Jump to content

Nikopol

Member
  • Content Count

    49
  • Joined

  • Last visited

  • Medals

Posts posted by Nikopol


  1. Here's the rpt,

    11:57:07 Warning Message: Cannot open object mbg_generic_african_buildings\mbg\mbg_generic_african_buildings\slums\mbg_slum01.p3d

    11:57:07 Warning Message: Cannot open object mbg_generic_african_buildings\mbg\mbg_generic_african_buildings\slums\mbg_slum01c.p3d

    The popup appears when editor is open with custom map loaded.

    (AllinArma launched aswell with armasync)


  2. Hello everybody,

    i'm trying to use this addon on my terrain but the textures are not showing on bulldozer and in game, an there's an error popup saying the game can't load the addon.

    I've added the addon in the config.cpp of the island and added the MBG Generic African Buildings.pbo in the folder of my map before lauch with arma3 sync.

    requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis","jbad_Structures","Jbad_sounds","brg_africa","jbad_Veg","RSPN_Assets","mbg_african_buildings"};

    Thank you for any advices. :)

    PS: i'm also using Jbad addon wich work fine and show in game.


  3. Hello all. hope this could help some with 20480 terrain size settings in sampler area (Terrain Builder)

    I've had overlap issues with 20480 terrain/20480 satellite in game and on the map screen and map in editor.

    My first settings were:

    -Grid Size: 2048x2048

    -cell Size: 10m

    -Terrain Size: 20480

    -Size (px): 20480x20480

    -Resolution (m/px): 1

    Tiles size (px): 2048x2048

    Overlap: 16

    Layer size: 10x10

    Result was overlaping textures in bulldozer and ingame: http://imgur.com/4FrfjI5

    In game it was textures appearing far and disappearing when approaching.

    After reading this thread, i tried:

    Layer size 40x40 or 80x80

    or Overlap: 128

    And some more i didn't remember, the overlap texture problem was still there.

    Then i tried these settings below and no more overlap appearance/disappearance in buldozer nor in game, but! the map from the editor and map openable ingame still overlap like the picture above. annoying.

    -Grid Size: 4096x4096

    -cell Size: 5m

    -Terrain Size: 20480

    -Size (px): 20480x20480

    -Resolution (m/px): 1

    Tiles size (px): 2048x2048

    Overlap: 16

    Layer size: 20x20


  4. In my personal opinion:

    -You have 40% of the land mass available on the demo. it's sufficient to have a good idea of the freedom you get with arma.

    -3 types of missions: coop, ctf, cti.

    This is a DEMO, you cannot expect more in my opinion, and seeing your post, the job is done, you are catched. ^^

    On details such as difficulty, location choosed for the ctf, it's BIS choice and show what they want to show: the coop is hard, that's bis choice, they don't want happy triggers to be desillusioned with their game i guess.

    Or at least wanted to show the direction they take. That's partly why Bohemia interactive studio crew is great, they don't make concessions when it's about the idea they have about their baby ARMA.

    What bis could do i my view (with the 505 release) is a sp demo with 2-3 immersives missions.


  5. About the face file, just place it in your main character folder, (must be in your documents), make sure it is named face.jpg.

    Then in your character selection, in game, check the face list, the new face must be there in the list.

    Be aware that most of the servers runnings have rules about custom faces. If you can't access a server, try to set a normal game face, and retry.


  6. This is just a retex of the US Spec ops.

    We have choosed to make a spec force pack because the french spec ops are using HK, M4. Realism care.

    They have a UN patch and 11eme division parachutiste patch, so:

    "La 11eme Brigade Parachutiste regroupe les unités des Troupes Aeroportées Françaises. Supérieurement entrainees ses unites sont en mesure d'intervenir avec un preavis de 4 heures. Elles sont destinées au combat d'avant garde ou derriere les lignes ennemies pour désorganiser la chaine de commandement, d'approvisonnement de l'ennemi.

    Apte a tous types de combat, elles disposent d'unités spécialement entrainées dans les combats de montagne, dans ceux de type désertique, ainsi que dans le combat de jungle et les combats en aglomération.

    Fournissant chacunes des Chuteurs opérationnels les unités de la 11eme BP composent avec celles de la 9eme BLBIMa et de la 6eme BLB le fer de lance de l'armée Française; les unités de la 11eme BP ont largement éclairé les forces Françaises lors de l'opération DAGUET (Desert Storm pour les anglo-saxons...)..

    La 11° brigade parachutiste est une unité d’infanterie légere blindée spécialisée dans l’engagement par la troisieme dimension qui détient également la capacité a combattre sous blindage lorsque la situation le nécessite. Elle est subordonnée au Commandement de la Force d ’Action Terrestre (CFAT).

    Sa vocation prioritaire est la projection dans l’urgence afin de fournir une premiere réponse a une situationde crise."


  7. Oh yeah, Armed Assault is an FPS game, make no mistake (even if it is a very good one smile_o.gif ). It pocesses no aspects of an RPG game (see any inventory management element?) You shoot enemies from a first person perspective.

    I'm afraid you're wrong here again. There is, in fact, an inventory management system. wink_o.gif

    My really friendly proposition: You should play the game more further, play some coop with athmosphere (music, cutscene and objectives) then come back and talk. I guess your statement will be different about the rpg side of the game.

    Welcome to you and happy Christmas. xmas_o.gif


  8. Works fine. notworthy.gif

    Last question: is it possible to activate your script with a trigger? The city fight taking place in the second part of my mission, it would make the mission less heavier if the units spawned only in for that part. Sorry for my bad english and my noob questions. whistle.gif

    Very nice script, it suits so well my mission! in fact i can"t do 2 step in the city, lol, but, as the mission is suited for mp, it won't be a problem.

    i'll let you know if it work in mp when it will be tested, an also i'll give you the mission, when it'll be duely tested and translated in english. wink_o.gif


  9. Nice script!!!

    But i have a little problem, using it. i'm doing a french mission based on the recent events in ivory coast. So, i set up a group (group01 = group this, like you did) of civilians within init of each: this setface "face27";this addmagazine "30Rnd_545x39_AK";this addmagazine "30Rnd_545x39_AK";this addmagazine "30Rnd_545x39_AK";This addweapon "ak74"

    But, when they spawn due to your (excellent) script, they have no weapon nor black face. :/

    How can i conserve the weapon and face setting for each unit?


  10. I Know BIS have nothing to do with that downloadable version (seeing that a bit too late) , but, please, could someone help me?

    I have this message in a windows error box, back to the desktop after the splash screens of the game. Actually, i was not able to get into the game itself.

    Warning: preNLOD format in object ca\buidings\molo_drevo_bs.p3d

    Reinstalled 2 times, the same error appear (well actually, slighly different, but "preNLOD format in object" still the same)

    Intel P4 3000Ghz

    1Go DDr

    Nvidia 6200

    HDD Sata 80 (2 Partitions)

    Audio Terratec SixPack 5.1

    Many Thanks


  11. Sorry whisper, I didn't realise you were a software engineer or AI developer mate, like I am.

    So? It give you the right for crapy comms? Armed Assaut is not the "sexy hot" game you expected. Go make a zombie mod for Bf2178.

    Not flaming, no, no no. ^^ (faut pas dire du mal de Whisper ^^)

×