vektorboson
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Everything posted by vektorboson
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I've tried CWA 1.99 just a second ago; it seems that the Radio command has a bug (0-0-9 and 0-0-0). The radio commands 0-0-9 and 0-0-0 are always there and they lead to the target menu.
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My condolences to the French people. I hope Germany will provide the same solidarity to our friend France as it did to the US.
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[FIX] Workaround for faulty texture sorting (units visible through smoke, etc)
vektorboson replied to kenoxite's topic in OFP : O2 MODELLING
If an image contains only black/grey/white, the converter decides to use IA88, because it gives 8 bits to greyscale; unfortunately it also gives 8 bits to alpha and even if the alpha channel is completely opaque, the engine will recognize the texture as being a texture with alpha channel. Now comes the hairy part: Since the IA88-texture covers a lot of area of the model, the P3D or LOD gets flagged as being "transparent", and then gets drawn in a bad order. Therefore, avoid texture file formats with alpha channel, especially for the larger parts of your model.- 13 replies
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WW4 Extended - Unofficial expansion for WW4 2.5
vektorboson replied to kenoxite's topic in ADDONS & MODS: COMPLETE
As for eastern european gas masks: Couldn't you ask the guys from CSLA-mod to use their gas mask? -
Well, since I was asked to post here ;) Release the source code, no matter how ugly it is (and I have heard that it is extremely ugly...) I mean, there is no technology in this engine which a competitor might steal, and it won't take away players from Arma3. It's more probable it will bring in new players, modders and programmers into the BIS-eco system.
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Very very cool stuff! I guess I should try it out on a cold winter evening :) As for the Huey, there was a Bundeswehr UH-1D in the very old BWMod (version 1.4 I think). So you could hunt the old BWMod down and extract the Huey (along with a SAR-version), unfortunately I don't think anyone got ever permission to re-release it.
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WW4 Extended - Unofficial expansion for WW4 2.5
vektorboson replied to kenoxite's topic in ADDONS & MODS: COMPLETE
@supportgunner Please note that I just retextured the CH-46 from the JSDF-mod (japanese self-defense forces). And I have to agree with kenoxite that transport helicopters with door gunners in OFP are quite shitty. -
Haha, when I started to get more confident in my abilities (using a Logitech G27) I started to oversteer; a little bit of counter-steering and I managed to get all gold medals. Anyone had as much trouble at the night course as I did? I always managed to turn to the wrong chemlight and cursed like an old man...
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I bought the DLC-bundle, but to be honest, I'm not quite satisfied how access to that content is restricted (nag screen). Thinking about it, there's the possibility for a middle-ground: Why not unlock the content after being 30min or 1h within a mission (in real world time). Let's assume you had a long mission and now want to chill by driving karts around? Since they were not a central part of the mission, unlock them. Same with the pilot with his advanced helicopter: He gets shot? Well, if enough time has gone, you can use his helicopter. Though in that case you probably would like to have bought the helicopter DLC anyway, so you get a feeling how to control that thing... and then, this pilot was a specialist, are you? The biggest problem I see is with rifles/guns, this needs to be dealt differently with. I also see that whole split-community thing a bit differently: Looking at Arma2, if people wanted to play missions with more realistic helicopters then every player would have to buy TOH, even if only one player gets to fly a helicopter. Now in this case, only one player needs to buy the DLC.
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Abandoned naval CIC/ fleet command/harpoon style gametype
vektorboson replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Very nice stuff Sakura_Chan! As I loved Dangerous Waters, this naturally waters my mouth :) I was thinking about working on a naval warfare module myself (as I fell in love with the underwater part of A3), but the submarines were missing... my own approach would be to create an external simulator (for SONAR and EW) communicating with A3 through an extension, thus also making it easier to create system-specific displays easier. The downside to my approach is that you would have to play A3 in window mode or use the displays/controls on another PC (though a not too old netbook should be sufficient). As for your question what should be done, naturally I'm mostly interested in the submarines and would love to see them released (hopefully under a SA-license?). I guess that could a spawn a plethora of features... You can also contact me if you have questions about my work :) -
Did you apply the CWA hotfix? The BWMOD-crews are equipped only with handguns and the behaviour you describe sounds exactly like the problems with unpatched CWA.
