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Vectif

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Everything posted by Vectif

  1. How do I group tasks in the new Eden Editor? Thanks you very much. edit: [RESOLVED] Anyone with a similar doubt, since I am not clearly sure how it works nor is it very visible; I've found the solution and this works for me. I click on the task, hold control and drag it to the other I want it to be affecting; then I also sync it. Grouping it doesn't seem to be visible, but syncing is. Do not know which one of these is causing it to work, but incase you have a similar doubt feel free to count that in. Thanks you.
  2. I'm trying to work on some sort of Wasteland/DayZ mission for Chernarus. So far everything works perfect and I'm using Na-Palm's lootspawn script, but I'm having this one issue; I can't get it to work alongside with the "Nato SF and Russian Spetsnaz Weapons" by massi. (http://www.armaholic.com/page.php?id=21912) I can not figure out what the issue is, but here is the entire script; LSlootLists.sqf
  3. Could you tell us the classnames of all the buildings used in the Map? Also if they have "positions" available?
  4. I've seen this. Thanks you though! :D Yeah, I came across one of your posts and I saw your signature had some interesting ones - but then I thought it was for ARMA II and not III (though I played the A3 missions and they're great :)). Though, once it comes out then I'll definitely check it out, would be awesome. :) Thanks!
  5. Hello there. I was wondering this question; Let's say I'm working on a mission and all and for example I want to add a certain item that isn't in the base game, not just a texture; an entire item. Although, I don't want to make all of my friends have to download that item separately; I'd like it to be implemented in the mission, so that it'd be simply downloaded from the mission while they join it, like in other ArmA 3 mods that don't require you to install the addons, but to download the "mod". Could this be done with a mission, to posess the item, the texture; and then whenever anyone joins it / downloads it; the items would be available without the need to separately and manually download the item/addon? and/or is it even possible? Thanks in advance.
  6. Hello everyone, once again! I've recently found out that we can have custom faces in our ArmA 3 profile and that these faces can even carry on to Multiplayer (without any addons or etc.) So for those who do not know, you need a file of at least 256x256px to 1024x1024px (.paa or .jpg) under the size of 100kb to have a custom face that you and everyone else will see in the Multiplayer. I been looking around a lot but I can't find much information about it for ARMA 3. There's many "issues" such as -Colors being greyed out -Arms not being customizable -Optimization Black turns nearly transparent and it's nearly impossible to edit something and for it to still be visible/make a difference. We should be able to make faces look like if they were just the same from in-game. Arms being customizable is not necessary but it would be great. And optimization, getting under 100kb is quite complicated sometimes and I was wondering if people knew good ways to make faces and to optimize them to keep them within the filesize. Also if anyone knows a fix for the faces that works for *everyone* and not client-side. Any extra information on Custom Faces would also be greatly appreciated! On a side note, I think servers should be *unable* to disable Custom faces, I think it should be a client-side choice whether each player wants to see them or not.
  7. Vectif

    Custom Faces in A3 [and MP]

    Also an issue that I'm having right now is that even if I use my custom face and it's under 100kb it'll appear completely white in Multiplayer.
  8. Vectif

    Custom Faces in A3 [and MP]

    The only issue as far as I know that has been fixed were the purple arms. Now it's a white-pink-ish toned arm colour that at least matches slightly with most custom heads. Also that, 100kbs is fine - it can stay there. In my opinion it wouldn't be bad if it was a client-sided decision but yeah I see where you're coming from. Thanks for the reply and that ticket's issue has already been resolved (the purple arms and etc - I'm talking about greyed out colours in the head and all. I wish we had body customization (for arms & legs like we did in A2) but that's fine either way. Just wish we could get the faces to work just as if they were from in-game, like they used to in A2.) Wish you good luck.
  9. Even if I'n necroing this - it's an interesting topic. We actually need people who'll do/make custom faces - and we should be able to customize our arms like in A2 and etcetera. Other then that, I think it's all mostly fine. This topic should go on.
  10. Alright thanks you very much! I did some extra search and I also found another way of doing it: https://forums.bistudio.com/topic/133691-find-editor-class-names-for-buildings-vehicles-on-existing-map/
  11. Vectif

