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sinny

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Everything posted by sinny

  1. sinny

    RHS: Status Quo

    Hi! I get this odd glitch on red dot optics when im using RHS with other mods (i don't know exactly which mod causing this) Do you guys know of this? Its only RHS optics that gets affected Do you need any more information from me? My modlist https://pastebin.com/1E0cMmEr
  2. Hi Bohemia! Can you please please please release an ARMA III VR-Module/DLC? ARMA would have so much potential with HMD! Here is a poll: https://linkto.run/p/BR8PXMIY
  3. sinny

    Visual Upgrade – Feedback

    Oh crap, double post in the wrong thread... Sorry :(
  4. sinny

    Visual Upgrade – Feedback

    What do you guys think of this NV SweetFX / PostProcess ? constructive criticism please
  5. Is it possible to AttachTo a certain type of light to a vehicle ? I would like a helicopter searchlights lit the same way as Land_LampAirport_F . But I do not want the helicopter to fly around with the entire lamp post. In short : can you add the properties of a light type to a vehicle with some sort of "AttachTo" ? Many thanks!
  6. sinny

    Visual Upgrade – Feedback

    Damn yes! I have totally missed that... A video search on Insurgency NV lead me to this awesome vid. Please BiS, nightvision like this:
  7. sinny

    Visual Upgrade – Feedback

    constructive criticism: It´s to much contrast in the new visuals Suggestion: Please work on the nightvision! Check this out
  8. Super! Many thanks! I´ll post my progress here :) Edit. I found this in the function viewer. In my rookie-brain, i could modify this piece of code... Or use it as a start... /* Author: Karel Moricky Description: Spawns enemies around players Parameter(s): _this select 0: OBJECT - player _this select 1: OBJECT - refence object (enemies will be spawned on opposite direction) _this select 2: SIDE - side of enemies _this select 3 (Optional): ARRAY - list of enemy classes _this select 4 (Optional): NUMBER - delay between spawning _this select 5 (Optional): CODE - code executed on every soldier. Unit is passed as _this Returns: ARRAY - list of all spawned crows */ _player = _this select 0; _target = _this select 1; _side = _this select 2; _classList = _this select 3; _maxCount = if (count _this > 4) then {_this select 4} else {10}; _delay = if (count _this > 5) then {_this select 5} else {30}; _code = if (count _this > 6) then {_this select 6} else {{}}; if (typename _target == typename objnull) then {_target = [_target,_target];}; _otherPlayer = (_players - [_player]) select 0; _grp = creategroup _side; _wp = _grp addwaypoint [position _player,10]; _wp setwaypointstatements ["false",""]; _wp setwaypointtype "guard"; _wp waypointattachvehicle _player; _player setvariable ["BIS_spawnedEnemies",[]]; while {true} do { waituntil {sleep 1; isplayer _player}; waituntil {sleep 1; {alive _x} count (_player getvariable "BIS_spawnedEnemies") < _maxCount}; _class = _classList call bis_fnc_selectrandom; _dirToTarget = if (isMultiplayer) then { _targetTemp = _target select 1; ([_player,_targetTemp] call bis_fnc_dirTo) } else { _targetTemp = _target select isMultiplayer; ([_player,_targetTemp] call bis_fnc_dirTo) + 180 }; _pos = [position _player, 180 + random 40, _dirToTarget + 90 + random 180] call BIS_fnc_relPos; _unit = _grp createunit [_class,_pos,[],1,""]; _unit setskill (random 0.5); _unit allowfleeing 0; _unit setvehicleammo (0.5 + random 0.5); if (random 1 > 0.5) then {_unit setunitpos "up"} else {_unit setunitpos "middle"}; [_player,"BIS_spawnedEnemies",[_unit]] call bis_fnc_variablespaceadd; _wp setwaypointposition [position _player,0]; _unit call _code; sleep _delay; };
  9. Hi, im new to scripting but love to learn... I have had alot of help from this forum in the past and i hope someone can show me or point me in the right direction. I would like to make a script that spawns a random no of units (between 1-9) around the player when shots are fired. I dont want the units to spawn after every shot, but randomly between 1-100 shots. I want this function to be activated every five minutes. I hope its not to confusing. In short, i would like to create the feeling that the units is lurking around the player and "hears" the shots and going in for an attack. Maybe someone have an better idea than my "rules" above for this to create the illusion that the player wakes up units that going in for an attack. See pic:
  10. Wow, yes yes! Sounds awesome and not that hard... But i have no idea where to start... Do you know any similar function i can have a look at? Or can you help me write a foundation to the function?
  11. Thanks guys! I would really like to have it functional in MP. So a "function"... Can you please explain more? I want to leave the "headless client" out from this... if possible...
