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mrewok

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Everything posted by mrewok

  1. Hello everyone i want to introduce you one of my side project. http://cloud-4.steampowered.com/ugc/23964488272112286/8F3F13306AAABF238AD22E6659F2D3D1F88DC124/ (119 kB) It 's simply an extention pack for HAFM_HMMWV's (http://forums.bistudio.com/showthread.php?172647-HAFM-ArmA-2-HMMWVs-import) - Default ArmA 3 weapons - Custom TOW weapon - Default ArmA 3 Units (crew) - Default ArmA 3 sounds - Working mirrors (PIP) -TFAR Support -XmedSys objects in vehicle inventory -Openable Doors (and some useless anims like openable medibox and trunk in medevac) ClassNames and Pics: Known bugs: Issues with gyrocam user proxy and with destruct RVMAT. Zeroing on M240's. Required Addons: HAFM - ArmA 2 HMMWVs import (http://forums.bistudio.com/showthread.php?172647-HAFM-ArmA-2-HMMWVs-import) Optional Addons: STI Weapons - Launchers (http://forums.bistudio.com/showthread.php?175871-STI-Addons) XMedSys - Improved Medical System for A3 (http://forums.bistudio.com/showthread.php?169030-XMedSys-Improved-Medical-System-for-A3) Task Force Arrowhead Radio (http://forums.bistudio.com/showthread.php?169029-Task-Force-Arrowhead-Radio) Changelog: Download: V0.3.8: https://mega.co.nz/#!L1VwxR5J!H1L31Pjk-f4uh-3RfcZXH-_fsS7ErQADyroBjd7ixeo Credits: BIS for A2 free samples Aplion for unbinarized port release and hafm pack EvroMalarkey for the gunerview fix MrEwok for additionnal textures, config, SOV physx, anims and modeling
  2. mrewok

    [WIP]EWK_HMMWV'S

    Most of the update is done but I still have trouble with the scripting part.. I have also fully reworked the camonet cover with cloth modifier in blender it look way better now, will post screens when I get back home.. Once again sorry for the delay but I'm doing everything by myself and I have no testers so everything is going slowly...
  3. mrewok

    [WIP]EWK_HMMWV'S

    Last Teasing before release , I have managed to make the boomerang script work so it's gonna be included in the V1 release. CrewDuke And Boomerang Sytems Inventory Objects: https://steamcommunity.com/sharedfiles/filedetails/?id=2740370287 CrewDuke And Boomerang Sytems Cargo view (Both are fully working now althought there ar pretty rought just add the module sync it and player will have options to add systems to Humvees) : https://steamcommunity.com/sharedfiles/filedetails/?id=2740370931 I plan on adding an impact on battery so if the system are added and the motor is not runnig this will use some battery and make the vehicle unable to start and to transmit on radios you'll be able to recharge batterry with cables (all those are planned to be setup in module) and some more configuration to use them(will make it optional in module too) (CrewDuke Cable is already removed and will be reworked for future releases ) New Camonet Cover and crewDuke & boomerang alongside teamColor modules: https://steamcommunity.com/sharedfiles/filedetails/?id=2740372206 I'm also reworking a few textures: Expect release for the end of the month. Cheers!
  4. Hello again my question is the following how can i retrieve or attribute an index to a "firedNear" EH an most of all how does the removeEventHandler work? how do i can remove the EH if my anim reach 0 value in this case? Here is the EH script (i can provide More if needed): The problem is i can't figure how to remove the EH when the anim reach back 0 value wich mean is hided and add it back when the anim reach back 1 value wich mean is visible...
  5. mrewok

