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hoverguy

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Everything posted by hoverguy

  1. Added in the new version (will release soon), thanks for the idea. By the way for now you can make multiple subclasses: class MyShop { class Jets { vehicles[] = {}; spawnPoints[] = {}; }; class Tanks { // Etc... }; }; Added in the new version, it is now a parameter in the config to clear vehicle inventory or not up to mission makers, thanks.
  2. Menu commands work fine: systemChat str (menuSize[2700, []]) // Alternative systemChat str (((findDisplay 2500) displayCtrl 2700) menuSize []) Says 4 for both in chat as expected (I have 4 menus). // Let's say I only have one parent menu called Menu 1 _subMenu0 = _myMenuCtrl menuAdd [[0],"Sub Menu 0 of Menu 1"]; _myMenuCtrl menuAdd [[0,_subMenu0],"Sub Menu 0 of Sub Menu 0 of Menu 1"]; _subMenu1 = _myMenuCtrl menuAdd [[1],"Sub Menu 1 of Menu 1"]; _menu2 = _myMenuCtrl menuAdd [[],"Menu 2"]; /* Menu 1 | Menu 2 |- Sub Menu 0 | |- Sub Menu 0 of Sub Menu 0 of Menu 1 |- Sub Menu 1 */ They do work exactly the same way as tree family commands (tvAdd, tvCount etc...), if you know how to mess with CT_TREE control you're gold.For more infos unpack 3den.pbo and check fn_3DENInterface.sqf located in the Functions folder. CT_MENU & CT_MENU_STRIP controls can be found in the UI\Controls folder (ctrlMenu.hpp & ctrlMenuStrip). Now we can make nice context menus :) Sent from phone.
  3. hoverguy

    Buldozer wont start

    Was true before the update, not anymore, the default project directory is now -> %userprofile%\Documents\Arma 3 Projects You redo the game data extraction process after having updated the tools? Project Drive Management -> Extract Game Data Also update Buldozer right after
  4. hoverguy

    Great White Shark

    Hmmm I'm just giving my two cents ok? I think you really should leave the area NOW before it's too late!
  5. hoverguy

    Smooth My Terrain Fast

    I'm not Richie but yeah it does.
  6. hoverguy

    Visual Upgrade – Feedback

    I can't agree more. I like the new visual upgrade, it's not meant to be "eye candy" but as realistic as possible. Give BIS the time to gather feedback and tweak their stuff. Thanks for the update guys, keep up the good work. Guys that can complain here are map makers, they have to update their config but since there is no documentation saying what has been added/removed/changed/tweaked less experienced ones are kind of lost in the dark. This is being discusses here -> https://forums.bistudio.com/topic/191152-does-anybody-have-a-guide-on-how-to-update-the-map-to-16/ Someone provided a working *original* config. Now the hardest part is to get correct adjustments to fit ones need.
  7. hoverguy

    P Drive Empty

    You just missed a point in the latest tools update: Your project was in the a3 tools directory before the update, after the update you're not allowed to store it in there anymore, it has been moved to the directory that I quoted (source: Techrep) That is why your C drive has been filled up, also why your C is your work drive (mirrored drive). Anyways the answer to this is to change project space path and you're done.
  8. hoverguy

    P Drive Empty

    If you used default Arma 3 Tools directory as project space before the update, your stuff is still there. Technically when you mount your drive it just assigns a letter to the project space and shares the same allocated space. Example: Let's say you have your project space folder here -> D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools [WorkDrive] You mount your Work Drive, space allocated to it will be the same as the storage capacity of D: To me it's just a mirrored drive.
  9. > Make sure you have a buldozer.cfg file in your Work Drive > This is not part of the tutorial, for the roads to show up you need to define correct path in editor.sqs as you said, also a roads config file (<project name>\data\roads\RoadsLib.cfg) is needed and of course assign road type to your polylines (using database feature).
  10. See Step 2 -> Path to your P Drive Just put the path you want here. C, D, Y, Z, doesn't matter as long as it's not in the main Arma 3 Tools directory.
  11. Someone posted this: https://forums.bistudio.com/topic/191021-160-terrain-config-update-example/ Don't know if 100% relevant, BIS probably changed things since may 24th. I myself am having a look at the new config right now (a3 -> map_altis / map_stratis -> config.cpp)
  12. hoverguy

    Mod issues with 1.60

    Give mod makers the time to fix their stuff, if you get the error: author\ is not a value It's because they changed the CfgPatches config, author token was an array before and has been changed to a string, hence why you get the error and your shit doesn't load. It's in the changelog: More infos here CfgPatches EDIT: Not totally sure if its related after further testing...
  13. Updated tutorial Tools Update 0.984
  14. I can't agree more, was about to say the same 5MB is good, more than this and you'll see a lot of "X has left the server" or something like that (can't remember the exact sentence). Also one point to note is how good the player connection is, personally mine is shitty, when I see missions with 50MB am just crying out loud.
  15. AddonBuilder works just fine guys, never had any problems with it. By the way your map looks good, are you going to release it in the near future?
  16. Hmmm requiredAddons[] = "{rhs_weapons}"; Should be: requiredAddons[] = {"rhs_weapons"}; Put your glasses on bro :ph34r: (sorry I had to do it) RPT is not always right, it is often related to the line right before or right after.
  17. Also: class CfgWeapons = is not valid should be: class CfgWeapons { Line 102 rhs_npz="rhs_weap_ak103_npz";"; should be: rhs_npz="rhs_weap_ak103_npz"; And maybe other things that I didn't see... EDIT: requiredAddons[] = "rhs_weapons"; -> requiredAddons[] = {"rhs_weapons"}; // Array of strings
  18. hoverguy

    Great White Shark

    Hi, do you still need a FSM?
  19. hoverguy

    WorkDrive- ERR: 0x50098001

    There's one tutorial for main branch -> https://forums.bistudio.com/topic/190353-howto-work-drive-setup-buldozer/ Am waiting for dev to hit stable to update the tutorial, currently re-installing tools using dev branch, gonna have a look and report back. EDIT: Ok, right-lick on Arma3Tools.exe -> Properties -> Compatibility -> and uncheck Run this program as an administrator Then launch the tools and go to Preferences (top of the form) > Options, then setup your paths (you can use point #2 in my tutorial, it is very similar) Copy all your map stuff into your newly created Work Drive.
  20. hoverguy

    WorkDrive- ERR: 0x50098001

    I suppose you're using dev branch -> https://forums.bistudio.com/topic/169362-tools-development-branch-changelog/?p=3029562
  21. Send me your mission via PM, I'll send it back to you with the above stuff implemented ok? I'll also leave code comments so you understand what I did.
  22. I don't know BMR system so I will assume that no Killed EVH is set. Put it where you spawn AIs: _AI addEventHandler // _AI -> spawned AI for reference, can be what you want in your script [ "Killed", { params["_unit","_killer"]; if(isPlayer _killer) then { [200,0] remoteExecCall ["HG_fnc_addOrSubCash",(owner _killer),false]; }; }; ]; You can use forEach if you spawn groups of AIs. You may also want to whitelist HG_fnc_addOrSubCash function (CfgRemoteExec) to be used remotely. You don't need remoteExec whitelist as long as you use it to execute things from the server.
  23. hoverguy

    Missing texture

    Any errors when you start buldozer? Check buldozer logs. Reinstalling W10 because of this is a bit exaggerated :p
  24. This was a request so he knew where to add stuff. You have AIs in your mission or you only play with humans?
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