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raymix

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  1. Like
    raymix got a reaction from TolH in Init.sqf vs Variables.sqf   
    Wrong.
    init.sqf is the first ever script to be loaded in mpmissions. It can be used for anything - from defining variables to compiling functions (just like any other file... filenames means nothing, any file can be used for any task).
    function is also just a variable that is defined by compiling a file (read by engine in form of string), preprocessor takes care of comments and defines if exists.
    Down the list comes compiles and variables files, which are nothing different from init.sqf - they all are just files to be processed.
    When it comes to programming - when you set a variable, it is created in a namespace (a group of blocks in your RAM), if you redefine variable later, it is overwritten.
    This means that there is no such thing as priority. Last defined is the variable that is used.
    To answer your question - if you define same variable in 2 different places, last one to be loaded will be the one used, and since init.sqf is always first file to be loaded and it is used to load variables.sqf, then variable inside variables.sqf is used instead.
  2. Like
    raymix reacted to Axle in New base item   
    Please welcome the newest member to base defense.  
     

     
    New Hesco Barrier.
     
  3. Like
    raymix got a reaction from TheVampire in Epoch Safe   
    There's an unpredictable time delay when locking/unlocking safes, could be anything between 2 or 20 seconds. Next update will have a visual feedback for this issue, something like this:
     
  4. Like
    raymix got a reaction from KPABATOK in Epoch Safe   
    There's an unpredictable time delay when locking/unlocking safes, could be anything between 2 or 20 seconds. Next update will have a visual feedback for this issue, something like this:
     
  5. Like
    raymix got a reaction from phm in Epoch Safe   
    There's an unpredictable time delay when locking/unlocking safes, could be anything between 2 or 20 seconds. Next update will have a visual feedback for this issue, something like this:
     
  6. Like
    raymix got a reaction from serveratze88 in Epoch Safe   
    There's an unpredictable time delay when locking/unlocking safes, could be anything between 2 or 20 seconds. Next update will have a visual feedback for this issue, something like this:
     
  7. Like
    raymix reacted to vbawol in Epoch Mod Fall 2015 Update   
    Special thanks to Orange Sherbet for taking the time to make this!
  8. Like
    raymix got a reaction from Ghostrider-GRG in [Tutorial] Editing cfgCrafting.hpp (Epoch Crafting V2)   
    Video tutorial that covers editing new crafting menu configs in an upcoming patch. Please note that any current custom cfgCrafting edits you have for old system will break the server and requires to be updated.
    Hoping to see some cool releases from you guys!
    Enjoy!
     
  9. Like
    raymix reacted to vbawol in Epoch 0.3.4.0 Released (Server Build 050)   
    Find the client file download links here: http://epochmod.com/download.php
    Find the server files download links here: http://epochmod.com/download_server.php
     
    Client Changes:
    [Added] Epoch: Configurator menu: https://www.youtube.com/watch?v=nho4kNF8fMc 
    [Added] Fishing Pole and ocean fishing, also added crafting recipes to allow cooking fish. 

    [Added] Workbench storage device added and used as a nearby crafting requirement for most Kit based crafting options.
    [Added] New secure storage device: The Epoch Safe.
    [Added] Totally new crafting system and UI by Raymix.