  12. I am of the complete opposite. I love all the BI-Studio products, (except for the futuristic in arma 3), but it is a true PC game completely open to modding and new features added all the time in the form of updates and mods. I remember when i bought arma 2 on pure chance, I did not know at all what it was for a type of game, but the release trailer looked like something different from the Battlefield series and all those games. And I was right. I remember the feeling when I was chased by some AI soldiers in the dark in the forest and they manage to flank me, I almost pooped myself of excitement and fear. When i tried the usermade mission "Cipher" for the first time, and that it took me at least 40 tires to complete it. The huge assets Arma series have now, all from dirty pillows to to TV-studios. I have just started scripting some, and the community is absolutely stunning. Scripting for arma is my new weekend hobby. A game series that aims for realism that is so deep and have such freedom. I will pre-book all of their products and I almost want to give them extra money for all the joy I have had of their products. At the moment i have 1214h played in Arma3, it is a good rating from someone who is very picky when it comes to games. Just Keep Up!
  13. Hi, I have created my first script where i have listed a bunch of weapons in a variable. I then use the "call BIS_fnc_selectRandom" and then place the content of the variable to "_unit addWeapon" Everything works as i want it, but im having some trouble to add the right kind of magazines to the right kind of weapon. Is there any easy way to match magazines to weapons? So the code looks something like this: And the result is like, the units gets all kinds of magazines... _randomno6=floor random 3; _weapons = ["CUP_arifle_AK107","CUP_arifle_AK47","CUP_arifle_AK74","rhs_weap_ak74m_2mag","rhs_weap_ak74m_2mag_camo","rhs_weap_ak74m_2mag_npz","rhs_weap_ak74m_camo","rhs_weap_ak74m_desert","rhs_weap_ak74m_camo_folded","rhs_weap_ak74m_plummag_folded","rhs_weap_ak74m_desert_folded","rhs_weap_akm","rhs_weap_akms","CUP_arifle_AKS","CUP_arifle_AKS74","CUP_arifle_AKS74U","rhs_weap_asval","CUP_srifle_CZ550","CUP_srifle_CZ550_rail","CUP_srifle_LeeEnfield","CUP_sgun_M1014","CUP_srifle_M14","CUP_srifle_M14_DMR","CUP_srifle_M24_wdl","rhs_weap_M590_8RD","rhs_weap_M590_5RD","CUP_hgun_MicroUzi","CUP_lmg_PKM","rhs_weap_pkm","CUP_lmg_Pecheneg","rhs_weap_pkp","CUP_arifle_RPK74_45","CUP_arifle_RPK74","CUP_arifle_RPK74M","CUP_arifle_Sa58RIS1","CUP_arifle_Sa58RIS1_des","CUP_arifle_Sa58P","CUP_arifle_Sa58P_des","CUP_hgun_SA61","CUP_srifle_SVD","CUP_srifle_SVD_des","rhs_weap_svdp_wd_npz","rhs_weap_svds","CUP_lmg_UK59"] call BIS_fnc_selectRandom; _mags = ["CUP_30Rnd_TE1_Green_Tracer_545x39_AK_M","CUP_30Rnd_762x39_AK47_M","CUP_30Rnd_TE1_Green_Tracer_545x39_AK_M","rhs_30Rnd_545x39_7N10_AK","rhs_30Rnd_545x39_7N22_AK","rhs_30Rnd_545x39_7N10_AK","rhs_45Rnd_545X39_AK_Green","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK_no_tracers","rhs_30Rnd_545x39_7N22_AK","rhs_30Rnd_545x39_AK_no_tracers","rhs_30Rnd_545x39_AK_no_tracers","rhs_30Rnd_762x39mm_tracer","rhs_30Rnd_762x39mm_89","CUP_30Rnd_762x39_AK47_M","CUP_30Rnd_TE1_Green_Tracer_545x39_AK_M","CUP_30Rnd_TE1_White_Tracer_545x39_AK_M","rhs_20rnd_9x39mm_SP6","CUP_5x_22_LR_17_HMR_M","CUP_5x_22_LR_17_HMR_M","CUP_10x_303_M","CUP_8Rnd_B_Beneli_74Slug","CUP_20Rnd_TE1_Yellow_Tracer_762x51_DMR","CUP_20Rnd_TE1_Green_Tracer_762x51_DMR","CUP_5Rnd_762x51_M24","rhsusf_8Rnd_00Buck","rhsusf_5Rnd_00Buck","CUP_30Rnd_9x19_UZI","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","rhs_100Rnd_762x54mmR_green","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","rhs_100Rnd_762x54mmR_green","CUP_30Rnd_TE1_Yellow_Tracer_545x39_AK_M","CUP_30Rnd_TE1_Red_Tracer_545x39_AK_M","CUP_30Rnd_TE1_Green_Tracer_545x39_AK_M","CUP_30Rnd_Sa58_M_TracerY","CUP_30Rnd_Sa58_M_TracerY","CUP_30Rnd_Sa58_M_TracerR","CUP_30Rnd_Sa58_M_TracerG","CUP_20Rnd_B_765x17_Ball_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","rhs_10Rnd_762x54mmR_7N1","rhs_10Rnd_762x54mmR_7N1","CUP_50Rnd_UK59_762x54R_Tracer"] call BIS_fnc_selectRandom; _unit addWeapon _weapons; _unit forceAddUniform _uniform; for "_i" from 1 to _randomno6 do {_unit addItemToUniform _mags;};
  14. Many many thanks! I loved and tried all your examples! This got the job done: _newGun = [_unit, _weapons, _randomno] call BIS_fnc_addWeapon;
  15. Hello, Is it possible that before a mission starts, get the opportunity with the mouse cursor to point out on the map where you want to spawn? I thinking that the player could pointing at a place where the player wants to spawns and all the vehicles and friendly AI's will spawn there... Has enyone seen something like that? Is it even possible?
