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hoverguy

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Everything posted by hoverguy

  1. It does really depend on what you want to achieve. Considering your point #2, it is nowhere stated that configClasses is the same as BIS_fnc_getCfgSubClasses, I guess you're referring to the first comment which states: "It is recommended to use configClasses instead of BIS_fnc_getCfgSubClasses and BIS_fnc_uniqueClasses on subclasses collection or conditional selection." He clearly said that it is recommended to use the native command for subclasses collection or conditional selection else use the functions.
  2. hoverguy

    Error in expressions

    Happened to me yesterday, this was the first time I saw it. I died and then: 18:20:15 Error in expression <distToWater interpolate [0.2,0.21,-1,1]> 18:20:15 Error position: <distToWater interpolate [0.2,0.21,-1,1]> 18:20:15 Error Undefined variable in expression: disttowater
  3. You really should separate your work drive from the tools directory, and uncheck the "run this program as an administrator" box as well as disabling the compatibility mode. See my post -> https://forums.bistudio.com/topic/190353-howto-work-drive-setup-buldozer/
  4. Is it a bool variable? _varCountTrue = count(allPlayers select {_x getVariable "imdienst"});
  5. You can get rid of the box by pushing Tab to get control and use Enter to close it. CUP is the successor of AiA (All in Arma), you really should use its counterpart. CA folder is the main A2 data folder. If you need further assistance, post your own topic in this section.
  6. You tried to check in the MPMissions folder located in the A3 root folder? Give it a go. If you can't find it anywhere, go where your RPT logs are and check in the MPMissionCache folder (how to locate RPT -> https://community.bistudio.com/wiki/Crash_Files just in case...) Regarding the arsenal stuff, I guess you just deleted the profile you used to save it...
  7. Yeah because this terrain relies on assets that use A2 stuff (CA) especially textures and surfaces. You can fix it later but buildings that need this particular texture will show up white or invisible. You can either build up your own CA folder if you have A2 on your PC or download CUP to get A2 datas. ... or replace all E76 buildings with A3 ones.
  8. Yes it still does work https://community.bistudio.com/wiki/Functions_Library_(Arma_3)
  9. When editing your GUI resources (RscPicture, RscText, etc...) in the GUI Editor you have the option to choose from a drop down menu between GUI Grid/Safezone/Absolute values
  10. hoverguy

    Medical system improvements

    Hi, I do agree with the above, you can use a workaround to avoid wasting FAKs (without the use of a mod to patch the action): First intercept player actions (via addActions): inGameUISetEventHandler ["Action","call HG_fnc_uiOnAction"]; Then use the function to filter out the healing action: params["_target","_caller","_actionIndex","_action","_actionText","_priority","_showWindow","_hideOnUse","_shortcut","_visibility","_event","_handled"]; _handled = false; if(_event isEqualTo "Action") then { switch(_action) do { case "HealSoldier": { if((getDamage _target) >= 0.25) then { hintSilent "That target will need better medical care..."; _handled = true; }; }; }; }; _handled; You might also want to override self healing action.
  11. hoverguy

    Cant get P Drive to Mount

    Hi Tom, Thats exaclty what I told him to do, he said he runs the tools with admin privileges so unchecking this parameter might fix the issue. I will add a bold red warning to my tutorial for reference.
  12. hoverguy