    [Added] Epoch variant of the unarmed Strider vehicle. (I_MRAP_03_EPOCH)
    [Added] Broad Sword Melee weapon that can chop down trees and mine rocks. 
    [Added] Halloween Clown mask and re-added to loot tables: Wolf/Pumpkin masks as well as Meeps Candy. 
    [Fixed] Unable to remove lit fireplace.
    [Fixed] Group members unable to lock a Lockbox or Safe that was placed by the group leader.
    [Fixed] Shadow artifact at top of Jammer.
    [Fixed] Reduce client fps lag when first joining the server by preloading objects before exiting loading screen.
    [Fixed] Being unable to remove a solar generator.
    [Fixed] Angry Pumpkin mask was incorrectly visible in first person.
    [Fixed] Issue with Headless clients being treated as players. @dayzai/Face
    [Changed] Removed debug hint text for 3d rotation of objects as it was not needed.
    [Changed] Re-enable Move button, this system will stay and be refined in the next few patches.
    Server Changes:
    [Added] Example "Epoch Event" Code to provide an example on how to broadcast a message to all players using BE.
    [Added] 'CfgTraderLimits' config can control stock limit per trader per item. Default is 100 per item class per trader.
    [Added] storedVehicleLimit variable in CfgEpochServer can now control the total max allowed vehicles on traders. Default limit is 20.
    [Fixed] Logging to the database was not working due to missing function.
    [Fixed] Issue when trading vehicles that caused the trader data to save data to the wrong slot.
    [Fixed] Added missing prices for female vests.
    [Fixed] Error Generic error in expression in EPOCH_server_repairVehicle.
    [Changed] Reworked secure data storage system to be more reliable. (NOTE: This may cause issues with existing lockboxes spawn on the ground with incorrect orientation.)
    [Changed] Base building maintain option now also maintains storage devices.
    [Changed] Moved vehicle spawn config that controls how many vehicles can spawn at different location types to settings pbo. See new vehicleSpawnTypes array in the (WorldName).hpp config.
    [Changed] Use new sort command instead of BIS_fncSortBy.
    [Changed] Use new worldSize command as default if maps worldSize setting in CfgEpoch does not exist.
    [Info] Removed old .bikey and added new one for 0340.
    [Info] The source code for the a3_epoch_server.pbo is now on the GitHub.
  10. Like
    raymix reacted to TheVampire in [Tutorial] Editing cfgCrafting.hpp (Epoch Crafting V2)   
    Great work Raymix. I can't think of anything I would want to use it for, but love the possibility.
  11. Like
    raymix got a reaction from vbawol in [Tutorial] Editing cfgCrafting.hpp (Epoch Crafting V2)   
    Video tutorial that covers editing new crafting menu configs in an upcoming patch. Please note that any current custom cfgCrafting edits you have for old system will break the server and requires to be updated.
    Hoping to see some cool releases from you guys!
    Enjoy!
     
  12. Like
    raymix got a reaction from Richie in [Tutorial] Editing cfgCrafting.hpp (Epoch Crafting V2)   
    Video tutorial that covers editing new crafting menu configs in an upcoming patch. Please note that any current custom cfgCrafting edits you have for old system will break the server and requires to be updated.
    Hoping to see some cool releases from you guys!
    Enjoy!
     
  13. Like
    raymix reacted to makasouleater in Crafting.   
    Just want to thank the people who made epoch, and the crafting system. It is bad ass, and will fill the ich i had since playing Star wars galaxies crafting :) Now if only you could build the vehicles  :)
  14. Like
    raymix got a reaction from KPABATOK in Some feedback on Experimental 0.3.4   
    both actually. Workbench has a cargo space, yes, but when placing items in it, they appear on top of it :)
  15. Like
    raymix got a reaction from SzepyCZ in Some feedback on Experimental 0.3.4   
    1) double click is coming back, it was temporarily removed, current beta has dblclick to craft only tho, havent got time to look at eating and other stuff. There will be visual feedback added to gear menu of current currency and energy soon. Might as well add ability to see gains/losses from an item without consuming it while at it
    4) crafting system is fully configurable, from adding new items to changing 3D model on preview, to color scheme, crafting theme and nearby requirements. We still need to figure out repairing system, but some experiments are already being done. The hitpoint damage seen in video can be applied to units, too (for medical system?) and works with moving objects (should have recorded that, derp)...
    5) (latest update to experimental) if crafting requires workbench then crafted items will be spawned on top of workbench instead of player. If player does not have enough inventory space to craft, item will be dropped in nearby weapon holder (or new wh created if none nearby)
    8) crafting related dupes have been fixed (the ones i could find, lol)
     
    Thanks for testing out experimental and a great feedback :)
     
  16. Like
    raymix got a reaction from KPABATOK in Some feedback on Experimental 0.3.4   
    1) double click is coming back, it was temporarily removed, current beta has dblclick to craft only tho, havent got time to look at eating and other stuff. There will be visual feedback added to gear menu of current currency and energy soon. Might as well add ability to see gains/losses from an item without consuming it while at it
    4) crafting system is fully configurable, from adding new items to changing 3D model on preview, to color scheme, crafting theme and nearby requirements. We still need to figure out repairing system, but some experiments are already being done. The hitpoint damage seen in video can be applied to units, too (for medical system?) and works with moving objects (should have recorded that, derp)...
    5) (latest update to experimental) if crafting requires workbench then crafted items will be spawned on top of workbench instead of player. If player does not have enough inventory space to craft, item will be dropped in nearby weapon holder (or new wh created if none nearby)
    8) crafting related dupes have been fixed (the ones i could find, lol)
     
    Thanks for testing out experimental and a great feedback :)
     
