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[WIP] Christmas Pack v 4.1 Included so far : 1 Santa Claus Custom made Uniform 1 Drivable Sleigh 1 Boatable Sleigh 1 Flyable Sleigh 1 Flyable Reindeer 14 Christmas Songs 4 Wearabe Beards 10 Food Items 1 Merry Christmas Sign 3 Large Christmas Decorations 5 Wearable Christmas Hats 6 Wearable Snowmen Hats 1 Wearable Turkey Hat 2 Christmas Hats (Items) 5 Christmas Socks 7 Wearable Christmas Sweaters 3 Wearable Snowmen Uniforms 9 Christmas Presents 2 Christmas Pickable Presents 2 Wooden Sleds 4 Snowmen 2 Igloos 7 Toys 4 Christmas Trees 18 Christmas Balls 2 Christmas Stars 2 Decorative Christmas Candy Canes 9 Christmas Candles 2 Christmas sleighs 4 Christmas reindeers 4 Christmas polar bears 4 Christmas penguins 4 Christmas plates 4 Christmas cups 1 Set of Christmas utensils 1 Christmas Wine Bottle 1 Christmas Wine Bottle Screw 1 Christmas Wine Bottle Cork 1 Christmas Wine Glass 1 Throwable Christmas snowball 1 Throwable explosive snowball 2 Snowball Launchers: 1 Lamp with 2 Switches: (switches can be used with addAction scripts and the hideObject command) 4 Christmas Lights with 4 frequency versions each: (WARNING only 6 can be seen flashing at the same time) Christmas vehicle textures for the A-164, Kuma, M-4, Marschal, MLRS, M-ATV, the MH-9, the AH-9, the Huron, the AH-99, the UH-80, the BTR-K, the Tempest, the Zamak, the Hemmt, the SDV, the Armed Minigun Boat and the Stomper. Christmas weapon textures for the MX SW 6.5mm, the MXC 6.5mm, the ACPC, the Vermin .45ACP, the MK 20 Plain, the SDAR, the MK 20 GL, the TRG 20, the RPG32, the P07 the MXM 6.5mm, the M18 ABR 7.62mm, the M320 LRR .408, for the Zubr .45, the PM 9mm, the TRG-20, the Titan MPRL plus its Compact edition. The ability to create Snow Structures such as Snow Castles! The ability to play soccer via vehicles and a huge snowball! (WARNING the Snowball must have its ability to take damage disabled) Installation how to : Just extract the file and insert the addon in your Arma 3 directory. After that just load the addon via the Arma 3 launcher. If you cannot see the addon just swipe it in the launcher addon sections. All done! QA : Q: How often will updates come out? A: No more updates are planned for 2021. Merry Christmas! Q: Has this addon been tested? A: Many times actually in the editor. I have seen Arma open up so many times in the past few days. Aaaaaaa! Q: Has this addon been signed? A: It has indeed. The key for servers is also included in the file. If something is missing please let me know. Q: Where can I find the items in the editor? A: The classnames are such that using the term Christmas will show all items. The weapons are found in the virtual arsenal. Download link: Website SubLink: here . Direct Download Link: here . Steam Link: here . Changelogs: Some pics of the objects created so far : Hope you like the above guys. Any comments and feedback will be appreciated! First addon so hope its of Arma 3 class
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WEAR WHAT YOU WANT Hi all, Fed up with the cloth restriction? You can kill civilians but not wear their clothes! You want to infiltrate enemy player places but you can't wear their uniforms. You can't count the threads about forceAddUniform with any interest in game, except for some specific action... If you want to wear what you find on corpses, crates, or ground.. just add the following code for each allowed players (initPlayerLocal.sqf seems great). Just make sure player is already defined. version Mar 13th 2018 updated 21/06/18 UPDATED: new version 20/12/2019 Corrected 25/06/2020 on Larry0503 feedback for uniforms with multiple classes (present in all sides) parameters: NONE fnc_otherUnif = { params ["_type","_return"]; if (_type == 0) exitWith { MGI_button = _return #1; false }; if (_type == 1 and !isnil "MGI_button" && {MGI_button == 1}) then { disableSerialization; _control = _return select 0; _index = _return select 1; private _idc = ctrlIDC _control; private _text = lbText [_idc, _index]; private _picture = lbPicture [_idc,_index]; private _uniforms = ("getText (_x >> 'displayName') == _text && getNumber (_x >> 'ItemInfo' >> 'type') == 801" configClasses (configFile >> "CfgWeapons")); if (_uniforms isEqualType [] && {!(_uniforms isEqualTo [])}) then { [_idc,_text,_picture,_index,_uniforms] spawn { params ["_idc","_text","_picture","_index","_uniforms",["_selectedUnif",""],"_unifConts",["_uniformObject",objNull],"_otherItems","_g0"]; private _currentUnif = uniform player; private _currentInvent = uniformItems player; _currentInvent = (_currentInvent arrayIntersect _currentInvent) apply {private _v= _x;[_x]+[{_v isEqualTo _x} count _currentInvent]}; private _selectedUnif = ((_uniforms select {toLower (gettext (_x >> "picture")) splitString "\"joinString "\" == _picture}) apply {configName _x}); if (_selectedUnif isEqualTo []) exitWith {}; if !