combinedarms.de

  • Bohemia Interactive Forums wrote:


    Hey guys
    I was wondering where I can find the arma 3 sample models/cargo models I dont know what they are called... They look like this http://prntscr.com/5ajdgy Once I obtain these models or what ever how would i go about getting them to show into buldozer? Thanks any help is always appreciated.




    Quelle: forums.bistudio.com/showthread…buldozer&goto=newpost
  • Bohemia Interactive Forums wrote:


    Below is snippet from an addon I'm working on. As you can see CBBCM_RscDialogSliderListBox is inheriting from CBBCM_RscDialogListBox.

    My goal here is to create the exact same dialog but add a slider to it (which I haven't done yet). Whenever I use createDialog on CBBCM_RscDialogSliderListBox I get the TitleBar control in the controlsBackground of CBBCM_RscBaseDialog but none of the controls from CBBCM_RscDialogListBox. However, when viewing CBBCM_RscDialogSliderListBox in the config viewer I can see all of the inherited controls as I expected.

    Am I doing something wrong here or is this simply a limitation of the createDialog command?

    PHP Code:

    class RscButtonMenuCancel;
    class
    RscButtonMenuOK;
    class
    RscListbox;
    class
    RscSlider;
    class
    RscText;


    class
    CBBCM_RscBaseDialog
    {
    idd = -1;
    movingEnable = true;
    onLoad = "\
    [] spawn {\
    while {dialog} do {\
    if !(alive player) then {\
    closeDialog 0;\
    };\
    };\
    };\
    "
    ;
    class
    controlsBackground
    {
    class
    TitleBar: RscText
    {
    idc = 100;
    x = safezoneX+safezoneW*0.4;
    y = safezoneY+safezoneH*0.3;
    w = 0.2*safezoneW;
    h = 0.0225*safezoneH;
    colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])",0.8};
    moving = true;
    };
    };
    };


    class
    CBBCM_RscDialogListBox: CBBCM_RscBaseDialog
    {
    class
    controls
    {
    class
    BackgroundBox: RscText
    {
    x = safezoneX+safezoneW*0.4;
    y = safezoneY+safezoneH*0.325;
    w = 0.2*safezoneW;
    h = 0.165*safezoneH;
    colorBackground[] = {0,0,0,0.7};
    };
    class
    Listbox: RscListbox
    {
    idc = 101;
    x = safezoneX+safezoneW*0.405;
    y = safezoneY+safezoneH*0.33;
    w = 0.19*safezoneW;
    h = 0.155*safezoneH;
    colorBackground[] = {0,0,0,0.5};
    };
    class
    ButtonCancel: RscButtonMenuCancel
    {
    action = "closeDialog 0;";
    x = safezoneX+safezoneW*0.44;
    y = safezoneY+safezoneH*0.495;
    w = 0.05*safezoneW;
    h = 0.025*safezoneH;
    };
    class
    ButtonOK: RscButtonMenuOK
    {
    action = "(uiNamespace getVariable ['CBBCM_ActivatedCuratorModule',objNull]) setVariable ['DialogReturnValue',lbData [101,lbCurSel 101]]; closeDialog 0;";
    x = safezoneX+safezoneW*0.51;
    y = safezoneY+safezoneH*0.495;
    w = 0.05*safezoneW;
    h = 0.025*safezoneH;
    };
    };
    };


    class
    CBBCM_RscDialogSliderListBox: CBBCM_RscDialogListBox
    {
    class
    controls: controls
    {
    class
    ButtonOK: ButtonOK
    {
    action = "(uiNamespace getVariable ['CBBCM_ActivatedCuratorModule',objNull]) setVariable ['DialogReturnValue',[lbData [101,lbCurSel 101],sliderPosition 102]]; closeDialog 0;";
    };
    };
    };





    Quelle: forums.bistudio.com/showthread…eritance&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hello, I'm trying to remove ability to watch statistics of your kills in MP, the one when you press P(default key)

    So, i'm trying to edit base class:

    Code:

