Bracken
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Everything posted by Bracken
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http://img299.imageshack.us/img299/4443/lwp3auk0.jpg Great picture Topas Â
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http://community.bistudio.com/wiki/ArmA:_Community_Tools Grab one of the PBO tools and find the mission in your missions folder in the main arma directory. Personally I would suggest Eliteness or cpbo. De-pbo the mission you want and cut and past the newly created folder into the missions folder in your profile folder in the "your documents" folders.
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hi, I think it already knows the directory in which OFP is, so all you have to put in the mod directory is <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">@modfoldername With your above one it will be looking for C:\Program Files\Codemasters\Operation Flashpoint\Codemasters\Operation Flashpoint\@VIIKLAND Which is why I would expect it does not work. Atleast that works for me.
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I think like OFP, Arma has an object limit of 64x64... other wise your geometry starts to play up and not work. I have not read for certain its still there in arma but it seemed to be for me when I tried an object bigger than 65m. What you will need to do as explained in other threads dealing with the same problem, is to split it up into lots of small bits and place them together in game.
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hi, Sorry for the slight off topic, But is this the 1.2 demo of I44 or the end release? If its the end one, do you notice any problems with it in multiplayer? I ask because I read it did not reach multiplayer testing and I assumed it must of had complicated scripts which would cause problems seen it had not been adapted yet for multiplayer? I'll test it next weekend when I get access to a lan, but if you can help out before then I would really appreciate it
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Have you thought any more about what your going to do for your island? If so, is it still going to be fictional? Don't know much on the subject but with google earth and such do you think maybe it would be easier to do one from that? For missions, do you have any battles in mind, you want to mimic in particular, at this early stage? Regardless, keep up the great work!
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Thanks for all the hard work CWR team. Really an enjoyable mod. You can tell somethings turn out abit different with the arma AI also, like when you attack the towns in ambush you often get enemy running in from the far away one because of the much longer engagement and detection distances. I take it thats why the objective is worded abit different than from OFP demo:) Sadly the grass causes abit of lagg for me, but I never tried with low plants yet, so that should improves things abit. Keep up the great work CWR team and have a good christmas (if its still the 25th in your locations )
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Can you give me this information?. I was looking at this thread but... 80 pages is too much and the forum search engine requires some improvements. Use hint format and you can get them yourself from within game http://community.bistudio.com/wiki/format Also you may know this but an easy way to find things in a long topic is to use the "print this topic", located at the top of the thread and then use ctrl + F to find a word you are after Keep up the great work Vilas and team and have a good christmas (if its still 25th for you that is)
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Thanks for all the efforts CWR team! On the wiki page it recommends using the non-queens gambit version of lowplants, here is a link in the thread to what I think they mean, in case anyone is looking for it... (raedor post near the bottom) http://www.flashpoint1985.com/cgi-bin....7;st=75
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Thanks for the update Never played OFP, But I recently downloaded the demo of both resistance and Cwc and I really am looking forward to them demos again in arma! Just hope it does not get stuck (camera just stopped) after the shika shoots the blackhawk down like it did one time I was playing. Enjoyed OFP enough that I got afew copies of GOTY for friends for christmas aswell;)
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I agree! Keep up the good work Burning sands and have a good Christmas!
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Norton 2007 got the same thing, called it a downloader. Thanks for the link though plaintiff1, can't wait for release
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Thanks very much Dr_Eyeball. It also solves my problems, trying to figure out why my basic one didn't work. Will report back if I encounter any problems.
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hi, I'm no expert but I think that means that parts of one of your geometrys is to complicated. Â They need to be of simple shape. Â You can check out which one is causing the problems in O2 by checking in a menu. Don't have O2 on hand, but its in the same menu as "find non-closed componets" and is called something like "find non-convex componets". Hopefully someone else can help you more, good luck.
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I don't have any interest in VOIP, but I appreciate the update on the other changes and also the continued efforts on part of both BIS and its beta testers.
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I don't mean to be rude, but you really shouldn't expect for people to help you, if your not even willing give the basic's a go yourself. Â For a start, if you have not replaced the proxys, you need to do that because they are different now than from OFP. Also, I can't even see that you have added a cfg skeletons Read through this wiki page and it should give you an idea on where to start. http://community.bistudio.com/wiki/Category:ArmA:_Addon_Editing Also the IW2_Tiger is not UV mapped, so your going to get alot of lagg if you try to bring it over (when you add materials). But anyway, best of luck.
