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npmproductions13

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About npmproductions13

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  1. Would it be possible or too much to ask you to add some comments to your solutions. I'm curious how each line works. I can tell that the _veh vehicles config file is scanned or searched for but can't seem to reverse engineer it by moving though the config viewer.
  2. Really!! It's a broken function and I wasted all my time trying to get it fixed 😠 Thanks for the insight into how to get the workaround working, I don't think I will be able to do what I wanted to do. I will give your script a try though. Cheers for the help both of you 😁👍
  3. Thanks again 7erra! I actually didn't know that globals targeted with missionNamespace setVariable was the same as global_var = x so thanks for giving me that insight. I've tried every example found at https://community.bistudio.com/wiki/BIS_fnc_garage with no joy. I also found an old thread that has or had a similar problem and I tried using the code found there by Larrow to no avail either. That can be found here: I have updated my code but still the entire list filled with every vehicle is visible. Not quite sure what I'm doing wrong here.
  4. Thanks for the comment 7erra. I've actually spotted that error and corrected these after making my initial post but have the same result. My most recent code is Any other ideas as to why this isn't working?
  5. I cannot seem to get the custom/filtered list working for the BIS_fnc_garage function. The documentation for the function does not seem to work when I add the BIS_fnc_garage_data which takes an array of whitelisted vehicles. Official Docs: https://community.bistudio.com/wiki/BIS_fnc_garage Here is my code: I put this together with an example from Larow and the documentation if memory serves me right. Any help with getting this working would be appreciated. 👍
  6. npmproductions13

    Model deforming when rotating.

    No there isn't a reason to have it there I was under the impression you just had to label all selections as bones but obviously I'm wrong. I'll try removing those later this week.
  7. npmproductions13

    Model deforming when rotating.

    This was the first animation class I've added I still need to work on the magazine_reload etc. Here's my model.cfg so far. class Rotation; class CfgSkeletons { class Skeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]= { "ammo_box", "", "barrel", "", "camo1", "", "camo2", "", "camo3", "" }; }; }; class CfgModels { class Default; class IA_minigun: Default { htMin=0; htMax=0; afMax=0; mfMax=0; mFact=0; tBody=0; skeletonName="Skeleton"; sectionsInherit=""; sections[]={"ammo_box", "barrel", "camo1", "camo2", "camo3"}; class Animations { class barrel { type="rotationZ"; source="ammoRandom"; sourceAddress="loop"; selection="barrel"; axis="barrel_axis"; centerFirstVertex=1; memory = true; minValue=0; maxValue=0.5; angle0="rad 0"; angle1="rad 180"; }; }; }; };
  8. Like my title suggests I'm making a weapon for the first time and I want the barrel of my minigun to turn in place when firing. Currently it turns but deforms beyond recognition when rotating but returns to normal when the rotation reaches 0 again. This is the animations class of my model.cfg. I can't see anything wrong with this. class Animations { class barrel { type="rotationZ"; source="ammoRandom"; sourceAddress="loop"; selection="barrel"; axis="barrel_axis"; centerFirstVertex=1; memory = true; minValue=0; maxValue=0.5; angle0="rad 0"; angle1="rad 180"; };
  9. npmproductions13

    World has black textures once Buldozer launches

    Ok great thanks so much, is everything else fine for a 40960 sized terrain then?
  10. npmproductions13

    World has black textures once Buldozer launches

    Thanks for the help this far RoF are these final settings good and what they should be or would you recommend any other changes?
  11. npmproductions13

    World has black textures once Buldozer launches

    Would you import each layer 4x then so for example would I need to import the normals at 4x 20480 aswell?
  12. Hi all I have an issue with my textures once Buldozer launches. My layers.cfg is perfectly fine and to my knowledge my textures have been converted to PAA from TGA via TexView so I don' think they're the cause. Any input or feedback on this issue would be great as I don't have a clue what could cause this. I personally think its the Sampler section of my mapframe as seen below, can you guys tell me if these values are correct or incorrect please. This is the issue I see in Buldozer so any help is appreciated.
  13. Ok I got the desired results by using the simple code below with some snippets of your code thanks Larrow. { deleteVehicle _x; } forEach ((getMissionLayerEntities "Munificent") select 0);
  14. I'm still getting the issue of both sides ships appearing inside each other. I can't get one to delete itself while the other stays etc.. In EDEN iv'e made the layer invisible and want to make 1 and only one appear by script and it seems both layers unhide themselves regardless of the scripts controlling them. I'm even just trying to debug this in the debug console but nothing works like before.
  15. Hi there can anyone assist me with using layers to hide a selection of entities using boolean logic or variables for example. Right now I want to make a ship appear depending on the faction selected in the parameter screen. The wiki describes its many uses for the 3DEN layers like remove,add and set, it also describes the syntax but I'm finding it hard to get working correctly. Another thing I don't understand is, are the entities "linked" to the value -1 or is it "linked" to the "Enemy Base" String?
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