Victim_913
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ADDON Builder Root element missing
Victim_913 replied to Victim_913's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Just in case anyone else has this problem, I fixed it. In the info i provided, I went to the file : C:\Users\GOD\AppData\Local\Bohemia_Interactive\AddonBuilder.exe_Url_5vzzrasdbaz3le10zjluspzaksqkp5mv\1.5.150.952\user.config I found the file. the user.config file had no content. it was empty in notepad. All previous entries had data. So I deleted the folder: 1.5.150.952 Actually i saved it to a different location just in case i needed it. Then i verified the integrity of the tools AGAIN. it showed 1 file needed to be replaced. It recreated that file. Now it works. In fact, I think the problem occured because i had it open the other day when my video card stopped working.. Being blind, i had shut down my computer wrong. It must have corrupted the file. -
For some reason, out of nowhere, addon builder stopped opening. I use it all the time. But as of today, I click on it, both from a shortcut on my desktop, and from the steam "arma 3 tools" menu. I click on it, the screen appears and closes immediately. It will not open. I verified the integrity of both arma3 and arma 3 tools. Both are completely validated to be correct. But i still can't open it. I tried opening other tools and they seem to work. it's just addonbuilder. Any ideas? edit: I went into the user logs. This is the error message I get: 2024-04-10 15:09:27,942 [FATAL] 1: System.Configuration.ConfigurationErrorsException: Configuration system failed to initialize ---> System.Configuration.ConfigurationErrorsException: Root element is missing. (C:\Users\GOD\AppData\Local\Bohemia_Interactive\AddonBuilder.exe_Url_5vzzrasdbaz3le10zjluspzaksqkp5mv\1.5.150.952\user.config) ---> System.Xml.XmlException: Root element is missing. In case its related, I also got a message when opening arma3 from Steam. It said my user settings had been corrupted. I had to reselect mods etc. and then that message stopped appearing. I ran the diagnostics in the tools menu and i got a result but i didn't know how to make sense of it. If thats even helpful
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Error while loading roads in Buldozer
Victim_913 replied to Vodka-1ab1193bf125c3e8's topic in ARMA 3 - TERRAIN - (BUILDER)
Are you following a guide on map making? Like the Atlas tutorial? Without knowing how you made them in TB it's hard to tell, are you setting them up correctly in TB? Then exporting the shapefile ? And is your bulldozer using the buldozer.exe or the arma3.exe? -
I made a map a while back in which i created library "decals" from the roads folder. I only created the Decals library, It had 3 files. white line, curve, and direct. I was able to use the white line in terrain builder to make parking spots etc. So on my new map I am doing the same. But now the decals wont show up in terrain builder. I can't make my parking lots 😞 The decals in the structures folder work, but those aren't lines. However, sidewalks in the roads folder still work as a seperate sidwalks template library. edit: As I looked further, I noticed that a lot of the decals inside some of the structure folders don't show up in TB either. I tried all of the oldman decals and only half show up. Any idea how to see the decals in TB? Please tell me i can place the white line decals. I can't imagine trying to place them as roads later. That would be a mess. thanks
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What is the difference between these folders: Roads Roads_AE Roads_new Alot of those have the same p3d file. So I only want to create library with right ones. thanks
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What to do, duplicate template names
Victim_913 replied to Victim_913's topic in ARMA 3 - TERRAIN - (BUILDER)
Thanks. it will come in handy. But I still want to know for future reference. Are they supposed to be renamed or autorename or just click ok? knowing might help with other things in future things -
When creating template libraries in TB.I get warnings about various duplicate template names. p3d files. What do i do? In the past i would just select ok . but i'm starting over and want to make sure i do things right. thanks
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HiddenSelection Broken after update?
