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Adam Kadmon

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About Adam Kadmon

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  1. Adam Kadmon

    Map Collaboration Tips

    How would one practically divide it and block the grids?
  2. Hi, was wondering if anyone had any good tips on managing map development among multiple people. Found ourselves with a rather large team that wants to get together and develop a map. The issue we ran into, is that with standard tools for object placement (Eden Editor) there's no real way to have some sort of a "master project" everyone can work on together. The closest thing to that we achieved was loading X-Cam onto a dedicated server, giving x-cam logic to every player that had access to it, but the downside was that whoever was placing objects, was saving everything locally, so in the event of a server restart, unless each player reloaded their own project, you wouldn't be able to see everyone's progress. Does anyone have any tips in regards, maybe another tool, or something with existing tools that can be worked, preferably "live", on a dedicated server or off of the same master file?
  3. Any chance you could put this mod on the workshop?
  4. Adam Kadmon

    DS Houses

    Those type of houses float: Name is: Land_HouseV_2L_dam Are there loot positions done for these buildings?
  5. Adam Kadmon

    Enhanced Movement

    Hi, I was wondering if it was possible to include your mod into my Mod pack for my community, of course giving you full credit for your work! This will help me reduce the # of mods needed to join the server! Thanks, Best Regards
  6. Adam Kadmon

    WMO - Walkable Moving Objects

    Hi, I was wondering if it was possible to include your mod into my Mod pack for my community, of course giving you full credit for your work! This will help me reduce the # of mods needed to join the server! Thanks, Best Regards
  7. Adam Kadmon

    Vehicle Config - Ammo

    If anyone can help, I am working on a rearm script that was made before but has a bug, Basically the script looks like this: _vehicleType = typeOf(cursorObject); _driverWeapons = (configFile >> "CfgVehicles" >> _vehicleType >> "weapons") call BIS_fnc_GetCfgData; _driverMagazines = (configFile >> "CfgVehicles" >> _vehicleType >> "magazines") call BIS_fnc_GetCfgData; _vehicleLoadout = []; if (count _driverWeapons > 0 || {count _driverMagazines > 0}) then { _vehicleLoadout pushBack [[-1], _driverWeapons, _driverMagazines]; }; _vehicleTurrets = configFile >> "CfgVehicles" >> _vehicleType >> "Turrets"; for "_i" from 0 to (count _vehicleTurrets - 1) do { _turretPath = _vehicleTurrets select _i; _turretWeapons = (_turretPath >> "weapons") call BIS_fnc_GetCfgData; _turretMagazines = (_turretPath >> "magazines") call BIS_fnc_GetCfgData; if (count _turretWeapons > 0 || {count _turretMagazines > 0}) then { _vehicleLoadout pushBack [[_i], _turretWeapons, _turretMagazines]; }; }; _vehicleLoadout; diag_log str(_vehicleLoadout); The return for it is if used on a tank: 13:47:39 "[[[0],[""cannon_125mm"",""LMG_coax""],[""24Rnd_125mm_APFSDS_T_Green"",""12Rnd_125mm_HE_T_Green"",""12Rnd_125mm_HEAT_T_Green"",""2000Rnd_762x51_Belt_Green"",""2000Rnd_762x51_Belt_Green""]]]" Now the problem here is that it's not seeing the other turrets and weapons of the tank, but only what's in [0] Because if you check the magazines this is what there is: [["24Rnd_125mm_APFSDS_T_Green",[0],20,1.00073e+007,2],["12Rnd_125mm_HE_T_Green",[0],10,1.00073e+007,2],["12Rnd_125mm_HEAT_T_Green",[0],11,1.00073e+007,2],["2000Rnd_762x51_Belt_Green",[0],1987,1.00073e+007,2],["2000Rnd_762x51_Belt_Green",[0],2000,1.00073e+007,2],["450Rnd_127x108_Ball",[0,0],398,1.00073e+007,2],["450Rnd_127x108_Ball",[0,0],450,1.00073e+007,2],["SmokeLauncherMag",[0,0],2,1.00073e+007,2]] Any hints on how I can modify it so it shows also [0,0] ?
  8. Delete Please, managed to solved it.
  9. Adam Kadmon

    I'm stuck with RcsPicture.

