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Posts posted by UK_Apollo
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Remove the lines referencing the 3CB model, as you do not have access to that:
eg
model = "UK3CB_BAF_Equipment\uniform\smock\uk3cb_smock_Base.p3d";
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Only a quick thought, may be nothing or unrelated, but check your inheritance defines on the Turrets
class Turrets : Turrets { class MainTurret : MainTurret { ... }; };
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Thanks for the tip on placing the proxy in the last res LOD - don't think that would have been easy to find out!
What would be the best way of making a vehicle flag an option in the Eden VhC, rather than the player having to execute a script command?
Presumably the flag proxy can be given a named selection and placed into a hide AnimationSource. How would you set the texture on the flag in the config.cpp?
Edit: it seems to only animate in the res LOD's, and not pilot, cargo or gunner LOD's? Anyway around that?
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Expanding on point 5), in case anyone isn't sure about the exact method:
"Run the Script"
EDITOR
Virtual Reality
Play Scenario (opens VR World with the Splendid Camera)
ESC key
In the Debug Console Execute window, paste:
[configFile] call compile preprocessFileLineNumbers "dumpConfig.sqf"
Click LOCAL EXE button
Wait for 20 seconds or more while the file is created
When the mouse receives focus back, 'Return to Eden Editor', then quit game.
The output file will be in the game root folder named "AiO.versionNumber.cpp".
Other config calls are available to produce output subsets. See the original post in Script <Hide Contents> for examples.
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I've only done the Merlin with the folding rotors so far. You're right, Apache should have them too, but I can't honestly say it'll get onto the priority list, there are sooo many other things to work on! I needed to do the Merlin because the HM2 is quite a different air frame to the HC3/4.
I'll leave someone else in the team to answer the CRV-7 question.
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#define true 1 #define false 0 class CfgPatches { class Iron_Skulls_PMC_Ghosthawk { units[] = {Iron_Skulls_PMC_Ghosthawk}; weapons[] = {}; requiredAddons[] = {}; }; }; class CfgVehicles { class B_Heli_Transport_02_F; //External Class Reference class Iron_Skulls_PMC_Ghosthawk: B_Heli_Transport_02_F { scope = 2; displayName = "Iron Skulls PMC Ghosthawk"; faction = "Iron_Skulls_PMC"; author = "CT-Baron"; vehicleClass = "Air"; side = 1; crew = "Iron_Skulls_PMC_Soldier"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = { "arma3_Iron_Skulls_PMC\Iron_Skulls_Vehicles\Ghosthawk\Data\pmc_heli_transport_01_ext01_co.paa", "arma3_Iron_Skulls_PMC\Iron_Skulls_Vehicles\Ghosthawk\Data\pmc_heli_transport_01_ext02_co.paa" }; class Library { libTextDesc = "Iron Skulls PMC Ghosthawk"; }; }; };
You were missing an "=" after hiddenSelectionTextures[] and your class Library was set-up wrong.
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7 hours ago, computer said:
When it's loaded. Can't hear gunshots from other players who don't have it loaded and vice versa...
Just a quick one on this - if you mean that there are problems when some players have the 3CB mods loaded and other players on the same server don't, then this is probably expected behaviour.
All players need to run the same modsets in general for stable bug-free game play.
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You'll need to do some research to get your config right. Try these links:
Read about CfgPatches: https://community.bistudio.com/wiki/CfgPatches
Your new soldiers will need uniforms configured in CfgWeapons - read about this here: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
Your vehicle was attempting to inherit from "B_MRAP_03_HMG_F" - I'm not sure where you got that class name from, but according to my config source dump, such a vehicle does not exist!