  17. Like
    raymix reacted to KPABATOK in Some feedback on Experimental 0.3.4   
    First of all - huge thanks to Raymix for an awesome crafting UI. I saw it on his stream when he was coding it and only imagined it was just WIP and we won't see it so soon. It is awesome, thank you man. Though the blur that appears on screen when you open this crafting menu makes me really nauseous :D Hopefully I can handle it. No more crafting without work bench! Very great.
    1. Double click on items in order to consume them was removed, not sure if it is good or bad, probably for the better, but now it is almost impossible to see how much thirst/hunger/stamina you get when you consume food, since the user inventory menu blocks the text which is right beneath it. This white text should be lowered even more to the bottom of the screen or maybe made in different font/color or something and flash on left or right top corner of the screen (so that it would stay longer than half a second). Just quick ideas, maybe you guys will think of something even better. For now users will have to keep debug menu opened in order to be able to see how much points they gained from drinks/food.
    2. Seems like issue of not being able to trade with traders came back (at least haven't seen it for a long time). Simple re-log fixes it of course.
    3. No idea why, but after logging in and out I lost a magazine inside my Rahim. When I logged in it notified me to reload (gun itself was empty). Maybe just a weird glitch, couldn't reproduce when logged out logged in the second time.
    4. Wow, now it isn't as easy to build stuff as before when you have to use work bench and it takes about 20 seconds to craft 10 lumber packs instead of one second like it is now :) I like this feature, much more realistic. If the same could be made to healing/repairing vehicles would be great too.
    5. Are you supposed to be able to store items inside the workbench? Cause I can put items in it. Is it persistent? A feature of some sort? It is persistent. Cool.
    6. Found first bug, impossible to cancel building. It says "canceled" but the foundation (for example) that you wanted to place is still attached to you and you have to place one way or another. So canceling doesn't seem to work.
    7. Fireplace, once placed is non-removable. Maybe intentional, no idea.
    8. Found duplication bug, but I am almost sure it is not patch related and it was there for a while. Will try to reproduce. Yep, it works for duplicating clothes and what's in them.
    9. Found my first safe! And two at once. This is amazing, and they sell for 1250 krypto, well done :) But it is not possible to move it or remove it. Once placed it is unmovable :) I am retarded, you can pack it, just like lockbox, NEAT!. But the model itself is very beautiful, thanks to Awol, Axle and Sequisha? I think, though it reads like Keesha, lol. Hard to read the last name, pls correct me.
    Would love a feature of code lock being implemented, not ordinary lock/unlock like it is with lock boxes. But I am sure it is in future plans, for now, Epoch hoarding simulator reached beta phase :D And the storage.. it is massive! Will tell in greater detail when I test it more, have little gear for now, but it should fit at least 30 cinder blocks inside (I hope).
    10. Today workshop downloaded 44MB update or something, tried to join a BulletBuffet server and got autobanned.
    11. Now opening a safe in Experimental gives autoban.
     
     
    Will update my feedback as I play. That was just first few things I noticed while jumped on experimental. I would stream my gameplay but I am playing on a potato PC, so I would get 15 FPS at best. Will try to test it though again.
    To anyone who wants to test it with me - go to steam workshop and subscribe to Epoch experimental mod, then enable it in default Arma 3 launcher (with regular epoch disabled or removed).
  18. Like
    raymix reacted to axeman in Sapper-Free Bases   
    I have been working on a separate antagonist / epoch project and now have the means to allow sappers to see the base objects.
    Boss sappers use an older code as the normal sappers, normal sappers should be 'afraid' of your plot pole.
    expect AI updates soon :)
  19. Like
    raymix got a reaction from ElDubya in [Release] Complete Namalsk Epoch Server   
    You can't redistribute other people's work, mate. There are exceptions like sheep's pack where he contacted all script authors, but you haven't, I'd know :P
    Plus, server packs are not allowed by forum rules anyway.
    I understand your intentions are to help out other people, but yeah... rules are rules. Plus when something breaks, you'll have your inbox full of noobs asking dumb questions :)
  20. Like
    raymix reacted to Axle in New Melee weapon.   
    CROM!!!! Made by me, finalized by Sequisha and AWOL.