    Cant get P Drive to Mount

    Yup it's on dev branch only atm, I'm waiting for the switch to main branch to update my tutorial (https://forums.bistudio.com/topic/190353-howto-work-drive-setup-buldozer/) Try to run the tools without the "Run this program as an administrator" box ticked. Regarding this: I don't really know mine says just Mounting the work drive from "" and it does work flawlessly.
  13. My next hint was to tell you to remove the first backslash, glad you figured out the answer.
  14. 1) I think the right syntax for playSound3D is: playSound3D ["TPW_MODS\music\1.ogg",player];If you want to use mission relative path its a bit more tricky else its fine with sounds stored in addons.2) Read this: https://forums.bistudio.com/topic/187586-say-say2d-say3d-change-distance/ There are some hints
  15. The Land_CanisterFuel_F is found under: class CfgVehicles { class Items_base_F; class Land_CanisterFuel_F: Items_base_F { mapSize = 0.39; author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "Land_CanisterFuel_F"; scope = 2; scopeCurator = 2; displayName = "$STR_A3_cfgVehicles_Land_CanisterFuel_F0"; model = "\A3\Structures_F\Items\Vessels\CanisterFuel_F.p3d"; icon = "iconObject_5x2"; editorSubcategory = "EdSubcat_Tools"; }; }; Does it help?
  16. Sure you can repack without the [] but not binarize... By the way did you remove some parts of your config.cpp (I guess the answer is yes) because you're missing two closing brackets: class CfgPatches { class zir_headpack1 { units[] = {}; weapons[] = {}; requiredVersion = 1.000000; requiredAddons[] = {"A3_Characters_F_Heads"}; version = "1.00"; author[] = {"ZiR"}; }; }; class CfgFaces { class Default { /*extern*/ class Custom; }; class Man_A3: Default { class zir_face_afr_01: Default { displayname = "Face AFR 01"; texture = "\zir_headpack1\Data\zabraham_co.paa"; head = "BlackHead_A3"; material = "\zir_headpack1\Data\zabraham.rvmat"; disabled = 0; textureHL = "\A3\Characters_F\Heads\Data\hl_black_bald_co.paa"; materialHL = "\A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_black_bald_co.paa"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat"; }; }; };
  17. When you re-bin a config make sure to re-add the array types beforehand or you get the famous error you're too having: Example: class CfgPatches { class zir_headpack1 { units[] = {}; weapons[] = {}; requiredVersion = 1.000000; requiredAddons[] = {"A3_Characters_F_Heads"}; version = "1.00"; author[] = {"ZiR"}; }; }; I don't know what you use to unbin you configs, but it seems that it just removes all the []
  18. Can you please post the config before the texture path change and after?
  19. hoverguy

    What am I doing wrong? Jbad

    Your folder structure should look like this (Work Drive root): Most of the time its just a matter of unpacking and leave it as it is in the P root, but sometimes its a bit more "tricky". A good way to know exactly how it should be is to have a look into the config. Example: Go to Jbad_Structures\afghan_house_a\A_Villa\ Unbin config.bin (using Arma UnBin) then you come up with a .cpp file. Open it with your favorite text editor (one with syntax highlighting is better), let's have a look at one of the asset (doesn't matter which one): class Land_Jbad_A_Villa // line 20 What is interesting here is the model path: model = "\Jbad_Structures\afghan_house_a\A_Villa\Jbad_A_Villa.p3d"; So the root of your P drive should be the following:P:\Jbad_Structures
  20. hoverguy

    WRP to XYZ

    Either ASC or XYZ is fine for L3DT. When you import back to TB, ASC format is faster. File > Export > Terrain... Drop down "Save as type" > "XYZ (*.xyz)"
  21. hoverguy

    Clutter problem

    Ok so in your CfgSurfaceCharacters the "names" array is an array of strings: class Syr_Rocky_character { probability[] = {0.75}; names[] = {"syr_rocky_clutter"}; // <------ Here is the change }; Not class Syr_Rocky_character { probability[] = {0.75}; names[] = {syr_rocky_clutter}; };
  22. I use this to get the right config: HG_getConfig = { params["_item"]; switch true do { case(isClass(configFile >> "CfgMagazines" >> _item)): {"CfgMagazines"}; case(isClass(configFile >> "CfgWeapons" >> _item)): {"CfgWeapons"}; case(isClass(configFile >> "CfgVehicles" >> _item)): {"CfgVehicles"}; case(isClass(configFile >> "CfgGlasses" >> _item)): {"CfgGlasses"}; }; }; Then in a script: _className = "U_Rangemaster"; _config = [_classname] call HG_getConfig; _displayName = getText(configFile >> _config >> _className >> "displayName");
  23. hoverguy

    What am I doing wrong? Jbad

    Not always, sometimes buildings have no textures because they are missing dependencies, happens a lot with A2 or ported assets just because you need CA stuff (textures, surfaces etc...). But with JBAD you just have to unpack as 1para{god-father} said. For future reference if you need to know what is the right folder path just open the pbo config.cpp and find a line that refers to a model path.
  24. hoverguy

    Clutter problem

    Ain't soothsayer, post your full setup (not truncated) and well formatted so we can have a closer look.
  25. hoverguy

    Clutter problem

    The answer is: you dont have to use the same class name in you layers config and your surfaces config. What is defined in layers.cfg is only used for the color matching process (texture placement). As long as your "files" token (in CfgSurfaces) points to the right texture where you want the right clutter on it AND you assign a "character" to that surface, it is fine. So it takes the texture you put in "files" then it reads the "character" entry then it iterates through CfgSurfaceCharacters classes and find the "character" you defined. Then it assigns the clutter(s) that is/are in the "names" array with the given "probability". Clutter classes must be defined in their respective config obviously. A bit of reading: https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-clutter For A2 but still accurate.
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