Pitt Rivers 10 Posted November 27, 2013 Just chiming in to say thanks for the mod! Share this post Link to post Share on other sites
CIDM 1 Posted November 27, 2013 Also cant get @rus_spet_a3 working, i placed an OMON Spetsnaz rifleman on Utes and when i hit preview i get taken back to the editor with these errors "cannot open object mas_rus_spet\md\opfor\o_officer.p3d" and "no entry config.bin.cfgskeletons" Mods im running: @AllInArma @NATO_Russian_SF_weapons @rus_spet_a3 @USMC_A3 Share this post Link to post Share on other sites
LykosMactire 298 Posted November 27, 2013 Also cant get @rus_spet_a3 working, i placed an OMON Spetsnaz rifleman on Utes and when i hit preview i get taken back to the editor with these errors "cannot open object mas_rus_spet\md\opfor\o_officer.p3d" and "no entry config.bin.cfgskeletons"Mods im running: @AllInArma @NATO_Russian_SF_weapons @rus_spet_a3 @USMC_A3 there shouldnt be a problem, i got it working well. maybe try reinstalling Share this post Link to post Share on other sites
zach72 1 Posted November 27, 2013 I've deleted @AllInArma, @NATO_Russian_SF_weapons, @rus_spet_a3 and re-installed them via PWS. Start A3 editor, place a Spetsnaz rifleman, click preview. Placed back in editor with "No Entry 'config.bin/CfgWeapons/U_mas_rus_O_CombatUniform_mcam.selectionFireAnim'" OK, seems like it's not an All In Arma Issue after all, as I've tried WITHOUT running AiA and just using Massi's Spetsnaz and weapons gives same error. Report logs: With AiA https://www.dropbox.com/s/xj0sulg58towd2i/arma3_2013-11-27_22-53-51.rpt Without AiA https://www.dropbox.com/s/4sp7kxkivrgedz8/arma3_2013-11-27_23-02-12.rpt I better start posting over there about this, see if anyone else other than Cidm and I have the problem. Suspect the latest Stable A3 build update last week may have broken something in Massi's mods. Share this post Link to post Share on other sites
CIDM 1 Posted November 27, 2013 there shouldnt be a problem, i got it working well. maybe try reinstalling Tried reinstalling now getting a new error "no entry config.bin\cfgweapons\u_mas_rus_O_combatuniform_urb.scope" and another on the main menu when the game loads "no entry config.bin\cfgvehicles\B_fieldPack_blk_DiverTL.scope" im running the following versions of the mods/Arma Arma 1.06.112613 @AllInArma 0.0.19 @NATO_Russian_SF_weapons 1.0 Share this post Link to post Share on other sites
LykosMactire 298 Posted November 27, 2013 @ all with the Massis RUS SPetz problem, if all replacements do not work, then replacements do not work for PW6, if some do then its probably an outdated version of RUS SPETZ Share this post Link to post Share on other sites
.kju 3244 Posted November 28, 2013 (edited) The addon is outdated on PwS. Sickboy is updating it currently. Please check the version on the info page like: http://play.withsix.com/arma-3/mods/rus-spet-a3 And report outdated addons here: http://getsatisfaction.withsix.com/withsix/topics/mod_update_or_addition_requests_pt2 Thanks a lot! Edited December 31, 2013 by .kju [PvPscene] Share this post Link to post Share on other sites
LykosMactire 298 Posted November 28, 2013 .Kju i have to things to say 1. if you need someone to test the replacements i requested, i would gladly try them 2. there's a new Czech army mod in the making i have been helping with by giving advice and intel that would, once its done, fit in perfectly as the replacement pack for the ACR DLC Share this post Link to post Share on other sites
Pitt Rivers 10 Posted November 29, 2013 Have a little problem with virtual support artillery- Artillery (mortar, M4 or MLRS) will often not fire full amount of requested rounds or (more often) not fire at all. The virtual piece will appear, wobble around near the required azimuth and elevation, then state 'adjust coordinates' and disappear. Running stable branch. Happens with or without other mods activated. Have also tried reinstalling AiA (Use PwS). I've used AiA and support artillery before in earlier stable branch versions with no problems. Have come back to the game after a break, so unsure when this might have started (AiA or Arma version wise). Cheers. Share this post Link to post Share on other sites
