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Everything posted by MrCrazyDude115
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[Help] Replacement Mods?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks man! Sorry for the late reply, haven't been on lately. Kind Regards, MrCrazyDude115 -
[Help] Replacement Mods?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It's all good man, don't worry about it. Thanks for the help though! -
alpha ArmA.Studio - The Open-Source Community made IDE for ArmA
MrCrazyDude115 replied to x39's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I'm a little confused as to what exactly this is. Can someone clarify please? Thanks! MrCrazyDude115- 59 replies
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[Help] Replacement Mods?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Anyone know how to do this? Sorry for the bump, just would really like to get this solved. Thanks, MrCrazyDude115 -
[Tutorial] The Randomize Function
MrCrazyDude115 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey folks! So throughout the time I spent working on my mod there was one thing I was quite unsure about, and that was randomizing anything from loadouts to music/sounds. When I found a way I personally find simple and useful I thought I should post it here to help other people who are new to modding/mission making. Let's begin. 1) You need to create an array of the things you need, in this tutorial's case, I want to spawn a unit with a random uniform and hat. //Loadout Array _CivSpawnUniform = selectRandom ["LOP_U_AFR_Civ_03","LOP_U_AFR_Civ_06","LOP_U_PMC_Fatigue_02","LOP_U_AFR_Civ_05"]; _CivSpawnHeadgear = selectRandom ["H_Bandanna_gry","H_Bandanna_cbr","H_Bandanna_khk","H_Bandanna_camo","H_Cap_blk","H_Cap_grn","H_Cap_oli","H_mas_afr_Bandana","H_mas_afr_c3","rhs_beanie_green"]; Now take a look at "_CivSpawnUniform", that's the name it'll use if you want to call everything after the "=" symbol on the same line, rather than individually In there, you should place the clothes/uniforms you want your unit to choose from. Your code should look something like this: _NAME = selectRandom ["CLASSNAME1","CLASSNAME2","CLASSNAME3"]; Now you have defined a basic randomize script. How does this work though? Lemme show you. The function below selectRandom; This basically tells the game to look at the class names you have and randomly pick one of them. Don't forget to put the function command BEFORE the class names. Your script should now look like this: _NAME = selectRandom ["CLASSNAME1","CLASSNAME2","CLASSNAME3"]; And voila! The randomization script is working, but how do we get it to actually randomize the unit's gear? I'll be giving the soldier a uniform in the following example: UNITNAME AddUniform _ARRAYname; To finalize it, I'll show you what a full working one looks like: //Loadout Array _CivSpawnUniform = selectRandom ["LOP_U_AFR_Civ_03","LOP_U_AFR_Civ_06","LOP_U_PMC_Fatigue_02","LOP_U_AFR_Civ_05"]; _CivSpawnHeadgear = selectRandom ["H_Bandanna_camo","H_Cap_blk","H_mas_afr_Bandana","H_mas_afr_c3","rhs_beanie_green"]; //Unit Init removeUniform UNITNAME; removeHeadgear UNITNAME; UNITNAME addUniform _CivSpawnUniform; UNITNAME addHeadgear _CivSpawnHeadgear; The above units will have uniforms and headgear randomly selected from the arrays we defined at the top. I really hope this helps some new guys here! If it wasn't easy to understand or if you have any issues, feel free to leave a comment below or contact me through PM. Kind regards, MrCrazyDude115 -
[Tutorial] The Randomize Function
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright there seems to be some hostility here.... let's tone it down a bit... -
[Help] Replacement Mods?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
With the config above, I end up adding a new gun. I want to REPLACE the original instead of adding another instance. Get what I mean? -
[Help] Replacement Mods?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Which classname? I used the following to specify the "new" weapon's classname, then I added the original classname for inheritance of most configs. class TE_TAR21_Tactical_F : arifle_TRG21_F { Is this next code the one I need to change? baseWeapon = "TE_TAR21_Tactical_F"; I should point out that the new weapon gets added in successfully with the custom texture and all, but I want to REPLACE the TRG, not add a new weapon. -
[Help] Replacement Mods?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
A little confused tbh :/ Let's say I want to add a new texture variant of the TRG, I do this: class CfgWeapons { class arifle_TRG21_F; // External class reference class TE_TAR21_Tactical_F : arifle_TRG21_F { author = "Genesi[s]"; baseWeapon = "TE_TAR21_Tactical_F"; displayName = "IMI TAR-21 Tactical"; scope = public; hiddenSelections[]= {"camo"}; hiddenSelectionsTextures[]={"\TE_weapons\Data\TARBlack.paa"}; }; }; Now what if I want it to REPLACE the TRG instead of adding an extra gun? -
[Tutorial] The Randomize Function
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Woah! Never heard of that one before! I'll look into it, seems like it'll be useful! -
[Help] Replacement Mods?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hmmm, just what exactly "tells" the game to overwrite it? Does the class name have to match the original? -
[Help] Replacement Mods?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Well I don't have anything set up just yet. I'd like to know how to start a replacement config in the first place. -
[W.I.P] The Exodus - Survival Horror RPG