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Also there is a Mapfact example on the wiki, which also might help abit http://community.bistudio.com/wiki/ArmA:_Howto_Model_Config
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Well I am just a beginner also, but positions in vehicles are set where you place the driver/commander/gunner proxys in the LODS, so move the driver.001 around in the first LOD untill you get it correct then delete it in all the others and copy paste it into them. Driver/gunner Animation, if I remember correctly is set in cfgvehicles, so just look for an entry about it there and try different ones, based off what you find on the wiki. The texture error is what it says, either a incorrect path or missing one. My guess on the propeller is that its probably an incorrect selection. Weapons are created/inherited from cfg.weapons/ammo so it's impossible to help with that unless you post your config. The part about not showing in the editor will be an error (or missing)CfgVehicleClasses. Serbia, to save searching through it all and so that people can help you better, you need to explain what errors your getting. My advice would be to look at other released examples and get it matching them(in memory lod/selections as well), then work up from there.
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Hi, I'm having problems with a script I have tried to put together from ideas I got from Norrins AI_foot script, but instead using groups... however I am still learning it all so its abit of a struggle. I think it must be a basic sytax stuff up/misunderstanding because It does not give me an error.  The group does not respawn at all, once they are all dead. Any help much appreciated. It is exec'ed with the code <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">a=grpzA execVM "alivey1.sqf"; GrpzA being the group name wy1,wy2,wy3 are different varibles, depending on how the battle is going. reswn is a public varible which counts how many times they have respawned.  I would guess I probably went about it the wrong way. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (!local Server) exitWith {}; private "_grpAlive","_group","_name"; _group = _this select 0; _name = format ["%1",_group]; _grpAlive = true; while{_grpAlive}do   {   if ( {alive _x} count units _group < 1 ) then { _grpAlive = false;reswn=reswn + 1;publicvariable "reswn"}   else {sleep 10}   }; if (reswn > 8) exitWith {} else { "VIL_SOLDIEReBSTG2" createUnit [getMarkerPos "base1", _name]; "VIL_SOLDIEReBmp2" createUnit [getMarkerPos "base1", _name]; "VIL_SOLDIEReBkarzl" createUnit [getMarkerPos "base1", _name]; "VIL_SOLDIEReBkarzl" createUnit [getMarkerPos "base1", _name]; "VIL_SOLDIEReBmg2" createUnit [getMarkerPos "base1", _name]; "VIL_SOLDIEReBmg2" createUnit [getMarkerPos "base1", _name]; "VIL_SOLDIEReBkarzl" createUnit [getMarkerPos "base1", _name]; }; sleep 5; _Waychoice= [wy1,wy2,wy3]; switch (_waychoice) do { case 1: {_way0 = _name addWaypoint [ (getMarkerPos "A_1st"), 1]; [_way0, 1] setWaypointType "SAD"; [_way0, 1] setWaypointFormation "LINE";}; case 2: {_way1 = _name addWaypoint [ (getMarkerPos "A_2nd"), 1]; [_way1, 1] setWaypointType "SAD"; [_way1, 1] setWaypointFormation "LINE";}; case 3: {_way2 = _name addWaypoint [ (getMarkerPos "A_3rd"), 1]; [_way2, 1] setWaypointType "SAD"; [_way2, 1] setWaypointFormation "LINE";}; }; sleep 10; if (true) exitwith {A=_name execVM "alivey1.sqf"};
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Thanks for posting that Mr Burns, looked like fun. Your leadership was abit lacking though Â
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Not really, you just have to learn the basics of configs. First you need to add selections for the two extra turret positions though (commander/front MG). Â Then I just followed Vila's tut and made a new config http://forum.armedassault.info/index.php?showtopic=769 I tried to contact Jean two months ago, but he never replied, so sorry but I cannot release them as sharpshooter said. Â I only added them to the screen to try give it abit more life. But guys this is way off topic, which is about Vila's exellent units. Â So if you have compliments on Jeans panzers (please don't nagg him), send them to him otherwise stay on topic about Vila's units.
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You are correct Vila's, it has nothing to do with your addons. Sorry for the false report, the error actaully came for editor update 102, when I added a small bottle which I had forgotten about.  Should of checked the arma.rtp file first. checking it now, there is afew errors in it I am getting, none as far as I know matter much exept maybe that the WW2_SS.p3d soldier has errors with its shadow LOD not being closed. But anyway as you  said, these are only beta and work very well considering (no ingame problems which I noticed at all. Thanks again for the effort! Edit: Topas beat me to it, sorry again for the troubles guys
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Vilas addons (ww2 beta) editor update 102 Jean Christophe's Operation flashpoint Panzer pack, which I coverted for private use after not been able to get in touch with him. Thanks for all the efforts of the above addon makers, hope no body minds me posting images of Jeans Panzers, thought they added abit to the image so went along with it  Edit Heres one more, amazing picture by the way Nightkiller! Same addons as above with the addition of Johns Flak cannon
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Thanks Vila's really enjoying playing with these. Look really good imo, only one small missing texture error. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ca\misc\data\flasa.paa Regardless, these are very good, thank you once again for your efforts
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Looks really great Mehman! Thanks for your effort and also for Col. Faulkner for helping out with the information. Wish I had the skill/time to help or constructive critism to offer but sadly all I can do is post comments like this in hopes of encouragement