Victim_913 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This is similar to the other post about retexture but it seems to be different after reading responses. Or at least the responses went in different direction. I've been retexturing vehicles and i try out textures in Eden using: this setObjectTexture [0,"VCTM_MARID_BODY_WHITE.paa"]; for example. After last update, i started retexturing CSAT Marid. I used Namalsk. I did the usual way i test but the textures would not show up when starting the"play". Since the Marid did not change, i used the same exact texture, the same code. I copied the init from the Marid and pasted it into an init of a Kuma. Just to make sure the texture and name and code were all correct. The Kuma showed up in game with the Marid texture. Of course it was out of place since the model was different, but it showed me that my init code (this setObjectTexture [0,"VCTM_MARID_BODY_WHITE.paa"];) and my texture, etc were all correct. * note, i am making sure the correct textures (.paa) are in the mission folder for every mission i try.. It gets weirder. No matter what, I could not get the Marid to change any texture. So i figured that the last update broke the Marid. So I worked on the NATO Rhino snow texture instead. That worked perfectly. Then i opened MALDEN. I placed a Rhino on Malden and i tried my green and tan textures to make sure they matched Maldens colors. On Malden, the Rhino was broken. I used the exact same Rhino i did on Namalsk and none of the textures worked. This is odd. So i placed a Marid down and tried using the texture i created. On Malden, the Marid worked. I could retexture the marid on malden but not the rhino. Gets weirder again. Using Malden Rhino did not work. I went back to Namalsk, I copied the working white Rhino from Namalsk. I pasted it on Malden. The copied Rhino can change textures. The rhinos that were created on Malden will not change. I even created a new Rhino after pasting the Namalsk Rhino. I coopied the init from the Namalsk Rhino and pasted it in the init of the new Rhino and still, the textures will not appear. Only a rhino copied from Namalsk could show textures entered into its init. on Malden Only a Marid copied from Malden could be retextured on Namalsk. As a final test, i opened Stratis i put a marid and a rhino. A new mission, with the same this setObjectTexture.... i've been using in their init's. Neither vehicle would show new textures. But the pasted vehicles from other missions did show new textures. ***** important.. The game thinks it is showing the new textures. If i remove the textures from the mission file, when i "play", i get the message that it could not find the textures. So the game is looking for the textures in the init of the vehicles. It finds them in the mission folder. It just won't show them. Last, i want to make sure that it's known that it's a problem with putting the hidden selection code in the init in eden editor. All textures that are packed into my final pbo work fine. It's a huge problem though. Every map has different lighting. Every vehicle has slight variations of brightness and things that interfere with textures like smdi. I cant give a dark texture to the csat shirka jet because the smdi is too bright and shows up looking like dirt on dark textures. My point is that using the init to test textures is vital. I might have to work a single texture 30-40 times just to line up camo paint lines and details to the other parts of the vehicle. I can't imagine packing a pbo for each time i try a new slight change. i hope this is helpful enough for others to try and see if they get similar results. Maybe there is a new technique i'm not aware of or something. thanks for any help -
When playing using the editor, the AI in my own squad seem to act as if the game hasn't started. I made sure i'm in "scenario" not intro or outro. I test whatever im working on in the editor. I select a unit, or all, and tell them to "move there", or any other order. Nothing happens. Sometimes it will show whatever i told them like my name and what i said "unit 2 move 50 meters". but nothing happens. I also tried it from the command menu using number keys instead of mouse. clicking the map, etc Other AI work fine. They follow waypoints and fight. My squad will follow me as long as they are in formation. They will shoot enemies but nothing else. I found a possible clue. When i give an order and nothing happens, i can open the camera, wait a second, then close the camera, back into the game. Then my unit #2 or whoever i commanded, will say "copy that" then he will move to wherever i told him to go. But that is all. his icon says "ready". but everything goes back to how it was. The weird thing is, by using this camera thing, it will only trigger a single order. whatever order i gave last will be followed. Only 1 single order is followed. i would have to play constantly switching back and forth out of the camera just to follow 1 order at a time. So it seems my squad acts as if they aren't receiving any orders. Kind of like they were still in the editor. I just fully updated arma 3. I also verified integrity of files. Everything is up to date. Im wondering if it has anything to do with any new modules. It makes me think i used the "set ai mode" module. I even tried using it with everything enabled just in case. but nothing changed. I didn't notice it until after "oldman" i think. Please help!!!!!!!!! i really need to test my mod. Thanks
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Thanks but there was a point. If it was something like the oldman add-on or one of the others, I could just play without that mod. Until I can get back online. Or maybe it only happens because I open the game through a shortcut instead of the official startup. Also the second reply might have pointed out something that might cause it. And has nothing to do with update. I would love to update but the world in shit right now, money goes to food not internet. I just wanted to see if I was stuck without playing the game for months, when there might be an easy fix. But thanks for the informative answer. I was up to date until the last update.
