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VALROKOFFICIAL

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About VALROKOFFICIAL

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  1. Hello guys, So tried to include a .paa picture in my modfolder, for it to show up in the in-game extension menu and in the bottom of the screen. This picture is well clear when opening the file itself; but when launching arma 3 and looking at it in-game, it is completely faded away (barely visible -almost transparent). I have edited the picture in Corel Draw, saved it as both .png and .tga (with and without transparent background), opened the file with GIMP, added a new window and cut the object needed; and pasted into the new window. I have then saved the file as .tga to open it in TexView 2, converting the file into a .paa file. Usually this works for in-game mission pictures and all, so I do not know what has happened with the picture through this; as it does appear -but just barely visible. Please help!
  2. VALROKOFFICIAL

    Map Imrali Island

    So... As it was updated to the v 1.1 version, a lot of random objects (shipping containers and what not) was added in. Not only were new things added in; but the remaining objects/structures on the communication tower hill have been moved around. This makes the base that I had built on scene completely useless, as random portaloos, containers and piles of timbers are blocking the way and all new buildings are appearing in the middle of my placed objects. Nothing about this change was warned. It is kind of annoying and sad to be honest. Let this be a lesson for the creator: NEVER alter that much to a map as it has been released. Do that in the testing stages.
  3. VALROKOFFICIAL

    Camofaces

    I have some issues to report: -When using a camo face in the profile, it will give everyone camo faces -not just the ones who are running the mod with camo paint on. This includes AI characters. -AGM function needs translation from German to English. -AGM function to change face paint through the self-interaction does nothing. I have moved the optional files into the addons folder, which gives me the option in the self-interaction menu; but does nothing when clicked on.
  4. VALROKOFFICIAL

    How to call muzzle flash effect on tripflare

    Yeah, I edited that to 2 seconds and 3 seconds before I tried to test it ;) Okay, I have tried every one of the solutions. I am just about ready to give up. I am a noob when it comes to this kind of scripting. I have no idea what I am doing, despite the fact that I follow every step of the explanations and use every bit of the tools given. I have been through "drop", the templates, the example through ParticleArray etc. Essentially, what I am trying to do is to get to use the particle effect: "\Ca\Data\ParticleEffects\SparksEffect\SparksEffect.p3d", as it sounds like that is the one I would be using. My tripflare (the mine) is named: "trpflr1" The object emitting the sound when the trigger is being activated is named: "flr1" The trigger itself ("trig11"), with the code: is where I want to implement the call for the particle-script; by using "execVM".If it is at all possible, could I have a friendly soul out there who knows exactly how to do this take out a few minutes of your schedules, and create this kind of script, that you know is working for sure? At this stage, I am either doing everything wrong (which is a possibility when it comes to this), or the paths/syntax have been changed.. It is bugging me like hell -.-
  5. VALROKOFFICIAL

    How to call muzzle flash effect on tripflare

    Alright, Would the "drop" command be added to a trigger, or would it be set to something else? And where do I even find the default sprites, flares etc? :s I have tried searching for the "ca" folder for roughly 1-2 hours time now.. ---------- Post added at 13:22 ---------- Previous post was at 12:31 ---------- This is how far I have gotten at this stage (from the template): _pos = [ position trpflr1 select 0,position trpflr1 select 1,1 ]; drop ["cl_fire","","Billboard",0.01,0.2,_pos,[0,0,0],0,1,1,0,[20 + random 20],[[1,1,1,1],[1,1,1,0.7]],[1,0],0,0,"","",""]; I have saved it as a "flare".sqf script, and plan on pasting a "0 = [this] execVM "flare.sqf";" in the trigger for the actual flare itself. "trpflr1" is the APERS mine itself (the object) -Should this be changed to a logic placement? When I am eventually finished with it, would this be the right way to go? EDIT: I have tried a few things. Once of them is testing the default drop-script: another is the default ParticleArray example: This has been done by setting them up in an sqf script in the missions folder, named "flare(.sqf)". After this, I have called for the script upon activation by the trigger, with the "0 = execVM" command. Result: Nothing has happened yet. Absolutely nothing. I must be doing something wrong..
  6. VALROKOFFICIAL

