Jump to content

h a w a i i a n

Member
  • Content Count

    396
  • Joined

  • Last visited

  • Medals

Everything posted by h a w a i i a n

  1. h a w a i i a n

    N-B U.S.M.C Project

    looks great....about me using the helmet model though?
  2. h a w a i i a n

    N-B U.S.M.C Project

    pm'd you Akiri....
  3. h a w a i i a n

    N-B U.S.M.C Project

    Aloha came here to ask you if I may please borrow/use the model of this helmet? "USAF_Helmet" I assume is the helmet p3d. I am making a unit addon for the Blufor faction. 75th Rangers 2007-2010 era. At first I wanted to make this for myself but than again I thought I'd just share it with the community. this is an image of what I'm trying to achieve That's what I am aiming for right now, to use the model so I can implement it into my config so that it can show up on the unit. I hopefully assume the only reason the helmet doesn't showup on my units head is because the model is binarized? This is my 1st addon ever for Arma, been at it for a couple of days now trying to figure out how to make my own addon unit using other peoples configs that they shared. Anyways I just wanted to ask for your permission if I could use this model. I've retextured before, this is my only mod I've ever done http://www.twcenter.net/forums/showthread.php?528665-47th-s-Preu%DFischen-Einheiten-Mod. That was some hard work retexturing all those uniforms, sadly I never finished because it took too much time and I had to concentrate on other things. Will anxiously wait for your reply, rest easy. sorry to post here buuuuuut lol I patiently wrote you a private message and got this error The following errors occurred with your submission AngelWingGamingJacob has exceeded their stored private messages quota and cannot accept further messages until they clear some space. ---------- Post added at 12:01 ---------- Previous post was at 11:58 ---------- pictures are so big, apologies.......
  4. h a w a i i a n

    Vehicle Respawn Module Help

    I have no scripting ability or worst....little understanding of scripting. I don't want to make time to script because I'm afraid I will overwhelm myself in doing so (time consuming etc.), so I'd rather not pursue scripting for now and I hope you respect that. I would like to ask for help though, I am referring to a number of vehicle respawn threads methods that I've tried to implement myself. Okay so I have a Vehicle Respawn Module in the editor placed and I synced 4 vehicles and in the init's I have this setObjectTexture [0,"hmmwv_body_canvas_1_co.paa"]; this setObjectTexture [1,"hmmwv_hood_canvas_co.paa"]; this setObjectTexture [2,"hmmwv_regular_1_co.paa"]; this setObjectTexture [3,"hmmwv_canvas_1_co.paa"]; that's in just one vehicles init and I have this in my my mission folder init SQF under a bunch of other stuff before that for other game functions for instance "nofatigue.sqf, etc.." And in the init I have Fnc_Set_Textures = { if (_this iskindof "DAR_M1167") then { _this setObjectTexture [0,"hmmwv_body_canvas_1_co.paa"]; _this setObjectTexture [1,"hmmwv_hood_canvas_co.paa"]; _this setObjectTexture [2,"hmmwv_regular_1_co.paa"]; _this setObjectTexture [3,"hmmwv_canvas_1_co.paa"]; }; if (_this iskindof "DAR_M115_MK19") then { _this setObjectTexture [0,"hmmwv_body_canvas_1_co.paa"]; _this setObjectTexture [1,"hmmwv_hood_canvas_co.paa"]; _this setObjectTexture [2,"hmmwv_regular_1_co.paa"]; _this setObjectTexture [3,"hmmwv_canvas_1_co.paa"]; _this setObjectTexture [4,"hmmwv_gpk_tower_co.paa"]; }; if (_this iskindof "DAR_M1151") then { _this setObjectTexture [0,"hmmwv_body_canvas_1_co.paa"]; _this setObjectTexture [1,"hmmwv_hood_canvas_co.paa"]; _this setObjectTexture [2,"hmmwv_regular_1_co.paa"]; _this setObjectTexture [3,"hmmwv_canvas_1_co.paa"]; _this setObjectTexture [4,"hmmwv_gpk_tower_co.paa"]; }; if (_this iskindof "DAR_M1165_GMV") then { _this setObjectTexture [0,"hmmwv_body_canvas_1_co.paa"]; _this setObjectTexture [1,"hmmwv_hood_canvas_co.paa"]; _this setObjectTexture [2,"hmmwv_regular_1_co.paa"]; _this setObjectTexture [3,"hmmwv_canvas_1_co.paa"]; _this setObjectTexture [4,"hmmwv_gpk_tower_co.paa"]; }; }; In the Expression of the Vehicle Respawn Module I have (_this select 0) spawn Fnc_Set_Textures; What am I doing wrong? If this does not work can someone please help compile a vehicle script with the vehicles inits intact? That's all I need is my humvees to respawn with my retextures that I made in paa files, files that are in my mission folder. I've tried so many different things the last couple days, I jst want this done so I can move on you know? lol
  5. h a w a i i a n

