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nullsystems

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Everything posted by nullsystems

  1. 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!
  2. nullsystems

    Arma3 Videos

    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!
  3. Hello, Silly question but my brain has decided to fail me again Trigger: cond: blufor present onact: addaction to this player only onde: removeaction from this player only How can I sort this out so the trigger only does this to one player and not everyone?
  4. nullsystems

    Flashlights on the guns?

    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?
  5. 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.
  6. Ello :) Been trying to edit a texture this afternoon, it all goes well, saves fine and loads up ok. However, when I try to look at the item in my gear menu it complains about : "cannot load mipmaps" I've tried re-saving the .paa in photoshop, but no joy. I didnt find any relevant helpfull posts when I searched either. Any ideas?
  7. nullsystems

    Mipmap errors...

    I open the TGA, click save as paa....and it saves as a TGA. Im so sick of BI tools its rediculous.
  8. nullsystems

    3Dsmax ArmA2 modding toolset

    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 :)
  9. nullsystems

    3Dsmax ArmA2 modding toolset

    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 ;)
  10. nullsystems

    3Dsmax ArmA2 modding toolset

    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 :(
  11. nullsystems

    3Dsmax ArmA2 modding toolset

    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 :(
  12. nullsystems

    3Dsmax ArmA2 modding toolset

    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!!!!
  13. 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; }; };
  14. 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.
  15. Ello, I know that you can damage a players body part with a function like this: player setHit ["hands", 0.9]; Or use a eventhandler to find where someone was hit: http://community.bistudio.com/wiki/ArmA:_Event_Handlers#HandleDamage This shows us its possible to access different parts of a model. So how do I do "other things" to a players model parts? If we look at the CfgVehicles config from : AddOns\characters\ class HitPoints { class HitHead { armor = 0.7; material = -1; name = "head_hit"; passThrough = true; }; class HitBody { armor = 0.8; material = -1; name = "body"; passThrough = true; }; class HitHands { armor = 0.5; material = -1; name = "hands"; passThrough = true; }; class HitLegs { armor = 0.5; material = -1; name = "legs"; passThrough = true; }; }; We can return info from the config files by using things like: _weaponBone = getText (configFile >> "cfgVehicles" >> typeOf(player) >> "weaponBone"); Now, with this info in mind... From looking into the config of CfgHeads I can see the model: class Miles : Cooper { model = "\ca\characters\Heads\male\Miles\Miles"; So, how would I actually reference things like the current players head, hand, leg..so that I can return their ID and position ? I've tried things like this, but it doesnt work: _hand = getText (configFile >> "cfgVehicles" >> typeOf(player) >> "rightWrist"); hint format["%1",(getpos _hand)]; ---------- Post added at 06:12 PM ---------- Previous post was at 05:42 PM ---------- Oh and is it possible to return the position of a players weapon?
  16. 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 :(
  17. nullsystems

    Mines & Pipe Bombs

    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
  18. nullsystems

    car bombs

    Yes, simply change the magazine/ammo type of your CfgWeapons setup for the IED you made. Choose a higher explosive round, such as GBU or Pipebomb. erm, yes it is possible to have a RC bomb. Would require some basic scripting.
  19. nullsystems

    Mines & Pipe Bombs

    You could modify the CfgVehicles entries for "Man". Adding a "Fired" eventhandler. The script which exec's when the unit fires simply checks the ammo type which is fired from the player. If the ammo type is a pipebomb, that could then exec another script which sets up a trigger or while loop around your pipebomb. If this trigger or while loop becomes true, it does what you want, which in this case is explode the pipebomb. Hope that makes sense.
  20. nullsystems

    Flashlights on the guns?

    And how do you get the memory point?
  21. nullsystems

    3Dsmax ArmA2 modding toolset

    PM sent. Hope you got it ok.
  22. nullsystems

    3Dsmax ArmA2 modding toolset

    Thanks for the update: It now saves if I dont choose "materials and textures". But when opening in Oxygen 2, it says " unable to load file". Really confused now. However, if I choose "save materials and textures" I get the following: function readTextureFilePath mtl num= ( bmp = mtl.geteffectbitmap num BmpFileName = bmp.filename BmpFileNameRel = pathConfig.removePathTopParent BmpFileName return BmpFileNameRel ),
  23. nullsystems

    3Dsmax ArmA2 modding toolset

    I do seem to be having some problems exporting from version 2010 Heres what I did: Project Setup: Created folders and the blueprint. Resized the blueprint to 2x2x2 meters. Created a simple box, 1x1x1m. Deleted the blueprint sides. Texture: 512x512, Selected Pink n White. Both saveTo files and applied. Skipped Named Section. Created 0,1,3, Shadow Volum 0 LODS. ( Kept them all the same, made no changes, since its a box ). Skipped Memory LODs Section. Refreshed Hierarchy: Shows "myBox". Export: "Export p3d file", Auto generated, selected all the LOD's and went to export. The error at this point is: What did I do drastically wrong? Any help would be excellent!
  24. nullsystems

    3Dsmax ArmA2 modding toolset

    Excellent! Worked perfectly with an up to date version of 3Ds Max. I'm meant to be working on Cfg's today but I guess ill play around with this instead lol.
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