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lato190

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Posts posted by lato190


  1. On 10/30/2019 at 10:04 AM, Jove Chiere said:

    Well @lato190...

    These tests have already been done, with CUP and JBAD.  The problem is much deeper, since CUP models use self-centering and those of ToH do not.  For that reason the models do not fit and the buildings appear moving.  Even canceling the self-centering value, the doors appear badly throughout the map.  It has a bad solution, you should edit the buildings from the Terrain Builder, and that is very intense work.

    wait, have you also tried re-exporting the map from terrain builder after you replaced the building models?

     

    maybe the map needs to be re exported


  2.  

    19 hours ago, RoF said:

    Why are you changing the sizes? That's going to mess with the scale, an TB won't even adjust the vertical scale...

     

    As for buldozer, did you setup the P drive correct?

    https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive

     

    And the map frame settings are wrong, it should be 1m/px for sat / mask. And 30 cell will look like something from the 90s... You really need to do a guide instead of just clicking on things and hoping for the best

     

    ive fixed it by myself, ive forgot to generate layers. Now it works.

     

    im changing the size in l3dt to make it fit for the map size. Dont worry everything works now. And as i said in my post: ive set up everything correct. P Drive was setup and it was not the problem.

     

    It looks fine in Buldozer now, similar to the south asia terrain from tkoh. Its a private project that i wont release anyway, so it doesnt matter if it looks like from the 90s (which dont IMO, if south asia terrain is fine, then this terrain is fine looking too)


  3. hello, ive set up everything correct, and i use the stuartisland source files which is availabe in public. Everything works, however, as soon as i change the map size to 122km, i get this in buldozer:

    https://imgur.com/7p6Dk3t

     

    i can move the camera but its just black with a white line

     

    here are mapframe settings:

    https://imgur.com/eeqXwRp

    https://imgur.com/M3PJ5UO

     

    as i said, just when i change the map size i get this black screen with white line, otherwise everything is set up correctly and i can see everything in buldozer.

     

    (goddamn BI why is modding your games a mess full with bugged tools)

     

    EDIT: Fixed it by myself, forgot to generate layers


  4. another idea for replacing Tkoh south asia buildings with CUP version is (but has to be done by each person to its own):

     

    you could use some pbomanager, open both toh core and CUP core pbo, and transfer the middle eastern buildings from CUP core over to toh core pbo and rename them to fit toh core pbo names (they are a little different but almost the same)

    • Sad 2

  5. okay guys i need your help. I bought the Mikero tools for 35 dollars and im very interested in the convertwrp tool, but all i get when i convert the wrp is another wrp in 8WVR format. But i need .Pew file. Im trying to convert SouthAsia map to pew.

     

    i can open the 8WVR wrp in terrain builder, but i dont have any mask, terrain, satmap etc. Nor can i go into buldozer with it.

     

    If i cant convert it to pew, any way to get the terrain, masks etc out of it ?


  6. another idea which probably has been posted here before:
    a chance to give player the ability to look into the inventory of zombies with a chance to find something there (like, normal zombies carry simple stuff in their inventory like empty can etc, while zombie soldiers can carry grenades or magazines) ? or give player the ability to loot dead zombies with the space button ?


  7. hey haleks, not sure if i reported it already, but 2 things were caught on my eye:
    1. seems like zombies dont attack or dont do any damage to vehicles. Maybe you can add an option in future to make them attack vehicles with damaging them or give them some sort of power to flip a vehicle after a few hits (like in zombies & demons).

    2. When placing any static gun with a guy using it, zombies run to him but avoid attacking him, they make a big circle around him but nothing more happen

     

    other than that, i love your mod. Especially the background music is nice. Maybe you can add an bar that shows which track is playing and when the track ends, like in ZPS (top of that screenshot, shows "subway" the name of the track and the bar showing at which
    minute/second the track is until end)
    7fdcd074981d42edf43c2b36df14ae3ee76a8497

     

    btw, is there an option to add our own music ?

    • Like 1

  8. On 24.6.2018 at 3:40 AM, tpw said:

    Hi mate

     

    The issue is that TPW SKIRMISH only uses "car" class vehicles, by design. Armoured stuff has a different class (tank).

     

    Try changing the script as below: 

     

    tpw_skirmish_fnc_cartypes =
        {
        private ["_str","_cfg","_side"];
        _str = (_this select 0) splitstring "*";
        if (count _str == 1) then {_str = _str + _str};
        _side = _this select 1;
        _carlist = [];
        _cfg = (configFile >> "CfgVehicles");
        for "_i" from 0 to ((count _cfg) -1) do 
            {
            if (isClass ((_cfg select _i) ) ) then 
                {
                _cfgName = configName (_cfg select _i);
                if ( ((_cfgName isKindOf "car") || (_cfgName isKindOf "tank"))&& {getNumber ((_cfg select _i) >> "scope") == 2} && {[_str select 0,str _cfgname] call BIS_fnc_inString} && {[_str select 1,str _cfgname] call BIS_fnc_inString} && {!(["civ",str _cfgname] call BIS_fnc_inString)}) then 
                    {
                    _carlist  pushback _cfgname;
                    };
                };
            };

     

     

     

    ok ive tried this but still only mrap spawns. Anyway, can you do an alternative version of skirmish mode which include spawn for all vehicles (trucks, apc, tanks, boats, static weapons etc) and all types of one vehicle categorie (means, your skirmish mode only spawns the hunter from the car categorie, while all the others are left out) ?


  9. 16 hours ago, HazJ said:

    Are you getting any errors? I assume you are using latest 1.0 version as well, right?

    No i wasnt getting any error and yes i use 1.0. But now it works because im using trigger. When i used gamelogic, nothing happens.


    Samplemission on stratis works too, it was my mistake because i played for only about 10 seconds. But strange is that it does not work for me with gamelogic, because in the description it says we can use it with gamelogic...

     

    but im happy with trigger too, its basically the same effect: everywhere where i go, it spawns units, which i wanted to have


  10. hmmmm ive tried to add armored vehicles to make them spawn, because its pretty boring just to see the same MRAP spawn on all 3 sides, yet it does not recognize any tank/anti-aircraft vehicle, ive added theyr classnames into the .hpp like the readme says, aswell into the skirmish.sqf:

     

    from // GET VEHICLES FROM CONFIG:

    // Default to NATO/CSAT/AAF if no vehicles found    
        if (count _carlist == 0) then
            {
            switch _side do
                {
                case EAST:
                    {
                    ["o_mrap","O_APC_Wheeled_02_rcws_F","O_T_MBT_02_cannon_ghex_F"] call tpw_skirmish_fnc_cartypes;

     

     

    and from those //SELECT BLUFOR/OPFOR section:

    		case 4:
    			{
    			//CSAT
    			_unitstring = "o_soldier";
    			_carstring = "o_mrap","O_APC_Wheeled_02_rcws_F","O_T_MBT_02_cannon_ghex_F";

     

    would be cool if you could add other vehicles like anti-aircraft/armored/APC and boats too or if you could help me out adding them


  11. Since arma 3 major development come to its end with tanks dlc, are former modders interest to come back?

     

    Some modders stopped because of major changes in patches/dlc and broke alot mods and modder has to change it everytime. In future we will see only stability/bug fix patches, so no major changes/new features after tank dlc.

     

    Any former modder here still active and think about a come back ?

    • Like 1
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