    [WIP]EWK_HMMWV'S

    Hello there i'm still having trouble with the indexing of EH for boomerang so it might not be included in the forthcoming update... also has i don't have any testers for new functionality's the forthcoming version have no MP working label for now... (as soon as i can test or if people can test it on MP i can rework JIP stuff but this should be OK , the main problem might be Spatialization(of EH and sounds)...) Also i've thought on adding a strawpoll to let you add more functionnality's to hmmwv's: https://strawpoll.com/943jeb1fg Please if you want another action or if you have any information or if you can provide help (Scripts/Textures) please tell it in this thread! I will Update Main post soon. Cheers! MrEwok.
  6. Well that's not enought infos... i have found back one of my old insignas mod here is one of the insignia in texview: As you can see it is 128x128 RGBA DXT5. Try set it up that way.
  7. Have you properly packed your add-on into pbo? What are the property of your image (does it have alpha etc...) and what texview properties have you setup (dxt1, Dxt5 or argb?)?
  8. You are welcome glad it helped you.
  9. if you select the "hatch_gunner" or the "otocVez" selection on your model does it select your proxy too? If not that is your problem, proxy should be in the one of the selection.
  10. i don't know what the heck you are doing here 🤣 : Simply run Arma3 Tools on steam and then run project drive management th little projectDrive window will pop up then click mount work drive and run. After that you should have a new drive named p: (obviously) you have to put your folders inside that drive and for all your path don't include the "p:" (except when you are packing with addonbuilder)
  11. I was thinking i could add an ID to my EH remove it and re add it after but i have no clue on how it work, based on the biki it seems ID is applied for each EH starting from 0 but how does this apply to FiredNear? Each shot , each frame, or only once when EH is Applied? Thanks!
  12. You need to make selections on the model and link them in your model.cfg Or if you don't need to setup others animations on the proxy you can simply add the proxy to the turret selection.
  13. yes otherwise all your path are broken wich is actually you issue. Here is a compilation of tutorials to get started:
  14. the problem is that you are not on the p drive and your addon is not .pbo on those screens. You must setup your p drive. https://community.bistudio.com/wiki/Work_Drive And build your pbo inside it with addon builder or mikero's tool if it's not in .pbo an addon can't be read by the game... Also i'm sorry to say that you are in the wrong place to post it as it is the Addon&mods complete section. your post more belong to that section :https://forums.bohemia.net/forums/forum/162-arma-3-addons-configs-scripting/
  15. If you use this: texture = "\insignia_addon\icon\test.paa"; Your addon should be: Main folder: @inisigna_addon first subfolder: Addons And in the Addons folder your .pbo shouldbe named insignia_addon. In the .PBO you should have your config . Your .paa should be in a icon folder. I hope it's help if not i can provide you pics that's show basic organisation to create pbo.
  16. Well i've tried to add this in my EH code just before the end but the problem is that it's exit after one Event (one shot in this case) and doesn't start back. if (vclBoomerang animationphase "SYS_boomerang" <= 0.5) then { vclBoomerang removeEventHandler ["FiredNear", _thisEventHandler]; };
  17. mrewok

    [WIP]EWK_HMMWV'S

    Hello again armaverse,Here is another teaser of the updtated boomerang system that also dispay direction on LCD screen (pretty useless but adds immersion...): I'm now polishing the script (i have opened a topic related to EH So i can finish it) : and i'm adding the functionality's to all HMMWV's , as soon as all those are done I'm releasing it, and if i can't have the boomerang done in time i'll release this without boomerang in a first time...
  18. You're welcome, by the way i have forgot to say you may want to use class Eventhandlers { init= "_this execVM '\YourAddonPbo\path\to\your\script.sqf'"; }; Instead of the Extended_PostInit_EventHandlers wich (if i remember correctly) is related to cba.
  19. mrewok

