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Everything posted by KokaKolaA3
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[SOLVED] Missing "{" in config.cpp?!??
KokaKolaA3 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I get this error message when i try to pack my addon: http://imgur.com/a/rnKbL This is my config: class CfgPatches { class KKA3_ACE_Extension_Anim { name = "ACE Extension (Animations)"; author = "KokaKolaA3"; url = "http://steamcommunity.com/id/kokakolaa3"; requiredVersion = 1.60; requiredAddons[] = {"A3_Functions_F"}; units[] = {}; weapons[] = {}; }; }; class CfgVehicles { class Man; class CAManBase: Man { class ACE_SelfActions { class kka3_anim { displayName = "Animations"; icon = "\KKA3_ACE_Extension_Anim\data\ui_A.paa"; class kka3_poses displayName = "Poses"; icon = "\KKA3_ACE_Extension_Anim\data\ui_A.paa"; { #include "animation_config_poses.hpp" }; class kka3_actions displayName = "Actions"; icon = "\KKA3_ACE_Extension_Anim\data\ui_A.paa"; { #include "animation_config_actions.hpp" }; }; }; }; }; I followed this tutorial: http://ace3mod.com/wiki/framework/interactionMenu-framework.html#advanced-example I checked for a missing "{" or "}" or ";" but i can't find the failure even if the error message telling me its in line 28 -
ACE 3 Extension Mod (Anim & Actions) + (Placeables)
KokaKolaA3 posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
ACE3 Extension Here is my ACE3 Extension mod! ACE3 Extension (Anim & Actions) ACE3 Extension (Placeables) ACE3 Extension (Gestures)- 142 replies
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ACE 3 Extension Mod (Anim & Actions) + (Placeables)
KokaKolaA3 replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Like tactical hand signals? It seems like they vary between countries, someone already asked me if I could make some for his german unit since those in ACE aren't accurate to what the Germans use. I'll think about it, but as it would probably be quite a few it won't happen in the near future.- 142 replies
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Nope, you can't edit the models. All you could do is use the A2 ones since the source files are available in the licensed data packages. Or you have to make them yourself. (If you're planning on replacing them on the vanilla maps, then that's even more complicated) But why would you in the first place? The lods of most trees seem absolutely fine to me
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ACE 3 Extension Mod (Anim & Actions) + (Placeables)
KokaKolaA3 replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update 29.06.2020 ACE 3 Extension (Gestures): -added 28 Animations -added Hotkeys to perform and cancel Animations -added CBA settings -restructured ACE menu -merged KKA3 Gesture Pack into Ace Extension (Gestures) Update available on Steam. I will be updating the other Ace Extensions in the near future as well, I have over 25 new Animations planned for the Ace Extension (Animations and Actions), as well as some new Extensions. Images of some new Animations:- 142 replies
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[RELEASE] Transmitting / Radio Animations for Task Force Radio & Advanced Combat Radio Enviroment 2
KokaKolaA3 replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update 29.06.2020 Version 1.3 Radio Animations for TFAR: -fixed bug when respawning the mod didnt work anymore -added cba settings -removed old UI Radio Animations for ACRE2: -fixed animation while talking but not on radio -fixed bug when respawning the mod didnt work anymore -added cba settings -removed old UI Update available on Steam. It's been a while since I've worked on my addons, I'm slowly getting back now. Sorry for the long promised updates that took me so long. I'm currently also working on my other addons with loads of new content and some fresh addons. If you encounter any issues, just let me know and I'll fix them asap!- 47 replies
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I've been working on this all day and it's finally done. Nothing big, but it's a nice detail :P I'm going to add more Animations and improve the UI at a later date. Radio Animations for Task Force Radio & Advanced Combat Radio Enviroment 2 Release 1.2 Changelog on Steam Features: -Performing Gestures while transmitting over Radios from Task Force Radio & Advanced Combat Radio Enviroment 2. -3 different Animations that you can choose from. Screenshots: Download: For Task Force Arrowhead Radio For Advanced Combat Radio Enviroment 2 Upload on Armaholic is allowed. Credits: License:
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- task force radio
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No problem, the issue with the heli sinking when the AI is the Pilot is standard Arma bahviour, not a particular problem with GM or the Bo-105. If you lock up a target quick enough, then the AI will hold line of sight with the target you selected. It's not really great, but it's probably the best solution for SP, if you want to actually play properly, you gotta do it in MP.
