TAZ-IDF

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Author: Tazman_CZ

Last revision: 28 Jun, 2024 at 14:34 UTC

File size: 58.54 MB

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Description:

DIFFERENTIAL SIGNS for Merkava and Merkava TUSK tanks, scripted using attachTo
The script is part of the PBO file, it does not need to be uploaded to the mission folder.
The models already contain "hiddenSelections" for each sign separately.
If you want to retexture your signs, the folder contains a "texture template" folder with an .xcf file.

Planned-

-binarize models.p3d (not yet, due to tests with scripts)
-reduce the number of used models to one ((it will be possible to change textures either in hiddenTexture (in config.cpp) or setObjectTexture in the editor, or in the "dialog box"))
– make it possible to create, delete and edit signs using a "dialog window" (probably invoked in an "action window", like an "action menu")

What kind of sign is that?
The numbers and letters on the signs are used to distinguish vehicles in platoons and to designate battalion and company command vehicles.

Hebrew is written from right to left, so the inscription 10ג (Latin C10) reads 10C.
But for simplicity I will use C10.

hebrew
B ב
C ג
D ד

Battalion
BtnCO C10 10ג
BtnXO C11 11ג

Company
CoyCO C ג
CoyXO D ד

PLATOONS
1.Platoon
PL 1 1
PD B1 1ב

2.Platoon
PL 2 2
PD B2 2ב
etc. 3. and 4.Platoons

In the editor, place the Merkava, Merkava TUSK tank on the map and enter <write> in the init field.

<write> <write> <write> <write> <write> <write> <write> <write> <write>
signs = [_tank, "_signs"] execVM "taz_merkava_signsfunctionsfn_merksign.sqf";
_tank -tank name in the editor
"_signs" -the name of the sign from the list of signs

list of signs= "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 in editor
signs = [this, "merkava_mark_signc11"] execVM "taz_merkava_signsfunctionsfn_merksign.sqf";

I made the signs from scratch and quite in a hurry, so if you find any mistakes let me know. If you have any ideas on how to improve the whole thing, let me know.

How does it work?
The script will take the name of the tank to which the sign will be attached and the class of signs that will be created at coordinates 0/0/0.
Then he attaches those signs to the tank to the turret using the attachTo command and rotates it 180 degrees.

The script notation is:

_tank = _this select 0;
_signs = _this select 1;

_sign = _signs createVehicle [0,0,0];
_sign setVariable ["BIS_enableRandomization", false];
_sign attachTo [_tank, [0.18,-0.72,-2.02], "OtocVez", true];
_sign setDir 180;

Have fun 😉