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john_doe

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About john_doe

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  1. Thanks alot! I'll try this later..
  2. How would i go about adding a class object to an array ? If it can not be done, i can add the item ID's to the list but i'm not sure how i would get the "item details" (ex: name) from the ID... I have this 'Item' class: #include "..\..\lib\OOP\oop.h" CLASS("Item") PRIVATE STATIC_VARIABLE("scalar","lastItemID"); PRIVATE VARIABLE("scalar", "id"); PRIVATE VARIABLE("string", "name"); PUBLIC FUNCTION("string", "constructor") { // String: ItemName private ["_id"]; MEMBER("name", _this); _id = MEMBER("lastItemID", nil); if (isNil "_id") then {_id = 0}; MEMBER("id", _id); INC_VAR("lastItemID"); }; PUBLIC FUNCTION("nil", "deconstructor"){ DELETE_VARIABLE("id"); DELETE_VARIABLE("name"); }; PUBLIC FUNCTION("", "getItemId") FUNC_GETVAR("id"); PUBLIC FUNCTION("", "getItemName") FUNC_GETVAR("name"); ENDCLASS; And this 'ItemList' class: #include "..\..\lib\OOP\oop.h" CLASS("ItemList") PRIVATE VARIABLE("array", "items"); PUBLIC FUNCTION("", "constructor") { MEMBER("items", []); }; PUBLIC FUNCTION("nil", "deconstructor"){ DELETE_VARIABLE("items"); }; PUBLIC FUNCTION("object", "addItem"){ // Object: Item private ["_items", "_index"]; _items = MEMBER("items", nil); _index = count _items; _items set [_index, _this]; }; PUBLIC FUNCTION("", "getItems") FUNC_GETVAR("items"); ENDCLASS;
  3. Hi guys, I need to make a moving 3D sound for a Jet. - The sound needs to be played global - Attached to a high speed vehicle - Sound needs to be played in 3D - Needs to be repeated after it is finished How can i achieve this? I tried different commands like "say3D" and "playSound3D", but it seems that these positions are not dynamic.. Thanks for any help!
  4. Thanks man! I am not going to be able to test this out soon (last month of school ;) ), but atleast you gave me something to investigate. Thanks again!
  5. Hi guys, I asked this question already in the ARMA 3 - MODELLING - (O2), but i still dont know how to fix it.. For ease i'm just posting the original question as a link here. https://forums.bistudio.com/topic/190464-problems-with-rvmat-for-glass-windows/ Thanks in advance for any help! ~ JohnDoe
  6. john_doe