  21. Like
    raymix got a reaction from TheVampire in dayz standalone meets epoch   
    Only if licence allows porting assets to Arma 3 (which would kill standalone), otherwise I don't see any of this happening. Can't think of any reason to use older engine from scripting point of view, once you've dived in A3 scripts there's no going back to stone age.
  22. Like
    raymix reacted to Donnovan in Andre Aerial Patrol - [Coconut Release] - Any Map   
    ANDRE AERIAL PATROL:
    If it worked and you enjoy it, i ask for a donation. Thankyou!
     $USD
     $EURO
     
    OBS: The money rewards will only work if you have the coins script.
    INSTALLATION:
    1 - Put the script bellow on server side.
    2 - Exec it with execVM.
    if (isServer) then { _gridN = 15; _mapSize = 15360; //CHERNARUS donn_hwps = []; for "_i" from 1 to (_gridN - 1) do { _wpx = (_i/_gridN)*_mapSize; for "_y" from 1 to (_gridN - 1) do { _wpy = (_y/_gridN)*_mapSize; if !(surfaceIsWater [_wpx,_wpy]) then {donn_hwps = donn_hwps + [[_wpx,_wpy,0]];}; }; }; donn_heliConvy = [ /*0*/["UH1H_DZ",0,["100Rnd_762x51_M240","100Rnd_762x51_M240"],3], /*1*/["UH1H_DZ",4,[],4], /*2*/["Mi17_TK_EP1",5,["100Rnd_762x51_M240","100Rnd_762x51_M240"],5], /*3*/["CH_47F_EP1_DZE",6,["100Rnd_762x51_M240","4000Rnd_762x51_M134","4000Rnd_762x51_M134"],6], /*4*/["AH6J_EP1_DZ",1,[],2] //ARMED (PILOT) ]; //HELI MAIN CONFIG BEGIN _heliFormation =[[0,0,2],[2,2],[4,4,4,4,4],[3],[3],[1,1]]; _heliAltitude =[[60,60,115],[100,100],[50,50,50,50,50],[100],[100],[115,115]]; _heliSpeed =["NORMAL","NORMAL","FULL","LIMITED","NORMAL","FULL"]; //HELI MAIN CONFIG END _spawn = [100,100,400]; donn_heli_HD = { _heliHurt = _this select 0; _damage = _this select 2; if !(canMove _heliHurt) then { if (_heliHurt getVariable "dncmv") then { _heliHurt setVariable ["dncmv",false,false]; { if (random 100 > 50) then {_x action ["Eject",_heliHurt];} else {_x setPos getPos _heliHurt;}; } forEach crew _heliHurt; }; }; _damage }; donn_heli_unit_HD = { _hurtedOne = _this select 0; _damage = _this select 2; _ofender = _this select 3; _grp = group _hurtedOne; if (combatMode _grp != "RED" && isPlayer _ofender) then { {_x enableAi "TARGET";} forEach units _grp; {_x enableAi "AUTOTARGET";} forEach units _grp; _grp reveal [_ofender,1.5]; _grp setCombatMode "RED";_grp setBehaviour "COMBAT"; }; _damage }; donn_heli_unitKill = { _unit = _this select 0; _role = assignedVehicleRole _unit; if ((assignedVehicleRole _unit) select 0 == "Driver") then { _vehEject = assignedVehicle _unit; { if (random 100 > 40) then {_x action ["Eject",_vehEject];} else {_x setPos getPos _vehEject}; } forEach crew _vehEject; }; if ({alive _x} count units group _unit == 0) then {donn_heliGrps = donn_heliGrps - [group _unit];}; _unit setVariable ["cashMoney",12500 + (round random 5) * 1000,true]; }; donn_makeAeroRoute = { _origin = _this select 0; _heli_group = _this select 1; _speed = _this select 2; _posBefore = _origin; _posNow = _origin; _wp = _heli_group addWaypoint [_posNow,0,0]; _wp setWaypointCompletionRadius 65; _wp setWaypointType "MOVE"; _wp setWaypointSpeed _speed; _posNext = [0,0,0]; for "_c" from 1 to 5 do { _distToBefore = 0; _distToNext = 0; _found = false; for "_x" from 1 to 200 do { _posNext = donn_hwps call BIS_fnc_selectRandom; _distToNext = _posNow distance _posNext; _distToBefore = _posNext distance _posBefore; if (_distToNext > 3000 && _distToBefore > 4000) exitWith {}; uiSleep 0.001; }; if (!