bigringantics
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Why Won't My Task Start?
bigringantics replied to bigringantics's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Gfresco, I've got the task in-game now. The only other problem I'm having is that I don't get the notification in the top center of the screen like I do when I create a task from a trigger, any idea how to get that too? -
Hi folks, I'm new to Arma 3 scripting and I'm having a problem getting a createSimpleTask command to work in a script. The relevant part of the code is below: constantinou switchMove "Acts_Kore_IdleNoWeapon_out"; sleep 1.3; [1,1.5,false,false] call BIS_fnc_cinemaBorder; obj2 = kelly createSimpleTask ["task2"]; obj2 setSimpleTaskDescription ["Go to Bravo Troop's bay and meet Mako Team.","Meet Mako Team",""]; obj2 setSimpleTaskDestination (getMarkerPos "obj2Marker"); obj2 setTaskState "Assigned"; The player's unit is named kelly. Everything works until the end of the BIS_fnc_cinemaBorder line, but after the border recedes the task isn't created. Can anybody see what the problem is?
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I'm seeing similar problems to Brainbug, the weapon sounds from my addons are missing in the dev branch. When I switched back to stable everything was back, but going back to dev branch again took the weapon sounds away from addons I haven't had any problems with before. Hopefully this gets fixed soon.
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Classnames in Config.cpp Explanation
bigringantics replied to bigringantics's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Perfect! Thanks again, you just made my life so much easier. -
Classnames in Config.cpp Explanation
bigringantics replied to bigringantics's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thank you! One last question, how would I add items like a medikit or a first aid kit? -
Classnames in Config.cpp Explanation
bigringantics posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi there everybody, I'm new to configs and there's a lot of stuff that isn't making a whole lot of sense to me. I found, thanks to another user, a model Config.cpp that looks something like this: class CfgVehicles { class [color="#0000CD"]B_Soldier_base_F[/color]; class [color="#0000CD"]Army_Squadleader[/color] : [color="#0000CD"]B_Soldier_base_F[/color] { _generalMacro = "[color="#0000CD"]Army_Squadleader[/color]"; scope = 2; displayName = "Squad Leader"; // In-game name of unit faction = a_units; // Puts unit under new faction vehicleClass = "army_units"; // Puts unit in the vehicleclass icon = "[color="#FF8C00"]iconManLeader[/color]"; nakedUniform = "U_BasicBody"; uniformClass = "U_B_CombatUniform_mcam"; // Uniform Class backpack = "B_AssaultPack_khk"; // Backpack Class linkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. respawnLinkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section. weapons[] = {"arifle_MX_F","Binocular"}; // Weapons added to the unit. respawnweapons[] = {"arifle_MX_F","Binocular"}; // Weapons added to the unit. Should be identical to the linkedItems secti magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","HandGrenade",}; Respawnmagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","HandGrenade",}; }; }; I have a couple of questions about what the colored parts of this mean. First, what do the classnames in blue mean and what makes them different from each other? Why are they repeated in the places they are? I've spent a wile googling around and thinking about it and I've gotten nowhere. Second, I understand what the part in orange about the unit's icon means, but I don't know what the other options for it are. Specifically, if somebody could float me the icons for medic, autorifleman, and AT rifleman, I would really appreciate it. -
Setting Up Custom Faction Addon
bigringantics replied to bigringantics's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
By identity I mean their in-game name, speaker, face, etc. as usually defined in the description.ext. Another snag I ran into, what are the options for the unit's map icons? There's a section in the code that looks something like: icon = "iconManLeader"; Which, obviously, makes his icon on the map a leader icon with the slash through it. But what would I put there if I want an autorifleman, or a medic, or an AT rifleman? I've done some experimenting and Googling and so far I've just gotten the map symbol to disappear. Thanks again for all the help -
ARMA 3 Addon Request Thread
bigringantics replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
In the name of realism, how about a can of Grizzly Wintergreen? :D -
Hi everyone, I'm working on my first faction addon and I can't figure out the classnames for the unit map icons in the Config.cpp. The template I'm using has this: icon = "iconManLeader"; But I also want to have the icons for autorifleman, AT rifleman, and medic. Can anyone tell me what those are or point me towards a resource that has them? Thanks!
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Setting Up Custom Faction Addon
bigringantics replied to bigringantics's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Done! Thanks so much Teeha ---------- Post added at 00:04 ---------- Previous post was at 23:31 ---------- EDIT: Is there any way to set a unit's identity in Config.cpp or does that have to be done in a script or in the init field in the editor? Also, how do you add weapons attachments? -
Setting Up Custom Faction Addon
bigringantics replied to bigringantics's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I just want a new set of units within NATO, kind of like the difference between NATO/FIA. Both BLUFOR but separate factions. -
Help with multiplayer roles and high command
bigringantics posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hi there everyone, I'm trying to write a script to do a few things in a CO-OP 2-16 MP mission and it's starting to go beyond my existing (admittedly meager) scripting abilities. Basically, the players' side has a squad of three fireteams, each with four men, and a squad leader who is not a part of any fire team. First, I want the script to check if any of the fireteams are only AI units. If they are, I want the script to check if the squad leader is a player. If he is, I want the AI team(s) added to his high command. If the squad leader is an AI, I want him to be removed from the scenario and the AI fireteam(s) to have waypoints added, as well as an alternate briefing to be used. I'd really appreciate any help I can get on this. If what I described doesn't make any sense I'd be happy to clarify. Thanks! -
Setting Up Custom Faction Addon
bigringantics posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello all, I apologize in advance for the newbie question, I'm pretty green to editing and there's a lot to figure out here. I'm trying to find a way to create a custom faction using gear from various addons and the vanilla game. I'm not looking to do retextures or other models, I'm just trying to save time placing units and such without having to use a script every time I put a unit down to have him in the right camo and holding the right weapon. Can anybody help me get this worked out? Thanks! -
[Tutorial] Simple Re-texturing Guide (From Start To Finish)
bigringantics replied to Amit's topic in ARMA 3 - MODELLING - (O2)
I'm having a problem with EliteNess and dePBO, there's nothing showing up in the addons folder in C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\Addons. Has anybody got a solution to what's going on here? -
ARMA 3 Addon Request Thread
bigringantics replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I have to say I agree, this system has worked so far but there could be better ways. Maybe an upvote/downvote system for submissions with the lowest X percent dropped after a set period of time?