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Brian Sherbino

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Posts posted by Brian Sherbino


  1. Yeah, we're using it mostly as something to keep people around in the servers. They are usually empty unless we have something ambient on for people to play with. So when I mentioned this as an alternative to what we once had, it was kinda the small light at the end of the tunnel.

    Also that is looking pretty good, it's been a while since I looked at what you had been doing with it.


  2. Yeah, if I can manage some time down the road to get them to work it'll be used on our heavier modpack. Because without HCs it can't handle even 10 players online. But so far so good. Even using ACE it only throws one or 2 errors upon mission start. However, we don't use their respawn system. So mostly just adding crate classnames to the dialogs for supports and such.


  3. On 4/21/2017 at 7:26 AM, SaOk said:

    I made orginally the mp version for dedicated server, but could be its no longer working correctly.

     

    ACE can be hard to get working. I made the respawn system to follow damage-eventhandlers. Any mods with similar eventhandlers may cause problems. I dont think there is way to block mod features or make compatible. Wihout editing the mod itself (ACE).

     

    Ah, cause I've found out the biggest issue with the way our server runs. We always run 2 HeadlessClients and locality changes a lot. Which has been messing with a lot of your work. However I have a feeling that we can run it without them due to the way most of the map is virtual.


  4. On 3/14/2017 at 10:53 AM, SaOk said:

    Nope, I noticed you converted DISWS too. :) Feel free to modify the WLA anyway, but as one thing please dont add ISIS as faction in WLA. I dont like any real terrorist group names (or religions) featured in my work. Forbitted the ISIS conversions also few years ago.

     

    So, as long as we made sure you had the credit, I could modify WLA to better fit my ArmA3 'Light-Milsim' Group?
    Basically just changing a bit of the UI, probably the respawn system to use the updated Apex system, as well as other added functions for my group.
    Been really pushing to delve into a mission we could use for ambiance, however, all of our attempts have failed. And we would like to build on yours so long as you didn't mind. (Our licensing for mission content is APL-SA, so nothing we use needs to be paid for/donated to use. Any/all donations are strictly to keep paying for our server box).


  5. 		class textureSources
    		{
    			class LOGISTIC
    			{
    				displayName="LOGISTIC";
    				author="BSherb";
    				textures[]=
    				{
    					"LogisticChinook\skins\Heli_Transport_03_VSS.paa",
    					"LogisticChinook\skins\Heli_Transport2_03_VSS.paa",
    					"LogisticChinook\skins\Heli_Transport3_03_VSS_Glass.paa"
    				};
    				factions[]=
    				{
    					"BLU_F"
    				};
    			};
    		};

    So, in this case, I'm trying to replace the glass with a specific texture I have devised. However, nothing changes at all. Not even a different texture that I didn't mean to change. Instead, it seems to ignore the glass and only do the regular exterior of the Huron.

     

    Am I putting my textures in the wrong order, am I missing something crucial that prevents certain changes?
    (If there is a specific order things need to be in where can I find said order?)


  6. I'll try to be as simple as possible. Without having to completely remodel the chinook from in game, I'd like to be able to add another variant that is re-skinned as a new vehicle (or at least acts like a separate vehicle, and not a skin added through the mission file).
    I've managed to get all of the .paa files edited to my liking, as well as a basemod that currently houses my communities content. However, I have no clue how to implement the new skins into the mod so that Arma 3 will recognize said files, and create a new vehicle within Zeus/3den.

    So, clarification recap:
    Just a vehicle skin addition
    On a separate vehicle with a new name

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