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Found 32 results

  1. I've been working on a custom airplane but I've been having problems with the gear. So far I have: -Geo + PhysX LOD both have the three wheels defined as "wheel_1", "wheel_2" and "wheel_3" and each as "Component XX" -All components in both LODs are closed and convex. -These names (wheel_1, wheel_2 and wheel_3) are the named selections on the visual LODs, and properly named in the model.cfg -Config file has driveOnComponent[] = {"wheel_1","wheel_2","wheel_3"}; -LandContact LOD has three points, one beneath each wheel If I start the plane in mid air in the mission Editor, the gear system works fine. Wheels retract perfectly. But once the plane hits the ground, they stop working (meaning If I land and take off again, gear won't retract anymore). https://www.youtube.com/watch?v=18zKmc8nR68 When I start the plane on the ground (virtual arsenal or mission Editor) the plane seems to be rolling on square wheels.. (?) and bobs from one side to another, moves o the sides.... https://www.youtube.com/watch?v=AxBBacUhs1o If I manage to take off (it is very difficult because the plane barely gains speed and is moving all over the place) the gear doesn't retract (the option to do so doesn't show up, nor toggling "G") Sometimes the plane bumps so much that it explodes. https://www.youtube.com/watch?v=HyEmD_DJWSU I have lost too much hair already and am very nearly on the verge of ending with martinezfg11 's patience, who has kindly been trying to help me out. So any hints you can spare, will be greatly appreciated!
  2. Hey guys, I'm having problems with respawning my players with the gear I choose. I'm using the 'edit gear' option in the Eden editor, but when people die, they spawn with the original loadout for the chosen solider (rifleman, marksman, lmg etc). I've been trying all day, and a ton of different scripts, but I can't get anything to work out for me. Im pretty green to the whole mission creating, so any help who be appreciated.
  3. Hello! I'm proud to release public version of my equipment script creator - ACC EqKreator v10.2! Now ACE3 compatible! Q&A: Q: Why you created your own equipment script creator and why it is called EqKreator? A: I have got annoyed by other software/scripts functionality where you was forced to use some kind of program (LEA) or search for many items classnames and write them inside already created scripts (F3). I am not saying that these things are bad, I just wanted to create something that would suit my needs. And that is full JIP compatibility - COOP oriented - Lightweight - Easy to use script. It is called EqKreator because it creates ready to use equipment scripts for you! ;) Q: Is it based on some other mission? It looks similar to VTS by L etranger? A: Yes it is edited version of VTS v4.0 by L etranger. I have just deleted all playable slots and left GM one, and added my equipment generator script into it, also, I have added Virtual Arsenal into it. Q: Why just don't use Virtual Ammobox or add Virtual Arsenal to my mission? A: Well... you can do that, but in our community we sometimes play missions that last over 4 hours and we don't want to waste time so everyone get's equipped from scratch from VAmmobox or VArsenal or other kind of Virtual something. Also, I am mission maker and I just hate that way of assigning gear. It is me that decides what player will get. Not that player :P. That is also why EK was created. Q: There are many other scripts like this one, why should I use yours? A: Let me write down some pros of this script: It gives gear to each unit before briefing screen It is JIP friendly, you will not see this script adding gear again like other equipment scripts sometimes do You can create many equipment scripts very fast and even save them inside VArsenal or VTS Shop for further usage/editing You can see how much your unit weigh with all gear you added (using AGM or CSE) You can see unit, all gear on it and even test it :) You can assign gear to selected equipment slot (backpack, vest, fatigues) Did I mentioned that it's blazing fast and easy to use? Compatible with ACRE2/TFAR/Vanilla (in terms of removing radio IDs - everyone will get unique radio ID) Creates equipment script for vehicles too Instructions: Installing script to mission folder Installing and running EqKreator v10 mission Making equipment for units Making equipment for vehicles You may also want to look at my ACC DAC_Toolbox script if you use DAC v3 and are a mission maker! ;) Download v10.2: Dropbox link Armaholic link (not updated yet) Changelog: v10.2 Hotfixed vehicle/crate assign gear scriptv10.1 Fixed vehicle/crate assign gear script (isServer check) Styllistic updates v10 Simplified whole script Script converted to function - uses call now instead of execVM (using execVM in unit init line is highly not advised!) Added ability to assign callsigns for BFT markers from ACE3 New: immediately after assigning uniform/vest/backpack clear it from any equipment that could be added from uniform/vest/backpack default config items - no more additional unwanted items Let me know here if there are any other questions regarding this script! Licensed under APL-SA. v10.2 09-05-2016 mb GieNkoV for Arma Coop Corps community. Thanks Letranger for his VTS v4.0!!!