    How to call muzzle flash effect on tripflare

    Thanks for the reply. Unfortunately, I can't seem to understand it correctly. It does not really make any sense. Also the particle editor does not have any effect that suits this purpose I think. I have even tried reading through some posts on particleArrays and such; but no cigar. Is it at all possible for you to describe it a bit more detailed on how I could be doing this? I found this thread, containing some information; but I do not know if that is the correct one for me? https://community.bistudio.com/wiki/ParticleArray
  7. Hello guys, I am creating a trip-flare, triggered by a trigger with the call for spawning a flare in the air. Here, I have created a custom sound for the firing and flight of the flare, but am missing some kind of "flash", by the "flare" on ground (I am using a wired AP mine for visual reference), when it has been triggered. I have searched for the call of a flash-effect, but have unfortunately not found anything on the subject. What I did experiment with was the trigger's effects; thus using the stock A3 effects with a white fade; which gave some kind of a flash on the screen -but it was global, giving everyone in the mission the same visual effect, instead of just the persons next to the object. Do we have anyone in here able to help me out on how to call for a certain effect, for an object? What could be the command of this? Essentially what I am looking for is a kind of muzzle flash. Dampened, but still giving one a feeling of something going off, visually. Thanks!
  8. VALROKOFFICIAL

    Script to make tripmine inactive but present

    Ended up running as part of the initial script. Thank you for your assistance, guys!
  9. VALROKOFFICIAL

    Script to make tripmine inactive but present

    It is. I have tried this initially, in the init of the mine itself "this enableSimulation false;". Didn't help anything.
  10. VALROKOFFICIAL

    Script to make tripmine inactive but present

    "[name] enableSimulation false;" does not work for me. The tripwire mine goes off every single time.
  11. VALROKOFFICIAL

    Script to make tripmine inactive but present

    Thanks for the inputs guys. I will test it out as soon as I get back home.
  12. VALROKOFFICIAL

    Script to make tripmine inactive but present

    So "x enableSimulation true;" would disarm the mine, and allow for the elevation to be adjusted?
  13. If you want to use animations in MP, you would have to name the unit a specific name, and including this into the call for animation (I.E. "ai1"). Place a switch-trigger on the AI's position, with a countdown on like "MIN:1, MED:2, MAX:3" (Maximum 3 seconds before initializing), with BLUFOR (or whatever faction the AI is) present, calling for an external script (like "[this] execVM "scripts\ai1.sqf";", in the "ON ACT" section. In this case, when the trigger has initialized, it will begin looking for that file, in the "scripts" folder, in the specific mission-folder. (basically, just put the script into the missions folder, in an SQF format naming it like "ai1", "ai2" etc.). Then you should be able to see the animation after those 2-3 seconds. *Make sure, if you have multiple AIs running an animation, to have different unique countdowns. The scripts will stress the system, causing the animations to break otherwise. So "ai2"'s trigger's countdown should be set to 4,5,6 and so forth. Decimals should also work. Hope this helps.
  14. Hello forum! I have tried to gather information about this for quite a while now; but no luck on the HOURS of trying to hunt down a piece of advice, pointing me in the direction of what I need. So I figured I would post this up, as I am sure we do have a few people out there, wishing to know this as well: I am in the making of a "trip flare"; with my own custom sound to give the feeling of something launching into the air. Therefore, I am using the "say 3D" command on a dented can, next to my trigger. I do not have anything VISUALLY suggesting there is a tripwire of any kind; which is why I wanted to use an AP Tripwire mine (that one actually looks like a tripflare). Do anyone know if there is any possibility of making an AP tripwire mine "inactive" (read: does not actually blow up when activated, but instead links to the script of my trigger)? If it is able to do so; would the script still be limited to be activated only ONCE and not REPEATEDLY (avoiding an activation of the tripwire, flare shoots into the air, and running back over it then activates another flare). Another question, but regarding the AP tripwire mine itself: Am I able to control to elevation on this in the editor? It does not seem like it, at the moment, when I am putting one down and manually changing the elevation on the object. Thanks guys! -V.
  15. VALROKOFFICIAL

    MCC Merging Problem - "Missing '}'"

    I just have never had these kinds of problem with using MCC and Zeus; and saving them as SQM. I honestly have no clue why this would happen; and more importantly, what I should do about it, to have the objects appear. I mean -they are in the file. Why shouldn't hey display?.. -.- ---------- Post added at 21:50 ---------- Previous post was at 21:19 ---------- Thank you for your effort though, DreadedEntity! I really appreciate it. You pretty much found a needle in a pile of needles ;)
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