    [WIP]EWK_HMMWV'S

    Hello there here is a quick teaser of the boomerang system.
  20. Hello armaverse , i have trouble to script (based on fired near EH) animation on my model ; My trouble is the following ; i'm doing a boomerang system and i'm able to detect shooter relative position and to exit the EH script if the shooter is the gunner of the vehicle but my problem is it doesn't animate my 3d model as expected... Here is the script: /* Ewk_Boomerang_Eh.sqf Author(s): MrEwok Description: This Apply FiredNearEH for Boomerang detection. Note : None. FilePath: \EWK_Boomerang_System\Scripts\Ewk_Boomerang_Eh.sqf */ ///////////////////////////////////////////For Boomerang System/////////////////////////////////////// /* this addEventHandler ["FiredNear", { params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode" , "_ammo", "_gunner"]; }]; */ DetectMain = false; publicVariable "DetectMain"; Detect1 = false; publicVariable "Detect1"; Detect2 = false; publicVariable "Detect2"; Detect3 = false; publicVariable "Detect3"; Detect4 = false; publicVariable "Detect4"; Detect5 = false; publicVariable "Detect5"; Detect6 = false; publicVariable "Detect6"; Detect7 = false; publicVariable "Detect7"; Detect8 = false; publicVariable "Detect8"; Detect9 = false; publicVariable "Detect9"; Detect10 = false; publicVariable "Detect10"; Detect11 = false; publicVariable "Detect11"; Detect12 = false; publicVariable "Detect12"; vclBoomerang = _this select 0; publicVariable "vclBoomerang"; while {vclBoomerang animationphase "SYS_boomerang" >= 0.5} do { DetectMain = true; if (vclBoomerang animationphase "SYS_boomerang" <= 0.5) exitWith {vclBoomerang execVM "\EWK_Boomerang_System\Scripts\Ewk_Boomerang_Loop.sqf";}; }; if (DetectMain) then { vclBoomerang addEventHandler ["FiredNear", { _this spawn { params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode" , "_ammo", "_gunner"]; if (_unit == _firer) exitWith { hintSilent ""; }; hintSilent ""; if (_distance < 100) then { { _relDir = _unit getRelDir _firer; if (_relDir > (_x select 0) && _relDir < (_x select 1)) then { XGvar = _x; publicVariable "XGvar"; sleep 0.5; //systemChat format["Shooter is at %1 from the Vehicle",(_x select 2)]; DetectMain = true; publicVariable "DetectMain"; _case = {}; if ((_x select 2) isEqualTo "12 oclock") then {_case = 1}; if ((_x select 2) isEqualTo "1 oclock") then {_case = 2}; if ((_x select 2) isEqualTo "2 oclock") then {_case = 3}; if ((_x select 2) isEqualTo "3 oclock") then {_case = 4}; if ((_x select 2) isEqualTo "4 oclock") then {_case = 5}; if ((_x select 2) isEqualTo "5 oclock") then {_case = 6}; if ((_x select 2) isEqualTo "6 oclock") then {_case = 7}; if ((_x select 2) isEqualTo "7 oclock") then {_case = 8}; if ((_x select 2) isEqualTo "8 oclock") then {_case = 9}; if ((_x select 2) isEqualTo "9 oclock") then {_case = 10}; if ((_x select 2) isEqualTo "10 oclock") then {_case = 11}; if ((_x select 2) isEqualTo "11 oclock") then {_case = 12}; ///////////// Those are parsed as they display variable and the value is true wich mean they are changed ///////////// switch (_case) do { case 1: { Detect1 = true; publicVariable "Detect1"; //systemChat "Detect1"; //systemChat str Detect1; }; case 2: { Detect2 = true; publicVariable "Detect2"; //systemChat "Detect2"; //systemChat str Detect2; }; case 3: { Detect3 = true; publicVariable "Detect3"; //systemChat "Detect3"; //systemChat str Detect3; }; case 4: { Detect4 = true; publicVariable "Detect4"; //systemChat "Detect4"; //systemChat str Detect4; }; case 5: { Detect5 = true; publicVariable "Detect5"; //systemChat "Detect5"; //systemChat str Detect5; }; case 6: { Detect6 = true; publicVariable "Detect6"; //systemChat "Detect6"; //systemChat str Detect6; }; case 7: { Detect7 = true; publicVariable "Detect7"; //systemChat "Detect7"; //systemChat str Detect7; }; case 8: { Detect8 = true; publicVariable "Detect8"; //systemChat "Detect8"; //systemChat str Detect8; }; case 9: { Detect9 = true; publicVariable "Detect9"; //systemChat "Detect9"; //systemChat str Detect9; }; case 10: { Detect10 = true; publicVariable "Detect10"; //systemChat "Detect10"; //systemChat str Detect10; }; case 11: { Detect11 = true; publicVariable "Detect11"; //systemChat "Detect11"; //systemChat str Detect11; }; case 12: { Detect12 = true; publicVariable "Detect12"; //systemChat "Detect12"; //systemChat str