  16. Wow, you are the best! Many thanks!
  17. Ok, after fiddeling around some, i solved it Change your "DAC_Change_Weapons.sqf" to something like this: (its not pretty, but it works) private ["_unit","_val","_countM","_data","_i", "_i1", "_i2", "_i3", "_i4", "_i5", "_i6","_randomno1", "_randomno2", "_randomno3", "_randomno4", "_randomno5", "_randomno6"]; _unit = _this select 0; _val = _this select 1; _uniformContents = []; _vestContents = []; _countM = 0; _data = []; _randomno1=floor random 3; _randomno2=floor random 3; _randomno3=floor random 3; _randomno4=floor random [10,0,0]; _randomno5=floor random [0,10,5]; _randomno6=floor random 3; waituntil {(DAC_Basic_Value > 0)}; sleep 0.5; _data = [(call compile _val)] call DAC_fConfigWeapons; if(count _data > 0) then { _weapons = ["CUP_arifle_AK107","CUP_arifle_AK47","CUP_arifle_AK74","rhs_weap_ak74m_2mag","rhs_weap_ak74m_2mag_camo","rhs_weap_ak74m_2mag_npz","rhs_weap_ak74m_camo","rhs_weap_ak74m_desert","rhs_weap_ak74m_camo_folded","rhs_weap_ak74m_plummag_folded","rhs_weap_ak74m_desert_folded","rhs_weap_akm","rhs_weap_akms","CUP_arifle_AKS","CUP_arifle_AKS74","CUP_arifle_AKS74U","rhs_weap_asval","CUP_srifle_CZ550","CUP_srifle_CZ550_rail","CUP_srifle_LeeEnfield","CUP_sgun_M1014","CUP_srifle_M14","CUP_srifle_M14_DMR","CUP_srifle_M24_wdl","rhs_weap_M590_8RD","rhs_weap_M590_5RD","CUP_hgun_MicroUzi","CUP_lmg_PKM","rhs_weap_pkm","CUP_lmg_Pecheneg","rhs_weap_pkp","CUP_arifle_RPK74_45","CUP_arifle_RPK74","CUP_arifle_RPK74M","CUP_arifle_Sa58RIS1","CUP_arifle_Sa58RIS1_des","CUP_arifle_Sa58P","CUP_arifle_Sa58P_des","CUP_hgun_SA61","CUP_srifle_SVD","CUP_srifle_SVD_des","rhs_weap_svdp_wd_npz","rhs_weap_svds","CUP_lmg_UK59"] call BIS_fnc_selectRandom; _launcher = ["","","","","rhs_weap_igla","","","","","CUP_launch_M136","","","","","","rhs_weap_rpg26","","","","","","rhs_weap_rpg7","","","","","","CUP_launch_RPG18","","","","","","CUP_launch_RPG18","","","","","","CUP_launch_9K32Strela","","","","",""] call BIS_fnc_selectRandom; _vest = ["","","CUP_V_O_SLA_Flak_Vest03","","","CUP_V_I_Carrier_Belt","","","rhs_6sh46","","","CUP_V_B_GER_Carrier_Rig_2_Brown","","","CUP_V_B_GER_Vest_1","","","CUP_V_I_Guerilla_Jacket","","","TRYK_LOC_AK_chestrig_OD","","","rhs_vest_commander","","","CUP_V_B_LHDVest_Blue","","","CUP_V_B_LHDVest_Green","","","CUP_V_B_LHDVest_Red","","","CUP_V_B_LHDVest_Yellow","","","CUP_V_O_Ins_Carrier_Rig_MG","","","CUP_V_O_SLA_Carrier_Belt03","","","V_BandollierB_blk","","","V_BandollierB_rgr","","","CUP_V_OI_TKI_Jacket1_06","","","CUP_V_OI_TKI_Jacket1_05","","","CUP_V_OI_TKI_Jacket4_05","","","CUP_V_O_TK_OfficerBelt2","","","CUP_V_OI_TKI_Jacket2_06","","","CUP_V_OI_TKI_Jacket2_05","","","TRYK_V_Bulletproof_BL"] call BIS_fnc_selectRandom; _backpack = ["","CUP_B_AlicePack_Khaki","CUP_B_AlicePack_Bedroll","B_AssaultPack_rgr","CUP_B_CivPack_WDL","CUP_B_HikingPack_Civ","rhs_sidor","CUP_B_RUS_Backpack","TRYK_B_Alicepack","TRYK_B_FieldPack_Wood"] call BIS_fnc_selectRandom; _uniform = ["rds_uniform_Villager3", "TRYK_shirts_DENIM_WHB_Sleeve","CUP_U_B_CZ_WDL_TShirt","CUP_U_I_GUE_Anorak_01","CUP_U_I_GUE_Anorak_03","CUP_U_I_GUE_Anorak_02","rds_uniform_assistant","CUP_U_O_CHDKZ_Bardak","CUP_U_O_CHDKZ_Lopotev","CUP_U_O_CHDKZ_Kam_03","CUP_U_O_CHDKZ_Kam_04","rds_uniform_citizen1","rds_uniform_citizen2","rds_uniform_citizen3","rds_uniform_citizen4","rhs_uniform_df15","U_C_Driver_3","CUP_U_C_Fireman_01","rds_uniform_Functionary1","rds_uniform_Functionary2","rhs_uniform_gorka_r_g","rhs_uniform_gorka_r_y","U_BG_Guerilla1_1","U_BG_Guerilla2_2","U_BG_Guerilla3_1","U_BG_leader","rhs_chdkz_uniform_3","CUP_U_C_Labcoat_02","CUP_U_I_GUE_Flecktarn2","CUP_U_I_GUE_Flecktarn3","CUP_U_C_Rescuer_01","CUP_U_C_Policeman_01","CUP_U_C_Profiteer_02","CUP_U_C_Profiteer_03","CUP_U_C_Profiteer_01"] call BIS_fnc_selectRandom; _headgear = ["H_RacingHelmet_3_F","H_RacingHelmet_1_black_F","H_RacingHelmet_1_red_F","H_RacingHelmet_1_blue_F","","H_RacingHelmet_2_F","H_RacingHelmet_4_F","H_RacingHelmet_3_F","","H_Bandanna_gry","CUP_H_FR_BandanaGreen","H_Bandanna_surfer_blk","rhs_beanie_green","CUP_H_C_Beanie_01","CUP_H_C_Beanie_03","CUP_H_ChDKZ_Beanie","","rhs_beanie","H_Booniehat_khk","H_Booniehat_tan","H_Cap_blk","","H_Cap_blu","H_Cap_grn","H_Cap_press","CUP_H_PMC_Cap_Back_Grey","CUP_H_PMC_Cap_Back_Tan","CUP_H_NAPA_Fedora","rhs_fieldcap_digi","","CUP_H_C_Fireman_Helmet_01","H_Cap_marshal","CUP_H_C_Policecap_01","rds_Profiteer_cap1","rds_Profiteer_cap4","","H_Shemag_olive","CUP_H_SLA_Helmet","CUP_H_SLA_TankerHelmet","CUP_H_TK_TankerHelmet","","rhs_ssh68","CUP_H_TK_Helmet","TRYK_H_Bandana_H","TRYK_H_woolhat_cu","rhs_tsh4_bala","","rhs_tsh4_ess","rhs_tsh4_ess_bala","rds_Woodlander_cap4","rds_Woodlander_cap3","","rds_Woodlander_cap2","CUP_H_RUS_ZSH_1","rhs_zsh7a_mike","rhs_zsh7a"] call BIS_fnc_selectRandom; _goggles = [ "L_Shemagh_Tan","","","PU_shemagh_Tan","","","NeckTight_Tan","","","G_Aviator","","","rhs_balaclava","","","G_Balaclava_blk","","","G_Balaclava_oli","","","Balaclava_GRY","","","G_Bandanna_beast","","","G_Bandanna_oli","","","T_HoodBDU","","","CUP_FR_NeckScarf","","","G_Spectacles","","","G_Squares_Tinted","","","G_Spectacles_Tinted","","","TRYK_Beard_BK","","","TRYK_US_ESS_Glasses"] call BIS_fnc_selectRandom; _face = ["GreekHead_A3_03","GreekHead_A3_04","GreekHead_A3_06","WhiteHead_09","WhiteHead_11","WhiteHead_19","WhiteHead_17","WhiteHead_14","WhiteHead_15","WhiteHead_20"] call BIS_fnc_selectRandom; _speaker = ["CUP_D_Male01_CZ_ACR","CUP_D_Male01_CZ_ACR","rhs_Male03RUS","rhs_Male04RUS","rhs_Male05RUS","CUP_D_Male01_RU","CUP_D_Male02_RU","CUP_D_Male03_RU","CUP_D_Male04_RU","CUP_D_Male05_RU"] call BIS_fnc_selectRandom; _itemBackpack1 = ["FirstAidKit","Medikit","MineDetector","rhs_mag_an_m14_th3","rhs_mag_an_m8hc","Chemlight_blue","Chemlight_green","Chemlight_red","Chemlight_yellow","rhs_mag_fakel","rhs_mag_fakels","rhs_mag_m18_purple","rhs_mag_m18_red","rhs_mag_m18_yellow","rhs_mag_m67","rhs_mag_m69","rhs_mag_mk84","rhs_mag_m7a3_cs","rhs_mag_mk3a2","rhs_mag_nspd","rhs_mag_nspn_green","rhs_mag_nspn_red","rhs_mag_nspn_yellow","rhs_mag_plamyam","rhs_mag_rdg2_black","rhs_mag_rdg2_white","rhs_mag_rgd5","CUP_HandGrenade_RGD5","rhs_mag_rgn","MiniGrenade","rhs_mag_rgo","CUP_HandGrenade_RGO","rhs_mag_m18_green","HandGrenade","rhs_mag_zarya2","FirstAidKit","Medikit","MineDetector","rhs_mag_an_m14_th3","rhs_mag_an_m8hc","Chemlight_blue","Chemlight_green","Chemlight_red","Chemlight_yellow","rhs_mag_fakel","rhs_mag_fakels","rhs_mag_m18_purple","rhs_mag_m18_red","rhs_mag_m18_yellow","rhs_mag_m67","rhs_mag_m69","rhs_mag_mk84","rhs_mag_m7a3_cs","rhs_mag_mk3a2","rhs_mag_nspd","rhs_mag_nspn_green","rhs_mag_nspn_red","rhs_mag_nspn_yellow","rhs_mag_plamyam","rhs_mag_rdg2_black","rhs_mag_rdg2_white","rhs_mag_rgd5","CUP_HandGrenade_RGD5","rhs_mag_rgn","MiniGrenade","rhs_mag_rgo","CUP_HandGrenade_RGO","rhs_mag_m18_green","HandGrenade","rhs_mag_zarya2","FirstAidKit","Medikit","MineDetector","rhs_mag_an_m14_th3","rhs_mag_an_m8hc","Chemlight_blue","Chemlight_green","Chemlight_red","Chemlight_yellow","rhs_mag_fakel","rhs_mag_fakels","rhs_mag_m18_purple","rhs_mag_m18_red","rhs_mag_m18_yellow","rhs_mag_m67","rhs_mag_m69","rhs_mag_mk84","rhs_mag_m7a3_cs","rhs_mag_mk3a2","rhs_mag_nspd","rhs_mag_nspn_green","rhs_mag_nspn_red","rhs_mag_nspn_yellow","rhs_mag_plamyam","rhs_mag_rdg2_black","rhs_mag_rdg2_white","rhs_mag_rgd5","CUP_HandGrenade_RGD5","rhs_mag_rgn","MiniGrenade","rhs_mag_rgo","CUP_HandGrenade_RGO","rhs_mag_m18_green","HandGrenade","rhs_mag_zarya2","Binocular","ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit","rds_car_FirstAidKit","RyanZombiesAntiVirusTemporary_Item","RyanZombiesAntiVirusCure_Item"] call BIS_fnc_selectRandom; _itemBackpack2 = ["FirstAidKit","Medikit","MineDetector","rhs_mag_an_m14_th3","rhs_mag_an_m8hc","Chemlight_blue","Chemlight_green","Chemlight_red","Chemlight_yellow","rhs_mag_fakel","rhs_mag_fakels","rhs_mag_m18_purple","rhs_mag_m18_red","rhs_mag_m18_yellow","rhs_mag_m67","rhs_mag_m69","rhs_mag_mk84","rhs_mag_m7a3_cs","rhs_mag_mk3a2","rhs_mag_nspd","rhs_mag_nspn_green","rhs_mag_nspn_red","rhs_mag_nspn_yellow","rhs_mag_plamyam","rhs_mag_rdg2_black","rhs_mag_rdg2_white","rhs_mag_rgd5","CUP_HandGrenade_RGD5","rhs_mag_rgn","MiniGrenade","rhs_mag_rgo","CUP_HandGrenade_RGO","rhs_mag_m18_green","HandGrenade","rhs_mag_zarya2","FirstAidKit","Medikit","MineDetector","rhs_mag_an_m14_th3","rhs_mag_an_m8hc","Chemlight_blue","Chemlight_green","Chemlight_red","Chemlight_yellow","rhs_mag_fakel","rhs_mag_fakels","rhs_mag_m18_purple","rhs_mag_m18_red","rhs_mag_m18_yellow","rhs_mag_m67","rhs_mag_m69","rhs_mag_mk84","rhs_mag_m7a3_cs","rhs_mag_mk3a2","rhs_mag_nspd","rhs_mag_nspn_green","rhs_mag_nspn_red","rhs_mag_nspn_yellow","rhs_mag_plamyam","rhs_mag_rdg2_black","rhs_mag_rdg2_white","rhs_mag_rgd5","CUP_HandGrenade_RGD5","rhs_mag_rgn","MiniGrenade","rhs_mag_rgo","CUP_HandGrenade_RGO","rhs_mag_m18_green","HandGrenade","rhs_mag_zarya2","FirstAidKit","Medikit","MineDetector","rhs_mag_an_m14_th3","rhs_mag_an_m8hc","Chemlight_blue","Chemlight_green","Chemlight_red","Chemlight_yellow","rhs_mag_fakel","rhs_mag_fakels","rhs_mag_m18_purple","rhs_mag_m18_red","rhs_mag_m18_yellow","rhs_mag_m67","rhs_mag_m69","rhs_mag_mk84","rhs_mag_m7a3_cs","rhs_mag_mk3a2","rhs_mag_nspd","rhs_mag_nspn_green","rhs_mag_nspn_red","rhs_mag_nspn_yellow","rhs_mag_plamyam","rhs_mag_rdg2_black","rhs_mag_rdg2_white","rhs_mag_rgd5","CUP_HandGrenade_RGD5","rhs_mag_rgn","MiniGrenade","rhs_mag_rgo","CUP_HandGrenade_RGO","rhs_mag_m18_green","HandGrenade","rhs_mag_zarya2","Binocular","ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit","rds_car_FirstAidKit","RyanZombiesAntiVirusTemporary_Item","RyanZombiesAntiVirusCure_Item"] call BIS_fnc_selectRandom; _itemBackpack3 = ["FirstAidKit","Medikit","MineDetector","rhs_mag_an_m14_th3","rhs_mag_an_m8hc","Chemlight_blue","Chemlight_green","Chemlight_red","Chemlight_yellow","rhs_mag_fakel","rhs_mag_fakels","rhs_mag_m18_purple","rhs_mag_m18_red","rhs_mag_m18_yellow","rhs_mag_m67","rhs_mag_m69","rhs_mag_mk84","rhs_mag_m7a3_cs","rhs_mag_mk3a2","rhs_mag_nspd","rhs_mag_nspn_green","rhs_mag_nspn_red","rhs_mag_nspn_yellow","rhs_mag_plamyam","rhs_mag_rdg2_black","rhs_mag_rdg2_white","rhs_mag_rgd5","CUP_HandGrenade_RGD5","rhs_mag_rgn","MiniGrenade","rhs_mag_rgo","CUP_HandGrenade_RGO","rhs_mag_m18_green","HandGrenade","rhs_mag_zarya2","FirstAidKit","Medikit","MineDetector","rhs_mag_an_m14_th3","rhs_mag_an_m8hc","Chemlight_blue","Chemlight_green","Chemlight_red","Chemlight_yellow","rhs_mag_fakel","rhs_mag_fakels","rhs_mag_m18_purple","rhs_mag_m18_red","rhs_mag_m18_yellow","rhs_mag_m67","rhs_mag_m69","rhs_mag_mk84","rhs_mag_m7a3_cs","rhs_mag_mk3a2","rhs_mag_nspd","rhs_mag_nspn_green","rhs_mag_nspn_red","rhs_mag_nspn_yellow","rhs_mag_plamyam","rhs_mag_rdg2_black","rhs_mag_rdg2_white","rhs_mag_rgd5","CUP_HandGrenade_RGD5","rhs_mag_rgn","MiniGrenade","rhs_mag_rgo","CUP_HandGrenade_RGO","rhs_mag_m18_green","HandGrenade","rhs_mag_zarya2","FirstAidKit","Medikit","MineDetector","rhs_mag_an_m14_th3","rhs_mag_an_m8hc","Chemlight_blue","Chemlight_green","Chemlight_red","Chemlight_yellow","rhs_mag_fakel","rhs_mag_fakels","rhs_mag_m18_purple","rhs_mag_m18_red","rhs_mag_m18_yellow","rhs_mag_m67","rhs_mag_m69","rhs_mag_mk84","rhs_mag_m7a3_cs","rhs_mag_mk3a2","rhs_mag_nspd","rhs_mag_nspn_green","rhs_mag_nspn_red","rhs_mag_nspn_yellow","rhs_mag_plamyam","rhs_mag_rdg2_black","rhs_mag_rdg2_white","rhs_mag_rgd5","CUP_HandGrenade_RGD5","rhs_mag_rgn","MiniGrenade","rhs_mag_rgo","CUP_HandGrenade_RGO","rhs_mag_m18_green","HandGrenade","rhs_mag_zarya2","Binocular","ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit","rds_car_FirstAidKit","RyanZombiesAntiVirusTemporary_Item","RyanZombiesAntiVirusCure_Item"] call BIS_fnc_selectRandom; removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeheadgear _unit; removeGoggles _unit; sleep 0.1; // AddGear _unit forceAddUniform _uniform; _unit addBackpack _backpack; for "_i1" from 1 to _randomno1 do {_unit addItemToBackpack _itemBackpack1;}; for "_i2" from 1 to _randomno2 do {_unit addItemToBackpack _itemBackpack2;}; for "_i3" from 1 to _randomno3 do {_unit addItemToBackpack _itemBackpack3;}; _unit addVest _vest; _primWeapon = [_unit, _weapons, _randomno5] call BIS_fnc_addWeapon; _launcher = [_unit, _launcher, _randomno4] call BIS_fnc_addWeapon; _unit addHeadgear _headgear; _unit addGoggles _goggles; _unit setFace _face; _unit setSpeaker _speaker; // Weapon Selection sleep 0.5; _unit selectWeapon (primaryWeapon _unit);reload _unit; if(isPlayer _unit) then {showCompass true}; // I have no idea what the fuck this could possibly be for. }; Hi all! First off, im not a coder and im not sure if i´m totally off with my try to tweak the DAC-config files. Anyway, i would be really greatful if someone could help me or point me in the right direction. I would like to add backpacks, headgear, uniforms, backpacks and googles in the dac (weapons config) The original config files comes with "Weapon" and "Magazine"... everything marked with red was added by me... Oh... and it doesnt work :cry2: Many thanks! ........................................................................................................................................................ DAC_Config_Weapons.sqf private ["_TypNumber","_TempArray","_Weapon_Pool","_Magazine_Pool","_Headgear_Pool"]; _TypNumber = _this select 0;_TempArray = []; switch (_TypNumber) do { //------------------------------------------------------------------------------------------------- case 1: { _Weapon_Pool = ["arifle_MX_GL_Black_F","MMG_02_black_F","ItemCompass","ItemMap","TRYK_U_B_GRY_PCUs","TRYK_U_B_GRY_PCUs"]; _Magazine_Pool = [["30Rnd_545x39_AK",6],["1Rnd_HE_GP25",6],["FlareWhite_GP25",2],["HandGrenade_East",2]]; _Headgear_Pool = ["H_RacingHelmet_1_F","H_Bandanna_khk"]; }; //------------------------------------------------------------------------------------------------- Default { if(DAC_Basic_Value != 5) then { DAC_Basic_Value = 5;publicvariable "DAC_Basic_Value"; hintc "Error: DAC_Config_Weapons > No valid config number"; }; if(true) exitwith {}; }; }; _TempArray = [_Weapon_Pool] + [_Magazine_Pool] + [_Headgear_Pool]; _TempArray ........................................................................................................................................................ DAC_Change_Weapons.sqf private ["_unit","_val","_weapons","_magazines","_headgear","_countM","_data","_i","_c","_m","_n"]; _unit = _this select 0;_val = _this select 1;_weapons = [];_magazines = [];_headgear = [];_countM = 0;_data = [];_i = 0;_c = 0;_m = 0;_n = 0; waituntil {(DAC_Basic_Value > 0)}; sleep 0.5; _data = [(call compile _val)] call DAC_fConfigWeapons; if(count _data > 0) then { _weapons = _data select 0;_magazines = _data select 1; {_unit removeweapon _x}foreach (weapons _unit); {_unit removemagazine _x}foreach (magazines _unit); {_unit removeHeadgear _x}foreach (headgear _unit); sleep 0.1; while{_i < count _magazines} do { while{(_m < ((_magazines select _i) select 1))} do {_unit addMagazine ((_magazines select _i) select 0);_m = _m + 1}; _m = 0;_i = _i + 1; }; while{_c < count _weapons} do { _unit addWeapon (_weapons select _c);_c = _c + 1; }; sleep 0.5; while{_n < count _headgear} do { _unit addHeadgear (_headgear select _n);_n = _n + 1; }; sleep 0.5; _unit selectWeapon (primaryWeapon _unit);reload _unit; if(isPlayer _unit) then {showCompass true}; };
  18. i have tried this, but there is something missing... ////////////////////////////// // Dynamic-AI-Creator // // Version 3.1b - 2014 // //--------------------------// // DAC_Config_Weapons // //--------------------------// // Script by Silola // // silola@freenet.de // ////////////////////////////// private ["_TypNumber","_TempArray","_weapons","_items","_uniform","_uniformContents","_vest","_vestContents","_backpack","_backpackContent","_headgear","_goggles","_speaker"]; _TypNumber = _this select 0;_TempArray = []; switch (_TypNumber) do { //------------------------------------------------------------------------------------------------- case 1: { _weapons = ["hlc_rifle_ak47"]; _items = ["ItemMap", "ItemCompass", "ItemWatch", "ItemGPS"]; _uniform = "U_BG_Guerrilla_6_1"; _uniformContents = []; _vest = "V_Chestrig_oli"; _vestContents = [["rhs_mag_m67", 1], ["FirstAidKit", 1], ["hlc_30Rnd_762x39_t_ak", 5], ["hlc_30Rnd_762x39_b_ak", 2]]; _backpack = "B_Kitbag_rgr"; _backpackContents = []; _headgear = "H_Bandanna_cbr"; _goggles = ""; _speaker = "Male01PER"; }; //------------------------------------------------------------------------------------------------- Default { if(DAC_Basic_Value != 5) then { DAC_Basic_Value = 5;publicvariable "DAC_Basic_Value"; hintc "Error: DAC_Config_Weapons > No valid config number"; }; if(true) exitwith {}; }; }; _TempArray = [_weapons] + [_items] + [_uniform] + [_uniformContents] + [_vest] + [_vestContents] + [_backpack] + [_backpackContent] + [_headgear] + [_goggles] + [_speaker]; _TempArray
