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jens198

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Everything posted by jens198

  1. Oh man, just did some tests with the forest generator. That's sooo easy and the results are fantastic!! Thanks a lot! Jens
  2. Thanks for the release shezan74! Will test it this afternoon. Jens
  3. This looks indeed really great. At the moment it seems like you can't create missions, either for Arma1 or Arma2. No matter what game you choose you always get this message: BTW: Any chance/plans to make some kind of offline tool out of this?Jens
  4. Hi, I have similar problems with my island. Did you find something out? Jens
  5. Thanks for your efforts guys. I found something called "shooting_range" that fits as well. Jens
  6. Hi folks, I'm working on a remake of one of my VBS2 maps, which covers the Malone firing ranges at Ft. Benning. My current problem is, that I can't find some elements from ArmA1/VBS2 in ArmA2 e.g. the "stelecky_post_new" --> that's the firing position (http://img.photobucket.com/albums/v161/jens198/Image2-1.jpg) Is there something like that in the ArmA2 objects? Maybe even some more elements I can use on a map like that (e.g. the ArmA1 "army_hut_XX") Jens
  7. Hi, can you tell us what solved your problem. I got the black buildings as well. I extracted the data folder with all the textures and rvmat files. Thanks Jens
  8. Hi guys, some of you might remember Crashdome's great little tool "ScriptEdit" (http://www.jadegear.com/Downloads/tabid/233/Default.aspx). Does anyone know if Crashdome is still around? Maybe still working on this thing? Jens
  9. jens198

    addEventhandler - Problem

    Thanks guys, using a public variable solved my problem. Jens
  10. Hi folks, I got a little addEventhandler problem. I'm working on a little rifle range script and everything works fine so far. I check wether the the target is hit or not by using the addeventhandler (hit) command. _rtarget addEventHandler ["hit", {range_man sideChat "Target hit";}]; This line perfectly tells me if the target is hit or not. In addition I want to count the targets hit with a counter-variable (_count). _rtarget addEventHandler ["hit", {range_man sideChat "Target hit";}]; _rtarget addEventHandler ["hit", {_counter = _counter + 1";}]; Won't do it. _rtarget addEventHandler ["hit", {range_man sideChat "Target hit"; _counter = _counter + 1";}]; Won't do it either. So, I'm a little bit puzzled here. Any ideas how to solve this? Jens
  11. Hi folks, out of curiosity, what editor are you using to work on scripts, configs etc.? I use a combination of Ultraedit (with Kronzkys wordfile) Script edit (by Jade Gear http://www.jadegear.com/) Jens BTW: Anyone know what happend to Script Edit (was it Crashdome that made that tool?)
  12. You can use the Universal Map Downloader (http://www.softonpc.com/umd/) or the Google Sat Downloader as a stand alone (http://download.cnet.com/Google-Satellite-Maps-Downloader/3000-2071_4-10610688.html) Both are free with limited zoom. If you want more you gotta pay. Jens
  13. Hi, can anyone tell me the name of this specific firing range elemnt? Thanks. BTW does anyone know of some kind of catalog where I can lookup such names?
  14. jens198

    CoC Command Engine X

    Hi, I'd like to call some of my own scripts via the CEX interface. I've identified the corresponding spot in the description.ext (testmission), but can't figure out how to do it correctly. What I want, is to call the mortar.sqs when the user selects the "mortar"-entry in the dropdown-menu. It seems, that this has to happen in the "action"-line. Can anyone give me the correct syntax? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Mortar { text = "Mortar"; action = "['Pick Position',{player sidechat format['Mortar Strike on Grid %1',_pos call cei_pos2grid]}]call _pickPos"; tooltip = "Call for Company mortar strike"; }; Thanks Jens
  15. jens198

    Getting Map Ingame

    had thast problem too. My fault was, that in the binpbo options i used "p:\ca\mckenna\" instead of only "p:\ca\". Jens
  16. jens198

    Schmalfelden Visitor Source Files Posted

    Hmmmm ... that might explain my problems too ..... Well that was one of my thoughts this morning too. Maybe we can check out who's having problems and where ArmA and the BIS tools are installed: Jens: Problems! ArmA: O:\Arma\ Tools: C:\Programme\Bohemia Interactive\Tools Jens
  17. jens198

