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[IceBreakr/IBIS] Island Panthera for A3
nullsystems replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey there, I'm getting complete crashes from this map. I've downloaded AiA twice, and this twice. Integrity check, drivers up to date, grfx on high/low, removed other mods, etc. It only happens when near certain areas. Cato will crash immediately if I look North West to the next town. Nothing in rpt either. Arma hangs, crashes and causes the system to pause. Any ideas? Thank you! -
My first look and tour of some of the nicest features I could find on Altis (Lemnos) Island. Really enjoyed some of the castles and cool white biomes! The solar panels were a really nice surprise!
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Hiya. Yeah, everythings still in beta stage, but you can see the general workings in those videos. Someone mentioned that flashlights are going to be in operation arrowhead, anymore info on that?
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Mipmap errors...
nullsystems replied to nullsystems's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I open the TGA, click save as paa....and it saves as a TGA. Im so sick of BI tools its rediculous. -
Ello, When trying to start buldozer I get "Starting, please wait.." Then: This simply just ends. Btw the download pack for the BI Tools did not include the Buldozer files, so I copied over the arma2.exe from my ArmA2 directory. Any ideas? Sorry, know this is in the wrong section. Had two windows open, mistake.
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3Dsmax ArmA2 modding toolset
nullsystems replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
Thanks for the help. Im really not interested in making modelling for arma a full time project, just had some ideas for models thats all. I'll just plod along as usual :) -
3Dsmax ArmA2 modding toolset
nullsystems replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
Ive updated the image on the previous page for you. If I use those tools, your saying its still possible to get around it ? I understand fully now after looking at what you said and then going back to what I did. I dont see how I can do "Chamfer" tho, as it creates many sides...unless I have tons of triangles running around one object. Worst part for me is, theres no way to replicate those circular holes anymore. Doh. Edit: For example, how can I cut the holes you see in the images? Sorry ;) -
3Dsmax ArmA2 modding toolset
nullsystems replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
I convert everything to poly. If you dont it wont work, at all. Its just the way he's made the system, probably a reason to it. Chamfer, cylinder, text, compound object "boolean" method...tested them all several times. Just wont export with any of those things. I dont think it allows "bend" modifers either. The following image uses 1 cylinder, 16 compound "boolean" objects to made the holes and probably 4 chamfers. Just won't export that way :( -
3Dsmax ArmA2 modding toolset
nullsystems replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
That will cause an error when exporting. Can only do polys. I belive its because "chamfer" on edges isnt allowed. Neither would Text, Cylinder or alike work either. And most of all, I cant use the "boolean" option from Compound. ugh Not going to be able to carry on the way I wanted too now. Just wasted several hours :( -
3Dsmax ArmA2 modding toolset
nullsystems replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
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3Dsmax ArmA2 modding toolset
nullsystems replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
ello, Got a new error ive not seen before: Don't think ive done anything out of the ordinary. Items are: Some Boxs, Oiltanks and 1 Text ( extruded into a 3d shape ) 1 box and the text has "Bend" on it. Edit: I also tried this with just a cylinder, camfered items, alsorts. EVen with just one shape. All converted to edit polys too. Its worth noting, ive deleted each object seperately and tried. Still failed. I have also tried deleting EVERYTHING, an that works. I dont see how every object can now cause problems, so its got to be something im missing. No cameras or lighting added either. Any ideas, its completely halted my development for no reason. Thanks!!!! -
Reflectors no longer working ?!
nullsystems posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hello, Im getting really frustrated with reflectos in configs. Basically, ive added a new searchlight with a new model. This has "main" and "endoflamp" sections. As you can see, im simply using the "Searchlight" class, but renaming it, changing it to the correct model and new reflector values. This doesnt even appear in the game, very odd. Any idea why searchlights are incredibly hard to replicate, or how to get reflectors working now? class Lamp : SearchLight { scope = public; side = TWest; faction = USMC; crew = "USMC_Soldier"; model = "@Test\Addons\lamp.p3d"; picture = "\ca\Weapons\data\ico\searchlight_manual_CA.paa"; icon = "\Ca\weapons\Data\map_ico\icomap_searchlight_manual_CA.paa"; mapSize = 3; nameSound = "light"; typicalCargo[] = {"USMC_Soldier"}; displayName = $STR_DN_SEARCHLIGHT; gunnerHasFlares = true; class Reflectors { class main_reflector { color[] = {0.8, 0.8, 0.9, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "main"; direction = "endoflamp"; hitpoint = "main"; selection = "main"; size = 1.0; brightness = 5.0; }; }; class Library { libTextDesc = $STR_LIB_SEARCHLIGHT; }; }; -
"Action", For a Player To Do It...
nullsystems posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ello, I know its possible to use the following to force an AI to detonate a satchel: unitname action ["TOUCHOFF", unitname] However, this does not appear to work on human players. I know the idea behind it ( not forcing a players decision ), but I need this ability. Is it possible? I cant get it to work by using the players name in the line. -
Return a players head or body part?
nullsystems replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, but what im looking for is literally what I said... The actual world position of a units body part or weapon. Since each unit is made of up various parts ( and we can access various hit points using SetHit )...there must be some way for it to work :( -
Mines & Pipe Bombs
nullsystems replied to arye_r's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
You have several kinds of Configs, including; CfgVehicles ( for men, vehicles, houses and alike ), CfgWeapons, CfgMagazines and CfgAmmo ( for weapons, mags and their ammo ). Those items are not CfgVehicle classes, as they are Weapons ;) So your best looking in Weapons/Weapons2. There is a kind of hirarchy system with configs. Eg: CfgWeapons > CfgMagazines >> CfgAmmo First the weapon is defined in CfgWeapons. This file also informs us of what Magazine is used... Open up CfgMagazines and find the corresponding Magazine. This file then informs us of what ammo the magazine uses... Open up CfgAmmo and you get the actual ammo which is fired from a weapon. Hope this makes more sense. My advice is to pick ONE weapon to look at, M9 is a simple one. Try modifying the M9 in some way in each of the Cfg's. For example, make it rapid fire or use explosive ammo. This might help you understand how each config works in relation to each other and how you can change the ammo/mag type of a weapon. Then move onto copying and renaming a MINE or PIPEBOMB. Then adding extra features, changes or event handlers as discussed above :) http://community.bistudio.com/wiki/CfgWeapons_Config_Reference http://community.bistudio.com/wiki/CfgAmmo_Config_Reference