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UK_Apollo

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Posts posted by UK_Apollo


  1. 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?


  2. 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.

    • Like 1

  3. 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.

    • Like 1

  4. #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.


  5. 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.

    • Like 1

  6. 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   
    };

     

    • Like 3

  7. 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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