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Smoke and particles created by a script when a shell explodes
vektorboson replied to ProfTournesol's topic in OFP : MISSION EDITING & SCRIPTING
You should change your loop to look like this: _gp=getpos _shell #loop1 ~_d1 ?alive _shell: _gp = getpos _shell; goto "loop1" -
Ok, thanks. I'll look into the P3DM-code; seems I missed a few things when cleaning and refactoring.
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Are you sure it faces the wrong way? When you import a P3D and export it again, it should have the same orientation as it had before. ---------- Post added at 23:04 ---------- Previous post was at 22:33 ---------- Yeah, the P3D MLOD-format for OFP and Arma is a little bit different. I have not tested the MLOD-reader code with the latest P3Ds, so it would be nice to hear what error message appears (after applying the read_P3DM-patch).
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@Sapper and team Thanks a lot for this addon! (Also thanks for the BREM of course)
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Playing the Mod from the primary OFP.exe
vektorboson replied to circassian's topic in OFP : CONFIGS & SCRIPTING
Well at least CSLA had a special config addon where you could use CSLA units and vehicles without the mod-config. Though I think they never updated it to the latest release. -
well, you can fix this error message by looking for the following line in ofp/mlod.py(616): def readP3DM(self, file): and replacing it with: def read_P3DM(self, file): Though I don't know whether it will work as I have not tested it with Arma2 P3Ds. At least the code is there :)
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Out of interest I looked myself, I couldn't find the download link. Then I looked again. It was right at the top, standing right next to "Download" :D
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Just wanted to say excellent release; if you don't mind a few suggestions/bug reports: - waypoints for extraction; using the waypoint feature of insertion you can get into heavily defended areas quickly. It would be nice to have the same for extraction (you specify the route to the Extraction point and to the FOB), so the choppers don't get shot down flying over hot areas - binoculars are not saved/restored when using "Set respawn gear" - some script is sometimes hogging the CPU, thus reducing the game to a slideshow; unfortunately I can't reconstruct when this happens - currently civilians are only spawned when a player is near a city; that's completely understandable because of performance issues. The problem with this is that shelling a town with artillery while outside the spawn distance will kill only bad guys and is thus a viable strategy Anyway thanks for lots of fun!
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You need to call up the command net again (through action menu or other means) to have clicking working again; some stuff like CAS or COC Artillery use their own mapclick-handlers, thus overriding the unit/marker clicking. I think Kenoxite released with his CCE-update a new voice-PBO where you don't hear everyone on the other side of the map. I myself have not tested WGL with 1.99, but DT works with 1.99 without problems.
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Is it possible to animate a proxy driver or proxy cargo in a vehicle ?
vektorboson replied to ProfTournesol's topic in OFP : CONFIGS & SCRIPTING
not possible with "animate"; though it should be possible by using your own RTM. -
I played a test mission with me as BLUFOR-commander and Sanctuary as a human squad leader (not a commander) against several AI squads, so this works definitely. I think it should also be possible for both sides being commanded by a player each; there was a small difference between both sides, but I think it was a configuration thing. I remember also seing all WGL-classes in the configurations, so it should be compatible with it, though you'll have to adjust the airsupport to use the WGL-classes/ammo. COC UA is already integrated. In the end, you need to try :)
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You have a semantic error in your condition: this animationPhase [{ani_ramp} >= 0.5]; It should be this animationPhase {ani_ramp} >= 0.5; So your condition should read (modify the other condition adequately): condition="(this animationPhase {ani_ramp} >= 0.5) && (this animationPhase {ani_door1} >= 0.5) && (this animationPhase {ani_door2} >= 0.5)"; The question is whether you really need to query all animations, as asking for the ramp should be enough.
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I love the dirty look, I prefer it over the cleaner one :) Very good work, STGN
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Need help contacting some authors
vektorboson replied to sevensixtytwo's topic in ADDONS & MODS: DISCUSSION
You should look at the post history of HYK on the forums here; he stated that everyone is allowed to create derivative work from his US soldier pack and release it. So you don't need to gather personal permission additionally.