_found) then {_posNext = donn_hwps call BIS_fnc_selectRandom;}; _wp = _heli_group addWaypoint [_posNext,0,_c]; _wp setWaypointCompletionRadius 65; _wp setWaypointType "MOVE"; _wp setWaypointSpeed _speed; _posNow = _posNext; }; _wp = _heli_group addWaypoint [_origin,0,6]; _wp setWaypointCompletionRadius 65; _wp setWaypointType "CYCLE"; _wp setWaypointSpeed _speed; }; donn_heliGrps = []; [] spawn { while {{!isNull _x} count donn_heliGrps > 0} do { { _grp = _x; _forceIn = true; { if (_grp knowsAbout _x >= 1.5) then {_grp reveal [_x,4];_forceIn = false;}; } forEach playableUnits; if (_forceIn) then { if (combatMode _grp != "BLUE") then { {_x disableAi "TARGET";uiSleep 0.001;} forEach units _grp; {_x disableAi "AUTOTARGET";uiSleep 0.001;} forEach units _grp; _grp setCombatMode "BLUE";_grp setBehaviour "CARELESS"; }; { if (vehicle _x == _x) then {[_x] orderGetIn true;uiSleep 0.001;}; } forEach units _grp; }; } forEach donn_heliGrps; uiSleep 10; }; diag_log "[COMBOIOS AEREOS] FIM."; }; for "_cs" from 1 to (count _heliFormation) do { diag_log ("[HELI CONVOY] Initialized Spawn! " + str _cs); _heli_group = createGroup EAST; donn_heliGrps = donn_heliGrps + [_heli_group]; _convoy = _heliFormation select (_cs-1); _convoyH = _heliAltitude select (_cs-1); _convoyS = _heliSpeed select (_cs-1); _qtd = count _convoy; _helis = []; {_helis = _helis + [donn_heliConvy select _x];} forEach _convoy; for "_n" from 1 to _qtd do { private ["_firstDriver"]; _heli = _helis select (_n-1); _flyHeight = _convoyH select (_n-1); _motor = createVehicle [_heli select 0,_spawn,[],50,"FLY"]; {deleteVehicle _x;} forEach crew _motor; _motor removeAllEventHandlers "handleDamage"; _motor addEventHandler ["handleDamage",{_this call donn_heli_HD}]; _motor setVariable ["dncmv",true,false]; _motor setVariable ["dnishp",true,true]; _motor setVariable ["dnishpq",_heli select 3,true]; _motor setFuel 1; _motor setVehicleLock "LOCKED"; _motor flyInHeight _flyHeight; _ammos = _heli select 2; {_ammo = _x;for "_a" from 1 to 8 do {_motor addMagazineTurret [_ammo,[_forEachIndex]];};} forEach _ammos; _driverCount = 1; _turreterCount = count _ammos; _cargorsCount = _heli select 1; _crewCount = _driverCount + _turreterCount + _cargorsCount; _gunnerPos = 0; for "_y" from 1 to _crewCount do { _unit = _heli_group createUnit ["TK_INS_Bonesetter_EP1",[50,50,0],[],50,"PRIVATE"]; _unit removeAllEventHandlers "killed"; _unit removeAllEventHandlers "handleDamage"; _unit addEventHandler ["killed",{_this call donn_heli_unitKill;}]; _unit addEventHandler ["handleDamage",{_this call donn_heli_unit_HD}]; [_unit] joinSilent _heli_group; _unit setSkill 0.85; removeAllWeapons _unit; {_unit removeMagazine _x} forEach magazines _unit; _unit addWeapon "RPK_74"; _unit selectWeapon "RPK_74"; for "_pa" from 1 to 2 do {_unit addMagazine "75Rnd_545x39_RPK";}; if (_y == 1) then { _unit assignAsDriver _motor; _unit moveInDriver _motor; _unit setSkill ["aimingAccuracy",0.65]; }; if (_y > 1 && _y <= 1 + _turreterCount) then { _unit assignAsGunner _motor; _unit moveInTurret [_motor,[_gunnerPos]]; _gunnerPos = _gunnerPos + 1; _unit setSkill ["aimingAccuracy",1]; }; if (_y > 1 + _turreterCount) then { _unit assignAsCargo _motor; _unit moveInCargo _motor; _unit setSkill ["aimingAccuracy",0.65]; }; }; {_x disableAi "TARGET";uiSleep 0.001;} forEach units _heli_group; {_x disableAi "AUTOTARGET";uiSleep 0.001;} forEach units _heli_group; _heli_group setCombatMode "BLUE";_heli_group setBehaviour "CARELESS"; _sphere = createVehicle ["Sign_sphere100cm_EP1",[0,0,0],[],0,"CAN_COLLIDE"]; _sphere attachTo [_motor,[0,0,3]]; }; [donn_hwps call BIS_fnc_selectRandom,_heli_group,_convoyS] call donn_makeAeroRoute; uiSleep (60*20); }; }; 3 - Run the script bellow in client side, with execVM.
