Jump to content

Auss

Member
  • Content Count

    885
  • Joined

  • Last visited

  • Medals

Everything posted by Auss

  1. Auss

    A3 :p\ drive setup info

    thanks for the replay, I put the plants in my mod folder to test whether it would see the pbo, it didnt. I understand that it doesnt need to be there, I've made a few islands for Arma1 so I'm familiar with the procedure, i'm just stumped on this issue. I'd changed the default name as below, an extract of my Config.cpp. class clutter { class bp_grasssmall { model = "A3\plants_f\clutter\c_grass_Bunch_small.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; class bp_grassdry { model = "A3\plants_f\clutter\c_Grass_Dry.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; class bp_grassgreen { model = "A3\plants_f\clutter\c_Grass_Green.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; class bp_grasstuft { model = "A3\plants_f\clutter\c_Grass_TuftDry.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; }; class CfgSurfaces { class Default {}; class Water {}; class bushgrassSurface : Default { files = "bush_roughgrass_*"; rough = 0.1; dust = 0.1; soundEnviron = "dirt"; soundHit = "hard_ground"; character = "bp_grassClutter"; }; }; class CfgSurfaceCharacters { class bp_grassClutter { probability[] = {0.2,0.2,0.3,0.1}; names[] = {"bp_grasssmall","bp_grassdry","bp_grassgreen","bp_grasstuft"}; }; }; ---------- Post added at 17:45 ---------- Previous post was at 17:43 ---------- copy of layers.cfg class Layers { class bush_sand { texture = "bpmap\data\bush_sand_mco.paa"; material= "bpmap\data\bush_sand.rvmat"; }; class bush_roughgrass { texture = "bpmap\data\bush_roughgrass_mco.paa"; material= "bpmap\data\bush_roughgrass.rvmat"; }; class bush_greycliff { texture = "bpmap\data\bush_greycliff_mco.paa"; material= "bpmap\data\bush_greycliff.rvmat"; }; }; class Legend { picture="bpmap\source\maplegend.png"; class Colors { bush_sand[]={{230,230,120}}; bush_roughgrass[]={{160,200,90}}; bush_greycliff[]={{120,120,121}}; ---------- Post added at 17:51 ---------- Previous post was at 17:45 ---------- when i binarize I have the following settings. Addon source directory is pointing to the map on P: p:\bpmap Destination directory is my mod folder in Arma3 I have clear temp folder ticked and manually delete it also. I have *.rvmat added to list of files to copy directly, when I create the map I use text values my "path to project folder is the same as my source path p:\bpmap
  2. Auss

    A3 :p\ drive setup info

    Hi All hoping one of you Visitor gurus can help. My island shows up in game except no clutter is showing. I think my configs are ok as I get no errors when binarizing. The problem seems to come down to the "required addons" in the config.cpp. I've followed the details on the 1st thread and created an A3 folder in the root of P:\ inside that is A3\plants_f (which has been unbinarized). In visitor I can manually place clutter down as a test, but no matter what addon I put in the "required addons" field, when the game starts it posts an error that my map requires that addon. I've made a folder in the root of Arma3 as follows "@mymap\addons\plants_f.pbo". I'm only using the plants_f addon in the island at present as I want to get it working with clutter before I add anything else. This is what I've done so far I've replaced my bin and core files with Arma3 unbinarised versions in P:\ copied Arma3.exe to root of P: and pointed Visitor to that exe created an A3 folder in P: and inside that is Plants_f Placed clutter manually on the map to see if it shows up in Visitor (it does) Created an A3 folder in root of Arma3 and then created an addons folder inside that then put the plants_f.pbo inside heres the 1st couple of lines in my config.cpp ----------------------------------------------------- #define _ARMA_ class CfgPatches { class BPmap { units[] = {"mymap"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"plants_f"}; author[] = {"Auss"}; authorUrl = ""; }; ---------------------------------------------------------------
  3. Auss

    LIFTER for ArmA 3

    fantastic effort looks great
  4. Gnat has treated us to a release of some fantastic new addons. More details from the the OGN website, link below. http://forums.ogn.com.au/showthread.php?t=68795 Well Done Gnat!!
  5. Guys I had this kinda working late last night and then in the early hours decided to tinker with it and broke it. Now I cant figure out what I've done wrong. I simply want to randomly choose the objects below and then spawn them at the markers whenever west enter. In a trigger I am putting this: activation: west present On Act : nul = ["weaponholder",["mark1", "mark2", "mark3"],"binocular", "ItemMap"] execVM "items.sqf"; Script: waituntil {!isnil "bis_fnc_init"}; _type = _this select 0; _mark = _this select 1; _item = _this select 2; _marker = _mark call BIS_fnc_selectRandom; _item = _obj call BIS_fnc_selectRandom; _cache = _type createVehicle getMarkerPos _marker; _cache addWeaponCargoGlobal _obj,1;
  6. I've been reading alot on the subject of AddAction and I understand its a local command, so I've been trying all sorts of ideas to get it working in MP. I have a script which spawns a radio, being called via a trigger, null = [] execVM "radio.sqf" the script is below. The radio spawns fine. _this = createVehicle ["MAP_mutt_vysilacka", [9351.2656, 10063.258, 0.00015258789], [], 0, "CAN_COLLIDE"]; radio = _this; _this setDir -121.03548; _this setPos [9351.2656, 10063.258, 0.00015258789]; _this setPos [getPos _this select 0, getPos _this select 1, .8]; _this addAction ["Turn Radio On", "towns\OilStorageDepot\chatter.sqf"]; Now as usual it works fine in single player, what I'm having problems with is the addaction button, I cant seem to figure out how to get it to show up in MP. I've used a trigger with a condition radio then in the script adding radio = true when its spawned. I've also tried flagging a publicvariable to true in a trigger with publicvariable = radio in the script. I've then tried putting radio addAction ["Turn Radio On", "towns\OilStorageDepot\chatter.sqf"]; into the activation line of a trigger once the condition is met... can someone put me on the right path please?
  7. Thanks Cuel for getting back to me, I copied your text over mine and it works thank you, not sure why it screwed up the positions, I am spawning it via a trigger when the player enters, can you explain how that 2nd bottom line works please, for future reference. oh and yes I have a functions module present.
  8. hey thanks for the reply, doesn't seem to work at all, after changing the _this statements it also screws the position on spawned items, I'll keep trying, cheers
  9. My bad calling the script incorrectly... Doh
  10. Auss

