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wedge123

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Everything posted by wedge123

  1. wedge123

    Random tasks\objectives

    Hey Jshock do you still have the example mission from the first page of this thread?? The link no longer works Thanks
  2. Hi Guys, I have a backlog of models i have been working on for some time, most of which are ready to bring into arma. I thought i would start with a small one as its been a long time since doing it. So i have brought the model in with no problems however my uv texture is not working. Here is the log from PBOproject.... and my texture is in p:\twa_civilian\data\telecoms.paa Could someone please help me out as ive been trying for a couple of days now and do not want to give up before ive even started....not in my nature :D rapify x64UnicodeVersion 1.75, Dll 5.24 "config.cpp" scanning cfgPatches...ok (altered) No Error(s) Output is to config.bin TWA_civilian\data\Telecoms.paa 1 File(s) copied TWA_civilian\texHeaders.bin 1 File(s) copied 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. MakePbo: Building entries:... config.bin Telecoms.paa texHeaders.bin TWA_pcp.p3d scanning... p3d: p:\temp\TWA_civilian\TWA_pcp.p3d missing \p:\twa_civilian\data\telecoms.paa I greatly appreciate your help and hope i can produce some nice items for the community, Thanks Wedge
  3. So i tried this and please correct me if i have done it incorrectly... Alt-p for named selections Property name = LodNoShadow Value = 1 I have tried this in LOD 1 and shadow volume 0,000 and still have the texture issue. Maybe i have misinterpreted your instructions. ---- I have since Added All relevent LODs LOD 1.000 Shad 0.000 Geo View Fire and still have texture issue.Any ideas?? Thanks
  4. At the moment i was literally just trying to get the model ingame just to see wether my textures looked decent against the bis textures. Maybe you guys could give some feedback :) .... i know its only a basic model but feedback is always welcome, And being a telephone engineer i can assure you it looks consistent with the real thing :D SO anyway... i dont have any other LODs setup as yet, so hopefully that will be the issue resolved. I will work on the other LODs over the next day or two, fingers crossed. Thanks Again Wedge
  5. Hey guys, i have been through and corrected my errors and thanks to Jackals comment i double checked my OB setting it was showing the correct path but i reset anyway and seemed to clear my error. Thanks again. http://i.imgur.com/yYwjdmH.jpg While im here would anyone be able to explain the weird effect on my textures when object is facing the sun? Bearing in mind i only have a basic unwrap and no other materials as yet. http://i.imgur.com/kXfJz4m.jpg Thanks again Wedge
  6. Yes i did. I just tried yet again. i made a basic box. Imported to OB. Checked texture path by pushing E and also checked mass renaming and all point to P:\atest\telecoms.paa new file system as follows P:\atest including atest.paa telecoms.paa config.cpp I thought i couldnt get any more simple than that. Source folder in PBOproject is P:\atest Crunched it and same error. atest.p3d scanning... p3d: P:\temp\atest\atest.p3d missing \p:\atest\telecoms.paa Tearing my hair out!! :wacko:
  7. So i have been trying again this morning for the last 2 hours, and still no joy??! I rebuilt the file folders to check i had everything in place. Its this part i just cant get my head around... @TWA\TWA_Objects\TWA_Telecom\texHeaders.bin 1 File(s) copied 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. MakePbo: Building entries:... config.bin Telecoms.paa texHeaders.bin TWA_pcp.p3d scanning... p3d: P:\temp\@TWA\TWA_Objects\TWA_Telecom\TWA_pcp.p3d missing \p:\@twa\twa_objects\twa_telecom\data\telecoms.paa Its still telling me that this file is missing but its not, its there. My process is as follows 3DS Max Exported as fbx - Imported to OB - Check file path to textures in OB - Save as p3d to @TWA\TWA_objects\TWA_Telecom\TWA_pcp.p3d I can see its doing something with the temp folder but im just not getting it. I tried it with a simpler file system too using just P\:pcp\pcp.p3d and this still didnt work.It Cant find the texture file. I know this is probably the most basic and simple solution however i am struggling to find it. I have followed all the tutorials i can to the T! I would be most grateful for some assistance. Thanks again in advance Wedge
  8. Hi chaps, its been a while for me (Arma1 Isla Barbuda) SInce i made terrain and a bit has changed as well as becoming a little rusty :-). I have followed the Atlas tutorial as well as CAPTNCAPS tutorials on pootube. I believe i have followed them to a T and yet when i fire up my terrain in bulldozer its tiny. I am trying to make a small island to get myself going again but want it too be fairly detailed so wanted a cell size of around 4 as i believe this is now acceptable. Is this info below still current and correct? Also another query... i used to control water height and max terrain height using a PBL file. Can this still be done or is it soley reliant upon the height map for water height reference? Many thanks
  9. Hi all sorry for the simplicity of this post but im dying with frustration trying to work out what stupid little mistake im making! I have spawned a unit in via a script and am trying to use the waituntil command so when the unit dies my script comtinues... I know...how basic...and again apologise. I may have made plenty of terrain in my time but never attempted scripting :-) at the moment it looks something like this... _grptank = [getMarkerPos "tankspawn", 0, "O_MBT_02_cannon_F", EAST] call BIS_fnc_spawnVehicle; createVehicleCrew (_grptank select 0); waituntil {!(alive _grptank)}; ["task1", "Succeeded"] call BIS_fnc_taskSetState; sleep 3; Player sidechat "Well Done team, Mission Complete"; Player sidechat "Return To Base"; hint "Mission Complete - Return to the Captain to debrief"; It gives me an error {!#(alive _grptank)}. Any help greatly appreciated All the best Wedge ps. feel free to point out anythin else wrong i have done:-)
  10. sorry been off for a couple of days. Tried all the options suggested and it is still telling me its expecting an object? For instance Error Group = Type Group, expected object Im seriously pulling hair out here. :confused:
  11. EDIT!!! was about to say something stupid. Will try that now thanks Jshock How easy would it to implement a "remaining enemy #" counter?? ---------- Post added at 14:50 ---------- Previous post was at 14:10 ---------- ok so i tried that out and am getting while { {alive _x} count units #_bravo1 > 0 } do Error units; type array expected objects,group _bravo1 has been created as a group earlier in the script _bravo1 = [getMarkerPos "test2", WEST, (configFile >> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry" >> "BUS_InfTeam")] call BIS_fnc_spawnGroup; So now im confused as i thought was now classed as a group. How do i classify _bravo1 as an ingame object?? this maybe where my problems are coming from, not properly understanding how to make things in the script appear as a named object in the game?
