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Everything posted by buliwyf
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Nice work guys! Thank you! Best xmas wishes and a healthy new year!
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There are no improvements since this game was released...
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How to deactivate a trigger?
buliwyf replied to Joe98's topic in ARMA 3 - MISSION EDITING & SCRIPTING
delete thisTrigger in Deact?! -
Empty Object & MP Trigger Activation Driving Me Nuts!
buliwyf replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Shouldn`t it be "ItemMap"? -
Limited Access to Objects in Editor?
buliwyf replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thx for info guys. I know community made 3d editors... ;) ..i use xCam editor by myself... ;) -
Limited Access to Objects in Editor?
buliwyf replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Erm.. a new 3D editor?! Any info about it? -
Why do you think are Altis and Stratis islands with water around? ;)
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No idea if it helps, but here are my actual project settings: >> click << I tried several times but now i have no problems with my ingame texture. I set resize for export from original 16384 to 20480 in the export settings with split 10*10 and 20480 px in BMP format. Later i put it together with ImageMagick. The result in ArmA3 is really nice... ;)
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Roger that! Thx! I found this addon: Arma's Nature That works fine, because you have the standard BI object classnames available and you don`t need extra addons... :)
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Thanks for your answer... but this is not what i mentioned. I have a lot of original BIS stuff available but no rocks or trees. Only if i use your xCam objects, but therefor i need your xCam addon which i don`t want to use.
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Hi Silola, is there a way to work with the original BIS objects, like rocks, trees and so on? I want to modify some places on Altis and if i use your xCam objects, i need additional addons for the players which are joining the server. Or is there any other trick? thx
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Sorry, my english is not the best... If i try to enter the bunker with a standard A3 soldier, the hole to the right side was hard to get through. It looks like that the hole is not high enough to get through. I needed several attempts to enter it. And if i stand in the center of the bunker i`m not able to shot over the wall. So i have the feeling these bunkers are not very useful... :raisebrow:
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- I got several errors like "Cannot load texture p:\crimean_asset\data\bb_big_vl_co.paa". - The bunkers are hard to handle >> clipping problems. :(
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Nice island! But a quick test it looks a little bit pale...
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You are awesome Silola!
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Make Arma Not War - Winners
buliwyf replied to Korneel's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - NEWS
I`m sorry... but i`m not a fan of RHS. I`m only sick of the contest by itself, because the whole community suffer - excepted those guys who have some money in the hand now. There can`t be any justice at all... -
Make Arma Not War - Winners
buliwyf replied to Korneel's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - NEWS
Thanks god that this EPOCH **** didn`t win this moronic content. Nevertheless, congratulations to the winners! -
It would be nice to have a Headless Client available... ;)
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[Editor Object] Looking for the hangars found at the central Altis Airfield.
buliwyf replied to J_ONeill's topic in ARMA 3 - MISSION EDITING & SCRIPTING
One trick is to place eg the tent hangar in editor and then change the classname in mission.sqm file with an text editor to the classname of the "hard top" hangar. But be aware... if you double click the renamed entry in ingame editor again the object changed! -
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Where to find original mission folders?
buliwyf replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Put the code in a short mission in editor... start it and see your *.rpt file. There you will find the paths to the BI missions. -
Where to find original mission folders?
buliwyf replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"diag_log getText (_x >> 'directory');" configClasses (configfile >> "CfgMissions" >> "MPMissions"); -
I made an addon some time ago, which is running on server only. It forces infantry units to 1st person view. If you use a vehicle, you are able to switch in 3rd person view for better vehicle handling. The main part: if (isServer) then { _init = ' if (!isDedicated) then { GDT_1stPersonView = this; [] spawn { waitUntil {!(isNull player)}; diag_log ''launching no 3rd PoV loop''; _code = {if (((cameraView isEqualTo ''EXTERNAL'' && vehicle player isEqualTo player) || cameraView isEqualTo ''GROUP'') && alive player) then {(vehicle player) switchCamera ''Internal'';};}; [''GDT_onEachFrame'', ''onEachFrame'', _code] call BIS_fnc_addStackedEventHandler; }; }'; _center = createCenter sideLogic; _group = createGroup _center; _size = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize"); "LOGIC" createUnit [[_size/2,_size/2,0], _group, _init, 0.2, "PRIVATE"]; };
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