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Fallingstorm

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About Fallingstorm

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    http://titan-platoon.de/

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  • Gender
    Male
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    Germany
  • Interests
    Arma 3, some beginner SQF scripting

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  1. HI, we like your mod, go on its beautyful. have a question, when i start the Eden Editor with the Nimitz i become folowing error: Error in expression <_this setVariable ['AutosyncLoopSleep', parseNumber _value]; TTT_builtinSleep = > Error position: <parseNumber _value]; TTT_builtinSleep = > Error parsenumber: Typ Zahl, erwartet Bool,Zeichenfolge any Idear? With AutosyncLoop marked and without it. The mod is publish ID: 1697731012 timestamp = 5248929951570384049;
  2. hallo Firewill nice work. but we have manny entries inside rpt with: 18:53:12 Error in expression <ript\RFD\RFD_Chan.sqf"; }, _pilot] call TFAR_fnc_addEventHandler; }; switch (> 18:53:12 Error position: <TFAR_fnc_addEventHandler; }; switch (> 18:53:12 Error Nicht definierte Variable in Ausdruck: tfar_fnc_addeventhandler 18:53:12 File FIR_A10C\sqs\init\init.sqf, line 72 18:53:12 Error in expression <US\Script\RFD\RFD.sqf"; }, _pilot] call TFAR_fnc_addEventHandler; }; _f16 s> 18:53:12 Error position: <TFAR_fnc_addEventHandler; }; _f16 s> 18:53:12 Error Nicht definierte Variable in Ausdruck: tfar_fnc_addeventhandler 18:53:12 File FIR_F16\sqs\init\init.sqf, line 179 18:53:12 Error in expression <US\Script\RFD\RFD.sqf"; }, _pilot] call TFAR_fnc_addEventHandler; and fir_f14\model\fir_f14a_acc.p3d: vehicle, config class missing and (what fill up 2 minutes in rpt) 19:31:39 unable to create weapon for missile 'FIR_ALQ184_2_P_1rnd_M', check config entry'pylonWeapon' 19:31:39 unable to create weapon for missile 'FIR_Litening_std_P_1rnd_M', check config entry'pylonWeapon' 19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon' 19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon' 19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon' 19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon' 19:31:39 unable to create weapon for missile 'FIR_F15E_Fueltank_P_1rnd_M', check config entry'pylonWeapon' 19:31:39 unable to create weapon for missile 'FIR_F15E_Fueltank_P_1rnd_M', check config entry'pylonWeapon' 19:31:39 unable to create weapon for missile 'FIR_F15E_Fueltank_P_1rnd_M', check config entry'pylonWeapon' 19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon' 19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon' 19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon' 19:31:39 unable to create weapon for missile 'FIR_Empty_P_1rnd_M', check config entry'pylonWeapon' Have you any Idear ??
  3. Ok, i will check that. Ah ok, so i understand it is not needed right and can be ignored?
  4. And can you take a look on this? [XEH]: fza_ah64base does not support Extended Event Handlers! Addon: @VH_AH64 [XEH]: fza_ah64a_l does not support Extended Event Handlers! Addon: @VH_AH64 i Found something at https://github.com/CBATeam/CBA_A3/wiki/Extended-Event-Handlers-(new) about this Compatibility without dependance Since CBA v2.3.0., you no longer have to make your addon dependant on CBA and can still fully support addons that require Extended Event Handlers. Inheriting the EventHandlers class. If you inherit the EventHandlers class from an already Extended Event Handlers compatible object, your object will be compatible as well. class B_Soldier_base_F; class B_Soldier_F: B_Soldier_base_F { class EventHandlers; }; class My_NATO_Retexture: B_Soldier_F { ... class EventHandlers: EventHandlers { init = "_this call My_randomizeHelmet"; }; }; Inheriting the DefaultEventhandlers class. If you inherit the DefaultEventhandlers class (required by vehicles to trigger some particle effects when exploding or firing a weapon), your vehicle already supports CBA Extended Event Handlers! class Plane { class MyAwesome_StealthFighter: Plane { ... class Eventhandlers: DefaultEventhandlers {}; }; Adding the CBA_Extended_EventHandlers sub class You can also manually add the Extended Event Handlers class to your object by inheriting the base class called CBA_Extended_EventHandlers inside the EventHandlers class of your object. Note that this still does not require CBA to be loaded even though you are using this class. class CBA_Extended_EventHandlers_base; class CfgVehicles { class C_man_1; class MyAwesome_Civilian: C_man_1 { ... class EventHandlers { init = "_this call MyAwesome_fnc_addRandomEquipment"; class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base {}; }; }; }; Should an object not support Extended Event Handlers, the event handlers might never be executed. Starting the game with CBA will print RPT warnings that mention every incompatible object: [XEH]: BWA3_Box_Gear does not support Extended Event Handlers! Addon: @bwa3 Using one of the three methods described above will make your objects compatible. Thank you
  5. Hi Nodunit and Franze can you look to this? File fza_ah64_controls\config.cpp, line 6753: '/CfgVehicles/fza_ah64d_b2e/Turrets/MainTurret.usePiP': Missing ';' at the end of line inside Code : discretedistance[] = {1, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200, 2300, 2400, 2500, 2600, 2700, 2800, 2900, 3000}; discretedistanceinitindex = 3; GunnerHasFlares = 1; isCopilot = 1; usePiP=1
  6. Fallingstorm

    (SMA) Specialist Military Arms

    Hi @ all, i found following in our RPT-Log on Server. Do you now about this? and could you fix it? Conflicting addon SMA_Weapons_Accessories in 'SMA_BARSKA\', previous definition in 'SMA_AIMPOINT\' Conflicting addon SMA_Weapons_Accessories in 'SMA_CMORE\', previous definition in 'SMA_AIMPOINT\' Conflicting addon SMA_Weapons_Accessories_2 in 'SMA_EOTECH_552\', previous definition in 'SMA_EOTECH_33\' Conflicting addon SMA_Weapons_Accessories in 'SMA_weapons\accessories\', previous definition in 'SMA_AIMPOINT\' We use Version 2.7
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