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_SCAR

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Everything posted by _SCAR

  1. I've tried everything on this topic but can't get Buldozer to move anymore. It stopped working suddenly. What can be tried here to solve this issue more than: * reinstalling all tools (clean install) * removing individual parameters from the configuration in TB * changing settings in the development tab So painful, so often. :(
  2. Has anyone found a fix for this? I've already cleanly reinstalled Arma 3 Tools, and controls don't work in Buldozer when launched by Terrain Builder. Also, when I click on BuldozerConfiguration I get this error. I love Arma but sometimes, really.
  3. Has anyone found a solution for this? I'm experiencing the exact same thing. These are my logs: ===================================================================== == P:\Buldozer.exe == P:\Buldozer.exe -buldozer -name=Buldozer -window -exThreads=0 -disableSteam -noAsserts -cfg=p:\buldozer.cfg -showScriptErrors -connect=pipe\3705CE,8EDB Original output filename: Arma3Retail_DX11 Exe timestamp: 2016/10/07 16:49:20 Current time: 2017/04/30 11:48:41 Type: Public Build: Stable Version: 1.64.138732 Allocator: Windows ===================================================================== 11:48:41 No product.bin found, using defaults for a core engine. 11:48:41 SteamAPI initialization failed. Steam features wont's be accessible! 11:48:41 Splash window: Unable to load config file: dta\splashwindow.bin 11:48:42 Initializing stats manager. 11:48:42 Analytics disabled. 11:48:42 ragdollHitDmgLimit (0.000000) is lower than minimum (0.010000) and it was set to min. 11:48:42 Initializing Steam Manager 11:48:42 String STR_A3_CFGWORLDS_TANOA0 not found 11:48:42 Steam Manager initialized. 11:48:42 11:48:42 ==== Loaded addons ==== 11:48:42 11:48:42 C:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\bin.pbo - 141205 11:48:42 C:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\core.pbo - 109319 11:48:42 C:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\languagecore_f.pbo - 113672 11:48:42 11:48:42 ======================= 11:48:42 11:48:42 ============================================================================================= List of mods =============================================================================================== 11:48:42 modsReadOnly = false 11:48:42 safeModsActivated = false 11:48:42 customMods = false 11:48:42 hash = '856FDDB154D9551EBD8995480D09E21261A5A452' 11:48:42 hashShort = '140a5ce8' 11:48:42 name | modDir | default | origin | hash | hashShort | fullPath 11:48:42 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 11:48:42 arma 3 | A3 | true | REGISTRY | 8a30d74be6242fd97ad0c83ee4d8195a669c876b | 37b37fac | C:\Program Files (x86)\Steam\steamapps\common\Arma 3 11:48:42 ========================================================================================================================================================================================================== 11:48:42 DX11 - Initializing DX11 engine. 11:48:42 DX11 - Using DXGI adapter 0 (detected in config). 11:48:42 DX11 - Using DXGI adapter 0. 11:48:42 - adapter description : NVIDIA GeForce GTX 1060 6GB 11:48:42 - adapter vendor ID : 4318 11:48:42 - adapter device ID : 7171 11:48:42 - adapter subsys ID : 2242777155 11:48:42 - adapter revision : 161 11:48:42 - dedicated video memory : 3221225472 11:48:42 - dedicated system memory : 0 11:48:42 - shared system memory : 1073676288 11:48:42 InitSound ... 11:48:42 InitSound - complete 11:48:43 PhysX3 SDK Init started ... 11:48:43 PhysX3 SDK Init ended. 11:48:43 No world found If I hide the layer with many objects, everything works.
  4. I am using the example on the page I've posted and it works beautifully. Of course I'm running it inside a spawn.
  5. Hello, I'd like to display additional information when the watch is opened. Is there any way to capture the event that a user has opened their watch from a script?
  6. With a unit selected, the following does not work when called from a script: do3DENAction "CopyUnit" do3DENAction "PasteUnit" Expected: the unit gets copied and pasted. Result: nothing happens. BTW if I use other actions such as do3DENAction "Exit3DEN" then the command does work. Any ideas?
  7. Found it. For anyone else wondering: https://community.bistudio.com/wiki/inputAction
  8. Thank you but this isn't an event, are you suggesting that I spawn a process that checks for this every 0.02 seconds or so?
  9. Hello, I'm trying to add textures to the Test_House_01 example in Arma 3 Samples. The example is clearly a Land_i_Shop_01_v1_F model from the game, which however completely lacks of textures: Therefore, I took the main texture (i_shop_01_v1_f_mlod_co.paa) from A3: There are also other textures available, such as wall_01_co.paa: However I can't seem to understand how to import it. When I look at the UV, they seem to be unrelated and quite messy: Has any kind soul some advice on how to proceed? The only thing I'm really interested in here is having a model I can easily change the wall colors of... I'm experimenting to have a shop with many different wall colors and that's the only thing I really care (but I obviously have to do this to get there). Thank you for any inputs.
