Reapy - 13 Avril 2015, 23:29
Il suffit de faire un script que vous lancez uniquement sur le serveur:
// SET INSIGNIA ON UNITS UNIFORMS: if (!isServer) exitWith {}; [[ ado1_1, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; [[ ado1_2, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; [[ ado1_3, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; [[ ado1_4, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; [[ ado1_5, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; [[ ado1_6, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; [[ ado1_7, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; [[ ado1_8, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; [[ ado1_9, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; [[ ado1_10, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; [[ ado1_11, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP;
Rewan - 14 Avril 2015, 6:25
Merci Reapy !
GMC - 14 Avril 2015, 8:17
Rappelle des insignes ADO©
//------------------------------------------------------------------------------------------------------------------------------------------------
// Insignes ADO©
//------------------------------------------------------------------------------------------------------------------------------------------------
// this setobjecttexture [1,"\ado_cos3\textures\camp\ADO.paa"];
ADO_Patch_ADO: texture = "\ado_cos3\textures\camp\ADO.paa";
ADO_Patch_ADO1: texture = "\ado_cos3\textures\camp\ADO_a3.paa";
ADO_Patch_ecu_lezard: texture = "\ado_cos3\textures\camp\ecu_lezard.paa";
ADO_Patch_ecu_tig: texture = "\ado_cos3\textures\camp\ecu_tig.paa";
//------------------------------------------------------------------------------------------------------------------------------------------------
ADO_Patch_1RCP: texture = "\ado_cos3\textures\camp\1RCP.paa";
ADO_Patch_1RDP: texture = "\ado_cos3\textures\camp\1RDP.paa";
ADO_Patch_1rpima: texture = "\ado_cos3\textures\camp\1rpima.paa";
ADO_Patch_2_REP: texture = "\ado_cos3\textures\camp\2_REP.paa";
ADO_Patch_11_BP: texture = "\ado_cos3\textures\camp\11_BP.paa";
ADO_Patch_13_RDP: texture = "\ado_cos3\textures\camp\13_RDP.paa";
//------------------------------------------------------------------------------------------------------------------------------------------------
ADO_Patch_belgique: texture = "\ado_cos3\textures\camp\Belgique.paa";
ADO_Patch_france: texture = "\ado_cos3\textures\camp\france.paa";
ADO_Patch_france_bv: texture = "\ado_cos3\textures\camp\france_bv.paa";
ADO_Patch_france_ir: texture = "\ado_cos3\textures\camp\france_ir.paa";
ADO_Patch_africa1: texture = "\ado_cos3\textures\camp\africa1.paa";
ADO_Patch_africa2: texture = "\ado_cos3\textures\camp\africa2.paa";
ADO_Patch_africa3: texture = "\ado_cos3\textures\camp\africa3.paa";
ADO_Patch_africa4: texture = "\ado_cos3\textures\camp\africa4.paa";
//------------------------------------------------------------------------------------------------------------------------------------------------
ADO_Patch_onu: texture = "\ado_cos3\textures\camp\onu.paa";
ADO_Patch_otan: texture = "\ado_cos3\textures\camp\otan.paa";};
//------------------------------------------------------------------------------------------------------------------------------------------------
ADO_Patch_cpa_10: texture = "\ado_cos3\textures\camp\cpa_10.paa";
ADO_Patch_commando: texture = "\ado_cos3\textures\camp\commando.paa";
ADO_Patch_cos: texture = "\ado_cos3\textures\camp\cos.paa";
ADO_Patch_cos_op: texture = "\ado_cos3\textures\camp\cos_op.paa";
ADO_Patch_infmarine: texture = "\ado_cos3\textures\camp\infmarine.paa";
ADO_Patch_legion: texture = "\ado_cos3\textures\camp\legion.paa";
ADO_Patch_gign: texture = "\ado_cos3\textures\camp\gign.paa";
ADO_Patch_gign2: texture = "\ado_cos3\textures\camp\gign2.paa";
ADO_Patch_gign3: texture = "\ado_cos3\textures\camp\gign3.paa";
ADO_Patch_gign4: texture = "\ado_cos3\textures\camp\gign4.paa";
//------------------------------------------------------------------------------------------------------------------------------------------------
ADO_Patch_hubert: texture = "\ado_cos3\textures\camp\hubert.paa";
ADO_Patch_jaubert: texture = "\ado_cos3\textures\camp\jaubert.paa";
//------------------------------------------------------------------------------------------------------------------------------------------------
ADO_Patch_f_la_fayette: texture = "\ado_cos3\textures\camp\f_la_fayette.paa";
ADO_Patch_grpe_tactique_Barkhane: texture = "\ado_cos3\textures\camp\grpe_tactique_Barkhane.paa";
ADO_Patch_GCM: texture = "\ado_cos3\textures\camp\GCM.paa";
//------------------------------------------------------------------------------------------------------------------------------------------------
ADO_Patch_opx_serval: texture = "\ado_cos3\textures\camp\operation_serval.paa";
ADO_Patch_opx_epervier: texture = "\ado_cos3\textures\camp\operation_epervier.paa";
ADO_Patch_opx_barkhane: texture = "\ado_cos3\textures\camp\operation_Barkhane.paa";
ADO_Patch_opx_sangaris1: texture = "\ado_cos3\textures\camp\operation_sangaris1.paa";
ADO_Patch_opx_sangaris2: texture = "\ado_cos3\textures\camp\operation_sangaris2.paa";
Reapy - 14 Avril 2015, 18:52
Ne serait-il pas possible de les intégrer suivant le nouveau mode de gestion des insignes par BIS ?
ArmA3 Unit Insignia
GMC - 14 Avril 2015, 20:13
C'est déjà intégrer comme çà dans l'addon ADO©
Reapy - 14 Avril 2015, 21:11
Ah ok j'avais pas compris, je croyais qu'il fallait rentrer le path des textures.
GMC - 14 Avril 2015, 21:49
exemple:
[this,"ADO_Patch_ADO"] call BIS_fnc_setUnitInsignia;
[this,"ADO_Patch_1RCP"] call BIS_fnc_setUnitInsignia;