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swtx

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  1. swtx

    My Addon wont equip

    Please post your complete config.cpp.
  2. If you're using a laptop with integrated and discreet graphics, Be sure to select the discreet card from the grapics card configuration menu via your desktop (right click) and not the integrated. Also, be sure to add the new x64 bit .exe by browsing to it in the cards graphics manager program. That should help matters.
  3. Winter Version would be sweet !. With ability to raise the hood :)
  4. Thanks that got it ! It compiled in addon builder just fine. :)
  5. I'm getting an undeclared class error when packing my custom mod. Addon Builder says that class CA_Magazine is undeclared but it is declared. I packed the PBO with PBO manager and it compiled just fine. However, the Arma 3 caught the problem on startup and declared the same problem. I'm not sure what is going on but I could use some help locating the problem. Addon builder says the problem is at Class CA_Magazine but I'm not seeing it. Thx in advance for your help.
  6. I'm posting below the example config layouts I use when building custom units and groups. You might compare mine against yours to see if there are any differences. class CfgPatches { class unit_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgFactionClasses { class a_units { displayName = "ARMY"; author = "YOURNAME"; icon = "Directory to faction Icon"; // Needs to be 16x16 in resolution and it needs to be in the form of a PAA. priority = 2; side = 1; // Blufor }; }; class CfgVehicleClasses { class army_units { displayName = "Army Battalion"; // Rename to what you want the sub group of the faction will be. You can have multiple subfactions (VehicleClasses) as long as the class name of the VehicleClass is different. Makes it work with zeus }; }; class CfgVehicles { class B_Soldier_base_F; class Army_Squadleader : B_Soldier_base_F { _generalMacro = "Army_Squadleader"; scope = 2; displayName = "Squad Leader"; // In-game name of unit faction = a_units; // Puts unit under new faction vehicleClass = "army_units"; // Puts unit in the vehicleclass icon = "iconManLeader"; nakedUniform = "U_BasicBody"; uniformClass = "U_B_CombatUniform_mcam"; // Uniform Class backpack = "B_AssaultPack_khk"; // Backpack Class linkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. respawnLinkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section. weapons[] = {"arifle_MX_F","Binocular"}; // Weapons added to the unit. respawnweapons[] = {"arifle_MX_F","Binocular"}; // Weapons added to the unit. Should be identical to the weapons section magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","HandGrenade",}; Respawnmagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","HandGrenade",}; }; }; For groups: class CfgGroups { class EAST { name = "OPFOR"; // Name of Faction Side side = 0; // 0 = Opfor , 1 = Blufor , 2 = Indep , I think class Army //Faction Class name { name = "OPFOR Army"; //Faction Name class Infantry { name = "Infantry"; //Name of Sub Group - Infantry , SpecOps , Support , Motorized , Mechanized, Armored class RifleSquad { name = "Rifle Squad"; //Name of Group faction = "Your_Faction"; //Faction side = 0; //Side class Unit0 { side = 0; vehicle = "SquadLeader"; //Class name of desired solider rank = "SERGEANT"; // Rank position[] = {0,5,0}; //Position in the formation }; class Unit1 { side = 0; vehicle = "Grenadier"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 0; vehicle = "MachineGunner"; rank = "PRIVATE"; position[] = {5,0,0}; }; }; }; class Mechanized { name = "Mechanized Squad"; class MechInfSquad { name = "Mechanized Infantry Squad"; side = 0; faction = "Army"; class Unit0 { side = 1; vehicle = "Name of Vehicle or Soldier"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 1; vehicle = "Name of Vehicle or Soldier"; rank = "SERGEANT"; position[] = {5,0,0}; }; }; }: }; }; };
  7. You don't want the base class inheriting from itself. It could be causing your problems. Make sure you add Cup_Weapons to the required addons array. Everything else looks correct. Make sure your inheriting from base classes that are the true parent of the class you want to use in-game. I would use the default Arma 3 Bluefor character config as a template so I could get the inheritance correct. Just a suggestion. Scott out
  8. Might try C2 by Mad Cheese Check it out here : C2 Advanced AI control by tablet
  9. I recommend going with the I7 if you can swing it. I'm running an I7 quad core along with a dedicated Nvidia gtx 860M. Overclocked to a 3.5 Ghz I average between 40-50 FPS on Altis and Stratis and in the mid to upper 30's to low 40's on Tonoa. That's playing King of the Hill on-line. Playing Liberation Co-op I get about 50 FPS in single player, and in the 40's in Co-op. You can get the same Lenovo Y70 laptop that I have either refurbished or used on Ebay for about $700 and it will run A3 just fine. The new version is the Lenovo Y700. I believe it has a 960M graphics card and an SSD. They run between $800 used and refurbished to $1400 for a brand new bench tested unit. Scott Out
  10. If you don't find any help here, I would suggest posting this over at the Armaholic forums and let the good folks over there take a look, I looked at your code and personally don't see any issue. I sure I'm missing something.
  11. Saw this in Operation Flashpoint as a mod back in the day. Good to see this back in the sandbox ! Scott out
  12. I actually had an issue with PBO manager the other day. It kept giving me a compile error. Used Addon Builder, the PBO packed just fine and worked in game. I think PBO manager is good for viewing the contents of a PBO and extracting individual files from PBO's but I think as BI tools are updated and improved, PBO manager will get to a point where it's unreliable. Scott out
  13. swtx