  10. it partially is, yes, because there are some buildings (even though I could only see an azure one as new). Though, I'd like to see more diversity.
  11. Hi, I'm in this exact situation. I would only use these modified p3d inside of an arma mod. What did they reply? Thanks!
  12. Thank you for the suggestion, but I'm OK with Vanilla Arma houses, I'd just like to change some of their colors.
  13. Right, but the .p3d is a binarized file, so I can't modify it.
  14. For the curious: hint format ["%1", getObjectTextures house]; *does* return the additional texture.
  15. I've tried: class CfgVehicles { class House; class House_F: House {}; class Land_i_House_Big_01_V1_F: House_F { class EventHandlers; }; class Colored_Houses_House_Large_Red: Land_i_House_Big_01_V1_F { scope = 2; vehicleClass = "Colored_Houses_Class"; editorCategory="EdCat_Structures"; displayName="House (Large, Red)"; hiddenSelections[]= {"house_red"}; hiddenSelectionsTextures[]= {"\Colored_Houses\data\colored_houses_house_large_red_mlod_co.paa"}; class EventHandlers: EventHandlers { init = "(_this select 0) setObjectTexture [0, ""\Colored_Houses\data\colored_houses_house_large_red_mlod_co.paa""]"; }; }; }; To no avail.
  16. All, I'm trying to make a custom dialog box in Eden. I'm able to do so by creating standard dialogs, like so: class RscFrame; class IGUIBack; class RscText; class RscTitle; class RscXSliderH; class RscCheckBox; class RscButtonMenu; class RscButtonMenuCancel; class Eden_Extended_Objects_multiply_dialog { idd = 9150; movingEnable = 1; controlsBackground[] = { }; objects[] = { }; class controls { //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by _SCAR, v1.063, #Tiwyny) //////////////////////////////////////////////////////// class Eden_Extended_Objects_multiply_frame: RscFrame { idc = -1; x = 0.417187 * safezoneW + safezoneX; y = 0.357 * safezoneH + safezoneY; w = 0.165625 * safezoneW; h = 0.286 * safezoneH; }; class Eden_Extended_Objects_multiply_frame_background: IGUIBack { idc = -1; x = 0.417187 * safezoneW + safezoneX; y = 0.357 * safezoneH + safezoneY; w = 0.165625 * safezoneW; h = 0.286 * safezoneH; colorBackground[] = {0, 0, 0, 1}; }; class Eden_Extended_Objects_multiply_title: RscTitle { idc = -1; text = "Multiply"; x = 0.417187 * safezoneW + safezoneX; y = 0.357 * safezoneH + safezoneY; w = 0.165625 * safezoneW; h = 0.022 * safezoneH; colorBackground[] = {35, 135, 56, 1}; }; class Eden_Extended_Objects_multiply_button_ok: RscButtonMenu { idc = -1; text = "MULTIPLY"; x = 0.530937 * safezoneW + safezoneX; y = 0.61 * safezoneH + safezoneY; w = 0.0567187 * safezoneW; h = 0.022 * safezoneH; action = "closeDialog 0; [] execVM ""\Eden_Extended_Objects\scripts\multiply.sqf"";"; }; class RscButtonMenuCancel_2700: RscButtonMenuCancel { x = 0.412344 * safezoneW + safezoneX; y = 0.61 * safezoneH + safezoneY; w = 0.0567187 * safezoneW; h = 0.022 * safezoneH; }; class Eden_Extended_Objects_multiply_label_count: RscText { idc = -1; text = "Create count / selected object"; x = 0.417187 * safezoneW + safezoneX; y = 0.412 * safezoneH + safezoneY; w = 0.165625 * safezoneW; h = 0.022 * safezoneH; }; class Eden_Extended_Objects_multiply_slider_count: RscXSliderH { idc = 9151; x = 0.417187 * safezoneW + safezoneX; y = 0.445 * safezoneH + safezoneY; w = 0.165625 * safezoneW; h = 0.011 * safezoneH; onSliderPosChanged = "_control = (_this select 0); _newCount=round(sliderPosition _control); uiNamespace setVariable [""Eden_Extended_Objects_multiply_count"",_newCount]; _control ctrlSetTooltip str(_newCount);"; }; class Eden_Extended_Objects_multiply_label_spread: RscText { idc = -1; text = "Spread size (meters)"; x = 0.417187 * safezoneW + safezoneX; y = 0.467 * safezoneH + safezoneY; w = 0.165625 * safezoneW; h = 0.022 * safezoneH; }; class Eden_Extended_Objects_multiply_slider_spread: RscXSliderH { idc = 9152; x = 0.417187 * safezoneW + safezoneX; y = 0.5 * safezoneH + safezoneY; w = 0.165625 * safezoneW; h = 0.011 * safezoneH; onSliderPosChanged = "_control = (_this select 0); _newCount=round(sliderPosition _control); uiNamespace setVariable [""Eden_Extended_Objects_multiply_spread"",_newCount]; _control ctrlSetTooltip str(_newCount);"; }; class Eden_Extended_Objects_multiply_checkbox_randomize_pos: RscCheckBox { idc = 9153; x = 0.417187 * safezoneW + safezoneX; y = 0.533 * safezoneH + safezoneY; w = 0.0154688 * safezoneW; h = 0.022 * safezoneH; }; class Eden_Extended_Objects_multiply_checkbox_randomize_pos_label: RscText { idc = -1; text = "Randomize rotation on created objects"; x = 0.417187 * safezoneW + safezoneX; y = 0.533 * safezoneH + safezoneY; w = 0.155 * safezoneW; h = 0.022 * safezoneH; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// }; }; However, when doing so there are some problems. 1. I can't get it to look like anything on the original Eden windows: Instead of the familiar: 2. With my window open I can actually click on the objects BENEATH the window itself. See the "Ammo Bearer" tooltip there? I actually clicked on it with the window open. I can't find any tutorials on how to have a simple option window like this, can any kind soul point me to the right direction? Best, r.
  17. _SCAR