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You can also stay in the Pilot seat and order your Co-Pilot to engage a Target by looking at one and pressing "T". Once he's locked up you will see a rectangle and you can then tell him to fire the weapon by pressing the fire button (Not sure if it was just LMB or CTRL+LMB)
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[WIP] ACA - Advanced Combat Animations
KokaKolaA3 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey! Today I want to announce our latest project, the "Advanced Combat Animations" mod, by "our" I mean Mihal, Maximili and me. This project has been a Team effort from the beginning on and this team has brought this mod that far, that we can finally share this with you guys. So what is this mod even about? This mod adds many new Animations to be used in PvP or even PvE Combat. Many of these Animations are from an Arma 2 mod, called "SMK" by Smookie, he did an awesome job on these animations, but sadly he's not active in the Community anymore. So we decided to bring his mod back alive in Arma 3, but this mod won't be a straight port of his mod, we are adding new animations and features, building up upon his mod from Arma 2. What's the current Status and ETA of a release? Well, we've been working on this for several weeks now and we only got a few issues to fix. Once these Issues are solved we will release this mod on the official Forums, Armaholic and Steam Workshop. We are aiming for a release before the end of march. If you are interested in the development of this mod, make sure to join our Discord Server here! Here are some screenshots: LICENSE CLARIFICATION- 34 replies
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[WIP] ACA - Advanced Combat Animations
KokaKolaA3 replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
They do work and we had a couple of tests already, but it turned out that it still needs some serious work in order to actually work like we want them to. So at the current time we will not release the files as they are now.- 34 replies
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[WIP] ACA - Advanced Combat Animations
KokaKolaA3 replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Still have the files on my computer and still wanting to continue this, although currently there is no time. Working on another project which consumes all of my time, once it is done I'll get back to this, hopefully together with the rest of the team!- 34 replies
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Error with config.ccp
KokaKolaA3 replied to Beans135's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
put this line below displayName: scope = 2; -
Looks awesome man! I love this plane, but it's way more immersive with a good cockpit :D. If you need help with the basic textures (not the gauges etc) I might be able to spare a few hours and let substance painter do some magic.
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Static Animations are not MP compatible???
KokaKolaA3 replied to KokaKolaA3's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Solution: [player, 'CLASSNAME'] remoteExec ['switchMove', 0] -
Static Animations are not MP compatible???
KokaKolaA3 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So, im having trouble with my ACE 3 Extension. I added the possibility to perform animations via ACE Interaction Menu, like this: The Moving Animations from Arma 3 Vanilla are working fine, but the static costum animation does not work in MP, they do work in SP, but in MP other Players can't see you performing the animation. Here is my config: Here is the ACE config: Any help would be appreciated! -
[RELEASE] Transmitting / Radio Animations for Task Force Radio & Advanced Combat Radio Enviroment 2
KokaKolaA3 replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not yet. I hope that I'll have more time in the coming week in which I will hopefully fix this and add Cba Settings instead of the current GUI.- 47 replies
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- task force radio
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ACE 3 Extension Mod (Anim & Actions) + (Placeables)
KokaKolaA3 replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I stated on Twitter already that I'm again working on my mods. Slowly but surely. This error doesn't affect the game, it's just ugly 😄 So it's no priority at the moment. I've considered making some of my projects open source, but it won't happen in the next few weeks.- 142 replies
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Just a little thing I can add here, the reload animation for both of the Koclize shotguns is too slow. Also the Pellet Shells are green, but in their UI Picture they're red. Other than that, no big things functionality wise, just some smaller stuff like "Unkown Community Author" instead of BI...
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Animation Playing Globally For Everyone
KokaKolaA3 replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try this: [ace_player, 'ANIMATION_CLASSNAME'] remoteExec ['switchMove', 0] -
How can I integrate my custom A3 vehicle into the game?
KokaKolaA3 replied to The Black Fox's topic in ARMA 3 - MODELLING - (O2)
There's an issue... You can't just rip a model out of the game, change what you like and put it back in. Technically you can, legally you cannot. So what you should do is: take the strider config, change whatever you wish, like speed etc, but it needs to link to the standard p3d. I'm unsure on how to do the turret stuff, you can hide the old one, but I don't know if you can attach a new one. It may be possible to attach a Gorgon which is all hidden except for the turret, to the hidden turret of the strider. Remove the ammo from the original turret and add the weapon and ammo from the Gorgon's turret. https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 -
How to open the Land_DataTerminal_01_F (Data-Terminal) Nexus Update
KokaKolaA3 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, how can i open the Data Terminal wich is included in the new Nexus update? (Land_DataTerminal_01_F) -
stealth Suppress the Suppressors
KokaKolaA3 replied to JohnKalo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have no experience with mission making, but I would guess you could make use of the firednear EH. You can set the AI behaviour to no combat with a loop and use the firednear EH to set it to combat if needed. I don't know if there's another way to force AI behaviour to no combat, other than a with a loop. -
workshop crawler ArmA 3 Workshop Crawler - Find reuploads of your workshop submissions within minutes
KokaKolaA3 replied to optix's topic in ARMA 3 - GENERAL
You can't see the progress. All it says is that an DMCA was filed on the Workshop Item. It usually takes about 2 to 3 Days, at least in my experience. Also, you won't be notified when it was removed, you will only be notified if there was something unclear or I had a case where the uploader contacted me and we resolved the issue. The uploader then contacted Valve that it has been resolved and they asked me if that was true. There's really not much communication with valve ... -
[RELEASE] Transmitting / Radio Animations for Task Force Radio & Advanced Combat Radio Enviroment 2
KokaKolaA3 replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I know about this issue, I forgot arguments in the Acre event handler. I fixed it already, but I haven't had time to upload it. I hope I can upload it this weekend, but no promises.- 47 replies
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- task force radio
- animations
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(and 2 more)
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