frustrating. Can you just not call militarize from a script file? Also, the pathing is correct, I have verified this. The script calling this is in /training so I have to back up (..) then go into LV, then hit militarize.sqf. I have also tried this: // Spawn troops _spawnPos = getMarkerPos "mout_occupation"; _moutMarker = createMarker ["mout_marker", _spawnPos]; "mout_marker" setMarkerType "o_unknown"; "mout_marker" setMarkerText "MOUT"; if (isNil("LV_militarize")) then { LV_militarize = compile preprocessFile "..\LV\militarize.sqf"; }; //_null = [_spawnPos] call LV_militarize; _null = [_spawnPos] execVM LV_militarize; I have tried execVM, call, spawn...nothing works. And you can sort of ignore the mout_marker marker...I just wrote that to make sure the position I was getting was valid. Edit: I got this working! Turns out even if the script lives elsewhere, still have to call it as "LV\militarize.sqf" -- I had tried this before, but I think my arguments were slightly off. All is well, now.
×