  12. cant seem to get that to work Just to explain a little further so im not beating around the bush.... I have 3 enemy squads _grp2a _grp2b _grp2c and also on friendly squad _Bravo so what i really need is a script snippet that says.... wait until _grp2a & _grp2b & _grp2c are dead ["task1", "Succeeded"] call BIS_fnc_taskSetState; else If Bravo is dead ["task1", "Failed"] call BIS_fnc_taskSetState; I really have tried to do this myself and wouldnt waste your time on here but as im still learning and dont get alot of time in the week to do it i really do need some help. Also would anyone know if i am using this waituntil {player distance Blah < 2}; will this screw up in MP if i only want it to fire once for the player group in the server??? ie if player one goes it will fire and player 2 will fire it again. Many thanks once again Wedge
  13. More ridiculous questions coming up im afraid. Having more trouble with !alive This time with groups All i want to do is complete a mission when all 3 enemy squads are dead. Simple huh.....well not for me!! haha i have _grp2a = []; _grp2b = []; _grp2c = []; _enemyGrps = ["_grp2a","_grp2b","_grp2c"]; I can make it work with 1 squad using .... waituntil {{alive _x} count units _grp2a < 1}; However cannot seem to nail it for 3 squads. Is there a way to do it with an array?? or using && ?? THanks Wedge
  14. Ok sounds good I will try that later .... Funny how I only noticed the player bit when I posted up here!! DUH Also while I'm asking stupid questions, what's the main difference/reason for using spawn as apposed to call fnc Thanks
  15. I currently have it setup like this sleep 1; [ player, // Units "task1", // Unique task id [ "An enemy tank has been spotted moving into <marker name = marker1> This Town </marker>.Find and eliminate this Armoured threat", // Description "Eliminate Enemy Armour", // Actual title "Eliminate Armour" // GUI title (waypoint marker text) ], (getmarkerpos _selakano), // Task position true // Set as current task?? ] call BIS_fnc_taskCreate; ["task1", "Assigned"] call BIS_fnc_taskSetState; sleep 3; waitUntil {!alive (_tank select 0)}; ["task1", "Succeeded"] call BIS_fnc_taskSetState; sleep 3; So this worked perfectly for whoever was running the server but would not start the tasks for any other player so tried this.... sleep 1; [ player, // Units "task1", // Unique task id [ "An enemy tank has been spotted moving into <marker name = marker1> This Town </marker>.Find and eliminate this Armoured threat", // Description "Eliminate Enemy Armour", // Actual title "Eliminate Armour" // GUI title (waypoint marker text) ], (getmarkerpos _selakano), // Task position true // Set as current task ] call BIS_fnc_taskCreate; [["task1", "created"],"BIS_fnc_taskSetState", true, true] call BIS_fnc_MP; sleep 2; ["task1", "Assigned"] call BIS_fnc_taskSetState; [["task1", "Assigned"],"BIS_fnc_taskSetState", true, true] call BIS_fnc_MP; But still no joy.... Can you shed any light? Edit.... Is it anything to do with the fact ive used Player as the unit???