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Victim_913 started following AI not following orders
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I've been working on my own mod lately and haven't actually played the game in a while. Finishing my mod, I tried using it and playing to make sure it's good. For starters, none of my team does anything. They won't respond to anything except return to formation. I've tried the usual action menu "move there" or get inside, etc from both regular mode and command mode. They won't budge. Using the menus to change formation, lay down, stand up, etc, nothing. Another thing was in command mode. I open the map and select unit F3, for example and I can't select using F# in the map. I have internet trouble, so I haven't updated since 6/19. But I saw nothing in the newer changelings to reflect any issues. I open the game from a desktop shortcut and I noticed another problem. I have a shortcut to start with all mods loaded and a separate one with no kids loaded. I triple checked where they both start from and exe from. No matter what. The game starts loading all mods even though they are not in the shortcut. I even started from the exe itself from its location and it still loads all mods even though it's only the exe. I was able to create a new one and I played the game with just exe. No mods and I still can't get AI to follow orders. They just stand there. Any ideas? I'll have to wait to update the game. But maybe someone out there knows something about it. Personally I think it might have to do with Old man. That one mixed into the add-ons folder instead of creating its own. So I don't know if I can just remove the old man pbos or not. Thanks
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I found the problem. Using the atlas tutorial I had added an editorsqs in same forlder as userconfig. Deleteing the sqs cleared up the issue.
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I made an island with a city from scratch. While building the city, I did not know where I wanted roads yet. So I created library just like regular objects and I used some of the roads all over my map just as a reference so I knew how wide to make my streets. After most of the city was finished I took a break. i messed around with other map ideas without changing anything that i can think of. But when i came back to my city I can no longer see my roads. They are there and i can see them highlighted in bulldozer and TB but no textures in bulldozer. I did not create shapes or anything like official roads. I didn't plan on actual roads being put in until near the end. S right now they are strictly objects but i can no longer see them. I do have view roads and view shapes and all the regular things for roads but tb has no roads in it. Which is the way i wanted it. Of course i could just skip to making real roads but id rather learn how to fix whatever it is so that i can avoid future issues. Also decals are gone too. I had a ton of those white line decals for parking spots etc. Those are gone too. The only other thing from my "roads_F" that actually still work are the sidewalks. You can see what i mean with the arrows. again, i don't need real roads just yet, but it might be tied to it. But i need the decals for sure. Thanks
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I retextured the csat jet. One version is black. It's not an unreasonable darkness but the smdi makes it look super dirty and it sucks. I've never had so many texture issues in any game more than this one. It's like they made separate beautiful islands with zero thought of how it effects object textures. The Green they use for all Nato clothing and equipment and vehicles I just about the worst green color I've ever seen. SO they dirty and fade the textures in order to blend. This jet is a good example. The gray hex sucks in game. it looks like it's been buried and not as good as the actual texture. Here you can see, The smdi has a brownish dirt shine. The black in the picture has no dirt. Its just a light black with dark lines. This jet in particular has a terrible look in the game. Without the shit smdi they used, the real textures don't look bad at all. If I change the smdi, how can I get the game to use my new one? Or what else can I do? Thanks
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This top part is an update. I have NAVY units that should normally be inside a ship. But 8 out of 10 units that I place wear random sunglasses. I looked up and down for a solution. Most are just O_soldier_F that they inherit from. They all look stupid. I've tried different things like eventhandlers etc from bi. Then I found out CBA has a random facewear on top of that. I don't know if I disabled the CBA or not because one is always working unless both are disabled. Here are some things I tried. CBA_facewearList[] = {}; CBA_facewearList[] = {"", 1}; headgearList[] = {}; facewearList[] = {}; class EventHandlers { init = "(_this select 0) setVariable ['BIS_enableRandomization', false]"; }; This one I tried this but got eventhandler not defined. class EventHandlers: EventHandlers { init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};"; }; so I did this: I had to create a separate unit, below, named Navy_soldier just to add the eventhandler class because without it, the init said eventhandler was not yet defined. class Navy_Soldier: O_T_Soldier_F { class EventHandlers; }; class CSAT_Navy_Personnel: Navy_Soldier { author="Victim9l3"; _generalMacro="CSAT_Navy_Personnel"; scope=2; side=0; faction="CSAT_Navy"; vehicleClass="CSAT_NAVY_MEN"; editorSubcategory = "EdSubcat_NAVY_Men"; displayName="NAVY Personnel"; model="\A3\Characters_F_Exp\Syndikat\I_C_Soldier_Camo_F.p3d"; uniformClass="CSAT_Navy_maru_Hex_Uniform"; class EventHandlers: EventHandlers { init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};"; }; backpack=""; hiddenSelections[]= I am out of ideas and this is the last thing I need to do to release the mod. In worst case, I might try reskinning a pair of glasses then giving it a transparent skin. That way the goggles are worn but not seen. Thanks