    (SMA) Specialist Military Arms

    Yea I got that in the Mod but it's not working correctly. Still seeing really light tracers. I think it might help resolve this if I can try some magazine class names instead of ammo class names. Might be a good workaround for this problem. Blazenchamber will be in touch when he figures out what's going on or he wants to try the possible workaround. Thx for your input. Scott
  14. swtx

    (SMA) Specialist Military Arms

    I'm in the process of upgrading and revamping Blastcore tracers. One of the mods I'm trying to get to work with BCT is SMA. However, I'm having an issue with the tracers showing up in-game with SMA. The tracers are very light in-game, barely seeable when running BCTfor SMA. The inheritance is correct but it seems to be a problem maybe with SMA ammo classes. In the first example you can see how light the tracers are in-game. Using the updated BCT for SMA. The second screen shot is using BCT for standard ARMA 3 weapons and ammo classes and it works just fine. I'm not sure what the problem is or why it's causing this. I hope you can look into this so I can get the mod working with SMA. There may be a workaround, if you could PM me a couple magazine classes for the 300 blk and the mk18, I can insert them into the mod to see if they work without issue. I used some magazine classes in the ARMA 3 version of the mod to get around some of the ammo classes not working. I look forward to your help with this matter. Scott out
  15. First of all, stay away from ASUS ROG laptops. They do not hold up. If you want the best deal possible then get on Ebay and search for a Lenovo Y70 used or refurbished. That's what I'm running and been a fantastic laptop. It come's with a Nvidia GTX 860M 4 gig video card and performs well running A3. The secret to getting good performance out of A3 is your processor speed, you can overclock the 2.5 GHz Lenovo processor to 3.5 GHz no problem and get good performance. Just messing around in Virtual Reality map I can get over 100 fps no problem. Altis, I get in the 50's and Strattis I get 30's to 40's. Tanoa, it varies but I never fall below 30 fps playing Coop or Multiplayer, usually King of the Hill or Exile. MSI laptops are top of the line and are a solid brand. I love the layout of the keyboard and the track/numpad. If you can swing it you can go with the MSI but in short time the 2gb video card will be very limited in performance and ability on future titles. In my mind you would be better off going with a Lenovo and have room to grow and run the latest titles down the road. Hope that helps Scott out
  16. swtx

