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dren

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Everything posted by dren

  1. Somethings you need to do yourself :p Heres the v1.0 of my editor Update. It includes all the Houses and "important" parts of Mosques and Walls. If you think that theres more important stuff to be added fast, feel free to pm me (ill try slowly adding more in anyway). You can find the pictures of each building in here: http://forums.bistudio.com/showthread.php?t=103728 Armaholic mirror: - Dren's OA EditorUpdate Backup Download: http://www.arma-tow.com/downloads/@OA_Editor.rar
  2. This getting REALLY frustrating. game runs fine in MP with 25-40fps and at one point drops to 3 fps. (Nvidia) Only thing that helps is restarting arma, but you might get the same bug after 3mins... Seemly this is VERY common problem right now and it makes the game unplayable...
  3. transparent logo v1.2 (final) for Arma 3 Alpha I added wrecks and alot of walls. "Most" should be in it now. Feel free to use as you want :) Enjoy! + Military + Houses + Misc + Walls + Wrecks Download below (armaholic) (v.1.2 25/3/2013) (v.1.0 , 21/3/2013) reference for classnames: http://browser.six-projects.net/cfg_vehicles/tree?utf8=%E2%9C%93&version=67&commit=Change
  4. Hello! How in earth i can add optic for soldier via conifg? as seemly linkedItems wont add it.. Here is one of the soldiers config Thanks!
  5. Anyone currently making editor upgrade to get all the buildings etc?
  6. i keep getting error "Type Script, excpected Nothing" while using mr.burns method :/ (im adding buildings to mpmission, i have tried init.sqf and units init) EDIT: DOH!! :p Got it working now, in init.sqf type just execVM not this execVM :)
  7. Havent really played around with AI's and waypoints for long time. (to be honest, i didnt even know that theres a that kind of waypoint :) ) But most likey, as these are items in map, the waypoint wont regonize them as houses. Jhonnie, check armaholic page, they have VERY good guide how to install and get it working. Oh and wrecks and more coming soon ---------- Post added at 22:27 ---------- Previous post was at 20:35 ---------- Updated to "final" version with wrecks and things :)
  8. In editor place one soldier first (player). After that when placing 2nd unit, select empty, then you can see the objects
  9. Thanx fox. Yep these are just buildings allready in game, classnames stays the same so it works in MP and with people without this addon. Ill add the wrecks in next update :)
  10. Is there a easy way to export items from 3D editor to normal mission? ie. if iv build a base
  11. dren

    Config Setup

    ARGH, solved the probelm. theres space after the magazine and latest patch changed the classname of the vest to "U_O_CombatUniform_ocamo"
  12. dren

    Config Setup

    i hijack this thread a bit.. :) im getting these two errors and i have no idea why?! where is the ERROR!! here is the config file http://pastebin.com/vry9zvqA
  13. Finally got it working. So if you want different attachments to your custom units (aka reskinning and want to have machinegunner with ACO aim). you need to create new weapon class and add that to your unit. I added code belove inside my custom unit config.cpp to get MX SW with ACO optics Hope it helps someone class cfgWeapons { class arifle_MX_SW_F; class arifle_MX_SW_ACO_AToW: arifle_MX_SW_F { class LinkedItems { class LinkedItemsOptic { item = "optic_ACO"; slot = "CowsSlot"; }; class LinkedItemsAcc { item = "acc_pointer_IR"; slot = "PointerSlot"; }; }; }; };
  14. yes that would work for init, but not in config file. also PrimaryWeaponItem or PrimaryWeaponItems doesent seem to work ether.. So anyone had success in this? or do i need to create new weapon classes to get this working?
  15. aight, crap. small explain, what it tried to do was changing the cobra to takistan (worked) and give it new skin WITHOUT HEX editing the p3d. But seemly that aint possible? so with just config file, its not possible to "retext" vehicles? ---------- Post added at 07:09 PM ---------- Previous post was at 05:52 PM ---------- btw, is there easy way of checking out if bis AH1Z model.cfg haves these? i assume it haves
  16. Thanks SA, you forced me to think (i had one wrong file in that folder....) Next thing, now that theres no RPT errors or anything, all "seems" to work fine, BUT the new skin wont load up. the texture stays the same old?
  17. i have this in the config. the pbo's name is atow_tak as shown above. in game, everything else works fine on this, except im getting "cannot load texture"- any ideas? i tried also with \ on the front of the line, didnt help
  18. any toughts? ---------- Post added at 09:53 PM ---------- Previous post was at 09:39 PM ---------- found the problem. even tho i dont US keyboard. editing self interaction helped
  19. ah crap, so if added via editor the users of the mission needs the addon? unless i use a bucket as "base" of the class and just change the model?
  20. You have rocks class names by any chance?
  21. I was wondering how to get the bank & pitch to work? (under B). i bank object it works untill i merge it with mission, what im doing wrong or forgetting? is there better way for this than merging into mission?
  22. will add rest bit later, just needed the buildings etc for myself and tought to share it at the same. But as sayed, i will try to add the rest also
  23. no it doesent, its more of mission creators candy. the file "overrides" the default BIS hidden classes and makes them visible. So players doesent need the addon, only creators
  24. As no replyes... im doing OA editor update, expect V0.5 (with only houses) soon
  25. is there way to edit the RTE.db or some else file for to change objective into OA one? in clear language, i place object on map, then i want to edit its class name to OA building (so i can actually even use OA buildings in RTE)? i tryed to edit the RTE.db but it crashes arma after reload :(
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