    EDEN custom dialogs

    Yeah tried that too but unfortunately the panels always are enabled anyways :) That's it for now, though, tired of bashing my head around something that should be pretty trivial. Thank you for your help Larrow, much appreciated!
  18. _SCAR

    EDEN custom dialogs

    (BTW I was unable to get Eden's primary display even if findDisplay 46 should return it, at least IMU: https://community.bistudio.com/wiki/findDisplay. Which is why I'm storing it into a variable onLoad)
  19. _SCAR

    EDEN custom dialogs

    I tried that but then it doesn't show up: class display3DEN { // save reference onLoad = "uiNamespace setVariable [""Eden_Extended_Objects_multiply_parent_display"", (_this select 0)];"; onUnload = "uiNamespace setVariable [""Eden_Extended_Objects_multiply_parent_display"", displayNull];"; class Controls { class Eden_Extended_Objects_multiply_dialog: ctrlControlsGroupNoScrollbars { idc = 9150; class ControlsBackground { class Eden_Extended_Objects_multiply_modal: ctrlStaticBackgroundDisableTiles {}; }; class Controls { If I put it in Display3DEN > ControlsBackground at least it shows up. The panels are in both cases enabled, unfortunately.
  20. _SCAR

    EDEN custom dialogs

    Thank you Larrow, these did the trick with some minor quirks, but it'll do (at least for now). For instance, I've added a ctrlStaticBackgroundDisable under Display3DEN > ControlsBackground and that works except for the Panels. Again, thank you for your help.
  21. I'm having this issue too. What is the right way to proceed?
  22. It states "You are free to post, however until you have 5 or more posts your posts will have to be approved", from which I understood that I can post _BUT_ my first 5 posts will first have to be approved before appearing. Hence my question. Alright no worries, I'll wait to get to 5 _reply_ posts. I actually did. Thank you for the welcome :)
  23. ...How? I mean, without a button for a new thread how can I start a new thread?
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