MrCrazyDude115 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello everyone! Now before I begin I just want to say thank you to all who helped me with the project ever since it was announced (Only on Steam) a little over a year ago. I can not thank you enough for sticking with me and motivating me with my project. The Exodus has been in development for a little over a year now, and it built its way into what it is today. The Exodus is a full total conversion of the vanilla game, sort of an "Unofficial Expansion". Core files and functions are being modified and created by myself and the awesome BI community. Originally known as "Red Venus", the project has underwent a complete overhaul and renamed to The Exodus. The "expansion" will contain a selection of unique TvT, Co-op, and single player missions, and conversions meant to turn this into a whole new game! And don't forget about the "MMO" campaign mode! (Won't spoil too much about that, but here's a little "teaser"). I've already started contacting the creators of the best of the best mods and addons available for Arma 3, and so far those who have contacted me back have granted access to edit and redistribute the materials to fit my project. "MMO" RPG The Exodus' RPG mode is the way the game is originally meant to be played. Players take the roll of either a survivor, or the military, and they must go on and survive in their environment while facing moral decisions that will decide who your character is going to be. It supports up to 100 players at a time, and the world will adapt and change depending on who is playing and how they've built up their characters. Many different factions will be there to influence the players to do certain tasks and complete quests to gain a reward, while helping them gain a reputation and thrive in this world. More information about this mode will be given later. This mode is heavily inspired by games such as Dying Light, Dead Island, Metro 2033, and Far Cry. The Factions Arma 3 comes with 4 factions (Not counting the Apex factions), each with their own set of weaponry, vehicles, equipment, and clothing. In The Exodus, I plan to push that to the limit! Already, there are many factions waiting for you to fight and enslave, or fight alongside them! Each with unique skills and "culture". No two factions are the same. Each faction will have its own unique set of units, weapons, and vehicles; Keeping in mind their different cultural backgrounds and units. Soundscape Included in The Exodus is the latest JSRS Soundpack. I've spoken to the developer and have incorporated it into The Exodus. The system will also include high-quality ambient sounds, meant to immerse the players into the world as much as possible. You could be walking in the woods at night and hear a wolf howl, you never know! Advanced Combat and Medical System With the inclusion of ACE 3, the world will be a lot more immersive and punishing. ACE 3 will enhance your roleplay experience, military units will be able to effectively co-ordinate attacks and defenses, building on Arma 3's military simulation, and will highly increase the role of a doctor/medic. Official Forum Steam Group Kind regards, MrCrazyDude115 aka Genesis, Project Lead- 1 reply
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[W.I.P] The Exodus - Survival Horror RPG
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey guys! I'm going to share with you a new system I've been trying to implement for a few days now. Basically, you'll have a few parameters you can change before you start the RPG world. You will have the usual "Difficulty", "Bandit AI Skill", "Loot Rarity", "View Distance" etc... More "basic" stuff. A parameter I've been working on though, will allow you to select the "Theme". Before you start the scenario, you will be able to select a few environmental and story-based themes. Normal Theme: The original way The Exodus RPG is meant to be played. This setting will set everything to follow the original lore and story line of The Exodus RPG. Insanity Theme: All safezones have been overrun, no traders, no quests, very aggressive bandit AI, and a crap-load of infected. Goodluck. Militarized Theme: Guns are way more common. All NPCs will be equipped with heavy weaponry and military-grade loot, along with military vehicles spawning plentifully in the world. BLUFOR military players will have an unlimited amount of weapons and ammunition, and bandit AIs will be geared to the teeth! Best used for those who want a full blown war! And there you have it! Just three of the themes I've been working on! I'll be back soon with more! Stay tuned! Genesis, Project Lead- 1 reply
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Zombies & Demons 5.0
MrCrazyDude115 replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This. -
[RELEASE] Engima's Civilians
MrCrazyDude115 replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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[Release] Simple Weapon Shop System
MrCrazyDude115 replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@hoverguy Hey! So aside from the GUI bug, I've not had much luck trying to figure out how to call each function and how to properly use them. If you find that you have the time someday, could you maybe give us some sort of insight on how to use them? Never really used functions but I'm learning now :) Kind regards, MrCrazyDude115 -
Zombies & Demons 5.0
MrCrazyDude115 replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As far as I know, the latest version of ACE conflicts with the Zombie damage, therefore when they hit you nothing happens to you. However I came across a fix for it, I have the code and it works perfectly fine with me, but you'll have to de-PBO the file and change the code. I need the approval of Ryan if I can post it here. YES, I got permission from Ryan to modify it to fit my needs. -
[Release] Simple Weapon Shop System
MrCrazyDude115 replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey hoverguy, I'm having a little bit of an issue with this system. The GUI that pops up when I enter a store is moved all the way to the side cutting it halfway. Any ideas? Kind regards, MrCrazyDude115 -
[Tutorial] The Randomize Function
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's gonna be very useful. Thank you! -
[Tutorial] The Randomize Function
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the tip guys! I'll update the main post with that function. Kind regards, MrCrazyDude115 -
[Tutorial] The Randomize Function
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So will it look like this: FROM THIS _CivSpawnFood = ["kss_bread","kss_corn"] call BIS_fnc_selectRandom; TO THIS _CivSpawnFood = ["kss_bread","kss_corn"] call selectRandom; Or am I doing something wrong? -
[Tutorial] The Randomize Function
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah, do you recommend I replace BIS_fnc_selectRandom with the other in all my scripts?