    Btw forgot to thank you, That was it! :)
  10. Adam Kadmon

    X-Cam-Taunus Version 1.1

    Adding DMS is quite easy..
  11. Adam Kadmon

    X-Cam-Taunus Version 1.1

    Disregard this post lol
  12. Adam Kadmon

    I'm stuck with RcsPicture.

    So given the fact that the other function besides the RcsPicture are those: class RscPaintText { deletable = 0; fade = 0; access = 0; type = 0; idc = -1; colorBackground[] ={0,0,0,0}; colorText[] ={1,1,1,1}; text = ""; fixedWidth = 0; x = 0; y = 0; h = 0.037; w = 0.3; style = 0; shadow = 0; colorShadow[] ={0,0,0,0.5}; font = "RobotoCondensed"; SizeEx = "(((((safezoneW / safezoneH) min 0.9) / 1.2) / 25) * 1)"; linespacing = 1; tooltipColorText[] ={1,1,1,1}; tooltipColorBox[] ={1,1,1,1}; tooltipColorShade[] ={0,0,0,0.65}; }; class RscPaintStructuredText { deletable = 0; fade = 0; access = 0; type = 13; idc = -1; style = 0; colorText[] ={1,1,1,1}; class Attributes { font = "RobotoCondensed"; color = "#ffffff"; colorLink = "#D09B43"; align = "left"; shadow = 1; }; x = 0; y = 0; h = 0.035; w = 0.1; text = ""; size = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; shadow = 1; Should I just change the RCSPicture to active text or something else?
  13. Aight so here we go. I am trying to make a script that pops up a dialog with some buttons to press in order to paint an object. This is how my Picture part of it looks like. class RscPaintPicture { deletable = 0; fade = 0; access = 0; type = 0; idc = -1; style = 48; colorBackground[] ={0,0,0,0}; colorText[] ={1,1,1,1}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; tooltipColorText[] ={1,1,1,1}; tooltipColorBox[] ={1,1,1,1}; tooltipColorShade[] ={0,0,0,0.65}; }; class Paintdialog { class controls { class RscPicture_White: RscPaintButton { idc = 1200; text = ""; colorBackground[] ={1,1,1,1}; colorFocused[] ={1,1,1,1}; colorBackgroundActive[] ={1,1,1,0.6}; x = -1 * GUI_GRID_W + GUI_GRID_X; y = 8 * GUI_GRID_H + GUI_GRID_Y; w = 6 * GUI_GRID_W; h = 5 * GUI_GRID_H; tooltip = "White"; action = "['White'] spawn GG_fnc_BasePaint_onButtonClick"; }; And up until here everything looks good. When I started this script, all I was doing was painting with regular colors: White, Blue, Red, etc. Then I decided to change my colors with textures so I simply changed my code to: FROM switch (_colorPaint) do { case "White" : { _smokeClass = "SmokeShell"; _texture = "\A3\Data_F\Flags\flag_white_co.paa"; TO switch (_colorPaint) do { case "White" : { _smokeClass = "SmokeShell"; _texture = "BasePaint\images\afghancamo.paa"; }; After all this, I wanted to actually change the picture from a plain color to a text, so I moved afghancamo.paa to the mission file and redid my function as it follows: class RscPaintPicture { deletable = 0; fade = 0; access = 0; type = 0; idc = -1; style = 48; colorBackground[] ={0,0,0,0}; colorText[] ={1,1,1,1}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; tooltipColorText[] ={1,1,1,1}; tooltipColorBox[] ={1,1,1,1}; tooltipColorShade[] ={0,0,0,0.65}; }; class Paintdialog { class controls { class RscPicture_White: RscPaintButton { idc = 1200; text = "afghancamo.paa"; x = -1 * GUI_GRID_W + GUI_GRID_X; y = 8 * GUI_GRID_H + GUI_GRID_Y; w = 6 * GUI_GRID_W; h = 5 * GUI_GRID_H; tooltip = "White"; action = "['White'] spawn GG_fnc_BasePaint_onButtonClick"; }; But apparently no success. I tried to change both my style and type various times, using ST_PICTURE , ST_TILE_PICTURE , CT_ANIMATED_TEXTURE, a mix and match of everything but at the end of the day this is always my result: Either this, or the text is not even showing. Does anyone have any idea how I can solve this?
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