.kju 3244 Posted November 29, 2013 @ zach72, CIDM Please check PwS now. It should offer you to update the said addons and download required dependencies. Share this post Link to post Share on other sites
subliminalss 12 Posted November 29, 2013 (edited) edit - Drama over fixed this with some replacement Configs. for the Heli_XX01_Base_H "class Sounds". However. Any Plans to remove the UI Dials from the Helis. I noticed today that they are not present on the Wildcat from the Dev Build. Would be awesome if we could eradicate them. Also are you aware of an issue with the GetIn Animations for the TKOH helis being seemingly off in their position (as in the player gets into the rotors not the doorway). I've pumped through the configs but the attachment points seem the same? Edited November 29, 2013 by JonieTurnock Share this post Link to post Share on other sites
millerhighlife 1 Posted December 6, 2013 http://community.bistudio.com/wiki/Public_DataArma 2 content is out including all DLC's I'm sure you kn ow this but it really has not been mentioned in the forums much. Lookng forward to having our good old content back better then ever. Share this post Link to post Share on other sites
Tyl3r99 41 Posted December 6, 2013 (edited) its taking ages for anything to be updated on PWS at the moment :mad: Edited December 31, 2013 by Dwarden Share this post Link to post Share on other sites
TheMightyKovacs 6 Posted December 8, 2013 I cant seem to use NATO and Russian Weapons. How do I use mods with AiA, manually? Share this post Link to post Share on other sites
.kju 3244 Posted December 8, 2013 @ Pitt Rivers Sorry missed your post. Can you provide a simple demo mission with repro steps please. @ JonieTurnock Can you provide me your replacement configs to fix it in the core please. TKOH hasn't got much attention so far as there was very little feedback on that. Will certain look into the issues for the next update. The getIn might be an animation problem (A3 overwriting the TKOH anim class). @ millerhighlife Yep, hopefully we should get model issues fixed by community members and new A3 tech support for weapons, vehicles and infantry. Hope to be able to integrate those to AiA ASAP. :) @ themightykovacs Sorry dont quite get what you mean. Is it how to load additional mods or how to give the weapons to units? Share this post Link to post Share on other sites
tinter 186 Posted December 8, 2013 AIA doesn't seem to recognise my nonsteam TKOH install. I'm using the automatic batch and I've verified it should be able to find it by the registry entry. I'm using Windows 7 64-bit, but I don't see it having caused any issues. My Arma 3 install runs from a symbolic link to a copy on my ssd and I've verified AIA runs from there too. Share this post Link to post Share on other sites
subliminalss 12 Posted December 8, 2013 (edited) ;2573316']@ JonieTurnock Can you provide me your replacement configs to fix it in the core please. TKOH hasn't got much attention so far as there was very little feedback on that. Will certain look into the issues for the next update. The getIn might be an animation problem (A3 overwriting the TKOH anim class). Hey KJU For me replacement configs I was using are below. I've given up now though tbh. If I get TKOH little-bird working its great but it completely breaks the Arma 3 Littlebird. As in Blades are flying windscreens are chopping all over the place... the TKOH Littlebird on the other hand loads up all the extras (miniguns/benches) etc and they are un-removable. I cant figure out whats going on but I cannot get the both to work in harmony. All