(pl_container isKindOf "CAManBase") then { _unifConts = (everyContainer pl_container select {getNumber (configFile >> "CfgWeapons" >> _x #0 >> 'ItemInfo' >> 'type') == 801}); _uniformObject = objNull; private ["_cnt","_selectedCfg"]; scopeName "main"; for "_i" from 0 to count _selectedUnif -1 do { _cnt = 0; _selectedCfg = _selectedUnif #_i; for "_j" from 0 to _index do { if (lbText [_idc,_j] == _text) then { _cnt = _cnt +1; _uniformObject = _unifConts select {_selectedCfg == (_x #0)} select (_cnt -1) select 1; if (!isnil "_uniformObject" && {!isNull _uniformObject}) then { _selectedUnif = _selectedCfg; breakTo "main" }; }; }; _uniformObject = objNull; }; } else { _selectedUnif = _selectedUnif #0; _uniformObject = uniformContainer pl_container }; if (!isNull _uniformObject && !(player isUniformAllowed _selectedUnif)) then { private _itemsAndMags = (_uniformObject call MGI_orderItsAndMgs) params ["_selectedItems","_selectedMags"]; if !(pl_container isKindOf "CAmanbase" or isNull pl_container) then { private _its = getItemCargo pl_container; private _mgs = magazinesAmmoCargo pl_container; private _unifItems = _unifConts apply {_x #0}; private _vestConts = (everyContainer pl_container select {getNumber (configFile >> "CfgWeapons" >> _x #0 >> 'ItemInfo' >> 'type') == 701}); private _vestItems = _vestConts apply {_x #0}; _otherItems = +(_its #0) - _unifItems - _vestItems; _otherItems = _otherItems apply {[_x,_its #1#(_its #0 find _x)]}; private _conts = _unifConts + _vestConts; for '_i' from 0 to count _Conts -1 do { if (_conts #_i #1 == _uniformObject) exitWith { _conts deleteAt _i }; }; pl_container setVariable ["MGIallContForWear",[]]; { private _itsAndMgs = ((_x #1) call MGI_orderItsAndMgs) params ["_its","_mgs"]; (pl_container getVariable "MGIallContForWear") pushBack [_x #0,_its,_mgs]; } forEach _conts; _g0 = pl_container; clearItemCargoGlobal _g0; } else { _g0 = createVehicle ['WeaponHolderSimulated_Scripted', (player modelToWorld [0,1,1]), [], 0, 'CAN_COLLIDE'] }; player forceAddUniform _selectedUnif; private _unif = uniformContainer player; {_unif addItemCargoGlobal [_x#0,_x#1]} count _selectedItems; {_unif addMagazineAmmoCargo [_x#0,_x#2,_x#1]} count _selectedMags; call { if (pl_container isKindOf "CAManBase") exitWith { removeUniform pl_container }; { _x params ["_cont",["_it",[]],["_mag",[]]]; pl_container addItemCargoGlobal [_cont,1]; private _createdCont = pl_container call MGI_lastCont; {_createdCont addItemCargoGlobal [_x#0,_x#1]} count _it; {_createdCont addMagazineAmmoCargo [_x#0,_x#2,_x#1]} count _mag; } forEach (pl_container getVariable "MGIallContForWear"); {_g0 addItemCargoGlobal [_x #0,_x #1]} forEach _otherItems; }; _g0 addItemCargoGlobal [_currentUnif,1]; _lastCont = _g0 call MGI_lastCont; {_lastCont addItemCargoGlobal [_x #0,_x #1]} forEach _currentInvent; if (_g0 isKindOf "WeaponHolderSimulated" && {(count itemCargo _g0 + count magazineCargo _g0 + count weaponCargo _g0 + count backpackCargo _g0) == 0}) then { deleteVehicle _g0 }; }; }; }; MGI_button = 0; false }; }; MGI_orderItsAndMgs = compileFinal " params [['_uniformObject', objNull,[objNull]]]; private _items = getItemCargo _uniformObject; private _mags = magazinesAmmoCargo _uniformObject; private _selectedItems = (_items #0) apply {[_x,_items #1#(_items #0 find _x)]}; private _selectedMags = (_mags arrayintersect _mags) apply {private _v= _x;_x+[{_v isEqualTo _x} count _mags]}; [_selectedItems,_selectedMags]; "; MGI_lastCont = compileFinal " params [['_cont',objNull]]; private '_lastCont'; _invent = (everyContainer _cont - (everyBackpack _cont apply {[typeOf _x,_x]})); if !(_invent isEqualTo []) then { _lastCont = _invent select (count _invent -1) select 1; } else { _lastCont = _cont; }; _lastCont "; player addEventHandler ["InventoryOpened", { params ["_unit", "_container"]; pl_container = _container; [] spawn { waitUntil {!(isNull findDisplay 602)}; disableSerialization; {(findDisplay 602 displayCtrl _x) ctrlAddEventHandler ["MouseButtonClick", "[0,_this] call fnc_otherUnif"]} forEach [632,640]; {(findDisplay 602 displayCtrl _x) ctrlAddEventHandler ["LBSelChanged", "[1,_this] spawn fnc_otherUnif"]} forEach [632,640]; }; }]; USAGE: just right click on uniform you want to wear. NOTE: seems a long code for forcing to wear a uniform? Just feel free to optimize without downgrading a working code on crates, corpses, or ground without multiplying gears or losing items...
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