    Pete's Texture Templates

    Thanks alot for the textures! though do you think you could do some of the backpacks?
  12. Hello again! Alright so, I was wondering how to do this; There's certain items that I want to modify/replace the way they look during an ENTIRE mission - since these objects are spawned through scripts, I can't edit their "init's" to set a texture on them - so I was wondering if there's a script I can run during the entire mission to ALWAYS replace a certain objects texture I tried looking and I found a little about "setObjectTexture" but I'm not very sure on how it works. Though, I'm looking for something like; for example: BackPack_1 replace with "texture1.paa" (This is only for backpacks, uniforms, helmets and vests!) and each time it spawns, it'll have that texture instead of the default automatically. Thanks!
  13. so I'd basically want to do nearestBuilding in a trigger; and what about the BIS functions? Also, I'm using a slightly modified version of Na_Palm's script :)
  14. so I should do something like this in the init: classname SetObjectTextureGlobal ["texture1.paa"]; classname_1 SetObjectTextureGlobal ["texture2.paa"]; classname_2 SetObjectTextureGlobal ["texture3.paa"]; Also, would that work? Since this works for objects... how would I get it together? Since, these items are spawned randomly as "loot" and I can't be modifying them one by one - what script could I make to always replace it; these commands seem fine but I don't know how to put them together.
  15. Hello once again; I've come across another thing that I was wondering how could I do. I'm working in a mission currently; and there's a loadout that you always spawn with, right? - I kind of don't like that I'm or the people playing would always spawn with the same uniform everytime they spawn/respawn; so I was trying to use "BIS_fnc_selectRandom" but I couldn't really understand how to apply it. Here I'm using a loadout script (Kill_Phil's; https://forums.bistudio.com/topic/142113-respawn-with-custom-loadout/),although, everything works fine and all; but I wanted to know or get some help towards how to make this work making it choose a random uniform off of a list; and maybe same for Headgear. here's the script; loadout.sqf (All credit to Kill_Phil for the "template".)
  16. Well, after some testing in multiplayer and etc, etc; It seems to work just fine. It seems to sometimes spawn players other than the host naked for some reason though. On a side topic, which is still about selecting from random choices, how could I get this to work with vehicles being randomly selected from a list of choices? zlt_civveh.sqf
  17. I assume mostly everyone here knows you can have an in-game custom skin (profile character). I was wondering how to extract "character templates/face skins" from the game's "core". I've got most of them since I found them around on the internet, I'm trying to get WhiteHead_20,, mostly known as "Walsh". Does anyone posess the skin template for this character, or know how to get it? Thanks! --edit: changed to proper name
  18. Vectif

    Finding in-game "characters"

    Alright, thanks you very much :) . Wish you good luck.
  19. Vectif

    Finding in-game "characters"

    I can not seem to find the folder containing the faces. I tried accesing from the documents and from Steam. Which would be the right way to access it? Steam route: \Steam\steamapps\common\Arma 3 Documents: \Saved\A3 (but "Characters_F_EPB" doesnt seem to appear here.) I can not seem to find it with the "Start" search either. Thanks in-advance. Another question (this one's unnecessary but would still appreciate an answer.)
  20. -doublepost, please delete-
  21. Sorry for necro-ing this but I believe this should still be thought of or seen. Even over at VBS2 there were "serious" graphic injuries and gore. I'm not a fan of gore or anything but this game definitely needs it in my opinion; it'd add realism. Even if it's a mod or official, it'd be amazing and useful.
  22. Would this apply to other items such as... for example custom goggles. With .p3d, .co files and etc. Can I not load it into the mission for it to be automatically download either? It'd basically be a texture and a "shape" I assume. I meant, any kind of user-made content that's not just a texture.
  23. Vectif

    Zombies & Demons 5.0

    Why aren't we able to loot their bodies? I'd like to be able to script it so that we can at least take their clothes once their dead for our own personal usage. How could it be done?. Trying to make some survival mission and it'd be nice to have that feature in.
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