    Vehicle Respawn Module Help

    Forgot to mention if you want this to show up in a LAN/online game ,you'll instead have to use "setObjectTextureGlobal" instead of "setObjectTexture".
  6. h a w a i i a n

    Vehicle Respawn Module Help

    No replies eh? It's okay, as persistent as I am (even thru Hurricane Iselle) I managed to find a workaround using a script by Iceman77 http://forums.bistudio.com/showthread.php?168216-Light-Vehicle-Respawn-Script I implemented his script to help me respawn my vehicles with my own textures that I had in my mission folder. Here's instructions if anyone wants to try this, first place a vehicle (in my case it was an LAV) go into the vehicles init and put the setobjectTexture command in there for example: this setObjectTexture [0,"lavbody_co.paa"]; this setObjectTexture [1,"lavbody2_bunny_cust_co.paa"]; _nul = [this, 1, 1, {[_this] call TAG_FNC_LAV25A2Init}] execVM "vehRespawn.sqf"; _nul = [this, 1, 1, {[_this] call TAG_FNC_LAV25A2Init}] execVM "vehRespawn.sqf"; calls the command for that specific vehicles init function. When or if you download Iceman77's demo mission he will have a "vehInitFunctions" SQF that will look like this (you can obviously see where I edited/implemented my own function for my vehicle init TAG_FNC_TankInit = { // -- Example code. You can work with the vehicle anyway you like here!! -- // _veh = _this select 0; _veh disableTIEquipment true; }; TAG_FNC_HunterInit = { // -- Example code. You can work with the vehicle anyway you like here!! -- // _veh = _this select 0; _veh setFuel 0.5; }; TAG_FNC_HunterHMGInit = { _veh = _this select 0; _veh setVehicleAmmo 0.1; }; TAG_FNC_HunterGMGInit = { _veh = _this select 0; _veh setVehicleAmmo 0.2; }; TAG_FNC_slammerInit = { _veh = _this select 0; _veh setVehicleAmmo 0.6; }; TAG_FNC_marshallInit = { _veh = _this select 0; _veh setVehicleAmmo 0.8; }; TAG_FNC_LAV25A2Init = { _veh = _this select 0; _veh setObjectTexture [0,"lavbody_co.paa"]; _veh setObjectTexture [1,"lavbody2_bunny_cust_co.paa"] }; // -- ADD MORE FUNCTIONS HERE!! -- // Your going to have to add [] call compile preProcessFile "vehInitFunctions.sqf"; }; into your "init.SQF". I had to add this among other SQF stuff. At first it didn't work until I added it before other SQF commands. Alot of testing went into this, and in the end it was that fucking simple. I don't even know how to script, I just figure shit out that's what this Hawaiian does. Hopefully I haven't left anything out, If you have questions I'll be glad to help.
  7. h a w a i i a n

    Vehicle Respawn Module Help

    Anyone,please?
  8. Right, well I played a little Arma last night and we had a VAS box in the game before we played. I had customised a guy and took the code from the Arma Virtual Arsenal copied/exported to the clipboard and pasted it into my units init. Than while we played LAN to test this mission we were working on I ran up to the VAS box with my customised character and I could save my loadout, but it did not save it the way you think it would save, for instance If I died and respawned I would still have my gear that I had in his init, it saved it that way. However it did not save it to where if you went into VAS and loaded an entire new outfit with new weapons and saved it you'd respawn and lose the equipment you had when you started the game, or the gear you had exported from Virtual Arsenal into the units init. I just want to know where VAS has the loadout saved so I can import Virtual Arsenal loadouts into VAS. We'll get it eventually
  9. I've actually implemented this into my mission, never seen my Virtual Arsenal saved loadout in the ASOR Gear Selector though. Wonder how I can merge BI's Virtual Arsenal saves with ASOR's saves, than again I have load issues with ASORG on LAN playing with my friend, so I'm using VAS right now that loads way faster.
  10. I haven't experimented this yet, but it's on my to do list and since I am browsing I'd also like to know this...........
  11. h a w a i i a n

    USSOCOM DEVGRU and 75th RANGER A3

    This is my 1st post ever, liked your mod so much wanted to thank you. Very nice job
×