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diffusion9

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About diffusion9

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  1. diffusion9

    [Official] Launcher Feedback

    I have not seen these reported or suggested yet, sorry if they've already been mentioned. Suggestion - I just discovered the other day that the mods listed in the mod list can be dragged around to change position. Originally I thought it was only the column sorting options that would allow the change in mod load order. My suggestion would be to add a little draggable-graphic to the side of each entry. Kind of like the iOS draggables. - Add an checkbox option somewhere to launch the Launcher directly to the Mods list (rather than starting at News). Overall, I'm a huge fan of the Launcher; it is definitely the way forward.
  2. Oh goodness gracious... it would appear a rogue $PREFIX$ file with the wrong path to the pbo made its way into my root folder. Either fixing that up solved the issue for me, or I mistyped something and fixed it over the last few hours. Thanks for the response guys, you helped kick my brain into gear.
  3. I'm using PBO Manager at the moment. [Edit: Way overthinking it!]
  4. I'm having an issue with a re-texture attempt and getting "Cannot Load Texture" for any file specified in my new RVMAT. I'm retexturing an existing mod vehicle (specifically the M113 from RHS). So far everything is working except that I'm attempting to use an RVMAT to change the _smdi of the vehicle and getting "cannot load texture" every time. If I reference the original _smdi file in its original location (inside RHS) everything works fine, but if I reference the new _smdi in my pbo I get the "cannot load texture" error. I thought it was an issue with my new _smdi file, so I tried overwriting mine with the original as a test -- it still gave the 'cannot load texture' error. I'm 100% positive the path is correct. The only thing I've modified in the RVMAT are the file paths to the new .paa files. I've been searching and searching with any concrete answers; I know I have to use hiddenSelectionsTextures and Materials, and I think all of my classes are setup right but I'm not 100% sure. Any advice? Am I doing anything glaringly wrong? Here's my cfgPatches: class cfgPatches { class test_m113a3 { units[]={"test_m113a3"}; weapons[]={}; requiredVersion=1.3200001; requiredAddons[]={"rhsusf_main"}; version="0.1.1.1"; magazines[]={}; ammo[]={}; }; }; class cfgVehicles { class rhsusf_m113tank_base; class test_m113a3 : rhsusf_m113tank_base { author = "testVehicleRetexture"; _generalMacro = "test_m113a3"; scope = 2; displayName = "M113A3"; faction = "test_tw"; crew = "test_CREWMAN_TW"; hiddenSelectionsTextures[]= {"test_m113a3\data\test_m113a3_01_co.paa",}; hiddenSelectionsMaterials[] = {"test_m113a3\data\test_m113a3_01.rvmat"}; }; }; I tried multiple paths in my RVMAT texture= reference, such as: "TestMod\addons\test_m113a3\data\test_m113a3_01_nohq.paa"; "test_m113a3\data\test_m113a3_01_nohq.paa"; "data\test_m113a3_01_nohq.paa"; "test_m113a3_01_nohq.paa"; Here's a snippet of what's at the top of my RVMAT right now (But still not working) class StageTI { texture = "testMod\addons\test_m113a3\test_m113a3_01_ti.paa"; }; The three different filepaths I change in here (for _ti, _nohq_, and _smdi) always give the 'cannot load texture' error, unless referencing their original files.
  5. diffusion9

    Arma 3 Sound Missing in Multiplayer

    I struggled with this one for a few days and after finding this thread while searching for a solution, I figured I'd drop in here and share my solution in the hopes that it solves it for others. In my case, my friends and I were creating private servers running RHS (USAF and AFRSF), CAF Mod, ASDG Joint Rails, CBA A3, RH acc, and a few others. We were noticing issues like this where one player could not hear certain firing modes of another. For example I could hear one of my friends full auto, but I could not hear his single shot (and vice-versa). Two of my friends could hear each other fine. We would see no tracers, hear no reports, nor see any firing animation on the model. The only thing that could be heard was the bullet ping when it hit a target. I was running MCC in addition to all the other mods so that I could help shape our RHS missions in a Zeus-like fashion, however the other guys were not running MCC. As soon as I disabled MCC and we all ran with the identical mod set all issues were fixed. In my case I'm guessing it had something to do with MCC being semi-client side (since they weren't required to have it to join the server); and I'd like to underscore that the problem wasn't specifically related to MCC; the crux seemed to be that everybody had to be running an absolutely identical mod set without exception.
  6. Looks like I may have solved it; It did indeed seem to be an inheritance issue. Ultimately I dropped some classes, and added the "c8_base" class above cfgWeapons (which ties into the sfx dependency listed in cfgPatches). Here's a pastebin link to the updated config if anybody in the future discovers this and wants to compare: http://pastebin.com/1cELk1XE
  7. Hey all. I've slowly started wrapping my head around these config files, and all this modding business. So far its been okay, but I've hit an issue I'm guessing has to do with inheritance but goes beyond my current level of understanding. I'm hoping someone can shed some light on it for me so I can understand it better. Some background: I like the Canadian Armed Forces Modification quite a lot, and I noticed that the CAF weapons don't show up in the BIS Arsenal so I decided to try and use the opportunity to 'recreate' the weapon based off an existing BIS weapon as a training tool to teach myself all this stuff. I started by cloning a Katiba and more-or-less started swapping in values from the mod's weapon config. The weapon is in-game, showing up in Arsenal correctly (woo!), and its working (more or less - I'm sure some of the animations don't perfectly match, but I'm not worried about the minutiae. I just want to get the basics down.) but I can't seem to change either the firing sound, or modify the list of weapon attachments (right now when I view the weapon in Arsenal it includes all the optics from the CAF mod, as well the default Katiba scopes). I tried to just swap in the values from the Mod's gun but that hasn't changed anything -- it still sounds like the Katiba. I also tried creating a Rifle_base_f class inside the config with the same set of sounds defined, but didn't have any luck. I also have the source of the sounds in the cfgPatches ("caf_c8a3"). So my questions are -- why isn't the sound changing? Is there another dependency somewhere, am I missing something, or do I have some sort of syntax wrong? I'm guessing if I get an idea of how to solve the sound problem it would help me solve the optic problem too. Is there something further up the line that is being loaded before my dummy weapon that is locking in the rifle sounds? Here's my config file for the weapon. For fun I decided to call it the "C10" - which was supposed to be a C7 training variant before DND canned it. Any advice would be awesome, and appreciated. config: http://pastebin.com/LJUrb8kh
  8. diffusion9

    The all new: Ask a moderator about the forum & rules

    Thanks for the reply. Everybody seems very helpful here, and its a bummer not to be able to get help, and not know enough to give any to anyone. A bit of chicken-and-egg situation.
  9. Any rough ETA on a new version for this? Great mod, happy to see the Canadian Forces in the game. Much appreciation to the guys who've been working on it.
  10. diffusion9

    The all new: Ask a moderator about the forum & rules

    Hey guys, I'm new here and this is where it said to direct questions and comments to the moderation staff. I just wanted to make a comment that I'm kind of taken aback at the hostility of this forum to new users; requiring five posts to start a new thread? On a developers forum that should be easy to post to get technical support. Its especially frustrating to have to jump through hoops just to post a questions but then see that your moderation methods are doing very poorly -- your forums are spammed with spam anyways. Here's what I see right now: http://i.imgur.com/kkaUXQa.jpg Generally not very impressed so far.
  11. diffusion9

    The Newcomers' Introduction Thread

    A little new to scripting, trying to get help. Pretty disappointed to see this forum so completely locked down, and yet still being spammed by bots.
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