    class MPTable
    {
    x=0.037;
    y=0.1;
    w=0.926;
    h=0.80000001;
    color[]={1,1,1,1};
    colorCaptionBg[]={0,0,0,1};
    colorTitleBg[]={0,0,0,1};
    colorBg[]={0,0,0,0.60000002};
    colorBgAlt[]={0,0,0,0.64999998};
    colorSelected[]={0,0,0,0.89999998};
    colorWest[]={0.13,0.41,0.87,1};
    colorEast[]={0.82999998,0.17,0.17,1};
    colorCiv[]={0.44999999,0.050000001,0.89999998,1};
    colorRes[]={0.18000001,0.64999998,0.12,1};
    font="PuristaMedium";
    size="( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
    shadow=0;
    captionSpace=0.0049999999;
    class Columns
    {
    class Order
    {
    width=0.048999999;
    };
    class Player
    {
    width=0.27000001;
    space=0.0049999999;
    };
    class KillsInfantry
    {
    picture="\A3\ui_f\data\igui\cfg\mptable\infantry_ca.paa";
    };
    class KillsSoft
    {
    picture="\A3\ui_f\data\igui\cfg\mptable\soft_ca.paa";
    };
    class KillsArmor
    {
    picture="\A3\ui_f\data\igui\cfg\mptable\armored_ca.paa";
    };
    class KillsAir
    {
    picture="\A3\ui_f\data\igui\cfg\mptable\air_ca.paa";
    };
    class Killed
    {
    space=0.0049999999;
    picture="\A3\ui_f\data\igui\cfg\mptable\killed_ca.paa";
    };
    class KillsTotal
    {
    width=0.108;
    picture="\A3\ui_f\data\igui\cfg\mptable\total_ca.paa";
    };
    };
    class RespawnMessage
    {
    x=0;
    y=0;
    font="PuristaMedium";
    size=0;
    color[]={0,0,0,0};
    xBg=0;
    yBg=0;
    wBg=0;
    hBg=0;
    colorBg[]={0,0,0,0};
    };
    };

    This class is responsible for the graphic element that shows up when you press P.
    I've tried to move this element away from the screen, but it doesn't work(maybe because i don't know right values for x,y,h)
    Tried replacing images with empty.paa, but it doesn't look to work as well.

    Maybe i'm trying to deal with some wrong class.

    Also i found this class:

    Code:

    class CfgDiary
    {
    class FixedPages
    {

    class Statistics
    {
    displayName="$STR_A3_CfgDiary_FixedPages_Statistics";
    shortcuts[]={};
    indexTitle="%$STR_LOGSUBJECT_STATISTICS";
    indexIcon="";
    recordTitle=" %$STR_STAT_MISSION";
    text="
    %$STR_BRIEF_YOURKILLS
    %STAT_KILLS_ENEMY

    %$STR_BRIEF_YOURKILLS_FRIENDLY
    %STAT_KILLS_FRIENDLY

    %$STR_BRIEF_YOURKILLS_CIVIL
    %STAT_KILLS_CIVIL%

    %$STR_BRIEF_CASUALTIES
    %STAT_CASUALTIES";
    killsOnce=" %NAME
    ";
    kills=" %COUNT x %NAME
    ";
    casualtiesPlayerTotalOnce="$STR_A3_CfgDiary_FixedPages_Statistics_0";
    casualtiesPlayerTotal="$STR_A3_CfgDiary_FixedPages_Statistics_1";
    casualtiesPlayerOnce="$STR_A3_CfgDiary_FixedPages_Statistics_2";
    casualtiesPlayer="$STR_A3_CfgDiary_FixedPages_Statistics_3";
    casualtiesOnce=" %NAME
    ";
    casualties=" %COUNT x %NAME
    ";
    };
    };

    But it is responsable for the onmap statistic(when you open a map and go for the statistic tab)
    And i can make it empty on map, so when you kill someone, it won't show up there.

    But the real problem is:

    How do I remove that tab that appears on screen when you press P, the scoreboard. Because i wanna remove it, so you could only see your statistics when missions is over, on the debriefing screen.

    Any suggestions?




    Quelle: forums.bistudio.com/showthread…-element&goto=newpost
  • Bohemia Interactive Forums wrote:


    So I'm hoping someone can help me out because I have tried everything I can think of. I am adding the final unit re textures to my addon pack but wan't to have some custom Ghillie sniper units but for the life of me I can't get my texture .paa to go onto the sniper model correctly I get into the editor after repacking the addon and I see my re texture but the sniper mask and other clothing texture are all mixed up and not correctly applied to the unit. If someone can give me a simple config.cpp example with the right classnames for the blufor Ghillie sniper unit to add a custom color re texture that would be great thanks.




    Quelle: forums.bistudio.com/showthread…nfig-cpp&goto=newpost
  • Bohemia Interactive Forums wrote:


    Howdy folks! I feel the time has come to release my international units pack to compliment my Naval Special Warfare pack. This is designed to work with Virtual Ammo Box and now Virtual Arsenal. Nationality flags are listed under unit insignia. Also includes backpacks, helmets, PVS-14 MNVG, and vests - with modified mechanics.


    TASK FORCE APACHE

    International Units
    v1.00

    Each nation listed below has a Desert and Woodland variant and a Rolled Sleeve (RS) variant.

