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About 5133p39

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  1. Just in case somebody else stumbles into the same ...problem. There doesn't seem to be anything wrong with that antiwater plane (especially if you have nothing but the plane, like in the p3d i linked), but it was suggested to select the antiwater plane and use Faces -> Move Top, so i did that. But the real problem seems to be that for reasons unknown to me, the whole model ended up semi-transparent in game, and it seems it borked the antiwater. It took me a long time to notice it, because the transparency effect was very subtle, maybe like 95% opacity, just a tiny bit from being fully opaque. Long story short, the transparency problem can be fixed by adding forcenotalpha (set to 1) to the "Geometry" LOD, and now that i did that, the antiwater suddenly works too. Kudos to Reyhard and Eagledude4 on the Arma discord, who helped me troubleshoot this and eventually suggested this solution.
  2. It shows in game as a black opaque plane. As far as i can tell, it is configured the same way the antiwater in the test boat in official BI Samples for Arma 3. I only set the texture to PAA instead of TGA, but that makes no difference, and even if i copy the antiwater from the sample boat, it shows black as well. What is wrong? The actual antiwater from my p3d: http://www.filedropper.com/antiwater
  3. How do i stop the Cessna TTx from automatically opening/closing its cabin door depending on whether the engine is running or not? 1.) Go into editor, place the Cessna TTx (C_Plane_Civil_01_F), and start the scenario in SP 2.) Begin scratching your head, because the cabin is automatically open. 3.) Lock the plane and begin pulling your hair out, because it doesn't help. 4.) Try messing with various animation sources and start crying, because it leads nowhere. Now, the problem is clearly caused by the plane being configured with "cabinOpening=1". Setting this to 0 stops the cabin door from automatically animating, but then i couldn't find any way to make the door open/close on demand (via user actions, or scripting commands), and i think that is because the model is using some mysterious "cabin" as the animation source, which seems to be something hardcoded (at least i couldn't find its definition in any config). So, any idea what am i doing wrong, and how to fix this nonsensical behavior?
  4. Nope, it makes no difference in regards to the damage textures. I tried that, and the third parameter only prevented any accompanying particle effects, explosions, etc. - ie. using this, you can set the damage to 100% without causing any explosions, fire, smoke, but it won't affect whether the damage textures are applied or not. I also tried all the other commands (setHit, setHitpointDamage, and setHitIndex), but all of them have the same result here - if you set the engine damage to 0.5 or higher, it "activates" the damage textures. I did a lot of experiments like setting engine damage and then trying to set hull damage to zero, hoping it will revert the visual hull damage, mixing these commands, hoping i would find a combination allowing me to get broken engine with no visual damage, but nope.
  5. Well, i ended up adding "Engine" event handler that shuts the engine down if started, but i was hoping for better, more "sensible" solution based on engine hitpoints. And to give the player at least some visual indication of what the hell is going on, i set the engine damage to 0.4 to make the indicator orange (though that is still misleading, because normally you can still drive with orange engine).
  6. Is there a way to destroy vehicle's engine without making the vehicle look damaged? For example: 1.) Place the Offroad vehicle (C_Offroad_01_F) 2.) Add "this setHitPointDamage ["hitengine", 1.0];" into the init field. 3.) Start the mission and see how it is riddled with bullets - THAT IS BAD. I need a vehicle with broken engine which can be later repaired. If you drown the vehicle in water, the engine will get destroyed, but the vehicle will still look intact - i need similar behavior, except i cannot drown the vehicle in water, because afaik it cannot be made functional again, and it takes time until the vehicle gets drowned, which means delaying mission start by approx. 10 seconds, which is not an option. Playing with fuel is also not an option, as the vehicle needs to retain its fuel, and i dont want to add unnecessary scripts for ensuring the fuel gets removed if player tries to refuel it, etc. So, how?
  7. 5133p39


    I just can't get the cfgMods to work. I searched the deepest and darkest crevices of the internets, found few threads and the wiki page, but none of it was helpful. Can somebody please show me how would a correct cfgMods class look like for the following PBO and folder structure? Arma 3\!Workshop\@my mods\addons\main package.pbo
  8. Can somebody tell me how to get rid of that stupid annoying dot in the middle of the screen? The crosshair in the game options is switched off, but this annoying dot is still there. https://imgur.com/a/PzBTat6
  9. If there is a more appropriate place for reporting website/account issues, i couldn't find it, apologies. My old email address doesn't exist anymore, so i went to change it at https://accounts.bistudio.com/profile/login When i enter my new email address into the first field, the page shows "This e-mail is already taken." in red underneath the field, and doesn't allow me to proceed. I believe this situation was caused by me when i was just about to create a new account on the Ylands forums using the new email address, but at the end i did NOT use the confirmation link i received in the email, because i realized it is not a separate forum and that i can use this account i already have. What to do?
  10. 5133p39

    Where is the map_data folder?

    That would be map_data.pbo
  11. 5133p39

    DLC Ads

    Is this a flamebait? Because you complain about something that has been discussed to death in other thread(s) without any suggestion or new idea.
  12. Ah, so it could be issue with some visual editor you're using - sorry then, my knowledge is limited when it comes to them.
  13. Could you post the relevat part of the FSM source?
  14. 5133p39

    Arma 2 OA Wont Install.

    What OS? Having no clue what the problem might be, i would start by cleaning registry of any Arma 2 OA keys/values and then trying again.
  15. I faintly recall some problem with such positioning before a simulation even started, saddly i don't remember exactly what was going on (and i might be wrong), but if it doesn't work, try adding some sleep before you issue the setPos command.