    MyMap folder destination

    Did anyone find a solution for this issue? Jens
  18. *sigh* Work on my McKenna map is still progressing, even if it's at a slow pace. Current problems come up, when I try to run the map ingame. When I go to the editor and choose the map I get the message "Cannot load material file ca\mckenna\data\layers\p_000-000_l00.rvmat" I had the message some days ago when I tried to view the map in bulldozer. Problem at that time was, that the rvmat-files in the data directory had the wrong texture paths. Correcting the paths solved that problem. Now I rechecked all paths in all files and everything seems to be ok. Even as I don't get any error message in Visitor and bulldozer and the textures appear fine in bulldozer. I have the feeling that the origin of the problem is, how i pbo the map. I use BI's binpbo without binarizing the map. And this is my binpbo setup Am I pbo-ing the right directory? Any other ideas what might be wrong? Jens config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class McKenna { units[] = {}; worlds[] = {McKenna}; requiredVersion = 0.1; }; }; class DefaultLighting; // External class reference class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; // External class reference class Intro : DefaultWorld {}; class McKenna : Intro { access = 3; cutscenes[] = {"DesertIntro1"}; description = "McKenna"; icon = ""; worldName = "\McKenna\McKenna.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = -40; // positive is east latitude = -40; // positive is south class Grid //OFP style Aa00 - JJ99 { //colorGrid[]={0,0,1,1}; //colorGridMap[]={0,0,1,1}; offsetX=0; offsetY=0; class Zoom0 { zoomMax=0.2; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom1 { zoomMax=1.0; format="XY"; formatX="A-"; formatY="0-"; stepX=2560; stepY=2560; }; } startTime = 8:30; startDate = 07/06/2007; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.84, 150.0, 14035}; centerPosition[] = {2500, 2500, 300}; ilsPosition[] = {2545, 3000}; ilsDirection[] = {0, 0.08, 1}; ilsTaxiIn[] = {2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000}; ilsTaxiOff[] = {2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725}; drawTaxiway = 0; class ReplaceObjects {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting {}; clutterGrid = 1.11; clutterDist = 55; noDetailDist = 40; fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class clutter { class GrassGeneral : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class GrassFlowers : GrassGeneral { model = "ca\plants\clutter_grass_flowers.p3d"; }; class GrassLong : GrassGeneral { model = "ca\plants\clutter_grass_long.p3d"; affectedByWind = 0.6; scaleMin = 0.6; scaleMax = 1.1; }; class GrassSevenbeauty : GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.1; }; class GrassYellow : GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.1; }; class GrassDesert : GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class ForestFern : GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.9; scaleMax = 1.1; }; class SmallRocks : GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.9; scaleMax = 1.1; }; class FlowersColor : GrassGeneral { model = "ca\plants\clutter_smetanka.p3d"; }; class FlowersWhite : GrassGeneral { model = "ca\plants\clutter_white_flower.p3d"; }; class MushroomsHorcak : GrassGeneral { model = "ca\plants\clutter_horcak.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class MushroomsPrasivka : MushroomsHorcak { model = "ca\plants\clutter_prasivky.p3d"; }; class MushroomsBabka : MushroomsHorcak { model = "ca\plants\clutter_babka.p3d"; }; class MushroomsMuchomurka : MushroomsHorcak { model = "ca\plants\clutter_muchomurka.p3d"; }; }; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = 0.0; minSlope = 0.02; }; class Ambient { class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Seagull { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = "0.6 - (meadow * 0.5) + (forest * 0.4)"; cost = 1; }; class ButterFly { probability = "0.4 + (meadow * 0.5) - (forest * 0.4)"; cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; class FxWindLeaf1 { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)"; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (0.2 * forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; }; class Names { class Veg_1 { name = ""; position[] = {2713.62, 2140.92}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; class Veg_2 { name = ""; position[] = {2446.09, 3038.29}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; class Veg_3 { name = ""; position[] = {2940.52, 2923.19}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; }; }; }; class CfgWorldList { class McKenna {}; };
  19. jens198

    Problems getting map ingame

    Regarding the config.cpp, you're talking about that line I presume? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">worldName = "\McKenna\McKenna.wrp"; I changed it to worldName = "\ca\McKenna\McKenna.wrp"; with the effect, that the map doesn't show up in the ingame editor anymore. What do you mean exactly with "all"? I checked the the ones in my data folder directly (only four). What else I really appreciate your help and patience guys. Jens
  20. jens198

    "Cannot load material file"

    ... well, no it isn't. Fixed it and volia: THANKS A LOT GUYS!!!! See you when I got the next problem Jens
  21. Hi guys, work on my McKenna map is making progress. I'm learning every day, but as I'm learning, new problems surface. Current problem is with the textures. After I imported the texture map (currently a 5120x5120 png with only one color for pisek/sand) everything seemed fine. But when I start bulldozer I get an error message. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"Cannot load material file \ca\mckenna\layers\p_000-000_l01.rvmat" Before the import, the layers directory was empty. After importing the texture map the layers directory was filled with all these rvmat, paa files and so on. The "p_000-000_l01.rvmat" file is exactly at this location: P:\ca\mckenna\layers. One thing I notice, when I start bulldozer the first time after the import of the texture map I didn't get the dos-style window where the paa files were converted (or whatever happens there. Saw that when I map some test with the BIS sample map). Any ideas? Jens
  22. jens198

    "Cannot load material file"

    Ok, as I'm really stuck here I'll post some more infos on my setup. Maybe that helps. Visitor Project Preferences Directory Structure for my project: examples of files in the "P:\CA\McKenna\Data\Layers" directory. Please note that the "p_000-000_l01.rvmat" is there it should be. and finaly the evil message... Jens BTW I tried creating the rvmat files as text files and binaries as well. No joy so far.
  23. jens198

    "Cannot load material file"

    Ah, just a typo in my posting. It's in P:\ca\mckenna\data\layers. The projetct parameters also point to the right location. Jens
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