    s_colect_heli = -1; while {true} do { _donn_cursorTarget = cursorTarget; _objVar = _donn_cursorTarget getVariable ["dnishpq",0]; _isHeliLoot = false; if (!isNil "_objVar") then { if (_objVar > 0) then { if (player distance _donn_cursorTarget < ((sizeOf typeOf _donn_cursorTarget)/2 + 4)) then { _isHeliLoot = true; }; }; }; if (_isHeliLoot) then { if (s_colect_heli < 0) then { _heliTxt = "Collect tragedy itens..."; if (alive _donn_cursorTarget) then {_heliTxt = "Collect heli itens!";}; s_colect_heli = player addaction[("<t color=""#6666bb"">" + _heliTxt + "</t>"),"andre_heliConvoy_itens.sqf",_donn_cursorTarget,5,false,true,"",""]; }; } else { player removeAction s_colect_heli; s_colect_heli = -1; }; uiSleep 1.5; }; 4 - Put the script bellow in the root of your mission file, with the name andre_heliConvoy_itens.sqf.
    _motor = _this select 3; _qLoot = _motor getVariable "dnishpq"; _loot1 = [ [["addWeaponCargoGlobal","Mk_48_DZ",[1,1,2]],["addMagazineCargoGlobal","100Rnd_762x51_M240",[1,2,3]]], //Maried Loot [["addWeaponCargoGlobal","M249_DZ",[1,1,2]],["addMagazineCargoGlobal","200Rnd_556x45_M249",[1,2,3]]], //Maried Loot [["addWeaponCargoGlobal","G36C",[1,1,2]],["addMagazineCargoGlobal","30Rnd_556x45_Stanag",[2,3,4]]], //Maried Loot [["addWeaponCargoGlobal","DMR_DZ",[1,1,2]],["addMagazineCargoGlobal","20Rnd_762x51_DMR",[3,4,5]]], //Maried Loot [["addWeaponCargoGlobal","AK_47_M",[1,1,2]],["addMagazineCargoGlobal","30Rnd_762x39_AK47",[2,3,4]]], //Maried Loot [["addWeaponCargoGlobal","NVGoggles",[2,3,4]]], [["addWeaponCargoGlobal","ItemEtool",[2,3,4]]], [["addWeaponCargoGlobal","Binocular_Vector",[2,3,4]]], [["addMagazineCargoGlobal","ItemBloodBag",[6,8,10]]], [["addMagazineCargoGlobal","PartEngine",[2,3,4]]], [["addMagazineCargoGlobal","ItemBandage",[10,15,20]]], [["addMagazineCargoGlobal","HandGrenade_West",[3,5,7]]], [["addMagazineCargoGlobal","ItemBriefcase100oz",[1,1,2]]] ]; if (_qLoot > 0) then { for "_i" from 1 to _qLoot do { _holder = createVehicle ["WeaponHolder",position player,[],1.5,"CAN_COLLIDE"]; { call compile format [ "_holder %1 ['%2',%3];", _x select 0, _x select 1, (_x select 2) call BIS_fnc_selectRandom ]; } forEach (_loot1 call BIS_fnc_selectRandom); }; _motor setVariable ["dnishpq",0,true]; }; Thankyou to Tang0 for more details in the install instructions:

  23. Like
    raymix got a reaction from axeman in Script edit help please, simple I am sure for scripter   
    Here' s the fancy version :P

  24. Like
    raymix got a reaction from Just_R in Adding an image to a billboard?   
    Probably, the size of model does not matter, it's whether or not it has named texture selection defined.
    I wasn't using Sandbird's live editor, what you saw there was actual local MP server with verifySignatures set to 0 in server config (don't do this on live server, lol). This allows people to run extra @mods without being kicked, like debug console for example.
  25. Like
    raymix got a reaction from Just_R in Adding an image to a billboard?   
    One way is to google that and hope someone posted a list of them.
    Another way is to spawn all billboards around you and try to apply generated texture on 1 or 2 indexes with hopes it changes colors (means texture will work), Like I did here...
    Third way is to download unbinarized p3d files and open them with object builder and look for named selections.
    And finally, you could also just open model.cfg file for each billboard and look for named selections define there.
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