Here is an edit to your config to get you going - at least it should build and you'll see the items in the Editor, so you can work on it further:
class CfgPatches { class Iron_Skulls { units[] = { "Iron_Skulls_PMC_Soldier", "Iron_Skulls_PMC_SS", "Iron_Skulls_PMC_AT", "Iron_Skulls_PMC_Demo", "Iron_Skulls_PMC_Medic", "Iron_Skulls_PMC_Recon", "Iron_Skulls_PMC_Heli_Pilot", "Iron_Skulls_PMC_Jet_Pilot", "Iron_Skulls_Assualt_Backpack", "Iron_Skulls_PMC_MRAP" }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { "A3_Characters_F", "A3_Weapons_F_Ammoboxes", "A3_Data_F", "A3_Soft_F_Beta_MRAP_03" }; }; }; //******************************* //******** Factions ************* //******************************* class CfgFactionClasses { class Iron_Skulls_PMC { displayName = "Iron Skulls PMC"; priority = 3; //position in list. side = 1; //Opfor = 0, Blufor = 1, Indep = 2. icon = ""; //Custom Icon }; }; class UniformSlotInfo { slotType = 0; linkProxy = "-"; }; class CfgVehicles { //**************************** //******* Units ************** //**************************** class B_Soldier_F; class Iron_Skulls_PMC_Soldier: B_soldier_F { author = "Clumsy Baron"; // scope = 2; displayName = "Iron Skulls PMC"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Iron_Skulls_PMC"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "Iron_Skulls_PMC"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"\arma3_Iron_Skulls_PMC\Data\pmc_soldier_clothing_black_co.paa"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Iron_Skulls_PMC_SS: B_soldier_F { author = "Clumsy Baron"; // scope = 2; displayName = "Iron Skulls PMC Squad Leader"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Iron_Skulls_PMC"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; //NATO Rolled Up Sleeves uniformClass = "Iron_Skulls_PMC_SS"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"\arma3_Iron_Skulls_PMC\Data\pmc_soldier_clothing_black_co.paa"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Iron_Skulls_PMC_AT: B_soldier_F { author = "Clumsy Baron"; // scope = 2; displayName = "Iron Skulls PMC AT"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Iron_Skulls_PMC"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "Iron_Skulls_PMC_AT"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"\arma3_Iron_Skulls_PMC\Data\pmc_soldier_clothing_black_AT_co.paa"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Iron_Skulls_PMC_Demo: B_soldier_F { author = "Clumsy Baron"; // scope = 2; displayName = "Iron Skulls PMC Demo"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Iron_Skulls_PMC"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "Iron_Skulls_PMC_Demo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"\arma3_Iron_Skulls_PMC\Data\pmc_soldier_clothing_black_demo_expert_co.paa"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Iron_Skulls_PMC_Medic: B_soldier_F { author = "Clumsy Baron"; // scope = 2; displayName = "Iron Skulls PMC Medic"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Iron_Skulls_PMC"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "Iron_Skulls_PMC_Medic"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"\arma3_Iron_Skulls_PMC\Data\pmc_soldier_clothing_black_medic_co.paa"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Iron_Skulls_PMC_Recon: B_soldier_F { author = "Clumsy Baron"; // scope = 2; displayName = "Iron Skulls PMC Recon"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Iron_Skulls_PMC"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "Iron_Skulls_PMC_Recon"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"\arma3_Iron_Skulls_PMC\Data\pmc_soldier_clothing_black_recon_co.paa"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Iron_Skulls_PMC_Heli_Pilot: B_soldier_F { author = "Clumsy Baron"; // scope = 2; displayName = "Iron Skulls PMC Heli Pilot"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Iron_Skulls_PMC"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "Iron_Skulls_PMC_Heli_Pilot"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"\arma3_Iron_Skulls_PMC\Data\pmc_soldier_clothing_black_heli_co.paa"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"SmokeShell","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"SmokeShell","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Iron_Skulls_PMC_Jet_Pilot: B_soldier_F { author = "Clumsy Baron"; // scope = 2; displayName = "Iron Skulls PMC Jet Pilot"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Iron_Skulls_PMC"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "Iron_Skulls_PMC_Jet_Pilot"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"\arma3_Iron_Skulls_PMC\Data\pmc_soldier_clothing_black_jet_co.paa"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"SmokeShell","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"SmokeShell","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class B_Kitbag_Base; class Iron_Skulls_Assualt_Backpack: B_Kitbag_Base { scope = 2; displayName = "Iron Skulls Assualt Backpack"; picture = "-"; hiddenSelectionsTextures[] = {"arma3_Iron_Skulls_PMC\Data\pmc_backpack_assualt_co.paa"}; }; class MRAP_03_hmg_base_F; class Iron_Skulls_PMC_MRAP: MRAP_03_hmg_base_F { scope = 2; side = 1; faction = "Iron_Skulls_PMC"; crew = "Iron_Skulls_PMC_Soldier"; displayName = "Iron Skulls PMC MRAP"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"arma3_Iron_Skulls_PMC\Data\MRAP_03_ext_pmc_CO.paa"}; }; }; class CfgWeapons { // add uniforms matching the new soldier classes here };
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There are problems with hiddenSelectionMaterials and damage textures if I remember correctly. There may be ways around it (different rvmats in different LOD's?) - someone else may know more.