credit to you for all of your work I know for me with the Littlebird' date=' because I know they have stolen it directly from TKOH its like a Russian Doll. Littlebird Config class CfgPatches { class TKOH_Light { units['] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; version = "1.0"; projectName = "Take On Helicopters Light Aircraft"; author = "Subliminal-SS"; }; }; class CfgVehicles { class Helicopter; // External class reference class Helicopter_Base_F : Helicopter { class Turrets; // External class reference class HitPoints; // External class reference }; class Helicopter_Base_H : Helicopter_Base_F { class Turrets : Turrets { class CopilotTurret; // External class reference }; class HitPoints : HitPoints { class HitHull; // External class reference class HitFuel; // External class reference class HitEngine; // External class reference class HitAvionics; // External class reference class HitVRotor; // External class reference class HitHRotor; // External class reference class HitGlass1; // External class reference class HitGlass2; // External class reference class HitGlass3; // External class reference class HitGlass4; // External class reference class HitGlass5; // External class reference class HitGlass6; // External class reference }; class AnimationSources; // External class reference class ViewOptics; // External class reference class RotorLibHelicopterProperties; // External class reference }; class Heli_Light01_Base_H: Helicopter_Base_H { occludeSoundsWhenIn = 0.562341; obstructSoundsWhenIn = 0.316228; attenuationEffectType = "OpenHeliAttenuation"; soundGetIn[] = {"A3\Sounds_F\air\noises\heli_get_in2", 0.562341, 1}; soundGetOut[] = {"A3\Sounds_F\air\noises\heli_get_out2", db-2, 1, 20}; soundEnviron[] = {"", db-30, 1.0}; soundDammage[] = {"A3\Sounds_F\air\Heli_Light_01\crash", 0.562341, 1}; soundEngineOnInt[] = {"A3\Sounds_F\air\Heli_Light_01\Heli_Light_01_ext_start", 0.562341, 1.0}; soundEngineOnExt[] = {"A3\Sounds_F\air\Heli_Light_01\Heli_Light_01_ext_start", 0.794328, 1.0, 600}; soundEngineOffInt[] = {"A3\Sounds_F\air\Heli_Light_01\Heli_Light_01_ext_stop", 0.562341, 1.0}; soundEngineOffExt[] = {"A3\Sounds_F\air\Heli_Light_01\Heli_Light_01_ext_stop", 0.794328, 1.0, 600}; soundLocked[] = {"\A3\Sounds_F\weapons\Rockets\opfor_lock_1", 0.1, 1}; soundIncommingMissile[] = {"\A3\Sounds_F\weapons\Rockets\opfor_lock_2", 0.1, 1}; class Sounds { class Engine { sound[] = {"A3\Sounds_F\air\Heli_Light_01\Heli_Light_01_ext_engine", db2, 1.0, 900}; frequency = "rotorSpeed"; volume = "camPos*((rotorSpeed-0.55)*4)"; }; class RotorLowOut { sound[] = {"A3\Sounds_F\air\Heli_Light_01\Heli_Light_01_ext_rotor_normal", db2, 1.0, 1200}; frequency = "rotorSpeed"; volume = "camPos*(0 max (rotorSpeed-0.1))"; cone[] = {1.6, 3.14, 1.6, 0.95}; }; class RotorHighOut { sound[] = {"A3\Sounds_F\air\Heli_Light_01\Heli_Light_01_ext_rotor_high", db4, 1.0, 1500}; frequency = "rotorSpeed"; volume = "camPos*10*(0 max (rotorThrust-0.9))"; cone[] = {1.6, 3.14, 1.6, 0.95}; }; class EngineIn { sound[] = {"A3\Sounds_F\air\Heli_Light_01\Heli_Light_01_ext_engine", db0, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*((rotorSpeed-0.55)*4)"; }; class RotorLowIn { sound[] = {"A3\Sounds_F\air\Heli_Light_01\Heli_Light_01_ext_rotor_normal_new", db2, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*(0 max (rotorSpeed-0.1))"; }; class RotorHighIn { sound[] = {"A3\Sounds_F\air\Heli_Light_01\Heli_Light_01_ext_rotor_high_new", db4, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*3*(rotorThrust-0.9)"; }; }; }; }; Medium config class CfgPatches { class TKOH_Medium { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; version = "1.0"; projectName = "Take On Helicopters Medium Aircraft"; author = "Subliminal-SS"; }; }; class cfgVehicles { class Air; // External class reference class Helicopter : Air { class Turrets; // External class reference }; class Helicopter_Base_H : Helicopter { class Turrets : Turrets { class CopilotTurret; // External class reference class Mainturret; // External class reference }; class RotorLibHelicopterProperties; // External class reference class ViewOptics; // External class reference class UserActions; // External class reference class AnimationSources; // External class reference class ViewPilot; // External class reference }; class Heli_Medium01_Base_H : Helicopter_Base_H { attenuationEffectType = "CarAttenuation"; soundGetIn[] = {"A3\Sounds_F\air\Heli_Light_02\open", 0.562341, 1}; soundGetOut[] = {"A3\Sounds_F\air\Heli_Light_02\close", db0, 1, 50}; soundEnviron[] = {"", db-30, 1.0}; soundDammage[] = {"A3\Sounds_F\air\Heli_Light_02\crash", 0.562341, 1}; soundEngineOnInt[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_int_start_v2", 0.562341, 1.0}; soundEngineOnExt[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_ext_start_v2", 0.794328, 1.0, 600}; soundEngineOffInt[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_int_stop_v2", 0.562341, 1.0}; soundEngineOffExt[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_ext_stop_v2", 0.794328, 1.0, 600}; soundLocked[] = {"\A3\Sounds_F\weapons\Rockets\opfor_lock_1", 0.1, 1}; soundIncommingMissile[] = {"\A3\Sounds_F\weapons\Rockets\opfor_lock_2", 0.1, 1}; class Sounds { class Engine { sound[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_ext_engine_v2", db5, 1.0, 900}; frequency = "rotorSpeed"; volume = "camPos*((rotorSpeed-0.72)*4)"; }; class RotorLowOut { sound[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_ext_rotor_normal", db3, 1.0, 1200}; frequency = "rotorSpeed"; volume = "camPos*(0 max (rotorSpeed-0.1))"; cone[] = {1.6, 3.14, 1.6, 0.95}; }; class RotorHighOut { sound[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_ext_rotor_high", db5, 1.0, 1500}; frequency = "rotorSpeed"; volume = "camPos*10*(0 max (rotorThrust-0.9))"; cone[] = {1.6, 3.14, 1.6, 0.95}; }; class RotorNoiseExt { sound[] = {"A3\Sounds_F\air\Heli_Light_02\rotor_swist", db0, 1, 800}; frequency = 1; volume = "(camPos*(rotorSpeed factor [0.6, 0.85]))"; cone[] = {0.7, 1.3, 1.0, 0}; }; class EngineIn { sound[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_int_engine_v2", db0, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*((rotorSpeed-0.75)*4)"; }; class RotorLowIn { sound[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_int_rotor_normal", db2, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*(0 max (rotorSpeed-0.1))"; }; class RotorHighIn { sound[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_int_rotor_high", db3, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*3*(rotorThrust-0.9)"; }; }; }; }; Heavy Config class CfgPatches { class TKOH_Heavy { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; version = "1.0"; projectName = "Take On Helicopters Heavy Aircraft"; author = "Subliminal-SS"; }; }; class cfgVehicles { class Air; // External class reference class Helicopter : Air { class Turrets; // External class reference }; class Helicopter_Base_H : Helicopter { class RotorLibHelicopterProperties; // External class reference class ViewOptics; // External class reference class UserActions; // External class reference class Turrets : Turrets { class CopilotTurret; // External class reference class MainTurret; // External class reference }; class AnimationSources; // External class reference class ViewPilot; // External class reference }; class Heli_Heavy_Base_H : Helicopter_Base_H { attenuationEffectType = "HeliAttenuation"; soundGetIn[] = {"A3\Sounds_F\air\Heli_Light_02\open", db0, 1}; soundGetOut[] = {"A3\Sounds_F\air\Heli_Light_02\close", db0, 1, 50}; soundEnviron[] = {"", db-30, 1.0}; soundDammage[] = {"A3\Sounds_F\air\Heli_Light_02\crash", 0.562341, 1}; soundEngineOnInt[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_int_start_v2", 0.562341, 1.0}; soundEngineOnExt[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_ext_start_v2", 