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_JB
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_JB started following [SOLVED]Custom buildings not exporting properly, Livonia buildings not loading, Buldozer Not Responding and and 2 others
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Hello, So I have decided to replace all the cup buildings on my terrain with Livonia buildings. I have imported them into terrain builder with the following path - enoch\addons\etc.. When I load bulldozer all is fine and all the buildings are there, but when I burn it into the .wrp and load it into arma it says that it cannot open object enoch\addons\structures_f_enoch\walls\woodenwall_05_m_d_4m_f.p3d and no livonia buildings appear on the map. I have searched the library for the file and it is in there under source dir at enoch\addons\structures_f_enoch\walls\wooden I have tried changing the enoch in the directory path to a3 but it says that it doesn't exist. Not sure what Ive done wrong but any help would be much appreciated. Thanks!
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Sorry for the late reply but after extracting once with Mikero's it gave the same error as above and on the second reinstall I changed the P: drive folder location and seems to be working fine again.
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So I have been working on my terrain all day today and haven't had any problems until an hour or two ago when buldozer would just stop responding at startup and go straight to a grey world. The .RPT says that there is no world found? 16:30:24 DX11 - Initializing DX11 engine. 16:30:24 DX11 - Using DXGI adapter 0 (detected in config). 16:30:24 DX11 - Using DXGI adapter 0. 16:30:24 - adapter description : NVIDIA GeForce GTX 980 Ti 16:30:24 - adapter vendor ID : 4318 16:30:24 - adapter device ID : 6088 16:30:24 - adapter subsys ID : 160970818 16:30:24 - adapter revision : 161 16:30:24 - dedicated video memory : 3221225472 16:30:24 - dedicated system memory : 0 16:30:24 - shared system memory : 1073676288 16:30:24 InitSound ... 16:30:24 InitSound - complete 16:30:25 PhysX3 SDK Init started ... 16:30:25 PhysX3 SDK Init ended. 16:30:25 Preloaded entry States not found in config.bin/CfgGesturesMale/ 16:30:25 Preloaded entry Actions not found in config.bin/CfgMovesBasic/ 16:30:25 Preloaded entry CfgMovesMaleSdr not found in config.bin/ 16:30:25 core\skyobject\skyobject.p3d: No geometry and no visual shape 16:30:25 core\sphere\sphere.p3d: No geometry and no visual shape 16:30:25 No world found 16:30:25 [InitSoundMap] begin 16:30:25 [InitSoundMap] end I have reinstalled the tools and verified the files as well. Any ideas?
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Is there a fix to this yet? Still crashes when I try to load an existing project, or it crashes when I try to add a new task in a fresh project.
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Ah I see now, Never thought of using lbSetData. Thanks for pointing this out kind sir!
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- displayname
- classname
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I am making a storage system that will take items from a crate and store them in an array. Where im having some trouble is when I convert the classname to displayname to display in the listbox, When the player selects the listbox displayname I have to convert the displayname back to classname and end up getting a different classname then what goes in. If I input "U_BG_Guerilla2_2" whos displayname is "Guerilla Outfit (Pattern)" into private _classname = "getText (_x >> 'displayName') == _this" configClasses (configFile >> "cfgWeapons"); if (count _classname > 0) exitWith {configName (_classname select 0)}; _classname = "getText (_x >> 'displayName') == _this" configClasses (configFile >> "cfgMagazines"); if (count _classname > 0) exitWith {configName (_classname select 0)}; _classname = "getText (_x >> 'displayName') == _this" configClasses (configFile >> "cfgVehicles"); if (count _classname > 0) exitWith {configName (_classname select 0)}; _classname It will return "U_IG_Guerilla2_2" instead of "U_BG_Guerilla2_2". I have tried using [configFile >> "cfgWeapons" >> _classname, true] call BIS_fnc_returnParents; but returns ["U_IG_Guerilla2_2","Uniform_Base","ItemCore","Default"]. This seems to be a problem with vanilla arma gear because any RHS gear I use it on returns the same classname. If anyone has any ideas I appreciate the help.
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- displayname
- classname
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I have been working on a terrain for my mod and have been creating custom buildings for it. When I spawn the buildings in the editor to test them all is working fine(Checking if player is in bounding box returns true, AI follow paths). When I export to terrain builder and test the buildings after they are on the map, checking if player is in bounding box returns false and the AI will no longer use the paths. I have all the same geometry lod properties as the sample model from the Arma 3 sample pack defined. map = house class = house damage = no Prefershadowvolume = 0 sbsource = Shadowvolume I feel like I'm missing something in terrain builder because everything with the buildings works fine when just spawning the building in. Any help would be greatly appreciated, Losing my mind over this one. *edit* Seems that I needed to add a Land_xx class to the config to fix the issue. https://community.bistudio.com/wiki/The_Land_xx_class
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- custom buildings
- arma 3
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Nice job, Keep up the good work!
- 43 replies
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- maxjoiner
- melee weapons
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PROJECT UNCUT - Australian Defense Force mod
_JB replied to disco.modder's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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Congratulations on the release, Have to try it out!