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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3

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Drongo69 can you please rephrase your intention or post a sample config.

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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.

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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?

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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.

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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.

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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.

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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 :}

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@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 -_-

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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.

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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.

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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

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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.

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.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?

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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.

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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?

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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'.

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