    • Multicam (From my NSW Pack just w/o the flags)
    • Sweden
    • Japan
    • Finland
    • UK
    • Australia
    • Germany
    • France
    • Italy
    • US
      • 6 Color Desert (Chocolate Chip Camo)
      • Tri color Desert (DCU)
      • Tiger Stripe
      • Woodland

    Notes:
    • I'll be including British MTP in an upcoming release.
    • I left the shoulder patch flags off as various countries dont seem to use rectangular patches like the US does. The plastic material layer is still there, I'm unsure how to get rid of that. Regardless, this pack is meant for general uniform usage - germany, france, US stuff in this pack are known to be exported internationally so putting shoulder flags on them would limit the usage of this pack.
    • I developed this while using Tonic's Virtual Ammo Box and virtual arsenal. It's a lot more convenient (IMHO) this way, but not required. There are no requirements for this mod other than A3.
    • For full class names and change log see the mod change log included in downloaded file.
    • I’m in dire need for another modeller. If you’re interested, please PM me immediately.


    END USER LICENCE AGREEMENT
    DISCLAIMER
    You are permitted to install and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author. Out of respect for the work I did, and the help I've been given, the community, and the game and BI, please do not edit this without consent by me and me alone. Please contact me for request for alterations.

    This addon is released under:
    Creative Commons Licence
    Attribution-NonCommercial-NoDerivs

    for use in ARMA 3 version CURRENT

    Credits:
    • Task Force Apache for testing/evaluation and critic. And bugging me and sidetracking me over the years.
    • Alex Vestin for his MCam template and general config issues that arose.
    • Saul for his INDEP Camo Templates.
    • Riouken general assistance over the years.
    • BIS for the awesome models, fun games and community outreach you do for all of us since the day of OFP (and now for the data release!).
    • Foxhound/ArmaHolic guys for the years of hard work they do day in and day out for the community. Rock on guys.
    • Maj Morency[7CMBG] for O2 and config issues that arose.
    • TxT for O2 and config issues that arose.
    • StalkerGB for his PVS-14 model.
    • Binkowski for general O2, config issues that arose.
    • Subscyed, Tsark, Malcom86 and everyone else who provided input.















    Quelle: forums.bistudio.com/showthread…al-Units&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hi,

    while we made the modset for our public-server, we noticed that there aren't many proper AT launchers. They are either only disposable, or don't have the zeroing function that we had with ACE 2.
    So I decided to try to make a little launcher mod. For the moment it should only contain the two main-AT's from the BlueFor-side of Arma 2, the M3 MAAWS and the SMAW.

    I want to do own models and to give them following functionality:
    -3D-optics instead of 2D-overlay
    -zeroing, if possible via rotation of the scope, similar to how it works on the real launchers
    -different types of ammo

    I have no idea if zeroing for AT's is even possible in Arma 3, but I am sure there is a way to solve this.

    Yesterday I started to work on the model of the M3 MAAWS. It is nearly finished, smaller details can be added/changed later. Tomorrow I will start to make the textures.
    http://i.imgur.com/D9zxy4x.png
    http://i.imgur.com/de4eMc2.png

    Feel free to share your ideas or suggestions!




    Quelle: forums.bistudio.com/showthread…hers-WIP&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hi there, after recently getting a dedicated server, I have found problems trying to disable 3rd person and death messages. On the listening servers it was easy but I cannot figure out where to do it for the dedicated. I would imagine it would be in the server.cfg but I tried adding

    deathmessages=0;

    but it did not work as was wondering if someone could help me out trying to disable those features.

    Thanks




    Quelle: forums.bistudio.com/showthread…fficulty&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hello!

    So I am trying to hide the rocket pods on the hellcat. In the config of the Heli_Light_02 in the class Heli_Light_02_base_F:

    There is a code:
    "Script animations: Doors, HideWeapon, proxy"

    So is it possible to hide the rocket pods on the hellcat like you can on the offroad with:
    _this animate ["HideConstruction",1];
    So on the hellcat:
    _this animate ["HideRocketPod",1];

    or something similar, is it possible?

    Or if I can use the same as:
    _Heli_Light_02 animate ["dvere1",1] but like:
    _Heli_Light_02 animate ["raketa1",1];

    And also I dont want to hide all weapons just the rocket pod.

    Thanks :)




    Quelle: forums.bistudio.com/showthread…-Hellcat&goto=newpost
  • Bohemia Interactive Forums wrote:


    I am writing a script (guess which) that requires a driver of a vehicle (or gunner or commander) to not be able to control their vehicle for a while. I have looked through what I know and the various places I can actually find info on this, and I could not find a proper method. So, anyone happen to know a way to temporarily disable vehicle controls?




    Quelle: forums.bistudio.com/showthread…-vehicle&goto=newpost
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