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Everything posted by kerozen
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Player slot specific whitelisting for trained members and admins
kerozen replied to Elliot Beckett's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if (isServer) then { reservedSlots = [Instructor_1,Instructor_2,Instructor_3,Instructor_4,Instructor_5]; ["reserved", "onPlayerConnected", { private ["_uid","_player","_UIDList"]; _UIDList = call compile preProcessFile "whitelist.txt"; if (_uid < 1) exitWith {}; _player = objNull; while {isNull _player} do { sleep 1; { if (_uid == getPlayerUID _x) then { _player = _x; }; } forEach playableUnits; }; if (_player in reservedSlots) then { if (! _uid in _UIDList ) then { [["You are not entitled to use this slot!"], "BIS_fnc_infoText", _player, false] call BIS_fnc_MP; sleep 1; [["end1",false], "BIS_fnc_endMission", _player, false] call BIS_fnc_MP; }; }; }] call BIS_fnc_addStackedEventHandler; }; This is not working. I get an error at the start of the mission -
Virtual Garage - possible to use as spawner like VVS?
kerozen replied to rlex's topic in ARMA 3 - QUESTIONS & ANSWERS
sorry for the 2 year necro.. do you by any change have one of the loadout scripts so i can see how it works? -
Its missing some images.... and the vehicle selector opens up into of the text on the left side making it hard to read the first few options. Anyone got a fix?
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Map Builder - Ingame 3D-Editor for terrain creation
kerozen replied to NeoArmageddon's topic in ARMA 3 - TERRAIN - (BUILDER)
How is this different from the Eden Editor? -
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ACE3 - A collaborative merger between AGM, CSE, and ACE
kerozen replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Its probably going to be disabled but the "boss" it on vacation -
ACE3 - A collaborative merger between AGM, CSE, and ACE
kerozen replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Its impossible to play with ACE now... -
I don't know much about scripting. Things always work in single player but as soon as i test in multiplayer everything is broken... How can i add an addaction to a laptop for a dedicated server? I want to activate a sound (played on another object) from a laptop. This is the activation i had on a trigger: toc = [[laptop, ["Toque Formatura","toque.sqf"]],"addAction",true,true] call BIS_fnc_MP; toque.sqf: if (!isServer) exitWith {}; [Loudspeakers, "formar", 300] call CBA_fnc_globalSay3d; It works in singleplayer but no MP
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Arma Dialog Creator - A WYSIWYG Approach to Dialog Creation
kerozen replied to K-Town's topic in ARMA 3 - COMMUNITY MADE UTILITIES
holy crap! amazing! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
kerozen replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In a script (or init) how do i prevent a specific AI unit from healing itself? I found a script to that randomly damages the AI. It was meant for Advanced Medical system but i want it for basic (teaching new recruits the basic of ACE medical) and the AI sometimes spawns dead and when it doesn't it wakes up pretty fast and heals it self. Can someone help me out? Script {if ((typeOf _x == 'b_survivor_F') && (!isPlayer _x)) then {deleteVehicle _x}} forEach allUnits; [MedicalData,3] call BIS_fnc_dataTerminalAnimate; sleep 5; _group1=createGroup west; 'b_survivor_F' createUnit [getmarkerPos 'PatientSpawn', _group1,'pat1=this; dostop pat1']; [pat1, selectRandom[0.3,0.5,0.7,0.9], "leg_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "leg_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "hand_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "hand_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1] call ace_medical_fnc_handleDamage_advancedSetDamage; [MedicalData,0] call BIS_fnc_dataTerminalAnimate; hint 'Your patient is ready'; //the first selctrandom chooses a randomish damage from a small one to a large one, the second selectrandom chooses the type of damage. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
kerozen replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Its getting extremely annoying to the point where i completely give up playing with ACE. I have to restart the game like 5 times until it decides not to block a F*****g DLL and let me play -
ACE3 - A collaborative merger between AGM, CSE, and ACE
kerozen replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
why is battleye constantly blocking ace? Can you fix it please? -
RHS Escalation (AFRF and USAF)
kerozen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In a game where there are several WW2 mods and SS item/units its a bit retarded to be butt hurt by that...- 16577 replies
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RHS Escalation (AFRF and USAF)
kerozen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
why?- 16577 replies
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RHS Escalation (AFRF and USAF)
kerozen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you, i think i went up to like 5 or 6 and then stopped thinking it wouldn't work.- 16577 replies
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RHS Escalation (AFRF and USAF)
kerozen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have a question regarding the RHSUSAF's HMMWVS. I want to make a mission and have a custom symbol on the doors. I tried retexturiing the hmmwv and applying setObjectTexture in the init but it doesn't work. Is it possible to add a custom symbol to the doors in a mission without addons?- 16577 replies
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retexture Generation Kill retextures of RHS: USF HMMWVs
kerozen replied to beaar's topic in ARMA 3 - ADDONS & MODS: COMPLETE
how did you retexture the doors? I tried applying a texture (ingame) with setobjecttexture and it didn't work- 16 replies
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- generation kill
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Proxy retexturing in config
kerozen replied to kerozen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I think i found it. Nope. I found the suposed lods, deleted the antena from all the lods but at a distance its still there -
Hey. I was wondering if there is any way to change the texture of a proxy in the config. I'm a complete noob when it comes to models and stuff like that a bit of info of what im trynig to do. Main model (HMMWV): DAR_M1151.p3d Proxy model (HMMWV Antena): DAR_M1151_Details.p3d The HMMWV Antena only has 1 skin (tan) and because its not part of the main model i can't retexture it and change the texture in the config file. I tried duplicating the proxy model, changing its textures and applying the duplicated proxy in a duplicated main model, it worked but the HMMWV stopped working properly, no animations, turret doesn't move and there is a permanent muzzle flash. Any thing i can do?
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Proxy retexturing in config
kerozen replied to kerozen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Most of what you guys are saying is gibberish to me xD I did not, i will check that. I'm using Object Builder but have no idea what 90% of the buttons do. On the right side there was a list of all the proxies and i just selected the one i wanted and deleted it. Where do i find and edit LODs? I didn't create any of the models, i'm using DAR HMMWVs. The owner/creator made all the unbinerized files public and gave permission to edit, recreate, fix, etc, anything in the mod. I just wanted to reskin the hmmwvs from Tan to white (UN) but its turn out its more complicated than i thought. I've done basic reskins but never had to deal with proxies. -
Proxy retexturing in config
kerozen replied to kerozen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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Proxy retexturing in config
kerozen replied to kerozen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thank you for the help. I will try and check it out. I have no idea how to do it. I also tried the "easy way out" and deleted the proxy but at a distance the proxy can still be seen, how do i fix that? -
[WIP] RHS UpArmored Hmmwvs
kerozen replied to mihal190's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is there any reason why RHS didn't actually create the "protected" turret version? -
Changing texture path of a P3D Model
kerozen replied to kerozen's topic in ARMA 3 - MODELLING - (O2)
awesome! Thank you so much! -
Hey. I'm a complete noob to texture creation, modeling and coding so please be nice. I recently stumbled upon DAR HMMWVS (with all the source unbinerized files provided by the author) and decided to try and retexture them. Everything works fine beside one little detail that had the textures "hardcoded" inside the P3D code and it works for all the models. The texture is Tan so in the woodland version the antena is also tan instead of woodland. I want to fix that. I tried opening the P3D file with a text editor to change the path to a new texture but it doesn't work. Can some one help me?