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Found 3 results

  1. Hello friends! A couple of days ago I've ran into some trouble I couldn't solve myself, and I found help here very fast. Right now, I'm at the point where I'm unable to find a solution for some sort of problem, again. What I'm trying to achive, is to spawn a vehicle - the AWC 302 Nyx (Wiesel), to be exactly - with alternate, official texture. The Nyx features the standard AAF-Camo, and alternatively an simple Olive-Camo. Since I'm making a own verison of DUWS - many of you will know what this is -, you will also know how those vehicles do spawn: Go to the headquarters, talk to the officer, choose the vehicle, spend the credits, and the vehicle will spawn outside of the HQ. Heres a little insight of how I try to spawn this vehicle with the alternate Olive-Camo: case 18: { if (commandpointsblu1 >= 28) then { hint "Vehicle ready !"; commandpointsblu1 = commandpointsblu1 - 28; ctrlSetText [1000, format["%1",commandpointsblu1]]; _vehic = "I_LT_01_AA_F" createVehicle _spawnPos; _vehic setObjectTexture [0,"Indep_Olive"]; _vehic setObjectTexture [1,"Indep_Olive"]; _vehic setObjectTexture [2,"Indep_Olive"]; _vehic animate ["showTools", 1]; _vehic animate ["showCamonetHull", 1]; _vehic animate ["showBags", 1]; _vehic animate ["showSLATHull", 0]; } else { hint "Not enough command points"; }; }; If I do place the vehicle in 3den-Editor, change it's visuals like the camo, SLAT-Armour, camonet etc., and then export it, copy paste it somewhere, the Olive-Camo is defined as "Indep_Olive", like above. Exported stuff looks like this: _veh = createVehicle ["I_LT_01_AA_F",position player,[],0,"NONE"]; [ _veh, ["Indep_Olive",1], ["showTools",1,"showCamonetHull",1,"showBags",1,"showSLATHull",0] ] call BIS_fnc_initVehicle; Of course I already found out that this won't work with SetObjectTexture, unfortunately. The vehicle does spawn with all the extras like SLAT-Armour, tools, but with missing textures (At least this showed me, that it somehow works). I then tried different things to achive my goal, changed something here and there, tried to find the path to those textures, etc. Funny enough: It's possible to use this code instead of the old one, and spawn the vehicle with all the extras and the correct textures. Bad thing is, It's spawn behaviour is totally different and all over the place - sometimes even glitches into the HQ. Results in apocalypse. If I'd use the new code instead of the old one, it'd look like this: case 18: { if (commandpointsblu1 >= 28) then { hint "Vehicle ready !"; commandpointsblu1 = commandpointsblu1 - 28; ctrlSetText [1000, format["%1",commandpointsblu1]]; _veh = createVehicle ["I_LT_01_AA_F",position player,[],25,"NONE"]; [ _veh, ["Indep_Olive",1], ["showTools",1,"showCamonetHull",1,"showBags",1,"showSLATHull",0] ] call BIS_fnc_initVehicle; } else { hint "Not enough command points"; }; }; It's a long and already ungrateful journey, and I don't know where else to look, what else to do. If there would be someone to point me in the right direction, or is able to make a functioning code of the examples above - old code or new one, doesn't matter as long as it works and the spawn behaviour is correct and identical to the old one, I'd - again - be more than very thankful. Hope to hear from you folks, enjoy your time! Regards, MajorBlunderbuss.
  2. Hello, I am making a weapon sight for arma 3 with a custom model. I want to add some texture variations and i understood i can achieve this with hiddenselections. The problem is that I cant seem to get another texture assigned to it ingame. I looked over a number of other threads dealing with hiddenselections, but so far i could not find out where i am going wrong with this. My model has a selection named "camo" in Object builder: This is the Model.cfg, I just added this in the mod directory, do i need to assign the model.cfg to the model somewhere? class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Andor_hartman_mh1 : Default { sections[] = { "camo" }; }; }; This is the config.cpp: #include "basicDefines_A3.hpp" #include "CfgPatches.hpp" class asdg_OpticRail; class asdg_OpticRail1913: asdg_OpticRail { class compatibleItems { Andor_hartman_mh1 = 1; Andor_hartman_mh1_tan = 1; Andor_hartman_mh1_olive = 1; }; }; class cfgWeapons { class ItemCore; class InventoryItem_Base_F; class InventoryOpticsItem_Base_F; class Andor_hartman_mh1: ItemCore { displayName="Hartman MH1 (Black)"; author= "Andor"; picture="\Andor_Hartman_mh1\Data\Hartman_mh1_icon_ca.paa"; model = "\Andor_Hartman_mh1\Andor_hartman_mh1"; scope = 2; descriptionShort = "Hartman MH1"; weaponInfoType = "RscWeaponZeroing"; hiddenSelections[] = {"camo"}; hiddenSelectionTextures[] = {"\Andor_Hartman_mh1\Data\Hartman_mh1_CO.paa"}; class ItemInfo: InventoryOpticsItem_Base_F { mass = 6; //opticType = 1; optics = true; modelOptics="\A3\Weapons_F\empty"; class OpticsModes { class Hartman_mh1_optic { opticsID = 1; useModelOptics = 0; opticsZoomMin = 0.25; opticsZoomMax = 1.25; opticsZoomInit = 0.75; memoryPointCamera = "eye"; opticsFlare = 0; opticsDisablePeripherialVision = 0; distanceZoomMin = 200; distanceZoomMax = 200; cameraDir = ""; visionMode[] = {}; opticsPPEffects[] = {"OpticsBlur1"}; }; }; }; inertia = 0; }; class Andor_hartman_mh1_tan: Andor_hartman_mh1 { author= "Andor"; displayName="Hartman MH1 (Tan)"; hiddenSelections[] = {"camo"}; hiddenSelectionTextures[] = {"\Andor_Hartman_mh1\Data\Hartman_mh1_Tan_CO.paa"}; }; class Andor_hartman_mh1_olive: Andor_hartman_mh1 { author= "Andor"; displayName="Hartman MH1 (Olive)"; hiddenSelections[] = {"camo"}; hiddenSelectionTextures[] = {"\Andor_Hartman_mh1\Data\Hartman_mh1_Olive_CO.paa"}; }; }; The default texture i assigned in Object builder loads on all 3 variants. I have the feeling i am forgetting something simple?? Any help is much appreciated.
  3. Hello, retexturing the Vermin .45 SMG (Vector/SMG_01) is currently impossible, I`ve been told by [da12thMonkey] that it seems its .p3d is not set up for using hiddenSelections and hiddenSelectionsTextures via config file. I`ve been trying to retexture some of the vanilla weapons and got the Mk18 (M14EBR/srifle_EBR_F) aswell as the TRG21 variants (TAR-21/arifle_TRG21_F/arifle_TRG21_GL_F) working with a custom texture by creating a new class from each of the weapons mainclass. As to the Vector, I had no such luck, the weapon kept its original texture no matter what. Any chance that the vector`s .p3d will be changed in a future update to accept hiddenSelections and hiddenSelectionsTextures?
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