0.794328, 1.0, 600}; soundEngineOffInt[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_int_stop_v2", 0.562341, 1.0}; soundEngineOffExt[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_ext_stop_v2", 0.794328, 1.0, 600}; soundLocked[] = {"\A3\Sounds_F\weapons\Rockets\locked_1", 0.1, 1}; soundIncommingMissile[] = {"\A3\Sounds_F\weapons\Rockets\locked_3", 0.1, 1.5}; occludeSoundsWhenIn = 0.562341; obstructSoundsWhenIn = 0.316228; class Sounds { class Engine { sound[] = {"A3\Sounds_F\air\Heli_Transport_01\Heli_Transport_01_ext_engine", db3, 1.0, 900}; frequency = "rotorSpeed"; volume = "camPos*((rotorSpeed-0.72)*4)"; }; class RotorLowOut { sound[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_ext_rotor_normal", db3, 1.0, 1200}; frequency = "rotorSpeed"; volume = "camPos*(0 max (rotorSpeed-0.1))"; cone[] = {1.6, 3.14, 1.6, 0.95}; }; class RotorHighOut { sound[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_ext_rotor_high", db4, 1.0, 1500}; frequency = "rotorSpeed"; volume = "camPos*10*(0 max (rotorThrust-0.9))"; cone[] = {1.6, 3.14, 1.6, 0.95}; }; class RotorNoiseExt { sound[] = {"A3\Sounds_F\air\Heli_Light_02\rotor_swist", db-3, 1, 800}; frequency = 1; volume = "(camPos*(rotorSpeed factor [0.6, 0.85]))"; cone[] = {0.7, 1.3, 1.0, 0}; }; class EngineIn { sound[] = {"A3\Sounds_F\air\Heli_Transport_01\Heli_Transport_01_int_engine", db0, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*((rotorSpeed-0.75)*4)"; }; class RotorLowIn { sound[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_int_rotor_normal", db2, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*(0 max (rotorSpeed-0.1))"; }; class RotorHighIn { sound[] = {"A3\Sounds_F\air\Heli_Light_02\Heli_Light_02_int_rotor_high", db2, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*3*(rotorThrust-0.9)"; }; }; }; }; Link to the Zip of the Source files. Edited December 8, 2013 by JonieTurnock Share this post Link to post Share on other sites
fabio_chavez 103 Posted December 8, 2013 a little excoursion to cherno bottom... Share this post Link to post Share on other sites
TheMightyKovacs 6 Posted December 8, 2013 How to load individual mods? Share this post Link to post Share on other sites
fabio_chavez 103 Posted December 9, 2013 I need a little feedback on my WIP lighting rework for AiA, what do you guys think about these 2 sunrise variations, which would you prefer, 1 or 2? Share this post Link to post Share on other sites
KeyCat 131 Posted December 9, 2013 @JonieTurnock When you say you have TKOH working do you mean with fully working advanced FM's? If, how did you solve the trim button problem or do you fly without trim? @Fabio_Chavez My vote goes to #2. /KC Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted December 9, 2013 I need a little feedback on my WIP lighting rework for AiA, what do you guys think about these 2 sunrise variations, which would you prefer, 1 or 2? #1 seems more natural to me. Share this post Link to post Share on other sites
bad benson 1733 Posted December 9, 2013 #1 seems more natural to me. i agree. i like how it looks more clear and "cold" and less bloomy (fits the autumn better). red is fine but you can't underestimate the blues either. maybe try teh second one with subtle addition of some blue tones. Share this post Link to post Share on other sites
tinter 186 Posted December 9, 2013 I'd go with the first one! Share this post Link to post Share on other sites
xendance 3 Posted December 9, 2013 I need a little feedback on my WIP lighting rework for AiA, what do you guys think about these 2 sunrise variations, which would you prefer, 1 or 2? First one looks better. But I have a suggestion also: I think it would look better if the ambient lighting stayed mostly whitish/blueish, right now it seems like the colour of the sun (yellowish). Share this post Link to post Share on other sites