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Showing results for tags 'pylons'.
Found 7 results
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Retexuring the weapon pylons for the Gryphon
Arische Mustasche posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I need help retexuring the weapon pylons for the Gryphon from the Jets DLC. I am making the whole underside of the jet a bit darker, and it has worked great. However the pylons doesn't seem to change colour when i use my costom skin, even if it seem like the pylons textures are in the same texturefile as the fuselage of the jet. To make everything clear, The fuselage itself is working correctly, but the pylons holding the missiles aren't changing textures. Does anyone have any experience with retexturing and know why the pylons aren't changing colour? While testing the costom paa files i am using the Extended Debug console to place them on the aircraft. -
Description : Small ingame loadout cheanger for planes and helicopters, save and load custom presets In game '?' is only in english, if some one know english and russian perfectly any help will be accepted How to import it in your map/scenario? Just add following text in files, and obviously files downloaded -description.ext class CfgFunctions { #include "ZLoad\functions.hpp" }; #include "Zload\defines.hpp" #include "Zload\dialogLoadout.hpp" #include "Zload\dialogHelp.hpp" #include "Zload\dialogSave.hpp" -initPlayerLocal.sqf [player,"MarkerNameFromEDITOR",20] spawn zlo_fnc_CreateZone;//[PLAYER,MARKERNAME,RADIUS] -onPlayerRespawn.sqf [player,"MarkerNameFromEDITOR",20] spawn zlo_fnc_CreateZone;//[PLAYER,MARKERNAME,RADIUS] -stringtable.xml just add all from file in mission to your stringable.xml(if exists, else just put in your mission folder) -in editor add marker to use in scripts, it will be the marker near the menu will apear (ps:sorry for my bad english) Exemple : _Radius_From_center = 20; [_OBJ_TO_ADD_ACTION,"Zone_Center",_Radius_From_center] spawn zlo_fnc_CreateZone; #v1.0 First Release Download <-> Steam Workshop
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Two questions about pylon weapon configs, and pylon scripting
Nick Seafort posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi fellas, I've been scratching my head over these for a while now and not getting any closer to figuring out what's going on. I've tried the Discord a few times, but I think these questions may be a bit lengthy for that and haven't gotten any responses! Situation: finalising adding pylons and associated scripting for our modpack's helicopters, and these differ from vanilla helos in that: a) they may have both a pilot and gunner controlling pylon weapons simultaneously (rather than all pylons controlled by one or other), and b) who controls each particular pylon varies between different presets of the same vehicle. First issue: a "SAFE" weapon that we include as the first weapon for all vehicles vanishes ONLY IF the pylon loadout is altered in the mission editor. So, we have fairly standard SAFE weapon added as the initial weapon for both pilot and gunner. The weapon is defined with a magazine name that doesn't exist, and when we specify the magazines[] for the vehicle we just include nothing - so the players see a read "SAFE" weapon with no rounds that they have to swap off to actually fire anything. Having added pylons to the helicopters, these still work just fine upon loading into a mission. HOWEVER, if I alter the pylon loadout in the editor at all (via the vehicle's attributes pane, and simply swapping one ammo-type for another ammo-type for the same weapon for the pilot, for instance), then both the pilot and the gunner don't have the SAFE weapon show up any more - their initial weapon is the next in the list/first pylon, and cycling through all weapons reveal it's missing. Has anyone else experienced this, or have an idea what might be causing it? I've checked other mods out and they don't seem to encounter the issue, but I can't spot anything in their configs that reveals an obvious difference. The only workaround I can think of is to rip all weapons off on spawn and then re-add them as well as the static weapons/magazines as part of the init... but this is obviously not a great solution and also runs into the second issue. Second issue: I cannot find a reliable method via scripting to determine which seat controls which pylon station. As an example, if the vehicle's default loadout has the pilot controlling two wingtip stations and the gunner controlling two inboard stations, then if this is changed in the editor so that actually they've swapped so the pilot controls the inboard stations and the gunner the wingtip stations then I can't see any way to find this information out. As I'm trying to finalise the in-mission rearming GUI for pylons, this means that currently I have to try and guess who controls which pylon initially (to pre-set the ownership options on loading the GUI) and then store that in a custom variable after this to facilitate behaviour for the rest of the mission. It also means that I can't accurately workaround the first issue by removing and re-adding weapons/magazines due to not know the actual order to reattach them in to retain all the same animation/behaviour. It also means that the guessing function is a bloody awful nest of loops and array comparisons, with lots of checks to ensure the totals match after each step etc. Is anyone able to offer insight into either of these points? If more convenient, I'm available to chat via Discord or TS - just let me know ☺️ -
I am currently in the process of making a GUI that allows you to customize the pylons of a plane. Everything works up until this one part. (This is not the only thing in the GUI, just one function). params["_indexWeapon"]; _weaponToEquip = currentWeapons select (_indexWeapon + 2); _planeToEquip = currentObject; _pylonToEquipIndex = currentPylonNum + 1; systemChat str _pylonToEquipIndex; systemChat str _planeToEquip; systemChat _weaponToEquip; (_planeToEquip) setPylonLoadOut [_pylonToEquipIndex, _weaponToEquip, true, []]; For some reason, in the setPylonLoadOut, the _weaponToEquip does not work. So say it equals "PylonRack_1Rnd_AAA_missiles". I get the error in game, "No entry 'bin\config.bin/CfgMagazines."PylonRack_1Rnd_AAA_missiles"'. But if I change the code to, (_planeToEquip) setPylonLoadOut [_pylonToEquipIndex, "PylonRack_1Rnd_AAA_missiles", true, []]; It works if I use that code. I can't seem to figure out why this is and what a fix for it might be. If anyone has any ideas why this is and what a fix might be, I will be extremely grateful for your input. Thanks in advance!
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Adding an option to change pylon loadouts in missions
Ex3B posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I want to be able to make a mission where a vehicle can be brought back to a certain place, and have its pylon loadout changed. So far the best I've got is a set of repeatable triggers (with conditions to ensure the aircraft is in the designated area) that are activated by radio (ie radio alpha/bravo/charlie) to change the pylon loadout of the aircraft. What I would like to do is have these loadout options added to the action menu of the craft, instead of being radio options. For one thing, if I want to make multiple loadout types for multiple types of aircraft, there just aren't enough radio commands. Is this possible? Can anyone point me int the right direction to writing such a script? -
How do I make a jet respawn with the correct texture and pylons?
Haammaar posted a topic in ARMA 3 - EDEN EDITOR
I've made an addon that adds a texture to the texture list in "edit Vehicle Appearance" on the gryphon, but I can't figure out a way to keep the vehicle appearance and the pylon settings for the jet after respawn. Any ideas? -
How do I make a jet respawn with the correct texture and pylons?
Haammaar posted a topic in ARMA 3 - EDEN EDITOR
I've made an addon that adds a texture to the texture list in "edit Vehicle Appearance" on the gryphon, but I can't figure out a way to keep the vehicle appearance and the pylon settings for the jet after respawn. Any ideas?