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Everything posted by buliwyf

  1. buliwyf

    X-Cam-Taunus Version 1.1

    Nice work guys! Thank you! Best xmas wishes and a healthy new year!
  2. buliwyf

    Car Pursuit

    There are no improvements since this game was released...
  3. delete thisTrigger in Deact?!
  4. Thx for info guys. I know community made 3d editors... ;) ..i use xCam editor by myself... ;)
  5. Erm.. a new 3D editor?! Any info about it?
  6. buliwyf

    Map overspill

    Why do you think are Altis and Stratis islands with water around? ;)
  7. buliwyf

    Satellite Image Overlap Issue

    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... ;)
  8. 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... :)
  9. 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.
  10. 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
  11. buliwyf

    Cossac cape map, Crimea

    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:
  12. buliwyf

    Cossac cape map, Crimea

    - 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. :(
  13. buliwyf

    New Map : GOS Al Rayak

    Nice island! But a quick test it looks a little bit pale...
  14. You are awesome Silola!
  15. 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...
  16. Thanks god that this EPOCH **** didn`t win this moronic content. Nevertheless, congratulations to the winners!
  17. buliwyf

    crCTI Kastenbier Edition

    It would be nice to have a Headless Client available... ;)
  18. 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!
  19. 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.
  20. "diag_log getText (_x >> 'directory');" configClasses (configfile >> "CfgMissions" >> "MPMissions");
  21. 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"]; };