Detect12; }; }; /* if ((_x select 2) isEqualTo "12 oclock") then {vclBoomerang animate ["Led12_Hide", 1]; Sleep 1; vclBoomerang animate ["Led12_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "1 oclock") then {vclBoomerang animate ["Led1_Hide", 1]; Sleep 1; vclBoomerang animate ["Led1_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "2 oclock") then {vclBoomerang animate ["Led2_Hide", 1]; Sleep 1; vclBoomerang animate ["Led2_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "3 oclock") then {vclBoomerang animate ["Led3_Hide", 1]; Sleep 1; vclBoomerang animate ["Led3_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "4 oclock") then {vclBoomerang animate ["Led4_Hide", 1]; Sleep 1; vclBoomerang animate ["Led4_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "5 oclock") then {vclBoomerang animate ["Led5_Hide", 1]; Sleep 1; vclBoomerang animate ["Led5_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "6 oclock") then {vclBoomerang animate ["Led6_Hide", 1]; Sleep 1; vclBoomerang animate ["Led6_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "7 oclock") then {vclBoomerang animate ["Led7_Hide", 1]; Sleep 1; vclBoomerang animate ["Led7_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "8 oclock") then {vclBoomerang animate ["Led8_Hide", 1]; Sleep 1; vclBoomerang animate ["Led8_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "9 oclock") then {vclBoomerang animate ["Led9_Hide", 1]; Sleep 1; vclBoomerang animate ["Led9_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "10 oclock") then {vclBoomerang animate ["Led10_Hide", 1]; Sleep 1; vclBoomerang animate ["Led10_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "11 oclock") then {vclBoomerang animate ["Led11_Hide", 1]; Sleep 1; vclBoomerang animate ["Led11_Hide", 0];systemChat str (_x select 2);}; */ systemChat str _relDir; //_Select2 = _x select 2; //systemChat str (_x select 2); }; } forEach [ [0, 15, "12 oclock"], [15, 45, "1 oclock"], [45, 75, "2 oclock"], [75, 105, "3 oclock"], [105, 135, "4 oclock"], [135, 165, "5 oclock"], [165, 195, "6 oclock"], [195, 225, "7 oclock"], [225, 255, "8 oclock"], [255, 285, "9 oclock"], [285, 315, "10 oclock"], [315, 345, "11 oclock"], [345, 360, "12 oclock"] ]; }; }; }]; }; //////////////////////////////////////I've Added this to see if it could animate in another loop than the EH one but still doesn't work/////////////////////////////////////////////////// // It detect and display the select2 (wich is the 1 oclock 2 oclock etc....)// while {DetectMain} do { //animateSource ["Led1_Hide", 1, true];Sleep 0.5; vclBoomerang animateSource ["Led1_Hide", 0];systemChat str (_x select 2);}; if (Detect1) then {vclBoomerang animateSource ["Led1_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led1_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect2) then {vclBoomerang animateSource ["Led2_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led2_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect3) then {vclBoomerang animateSource ["Led3_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led3_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect4) then {vclBoomerang animateSource ["Led4_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led4_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect5) then {vclBoomerang animateSource ["Led5_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led5_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect6) then {vclBoomerang animateSource ["Led6_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led6_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect7) then {vclBoomerang animateSource ["Led7_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led7_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect8) then {vclBoomerang animateSource ["Led8_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led8_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect9) then {vclBoomerang animateSource ["Led9_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led9_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect10) then {vclBoomerang animateSource ["Led10_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led10_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect11) then {vclBoomerang animateSource ["Led11_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led11_Hide", 0, true];systemChat str (XGvar select 2);}; if (Detect12) then {vclBoomerang animateSource ["Led12_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led12_Hide", 0, true];systemChat str (XGvar select 2);}; }; I can Provide more infos if needed ( config ,model.cfg basic model to animate (to reproduce problem) etc...) I've tried to reduce animPeriod an tried to use animateSource as Biki says it's can be immediate and i was thinking problem was the speed of the EH/Animation, but doesn't seems to be it. Maybe i could add an ID to the EH but don't really know where to begin and if it can do the trick... Cheers. MrEwok.
