Jump to content

Jeremy James

Member
  • Content Count

    6
  • Joined

  • Last visited

  • Medals

Community Reputation

1 Neutral

About Jeremy James

  • Rank
    Rookie

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Jeremy James

    pboproject

    Thank-you for your reply .kju Being that I have never used cmd I had hesitance to use it in this case, so I put C:\Program Files (x86)\Mikero\DePboTools\bin into system - advanced system settings - environment variables - path -------------that seemed to clear the latest error I was having,,,moving on to the next lol. Thanks again.
  2. Jeremy James

    pboproject

    Hi All, after getting a load of help from the guys on Discord they can't help me on this one, I need a lot of help as I'm a noob. I'm having the exact same error on 2 maps when trying to use pboproject. Yes I've installed rapify and it knows I have as it finds it, in fact deleted and re-installed it. Updated pboproject too. I know this has come up before as I had a look but there wasn't a real answer to it and the explanation to cure from the original thread creator I didn't understand. So Any Idea's "</texheaders>" 'rapify' is not recognized as an internal or external command, operable program or batch file. "twins.pbo not produced due to error(s)"
  3. Jeremy James

    Config.cpp

    Hi thanks for reply, It's broken, oh dear that's 2 days I will never get back lol. I was using pboproject but that kept telling me I had a problem in my layers.cfg which to be honest I couldn't find, last error was ............. testisland\source\layers.cfg: Generic error or EOF Failed. View->output logs for testisland testisland.pbo not produced due to error(s) ........... class Layers { class testisland_beach_sand { texture = "testisland\data\testisland_beach_sand_co.paa"; material = "testisland\data\testisland_beach_sand.rvmat"; }; class testisland_pebbles { texture = "testisland\data\testisland_pebbles_co.paa"; material = "testisland\data\testisland_pebbles.rvmat"; }; class testisland_dry_grass { texture = "testisland\data\testisland_dry_grass_co.paa"; material = "testisland\data\testisland_dry_grass.rvmat"; }; class testisland_coastal_grass { texture = "testisland\data\testisland_coastal_grass_co.paa"; material = "testisland\data\testisland_coastal_grass.rvmat"; }; class testisland_dry_grass2 { texture = "testisland\data\testisland_dry_grass2_co.paa"; material = "testisland\data\testisland_dry_grass2.rvmat"; }; class testisland_dry_grass3 { texture = "testisland\data\testisland_dry_grass3_co.paa"; material = "testisland\data\testisland_dry_grass3.rvmat"; }; class testisland_grass { texture = "testisland\data\testisland_grass_co.paa"; material = "testisland\data\testisland_grass.rvmat"; }; class testisland_coastal_grass2 { texture = "testisland\data\testisland_coastal_grass2_co.paa"; material = "testisland\data\testisland_coastal_grass2.rvmat"; }; class testisland_coastal_grass3 { texture = "testisland\data\testisland_coastal_grass3_co.paa"; material = "testisland\data\testisland_coastal_grass3.rvmat"; }; }; class Legend { picture="testisland\source\mapLegend.png"; class Colors { testisland_beach_sand[]={{230,230,120}}; testisland_pebbles[]={{175,160,130}}; testisland_dry_grass[]={{170,190,80}}; testisland_coastal_grass[]={{160,200,90}}; testisland_dry_grass2[]={{160,195,80}}; testisland_dry_grass3[]={{150,195,80}}; testisland_grass[]={{140,195,80}}; testisland_coastal_grass2[]={{158,198,90}}; testisland_coastal_grass3[]={{155,195,90}}; }; };
  4. Jeremy James

    Config.cpp

    Hi All, I know this thread is somewhat old being 3 1/2 years old but I wondered if anyone could tell me what's wrong with my config.cpp file. It packs with addon builder fine each time but I get a series of crashes when loading the game with the my map mod, my first time btw so still very much learning on an incredibly steep curve. My latest crash message goes like this "File testisland\config.cpp, line 124: ' ,cfgClutter': ',' encountered instead of '=' The one before that was "File testisland\config.cpp, line 124: 'CfgWorlds.cfgClutter': '.' encountered instead of '=' I'm using the config that was given out above in the thread. After overcoming all sorts of brick walls and learning around them I feel I'm close to an end result. The end result will be a simple island and I hope to progress from there. All help humbly received. #define _ARMA_ //Class config.bin{ class CfgPatches { class testisland { units[] = {"testisland"}; weapons[] = {}; requiredVersion = 1.0; version = "30/07/2011"; fileName = "testisland.pbo"; author = "GemStar"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class testisland: Stratis { cutscenes[] = {}; description = "jerrys testisland"; worldName = "testisland.wrp"; startTime = "11:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 2000; envTexture = "testisland\data\testisland_env_land_co.paa"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; //newRoadsShape = ""; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "testisland\data\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; /* class OutsideTerrain { satellite = "jsp\abc_sample\Data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.paa"; texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa"; }; }; }; */ class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { #include "testisland.hpp" }; }; }; class CfgWorldList { class testisland{}; }; class CfgMissions { class Cutscenes { }; }; #include "cfgSurfaces.hpp" cfgClutter.hpp class Clutter { class testisland_grass: DefaultClutter { model = "testisland_grass_co.paa"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class testisland_dry_grass: DefaultClutter { model = "gdt_dry_grass_co.paa"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class testisland_beach_sand: DefaultClutter { model = "sand_detail_co.paa"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; cfgSurfaces.hpp class CfgSurfaces { class Default {}; class testisland_grass_Surface : Default { files = "testisland_grass_*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "testisland_grass_Character"; soundHit = "soft_ground"; }; class testisland_beach_sand_Surface : Default { files = "testisland_beach_sand_*"; rough = 0.1; dust = 0.05; soundEnviron = "sand"; character = "testisland_beach_sand_Character"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class testisland_grass_Character { probability[]={0.5,0.5}; names[]={"testisland_grass_co.paa","gdt_dry_grass_co.paa"}; }; class testisland_beach_sand_Character { probability[]={0.05}; names[]={"sand_detail_co.paa"}; }; };
  5. Jeremy James

    Spawned AI's to Board Aircraft

    Not sure what you mean by referencing to AI's to start with and the rest of the replies were a little over my head. I think I should try and make myself a little more understood. So, I know what to do with normal AI's, so that aside.......... Say, we have an AI spawn position, when those AI's spawn they do nothing other than shoot back when shot at and their position is set by the spawns attributes. Now let say we want these spawned AI's to get into a vehicle or aircraft or engage the enemy at a certain position, how do you command them? Bear in mind that the commands are set at the start of a mission, part of the mission set up and not by Zeus or in game by a player, commands that would be set up into attributes of the spawn module itself, just for that module and or just for the units spawned on that module. Funny, its clear as a bell in my head but more difficult to explain it.
  6. Hi Guys, Looking for help in giving orders to spawned AI's. I know how to command AI's that don't spawn but not spawned ones. I want the AI's that spawn to get into a certain aircraft or move to a certain area, guard, attack etc. Is there a list of Spawning AI commands that goes into the init section of the spawn point attributes? Thanks in advance.
×