If you don't even want to try it to see the effect on your problem, that's up to you.
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Interesting da12th, I'd read about that wreck model texture setting, but assumed it couldn't/shouldn't be used for non-wreck models. Is there any data on how it hits performance, as it could be of use?
I agree that copying/pasting the proxy mesh into the main model is likely to be the best way to go in this case.
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Animate the proxies in the same way you animate anything else in the model. "hide" is an animation, as much as "translation" or "rotation".
https://community.bistudio.com/wiki/Model_Config
If you have deleted something, but still see it at a distance, you may not have removed the object in all res LOD's, or have forgotten to name the object if it is included in a hide animation.
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Nothing inside the proxy can be animated or use hiddenSelections.
But you can add multiple proxies to your main model and then animate them to be shown one at a time (type="hide") from the code.
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The problem could be to do with hiddenSelectionsMaterials[].
Try removing them and see if the problem persists.
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3 hours ago, x3kj said:Then you create a gunner-animation that has IK enabled for his legs.
This is the key part for us Evrik, the rest is straight forward. Thanks x3kj.
We can presumably look at existing driver animations with legs IK where they are able to push the pedals up and down in a car for examples, unless x3kj can briefly explain how to add the IK.
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It was a design choice to have them hold 4 in the back, not a bug.
We are representing a rather wide range from GS to FFR, all with different seating capacities and we decided that it worked best in game play with two LR's per Section (one per fire team).
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We (3CB) mostly use Substance Painter and Photoshop / GIMP / Paint.net.
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I'd guess at a hiddenSelectionTextures problem?
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In Object Builder
Select the object you want to texture
Press E (Menu: Faces > Face Properties)
Add a Texture (.tga or .paa) in the texture field
Add a Material (.rvmat) in the Material field
Ok
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How are you trying to apply textures to the model?
What format is your texture?
What is the texture file name?
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@easyeb
Let's take it to PM to avoid cluttering up the thread? We'll post the solution when we've worked out what's wrong.
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@computer
We use multiple eventhandler scripts written by ourselves, not available on public github.
However, if you come over to our TeamSpeak and have a chat with lifetap he may be able to answer any technical questions you have.
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@easyeb
In my first reply I've now posted a screenshot from the Arsenal showing an example.
Can you try the same example and show what you get?
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12 minutes ago, computer said:How do the mortars in 3cb work?
Here is a link to our User Guide for the Weapons, including the mortars:
https://3cbmod.wordpress.com/released-mods/3cb-baf-weapons/usage-weapons/
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@easyeb
Please try running again without ASDG Joint Rails as this is now no longer required and probably conflicts.
You may also want to remove RH Accessories temporarily just in case.
Config.cpp error
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Posted
There is no occurrence of "NORFOR_Dingo_Base_F" in either of those configs that you posted. So it's unlikely that the error and the configs are related.