  19. Okey, i found something here... Some guy have edit the DAC_Change_Weapons.sqf to be able to use all of the items in the virtual armory... But i cant find this: // The structure of the weapon config has also been significantly changed. check dac_config_weapons.sqf http://pastebin.com/2272NHVi // // DAC_CHANGE_WEAPONS.SQF // BY SCHUMACHER // 2/4/2015 // The Arma 3 DAC release does not properly support unit equipment, this allows everything to be used with information you can retrieve from the virtual arsenal. // The structure of the weapon config has also been significantly changed. check dac_config_weapons.sqf private ["_unit","_val","_weapons","_items","_uniform","_uniformContents", "_vest", "_vestContents", "_backpack", "_backpackContents", "_headgear", "_goggles", "_data"]; _unit = _this select 0;_val = _this select 1;_weapons = [];_items = [];_uniform = "";_uniformContents = [];_vest = [];_vestContents = [];_backpack = [];_backpackContents = [];_headgear = "";_goggles = "";_data = []; waituntil {(DAC_Basic_Value > 0)}; sleep 0.5; _data = [(call compile _val)] call DAC_fConfigWeapons; if(count _data > 0) then { _weapons = _data select 0; _items = _data select 1; _uniform = _data select 2; _uniformContents = _data select 3; _vest = _data select 4; _vestContents = _data select 5; _backpack = _data select 6; _backpackContents = _data select 7; _headgear = _data select 8; _goggles = _data select 9; removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; sleep 0.1; // Uniform _unit forceAddUniform _uniform; { for "_i" from 1 to (_x select 1) do {_unit addItemToUniform (_x select 0);}; } forEach _uniformContents; //Vest _unit addVest _vest; { for "_i" from 1 to (_x select 1) do {_unit addItemToVest (_x select 0);}; } forEach _vestContents; //Backpack _unit addBackpack _backpack; { for "_i" from 1 to (_x select 1) do {_unit addItemToBackpack (_x select 0);}; } forEach _backpackContents; // Headgear & Goggles _unit addHeadgear _headgear; _unit addGoggles _goggles; // Items { _unit linkItem _x; } forEach _items // Weapons { _unit addWeapon _x; } forEach _weapons // Weapon Selection sleep 0.1; _unit selectWeapon (primaryWeapon _unit);reload _unit; if(isPlayer _unit) then {showCompass true}; // I have no idea what the fuck this could possibly be for. };
  20. Ok my english is bad... i´m not sure i understand you. Do you search the ppEffect that is on the game in the background of the menu?
  21. The arma 3 campain? You could paste the effect in the debug console. Or if it´s in your own mission you can place the effects in a trigger.
  22. Hmm, is there anyway to make objects textures invisible? I have tried the : hideObject = makes the whole lamp, with the lights dissapere. setObjectTextures = nothing happens (on a vehicle, this gets effect) setObjectMaterial = nothing happens (on a vehicle, this gets effect) *the object is the Land_LampAirport_F Or is it a bad idea? Vanilla
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