    ~ ArmA 3 Sound Modding 101 ~

    I have a basic question about Addon Builder and packing sound PBO's First, can you use addon builder to pack custom WSS files via the P drive so they will work in game? Second, if you can would you please give an example of how to do this successfully so the sounds can be heard in game. Thx in advance for your input and your help with this.
  17. Can someone make some custom UI icons for me, I will be providing custom textures and all the materials needed. Thx in advance for your help. Your help is greatly appreciated
  18. If I use this: {deleteVehicle _x} forEach crew _yourVeh; How do you utilize this in a script to keep default units from spawning with the Prowler in game? I'm looking for a empty vehicle to spawn with my custom recon team. Thx in advance for your help.
  19. Nope, wasn't even aware of it. Can you please elaborate on how to set it up and use it with my mod ? Thx
  20. Seemed like the most logical way to have a motorized recon team. If there is a better way to achieve this, please let me know. Thx again for your help.
  21. I'm spawning the Prowler via config, specifically via config groups. class Motorized { name = "Recon"; class bluf_motorized_nswu_motorized_recon_team { name = "[NSWU] Motorized Recon Team"; side = 1; faction = "BLU_F"; icon = "\A3\ui_f\data\map\markers\nato\b_recon.paa"; rarityGroup = 0.5; class Unit0 { position[] = { 0 , 0 , 0 }; rank = ""; side = 1; vehicle = "B_LSV_01_armed_black_F"; }; class Unit1 { position[] = { 5 , -5 , 0 }; rank = "CAPTAIN"; side = 1; vehicle = "Custom_Uniform"; }; class Unit2 { position[] = { -5 , -5 , 0 }; rank = "PRIVATE"; side = 1; vehicle = "Custom_Uniform_LS"; }; class Unit3 { position[] = { 10 , -10 , 0 }; rank = "PRIVATE"; side = 1; vehicle = "Custom_Uniform_LS4"; }; class Unit4 { position[] = { -10 , -10 , 0 }; rank = "PRIVATE"; side = 1; vehicle = "Custom_Uniform_LS7"; }; class Unit5 { position[] = { -15 , -10 , 0 }; rank = "PRIVATE"; side = 1; vehicle = "Custom_Uniform_LS3"; }; }; }; Unfortunately, the this group is spawning with a default ARMA crew. I want to spawn this group with an empty prowler. Thx
  22. So by utilizing extended event handlers as a pre-Init call, I would be able to call the script from cfg groups in my custom unit config ? Tankbuster, if i set the variable name "_vehiclename" equal to the class name of the prowler i want to use in game, would that allow me to spawn an empty vehicle in game? I apologize for my lack of scripting knowledge. If you know what code would work best to achieve this please feel free to post it below. Again, thx for your input.
  23. When giving custom units or factions custom load outs any load outs hard coded into the config that will not fit in the player or AI uniform, by default, would automatically fill the units vest then once the vest is full, start filling the backpack if the unit is utilizing one. If the player is not utilizing a vest or a back pack then any thing beyond what the uniform could carry by default would not be included because of space. This would help modder's like my self who are novice or have no knowledge of scripting. Your thoughts on this are appreciated.
  24. Thank you for catching that. I corrected the issue and the .sqf still doesnt work. I guess I'm still missing something.
  25. So I making up a custom loadout.sqf and an init.sqf for my custom unit to include in my mod and its not working. Any help to get it working would be appreciated. The init file: The custom loadout.sqf: waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallassigneditems _unit; removeallcontainers _unit; removeallweapons _unit; removebackpack _unit; removeuniform _unit; removevest _unit; // Headgear, Uniform & Vest _unit addheadgear "H_Cap_blk_CMMG"; _unit adduniform "Custom_Uniform"; _unit addvest "Custom_Vest1"; _unit addbackpack "Custom_Backpack_Carryall"; // Trinkets _unit additem "ItemCompass"; _unit additem "itemwatch"; _unit additem "ItemRadio"; _unit additem "FirstAidKit"; _unit additem "ItemMap"; _unit assignitem "ItemCompass"; _unit assignitem "itemwatch"; _unit assignitem "ItemRadio"; _unit assignitem "FirstAidKit"; _unit assignitem "ItemMap"; // weapons, attatchments & ammo _unit addweapon "srifle_EBR_ARCO_pointer_F"; _unit addmagazine ["20Rnd_762x51_Mag", 6]; _unit addmagazines ["HandGrenade", 4]; _unit addmagazines ["Smokeshell", 2]; this addBackpackCargo ["muzzle_snds_M", 1]; this addBackpackCargo ["muzzle_snds_acp", 1]; this addBackpackCargo ["Laserdesignator_02", 1]; _unit addPrimaryWeaponItem ""; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addweapon "hgun_Pistol_heavy_01_MRD_F"; _unit addmagazine "11Rnd_45ACP_Mag; _unit addmagazine "11Rnd_45ACP_Mag; _unit addmagazine "11Rnd_45ACP_Mag; _unit addweapon "NVGoggles"; _unit assignItem "NVGoggles"; if(true) exitWith{};
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