    ACE for OA 1.13

    This question has been asked before by others with no reply, just wanting to know is it possible to disable cargo logistics in ACE, i.e not having jerrycans in every vehicle? thanks
  11. ACE doesnt like this at all, when the truck runs out of fuel the jerrycan catches fire
  12. Is this possible?, to remove items from a spawned group using the BIS_fnc_spawngroup module? I cant use the removeallitems command as it applies to an individual. ---------- Post added at 07:32 PM ---------- Previous post was at 07:23 PM ---------- figured it out, disregard {removeallitems _x} foreach units _nameofgroup;
  13. you need DVI to displayport, I couldnt run my 3 screens using VGA ports. I have all DVI screens and on my gfx card I have HDMI, DVI, and display port, you also need an active display port adapter not a passive one.
  14. I created the script below for you to use on Takistan, put null = [] execVM "tromac.sqf" into a trigger, it'll put a marker over the panel so you know where it is, find the height of your roof then put it where the +2.67 is then plug your coord into the createvehicle line, (i didnt know what island your using.) _this = createVehicle ["ACE_VS21CPANEL", [6777.2461, 8890.8096], [], 0, "CAN_COLLIDE"]; _mypanel = _this; _this setPosAtL [(getPosAtL _this select 0), (getPosAtL _this select 1),(getPosAtL _this select 2)+2.67]; _panel = createmarker ["marker",_this]; "marker" setMarkerShape "icon"; "marker" setmarkertype "AntiAir"; "marker" setmarkercolor "colorred"; "marker" setmarkertext "yourpanel";
  15. Just wondering if anyone has an idea why this isnt working on a dedicated server. I have a trigger which is activated by independant being present, with this on the ACT line: nul = ["zavaraksouth", getDir zavaraksouthmarketspawn, getPos zavaraksouthmarketspawn] execVM "Createcomposition.sqf"; zavaraksouth is the name of the composition and zavaraksouthmarketspawn is the name of the trigger where the composition spawns, it works fine in the editor once the trigger fires it builds the composition, but it will not work on dedicated server. I have the trigger set to Switch also.
  16. I've been attempting to find various posts on the subject of mortars, specifically around using the ACE mortars. The problem is when someone posts any questions around the ACE mod its closed with the author being told to "post in the ACE thread". Now I understand why this is done, but how can I find subject matter pertaining to ACE stuff without searching throu 600+ posts in the ACE thread? I've searched the ACE documentation, which is very generic here, http://wiki.ace-mod.net/documentation so can anyone give me some tips on how they setup their advanced search to find specific posts that their looking for?
  17. Auss

    Searching the forums

    Yeah thanks guys I didn't see that until 10 minutes after I'd had my little rant. I wish I'd found it many months ago woulda saved me some aggro
  18. Hi All Just wanting to understand the if then command, If a player picks up an Item, say a map from a dead body then markers will spawn at certain places showing him a mine field for example. Not sure how to go about writing it. Would I use the If/then command?
  19. How simple was that..lol thank you my friend, may a thousand young women infest your bed.
  20. still doesnt seem to work :( ---------- Post added at 04:11 PM ---------- Previous post was at 04:06 PM ---------- All good fixed it, thanks for your help Samatra
  21. I thought this would take me 5 mins to do but I was wrong, I want to spawn binoculars and an AK on the ground, I've trolled through pages of posts but nothing. I can spawn them in ammo crates, I can spawn them on a player but nowhere does it tell me how I can spawn a weapon or binoculars/range finder or a gun on the ground for a player to pickup. Any help would be greatly appreciated.
  22. Hey guys thanks for the replies. When they spawn they are on the eye reticle rather than the lens. I used the BIS_fnc_setPitchBank to set them the correct way up (thanks Panther42). The problem now is that when I try to spawn them inside a building OR on a table using a marker the little blighters have a mind of their own and spawn beside the table or beside the building. I've tried the setpos command to no avail. Any ideas? ---------- Post added at 06:57 AM ---------- Previous post was at 05:22 AM ---------- Ok fixed it using the can_collide function, thanks :)
  23. ok I can spawn binos at a marker and can also set the height and rotate them, only issue left is that they are upside down, is there anyway to flip them? or lay them flat.
  24. Thanks dude works a treat, just one question, how would I spawn them at a marker. One other thing - Why is it when I search for hours I find fuck all?...LOL ---------- Post added at 10:35 PM ---------- Previous post was at 10:29 PM ---------- Nevermind, all sorted cheers
  25. Auss

    ACE for OA 1.13

    nevermind all sorted
×