  16. Slightly different question..... Does anyone have any up to date info regarding the BIS_fnc_MP function and using it with the BIS_fnc_TaskCreate function? What i mean by this is does it work? The mission i have been working on as the subject of this thread all came to a crashing halt when hosted with other players. I have found info on here but just wondered if someone can clarify that it works before i waste untold hours trying to get t work :-) . Thanks
  17. Yeah that's a good shout I may do that for consistency. Il try it when I get home. Thanks again for everyone's help
  18. ok thanks I actually just got it working using this.... _tankspawnarray = ["tankspawn1","tankspawn2","tankspawn3","tankspawn4"]; _tankspawnpos = getmarkerpos (_tankspawnarray select floor (random (count _tankspawnarray))); _tank = [_tankspawnpos, 0, "O_MBT_02_cannon_F", EAST] call BIS_fnc_spawnVehicle; Similar but seems to work okay.Would there be a preferance using yours? Wedge
  19. Chaps, Thank you very much for this info and great examples. I am guessing that they all produce pretty much the same results and that no one way is technically better than another? or does one function quicker/better than the other? i am asking this purely for my future knowledge ..... ok i have another request for assistance. To change it up every time we play the mission i wanted to spawn the tank in one of , maybe, 4 random locations. Im not asking anyone to write this for me just maybe give me some pointers? i will have a go at this myself now and post up what i come up with (which im sure will be laughable) :-) Again your help is always appreciated Wedge ---------- Post added at 10:53 ---------- Previous post was at 10:07 ---------- Ok so i have done this so far _tankspawnrnd = floor(random 4); _tankspawnarray = ["tankspawn1","tankspawn2","tankspawn3","tankspawn4"];Hint format ["%1 ",_tankspawnarray select _tankspawnrnd]; _tank = [(getMarkerPos "??_tankspawnarray??"), 0, "O_MBT_02_cannon_F", EAST] call BIS_fnc_spawnVehicle; so this returns a random hint for my array and works fine I cannot seem to work out the correct way to implement it into the spawn vehicle fnc
  20. Hmmmm that's interesting! When I originally tried it with just the bis function the tank wasn't running idle and no one ever seemed to get out of the tank when I blew the crap out of it. Hence why I added the extra line, the minute I did its engine was idling and crew got out when the tank was damaged. Il have another look later. Thanks again for your quick responses. On a side note I wish there were more useful examples in the wiki, don't get me wrong the knowledge there is indispensable and we are lucky to have it as a resource .... I just feel that if things were explained as you guys have above my learning curve would be tripled ..... Not a rant , just my 2p :-)
  21. Thank you chaps, much appreciated. Will give it a shot in a bit Although I do have another question ..... Is it the possible to include the crew within the original bis_fnc_spawnvehicle...... Instead of createVehicleCrew (_grptank select 0);? Thanks again
  22. Hi, Just wanted to get a thread going before i really get stuck into what im doing. This is not a request thread in any way, shape or form ..... but think of it more like this.... Regular evening, sitting editing your terrain and trying to make that town/industrial sector/farm look as sexy as possible, when you think to yourself... "hmmmm......if only i had a _______ that would make it look the shiz!!!!" I hope you guys understand what im getting at. Sensible suggestions would be most helpful as i have, obviously, got a lot of ideas of my own and have started a few projects. Overall categorys are fine ie winter, farmland, new town objects...you get the idea. And just to clarify this is about placing a pack of objects in visitor to populate a landmass and not individual 02 objects. Any feedback most welcome Thanks Wedge
  23. Hi Could anyone give me a factual answer regarding the recommended limits for polys / verts. My main line of work is in architecture and am more interested in limits for buildings rather than weapons or vehicles. Am however interested in foliage and trees ect..... Any help on this would be great as I wouldn't want to create something that could have been further optimized. Also about textures... I last properly modeled for arma1 and things have changed a bit since then. What is recommended now for texture size 1024,2048 or does arma3 go any higher. Many thanks in advance Wedge
  24. We'll I'm getting on nicely with the church pack I want to get finished. I am definatly set on hospital (which I have designed already), a supermarket or mall type building and my latest design ....... Which is only slightly inspired by recent events in The Walking Dead..... Ok ok nearly completely inspired by the fore mentioned ....... A prison! Again I have been looking at how to make this so that the terrain builder could make it as small or as elaborate as desired. I can't think of a more complex building than a hospital or a prison with different wings. Any sensible thoughts on the design of these will be taken on board ;-) As I said I will post some screens of WIP... Just had to get Xmas outta the way :) Wedge Ps, for these buildings I have a list as long as my arm of small supporting objects to make. If anyone knows of anyone who may want to take part in this project or is good with 02 and has nothing else going on then please shout out Thanks
  25. All things you have mentioned are exactly the kind of things I am talking about. I am toying with a pack which would include the following....... Small shopping mall, casino, hospital, bowling alley, small supermarket and a cinema. I have drawn designs for the mall,casino, bowling alley and hospital. The mall and hospital I have designed in sections that can go together in a few different ways in order to create different sizes and shapes, these would also include outbuildings that May or may not be enter able but would add to creating slightly more complex looking buildings without compromising poly count. Then of course would come the additional items to populate said buildings...... Ie hospital patient trollies, seating, curtains etc. As of this second I am trying to finish a pack I started. I wanted to make a nice selection of hi res graves..... Which has now turned into a full church pack!!!! I am just finishing up the 30m church tower fully enter able for sniping etc. again this is in bits so can be assembled to make different varietys or shapes. I will post some screens next week of my progress. Mate that sounds great....il keep in contact and maybe we can release something worthwhile for the visitor community ;-) Wedge
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