.kju 3244 Posted October 21, 2013 Drongo69 can you please rephrase your intention or post a sample config. Share this post Link to post Share on other sites
Drongo69 117 Posted October 21, 2013 Sorry if I wasn't clear. I want to make an addon with my custom units (eg. "drRifleman") as the driver and gunner of (for example) the AiA SPG9 Landrover. Share this post Link to post Share on other sites
.kju 3244 Posted October 21, 2013 Here is a sample from OA configs: class BAF_FV510_W: BAF_FV510_D crew = "BAF_crewman_w"; typicalCargo[] = {"BAF_crewman_w","BAF_crewman_w"};//might be irrelevant You only need to make sure you load after the given vehicle config via requiredAddons. Does that help? Share this post Link to post Share on other sites
Drongo69 117 Posted October 21, 2013 Thanks for your help. Which addons should I list in reguiredAddons? So for example, if my addon is: class MY_TEST_VEHICLE: BAF_FV510_D { crew = "Drongo_crewman"; typicalCargo[] = {"Drongo_crewman"}; }; Sorry if this is a stupid question, I am not good at configs. Share this post Link to post Share on other sites
.kju 3244 Posted October 22, 2013 You need to list the cfgPatches class that defines the vehicle or in other words you need to be loaded after any other config that sets the given parameter. AllInOne config and checking for units[] definition to determine the cfgPatches class may work for some. Overall extracting all configs and do a search in all configs is the way to do it. Share this post Link to post Share on other sites
Ceadda 10 Posted October 22, 2013 I'm having some issues with getting the mod to launch. when i launch the mod through either Play with six, the batch, or a custom made shortcut, the game cycles through the credits at start, then- nothing. it just blackscreens. the task manager says its still running, but it will stay in the black screen forever. is there any way to fix this? P.S. I'm sorry if this has been answered before, I didn't really want to read through 138 pages of a forum to find the issue. Share this post Link to post Share on other sites
.kju 3244 Posted October 22, 2013 Ceadda please upload the rpt log file of such try. Share this post Link to post Share on other sites
Drongo69 117 Posted October 22, 2013 .kju, thank you very much. I got everything working as desired. Share this post Link to post Share on other sites
fabio_chavez 103 Posted October 23, 2013 ive thrown together a little showreel from a dump of recordings, it contains only some random impressions from a couple of usermade island from arma2 brought to the scene with the new lighting engine. im still keen on how versatile the stuff is that AiA brings "back" to life, and this is only a fraction of what is available :} Share this post Link to post Share on other sites
asuseroako 17 Posted October 23, 2013 @Fabio_Chavez of your video taken from Mana Island? Share this post Link to post Share on other sites
fabio_chavez 103 Posted October 23, 2013 @Fabio_Chavez of your video taken from Mana Island? yes Mana Island, there is a loading screen in front of every episode that shows the map name, only for a brief moment though. or maybe i made this up and this is crysis -_- Share this post Link to post Share on other sites
Ceadda 10 Posted October 23, 2013 Here is my RPT file for the most recent attempt. http://www.mediafire.com/?xxtraedkzk2ewoy Share this post Link to post Share on other sites
.kju 3244 Posted October 23, 2013 Thanks Ceadda. Can't see anything wrong there. Can you upload the par file please (C:\Users\Zenobe\AppData\Local\SIX Networks\Play withSIX\parfile.txt). What I am interested in here are the other startup parameters. Share this post Link to post Share on other sites
dmarkwick 261 Posted October 23, 2013 ive thrown together a little showreel from a dump of recordings, it contains only some random impressions from a couple of usermade island from arma2 brought to the scene with the new lighting engine.im still keen on how versatile the stuff is that AiA brings "back" to life, and this is only a fraction of what is available :} Nice video, really makes me want to play in those enviros :) I think I have the first one, but for the sake of redundancy, can you name all 3 of them please? It seems to me that the A3 engine treats the A2 trees rather differently than the A2 engine. They seem to want to display lower LoDs sooner, which often makes chernarus rather ugly in most cases. Share this post Link to post Share on other sites
aussiebobby 1 Posted October 23, 2013 Im getting two errors when trying to launch the game with a shortcut or steam and can only start the game now with play with six. First error, No entry'config.bin.tooltipDelay Then the game starts to launch and I get the second error Shaders not valid(mismatch of exe and data?) and then the game crashes/closes.Also the fps have taken a big hit. Iv removed the mod and copied over a backup of Arma3 but the errors still persist Share this post Link to post Share on other sites
.kju 3244 Posted October 23, 2013 Check these links: http://forums.bistudio.com/showthread.php?152706-All-in-Arma-(AiA)-TKOH-OA-A2-A1-merge-with-A3&p=2372935&viewfull=1#post2372935 http://forums.bistudio.com/showthread.php?156584-AIA-Shader-Error http://forums.bistudio.com/showthread.php?165688-Help-I-think-I-broke-Arma-3-with-AiA Share this post Link to post Share on other sites
fabio_chavez 103 Posted October 23, 2013 1. quesh kibrul http://www.armaholic.com/page.php?id=8698 2. Thirsk http://www.armaholic.com/page.php?id=9861 3. Mana Island Fiji http://www.armaholic.com/page.php?id=12629 Share this post Link to post Share on other sites
dmarkwick 261 Posted October 23, 2013 Thanks Fabio :) Share this post Link to post Share on other sites
asuseroako 17 Posted October 23, 2013 yes Mana Island, there is a loading screen in front of every episode that shows the map name, only for a brief moment though.or maybe i made this up and this is crysis -_- Cool. Thanks for the info. Share this post Link to post Share on other sites
fabio_chavez 103 Posted October 24, 2013 more islands, do yourself a favor and watch in fullscreen HD and audio. :} Share this post Link to post Share on other sites
grillob3 11 Posted October 25, 2013 .kju [PvPscene] To play with mod unist like massi's, do i have to use hidearma2units pbo or just add the new units and it will replace the arma2 units on the editor? Fabio, What map is the one on the beginning of the video? Share this post Link to post Share on other sites
.kju 3244 Posted October 25, 2013 AiA_HideA2UnitsFromEditor.pbo is only what it says. :) It hides the A2/OA units from the editor unit placement dialog. It is only relevant if you want to build a mission in the editor and have no clutter/them hidden. Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted October 25, 2013 Maybe this has been discussed before, but when I use AiA, I'm missing some of the editor unit groups. Specifically, I never find any of the original Cherna civs, or consequently, any of the arma 2 civ vehicles. Is there something I'm doing wrong? Share this post Link to post Share on other sites
BadHabitz 235 Posted October 25, 2013 From what I understand, you can only use Arma 3 soldiers and civilians. You can't mix and match between A2 and A3. A2 civ vehicles should be under 'Cars'. Share this post Link to post Share on other sites
fabio_chavez 103 Posted October 25, 2013 please vote for this tracker to promote A2 terrain compability: http://feedback.arma3.com/view.php?id=15629 @grillob3, thats kunar http://www.armaholic.com/page.php?id=15053 Share this post Link to post Share on other sites