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TAZ-IDF
About This Mod
MISCELLANEOUS SIGNS script for Merkava and Merkava TUSK tanks.
The scripts are part of the PBO file and do not need to be installed in the mission folder.
The model already contains separate 'hiddenSelections' for each marking.
If you want to recolor the characters, the 'texture template' folder containing the .xcf files is included.
Planned.
Split the -models.p3d file into two (not yet done for script testing).
-Reduces the number of used models to one ((hiddenTexture (in config.cpp) or setObjectTexture or "dialog box" in the editor).
- Enable the ability to create, delete, and edit characters using the "dialog box" (perhaps called in the "actions window" similar to the "actions menu").
What kind of sign is that?
The numbers and letters on the markings are used to distinguish the platoons from each other and to identify the battalion and company command vehicles.
Hebrew is written from right to left, so 10 ג (Latin C10) is read as 10C.
For simplicity, however, it is written as C10.
Hebrew
B ב
C ג
D ד
Battalion
C10 10th ג
C11 11th ג
Company
CoyCO Cג
CoyXO D ד Company Commander
Platoon
1st Platoon
PL 1 1 1
PD B1 1ב
2nd Platoon
PL 2 2 2
PD B2 2ב
etc. 3rd and 4th platoons
Place Merkava and Merkava TUSK tanks on the map in your editor and type <write> in the init field.
<write> <write> <write> <write> <write> <write> <write> <write> <write>
signs = [_tank, «_signs»] execVM «taz_merkava_signsfunctionsfn_merksign.sqf»;
_tank - the name of the tank in the editor
'_signs' is the name of a character from the list of characters
merkava_mark_sign «,» merkava_mark_signc10 «,» merkava_mark_signc11 «,» merkava_mark_signc «,» merkava_mark_signd »,
»,» merkava_mark_sign1 „,“ merkava_mark_sign1b „,“ merkava_mark_sign2 „,“ merkava_mark_sign2b „,“ merkava_mark_sign3 »,
',' merkava_mark_sign3b ',' merkava_mark_sign4 ',' merkava_mark_sign4b"}.
Example of an editor.
signs = [this, «merkava_mark_signc11»] execVM «taz_merkava_signsfunctionsfn_merksign.sqf»;
I did it from scratch in a hurry, so please let me know if there are any mistakes. If you have ideas on how to improve everything, please let me know.
How does it work?
The code accepts the name of the tank to which you want to add the marker, and the marker class to create in the coordinates of the 0/0/0.
He then uses the attachTo command to attach these markers to the tank turret and rotate it 180 degrees.
The code looks like this:
tank = _this select 0;
Characters = _this select 1
sign = _signs createVehicle [0,0,0];
Sign setVariable [«BIS_enableRandomisation», false];
_sign attachTo [_tank, [0.18,-0.72,-2.02], «OtocVez», true];
_sign setDir 180;
Have fun 😉.
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