  21. Managed to make it work, it seems it doesn't animate proxy that is not located in the same pbo as the model...
  22. If you know hit points names you can attach dummy items to them like those shiny rvmat markers on the video (don't remember path to them but they are included in arma)Alternatively you can create basic shape like a cube or so and apply _ca texture where theres your color marker alphamapped and apply a rvmat that have emissive power like the basic a3 ones that should be in : \a3\data_f\lights\ ( or by scripting you may try this I've googled your problem and found this post not sure it is working thought...
  23. Not Sure From Config but from script there's a few command; addItemToVest , addItemToUniform , addItemToBackpack. I think you can define Init into the EH of the unit will check my old eods EOD suit to send you the basic setup to call script from init. class DefaultEventhandlers; class CfgPatches { class EOD_SUIT { units[]={}; author="Mr Ewok, NorX Aengell,Burnes15th"; weapons[]={"EOD9_HELMET","EOD_Uniform","EOD_SUIT_vest","EOD9_HELMET_Tan","EOD_Uniform_Tan","EOD_SUIT_vest_Tan", "EOD9_HELMET_Dark","EOD_Uniform_Dark","EOD_SUIT_vest_Dark","EOD_Bag"}; requiredVersion=0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Heads", "A3_Data_F", "A3_Weapons_F"}; }; }; class Extended_PostInit_EventHandlers { EOD_SUIT_Init="if (hasInterface) then {[] execVM '\EOD_SUIT\XENO_Init_Script_EOD_SUIT.sqf'}"; }; class EODS_SoundRegulation_settings { #include "\userconfig\EODS\EODS_config.hpp" }; class CfgVehicleClasses { class EWK_veh_class { displayName = "$STR_EODS_EOD_units"; }; }; class UniformSlotInfo; class CfgVehicles { class Man; class B_AssaultPack_Base; class NATO_Box_Base; class CAManBase: Man { class HitPoints { class HitHead; class HitBody; class HitHands; class HitLegs; }; }; class SoldierWB: CAManBase { threat[] = {1, 0.1, 0.1}; }; class B_Soldier_base_F: SoldierWB { }; class B_engineer_F: B_Soldier_base_F { }; class EOD_engineer: B_engineer_F { scope= 2; author = "MrEwok"; displayName= "$STR_EOD_engineer"; vehicleClass= "EWK_veh_class"; engineer = 1; attendant = 0; uniformAccessories[]= {}; nakedUniform = "U_BasicBody"; uniformClass= "EOD_Uniform"; model= "\EOD_SUIT\Models\EOD_Uniform.p3d"; hiddenSelections[]={"camo", "camo2", "insignia" }; hiddenSelectionsTextures[] = {"\EOD_SUIT\TexturesWIP\suitGreen_co.paa", "\EOD_SUIT\TexturesWIP\Green_Tex_co2.paa"}; weapons[]= {"Throw","Put"}; respawnWeapons[]= {"Throw","Put"}; Items[]= {"FirstAidKit"}; RespawnItems[]= {"FirstAidKit"}; magazines[]= {}; respawnMagazines[]= {}; linkedItems[] = {"EOD9_HELMET","EOD_SUIT_vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"EOD9_HELMET","EOD_SUIT_vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; backpack = ""; // class Eventhandlers // { // init= "_this call EOD_Suit_fnc_Check_Helmet"; // }; class Wounds { tex[] = {}; mat[] = { "eod_suit\textureswip\green_tex2.rvmat", /// what material is changed "eod_suit\textureswip\Green_Tex_wound.rvmat", /// how does the material look like in damage 0.5 and more "eod_suit\textureswip\Green_Tex_wound.rvmat", /// how does the material look like while the part has damage 1 "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", /// next materials are used through personality of the soldier "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" }; }; }; }; // I've closed the bracket but you probably want to define other things... Also keep in mind it's a really old config so some stuff may have changed...
  24. No I don't think as it's should be only one model an the game doesn't know where and how they should be spawned but i can be wrong so best advice i can give you is try but i really doubt this will work.
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