  4. Hello, I'm developing an airborne mission for my group, basically the guys (Two fire-team consisting of four members each, named A1, A2, A3, A4, B1, B2, B3, B4) spawn in an C-130 and parachute into the A.O. The problem is, I need them to have their backpacks when they land, so they have enough ammo and equipment to complete the mission, so I came up with this Idea, a trigger executing a script for each unit, the script will wait until they land and then add backpacks and equipment into it. The C-130 will enter the trigger area with the team onboard. These are the trigger's specs: ACTIVATION: BLUFOR ACTIVATION TYPE: PRESENT CONDITION: this && isServer ON ACT: para1 = [] execvm "scripts\backpack\A1.sqf"; para2 = [] execvm "scripts\backpack\A2.sqf"; para3 = [] execvm "scripts\backpack\A3.sqf"; para4 = [] execvm "scripts\backpack\A4.sqf"; para5 = [] execvm "scripts\backpack\B1.sqf"; para6 = [] execvm "scripts\backpack\B2.sqf"; para7 = [] execvm "scripts\backpack\B3.sqf"; para8 = [] execvm "scripts\backpack\B4.sqf"; Now this is the A1.sqf script: I tested it and it worked great, except when I tested it in a multiplayer server (I hosted it locally), I got in as unit A1. When I landed, the script worked and the parachute got replaced by the backpack and the defined contents, however it didn't work for the other player, their parachutes didn't get replaced by the intended backpacks, At first I thought I could've screwed the script for their units, so I restarted the mission and got in as another unit (A2), as some of you guys may imagine, I got my backpack just fine, but the other players didn't, not even the unit I just tested (A1). I tested all the other units and it worked great when I was playing as them, but no one else got their backpacks. As you guys probably know, I think I fucked up the locality of the script execution, not sure how, could any of you guys enlighten me as how to make this thing work? We usually use conventional hosting (through the game Multiplayer menu) and Dedicated hosting, so it would need to be something that works for both. Thanks in advance!
  5. After reading a ton of tutorials, and even more trial and error, I am almost finished with my first GUI. Originally intended for personal use, I am pleased enough that I will be releasing it. As of right now I'm just looking for some feedback. While mouse is on center box (player cam) click to rotate cam, mousewheel to zoom in and out. Admin menu for blacklisting items and setting loadout of players and groups. On the bottom right I will be adding more combo boxes (like the explosives section) for items such as medkit, toolbox etc. Also I will be adding a small checkbox for map, compass, watch etc.. Please let me know what you think about the overall design and any items I may have missed.(chemlights are with explosives) VIDEO - https://youtu.be/EvfEKXVWD9Y
  6. Scripted Gear Automator What does it do? This little mission / script aims to help mission devs with dressing up their units. The result is a piece of code that can be used to fully kit out friendly and enemy units. How does it work? Simply start this mission in the editor and use the Arsenal on the box in front of you. When you’re done creating your ultimate badass simply scroll your mouse and select the “Copy to clipboard†option. BLAM! Your code is ready to be put into your mission script! Where can I get it? DOWNLOAD OR
  7. Up until now, I've been able to retexture plate carriers for NATO without a problem. However, after the Personal Protection update rolled out on devbranch, I haven't been able to change textures for the "V_PlateCarrier1_rgr", "V_PlateCarrier2_rgr", "V_PlateCarrierGL_rgr", and "V_PlateCarrierSpec_rgr". CfgWeapons_NATO: /// Vests class V_PlateCarrier1_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier1_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier1_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; descriptionShort = "$STR_A3_SP_AL_III"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 80; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 16; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 16; PassThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; }; }; class V_PlateCarrier1_mtp: V_PlateCarrier1_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier1_mtp"; displayName = "$STR_A3_V_PlateCarrier1_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier2_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier2_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; descriptionShort = "$STR_A3_SP_AL_IV"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 20; PassThrough = 0.2; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 20; PassThrough = 0.2; }; class Body { hitpointName = "HitBody"; passThrough = 0.2; }; }; }; }; class V_PlateCarrier2_mtp: V_PlateCarrier2_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier2_mtp"; displayName = "$STR_A3_V_PlateCarrier2_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierRecon_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierRecon_rgr"; scope = 2; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; displayName = "$STR_A3_V_PlateCarrier1_rgr_V_PlateCarrier_Kerry0"; model = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo"}; }; }; class V_PlateCarrierRecon_mtp: V_PlateCarrierRecon_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrierRecon_mtp"; displayName = "$STR_A3_V_PlateCarrierRecon_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierGL_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierGL_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; overviewName = "$STR_B_SOLDIER_GL_F0"; overviewPicture = "\A3\Data_F_Mark\Images\watermarkInfo_page09_ca.paa"; descriptionShort = "$STR_A3_SP_ER"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 94; passThrough = 0.6; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 94; passThrough = 0.6; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class Pelvis { hitpointName = "HitPelvis"; armor = 16; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.6; }; }; }; }; class V_PlateCarrierGL_mtp: V_PlateCarrierGL_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_mtp"; displayName = "$STR_A3_V_PlateCarrierGL_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; class V_PlateCarrierSpec_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierSpec_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; DLC = "Mark"; descriptionShort = "$STR_A3_SP_AL_V"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; containerClass = "Supply100"; mass = 120; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class V_PlateCarrierSpec_mtp: V_PlateCarrierSpec_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_mtp"; displayName = "$STR_A3_V_PlateCarrierSpec_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; CfgWeapons: class CfgWeapons { class Uniform_Base; class UniformItem; class Vest_NoCamo_Base; class Vest_Camo_Base; class VestItem; class V_BandollierB_khk; class V_Chestrig_khk; class ItemCore; class HeadgearItem; class H_HelmetB_plain_mcamo; class H_Booniehat_khk_hs; class H_Cap_oli_hs; #include "CfgWeapons_CTRG.hpp" #include "CfgWeapons_GUER.hpp" #include "CfgWeapons_NATO.hpp" }; And CfgPatches: // Config class CfgPatches { class A3_Aegis_F_characters_BLUFOR { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_beta","A3_Characters_F_Gamma","A3_Characters_F_Bootcamp","A3_Characters_F_EPA","A3_Characters_F_EPB","A3_Characters_F_EPC","A3_Characters_F_Mark"}; }; }; Anything I'm doing wrong?
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