    Problems with RVMAT for glass windows

    Yea i did that, but the errors come back once i binarize them..
  7. john_doe

    Problems with RVMAT for glass windows

    Okay so i did some testing.. I excluded the rvmat's from the binarizing so that they would get copied over directly. This didnt give me an in-game error, but gave me a specific error in my RPT about my rvmat's. Appearently i forgot a semicolon somewhere (File: all my rvmat's, Line: 66) After this i started my game and spawned my building, no errors :) Now i removed the .rvmat file extension from the exclude list and binarized them.. Started my game and spawned my building, the errors are back :( Now this makes me wonder, can you actually binarize rvmat's and use them? Is there a different way to reference them then "jdoe_test\Data\window_broken_glass.rvmat"
  8. Hi guys! I'm having a really hard time with RVMAT's.. I'm trying to give my glass windows a correct RVMAT like how they did in the ArmA 3 Samples (Test_House_01), but somehow things do not work in my favour.. So this is what i want to achieve: A glass window with my own texture that is see through, has 2 textures (one for full health and one for health >0% && <50%) and breaks when health is below or eq to 0.What i got so far: My own texture for 100% health See-through Window break effect on health <= 0 What i still need: Texture for health >0% && <50% Grenades need to collide with glass and/or break them instantly I'm using the Test_House_01 Sample from ArmA 3 Samples for a guide reference. Here is my folder structure: The stages for the window texture are: full health = window_dirty_glass 50% health = window_broken_glass 0 health = window_broken_glass (this one can probably go, because it's fine if my whole window dissappears after breaking (dont need glass pieces on the edges)) Here is my window_dirty_glass.rvmat (the other rvmat's are direct copies from this one) #define _ARMA_ //Class structures_f_data : windows\window_set.rvmat{ ambient[] = {2.2,2.2,2.2,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {1,1,1,1}; specularPower = 800; //renderFlags[] = {"NoZWrite"}; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { //texture = "A3\Structures_F\Data\Windows\window_set_NOHQ.tga"; texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { //texture = "A3\Structures_F\Data\Windows\window_set_SMDI.tga"; //uvSource = "tex"; uvSource = "none" // class uvTransform // { // aside[] = {1,0,0}; // up[] = {0,1,0}; // dir[] = {0,0,0}; // pos[] = {0,0,0}; // }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(1.4,0.3)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage7 { useWorldEnvMap = "true"; texture = "A3\data_F\env_land_co.tga"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; //}; And this is my config.cpp /* This building only has one stage (undamaged) and has no doors or windows */ #include "basicdefines_A3.hpp" #include "config_macros_glass.hpp" #include "cfgPatches.hpp" class CfgVehicles { // Parent class declarations class House; class House_F: House { //class DestructionEffects; }; class Ruins_F; // Class of the house in good state class JDOE_Test_Model: House_F { scope = 2; // 2 = public = shown in editor displayName = "JDOE Test Model"; // Name in editor model = jdoe_test\JDOE_Test_Model.p3d; // Path to model vehicleClass = Structures; // category in editor; "Structures" value is a class defined in CfgVehicleClasses mapSize = 20.27; // Scale of icon in editor cost = 40000; // Score penalty for destroying the house //selectionDamage = DamT_1; // Selection which will have textures and materials switched (according to "class Damage definitions") based on total damage of the house //replaceDamagedHitpoints[] = {Hitzone_1_hitpoint, Hitzone_2_hitpoint}; // Array of hitpoints (subclasses in "class Hitpoints") that can trigger switch to the damaged version when destroyed replaceDamaged = "JDOE_Test_Model"; // Classname of the damaged version // class DestructionEffects: DestructionEffects // { // class Ruin // { // simulation = ruin; // type = jdoe_test\JDOE_Test_Model.p3d; // Path to model of ruin used when total damage of the house reaches 1 // position = ""; // intensity = 1; // interval = 1; // lifeTime = 1; // }; // }; class HitPoints // Entities representing destructible subparts of the house { // Hitpoint of each window, defined using macros from config_macros_glass.hpp to avoid a giant wall of text due to having 14 particle effects each. // In practice they are defined in the same manner as the hitpoints above. These follow Glass_#_hitpoint naming trend. // First parameter being number id, second being a value for armor parameter and third being a value for radius parameter. NORMAL_GLASS_HITPOINT(1,0.01,0.175) NORMAL_GLASS_HITPOINT(2,0.01,0.175) NORMAL_GLASS_HITPOINT(3,0.01,0.175) NORMAL_GLASS_HITPOINT(4,0.01,0.175) NORMAL_GLASS_HITPOINT(5,0.01,0.175) NORMAL_GLASS_HITPOINT(6,0.01,0.175) NORMAL_GLASS_HITPOINT(7,0.01,0.175) }; class Damage { // Texture pairs (below 0.5 health and 0.5+) for switching visuals (can also use generated) tex[] = { // Window textures //"A3\Structures_F\Data\Windows\window_set_CA.paa", //"A3\Structures_F\Data\Windows\destruct_half_window_set_CA.paa" "\jdoe_test\Data\window_dirty_glass_ca.paa", "\jdoe_test\Data\window_broken_glass_ca.paa", // Grey color "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,co)", "#(argb,8,8,3)color(0.294118,0.294118,0.294118,1.0,co)", // Brown color "#(argb,8,8,3)color(0.501961,0.25098,0,1.0,co)", "#(argb,8,8,3)color(0.392157,0.196078,0,1.0,co)", // Yellow color "#(argb,8,8,3)color(1,1,0.501961,1.0,co)", "#(argb,8,8,3)color(0.513725,0.513725,0.203922,1.0,co)", // Light grey color "#(argb,8,8,3)color(0.752941,0.752941,0.752941,1.0,co)", "#(argb,8,8,3)color(0.478431,0.478431,0.478431,1.0,co)", // Red color "#(argb,8,8,3)color(1,0,0,1.0,co)", "#(argb,8,8,3)color(0.701961,0,0,1.0,co)" }; // Unlike textures, materials are not in pairs but in triplets (health: 0 - 0.49, 0.5 - 0.99, 1) mat[] = { //"A3\Structures_F\Data\Windows\window_set.rvmat", //"A3\Structures_F\Data\Windows\destruct_half_window_set.rvmat", //"A3\Structures_F\Data\Windows\destruct_full_window_set.rvmat" "\jdoe_test\Data\window_dirty_glass.rvmat", "\jdoe_test\Data\window_broken_glass.rvmat", "\jdoe_test\Data\window_no_glass.rvmat" }; }; class AnimationSources { // Animation sources for windows class Glass_1_source { source = Hit; // "Hit" = value of this source is the health of an entity hitpoint = Glass_1_hitpoint; // Specifies health of what is the control value of this animation; "Glass_1_hitpoint" being the class defined in class Hitpoints raw = 1; }; class Glass_2_source: Glass_1_source { hitpoint = Glass_2_hitpoint; }; class Glass_3_source: Glass_1_source { hitpoint = Glass_3_hitpoint; }; class Glass_4_source: Glass_1_source { hitpoint = Glass_4_hitpoint; }; class Glass_5_source: Glass_1_source { hitpoint = Glass_5_hitpoint; }; class Glass_6_source: Glass_1_source { hitpoint = Glass_6_hitpoint; }; class Glass_7_source: Glass_1_source { hitpoint = Glass_7_hitpoint; }; }; }; }; The problem i'm having, with this setup, is that it cant find my rvmat files, when i spawn my building it spits out this error: same case for all the other rvmat's When i try the ones they use in the Test_House_01 sample it works, but these have different textures and the health 50% texture doesnt show up.. These are the ones they use: Can anyone help me with this problem? BTW, i'm a total noob when it comes to RVMAT's. I've tried some guides out there but haven't found one for buildings and glass windows.. ~JohnDoe
  9. Not sure if you fixed this, but whenever you select a pair of vertices and they form a face together then the whole face will get selected (as PuFu said already).
  10. Nobody? Hmm... One would think this is a critical problem for mod developers?
  11. john_doe

    Creating texture for glass windows

    Thanks guys i fixed it!
  12. john_doe

    Creating texture for glass windows

    Ah thanks! I think i know how to fix it now :) This didn't work.. But i think that is because my image size wasn't *2..
  13. john_doe

    Creating texture for glass windows

    So how can i make my glass window see-through?
  14. john_doe

    Creating texture for glass windows

    Thats what i have right now... Here are my paa and tga: https://we.tl/BFGVCWhxG8
  15. john_doe

    Creating texture for glass windows

    Btw i'm not able to edit arma's paa used by the Arma 3 samples..
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