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Jackal326

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Everything posted by Jackal326

  1. Is that the entire config? Because if that is the entire config its broken... The first line of the (hopeful) snippet you posted: class 092nd_Standard_BDU: U_B_CombatUniform_mcam 092nd_Standard_BDU is inheriting properties from class 'U_B_CombatUniform_mcam' which you haven't correctly defined previously in your code. Try adding the following above your (again, hopefully) snippet of code: class U_B_CombatUniform_mcam; This will tell the game that 'U_B_CombatUniform_mcam' is an external class that is defined elsewhere (i.e not in your PBO). You will also want to add 'A3_Characters_F' to the requiredAddons array at the top of your config to give the game a rough idea of where the external definition comes from: class CfgPatches { class YOUR_ADDON_CLASSNAME { author = "YOUR NAME GOES HERE"; name = "WHATEVER"; requiredAddons[] = {"A3_Characters_F"}; requiredVersion = 0.1; units[] = {POPULATE THIS WITH YOUR NEW UNIT CLASS-NAMES}; weapons[] = {POPULATE THIS WITH YOUR NEW UNIFORM CLASS-NAMES}; }; };
  2. Jackal326

    problem with Lods

    I was expecting it to turn white and simply be a texture path issue but with it turning black I'm leaning towards it being a shadow lod issue maybe? Would you mind posting a screenshot of your LOD setup? Also worth checking in case it is an incorrectly pathed rvmat/texture in the lower LODs is the 'Mass Texture and Material Renaming' tool within Object Builder. Simply click the 'Tools' Menu along the top navbar and its the second-from-bottom of the list. If any of the rvmats/textures shown in that window show up as red, they're incorrectly patched and can't be found by Object Builder - though this owuld only cause the issue in Object Builder if you have the 'Multiple LODs' option in Buldozer Viewer's menu turned on I would think...
  3. Jackal326

    left-handed

    Have to agree. As a left handed rifle shooter and right-handed pistol shooter (don't ask) I would love to see left-handed weapon usage being an option. However, I also understand that its not as simple as opening up all of the animations (which as you correctly said are Binarized and therefore unopenable) and simply mirroring them. Hell it took me ages to try and make a new rifle-holding animation that didn't look janky as all hell, without making new reload animations with all the transitions to/from stances etc. F-That.
  4. Jackal326

    My Config.cpp error

    Remove the last line with all the //////////// or just add another }; before the line with all the ////////// - Try removing it first, and if that still throws an error try adding the }; A config that long gave me retinal-cancer trying to skim through especially with it not being tab-formatted how I like, but hopefully that helps... EDIT: You'll also want to edit your cfgPatches setup so the game knows what addons to pre-load and where its referencing all of those external class-names from...and while you're at it the cfgPatches section wasn't closed out properly either so I've remade it for you...
  5. Jackal326

    Arma 3 Creator DLC: Reaction Forces

    Its still a base for expansion that, as all the games in this series have become, will no doubt be modded well beyond the original limits/expectations. Thanks for your hard work guys and gals.
  6. Jackal326

    error

    It means the script doesn't know what _startHour is, its not a valid script command so you need to tell the game/script what it is by defining it.
  7. Jackal326

    SJB UKSF L119A'X' Pack

    I've just released v1.01 of the pack. The Steam Workshop link (above) still applies. v1.01 - Fixed path error for L119A2 rvmats. - Added ACE config values for Advanced Ballistics etc. - Added HK416 10.5 and 14 inch barrel variants in gun-metal and tan
  8. Jackal326

    Aircraft and Road Vech Glass

    I've replied in your other thread, however I've since realised that you probably wont be able to achieve what you're attempting as the windows and glass of the vehicles would need to be part of selections that are actually defined to allow the use of setObjectTexture/Material. If they're not then you're SOL.
  9. Jackal326

    Coloured tint for glass

    The values used should be between 0 and 1 for all 4 entries. Check out this link for a bit more info. With regard to applying it to the model(s) I believe there is a setObjectMaterialGlobal command that you can use to apply the RVMAT in conjunction with setObjectTextureGlobal to apply the texture (if needed).
  10. Jackal326

    Coloured tint for glass

    Can be done in one of two ways (or a combination of both). Firstly you can simply edit the colouration of the *_ca.paa texture itself, much in the same way you would edit any other texture of the vehicle. Then when you re-save it make sure its a 32bit TGA (rather than 24bit) so it retains the transparency from the alpha channel. With regards to the alpha channel you can also adjust the amount of transparency of the window to make them more/less see-through to simulate window tint by adjusting the alpha channel. However, keep in mind that the resulting colouration may be impacted by what I'm about to say in second method below. Secondly you can add colouration via the RVMAT. One of the first values in many rvmats is the following: ambient[]={1,1,1,1}; These values denote R,G,B,A values (i.e. Red, Green, Blue and Alpha). Adjust these values to get the desired ambient light effect on your texture.
  11. Jackal326

    Need help. "Corrupted Configuration"

    Try going to 'C:\Program Files (x86)\Steam\steamapps\common\Arma 3\' and right clicking on 'arma3launcher.exe.Config' and clicking 'Edit with notepad' The contents should look something like this: ...though for obvious reasons some values/settings will probably vary. If it doesn't resemble this (to be honest looking at the problem even if it does look like this) then delete the file (but back it up first by copy/pasting somewhere safe such as your desktop), and then try verifying your game files through Steam.
  12. Jackal326

    Is it ever coming to GOG or similar?

    If it hasn't happened already, given how old Arma2 is now, then I highly doubt it will ever happen...
  13. Jackal326

    Arma 3 Crashing on Loading Screen

    When you uninstalled and reinstalled, did you completely delete the directory and all remaining files, not just from the reshade folder? Might have still been some DLLs and such lurking in the main install folder that were retained and still glitching things when you reinstalled. Try a complete fresh re-install, having deleted all of the files from the directory after uninstalling. Hopefully that will work, if not try verifying your game files through Steam.
  14. Jackal326

    launcher

    Hit refresh?
  15. Jackal326

    Help with Retexture RHS

    And also make sure you add the cfgPatches entry from the RHS Vest's config to the requiredAddons field of your own cfgPatches section to ensure the inheritance takes.
  16. Jackal326

    Hand position on weapon

    Might be a stretch, the threads 10 years old and the user hasn't been on the forums since 2016. Best of luck though.
  17. Glad to hear that, do you mind posting what was causing the issue and how you fixed it in case anyone else experiences something similar in the future?
  18. What tools are you using to pack the PBO, because I can see a couple of potential issues that might throw some errors which makes me think its not packing correctly...
  19. What exactly doesn't work? Could you maybe give us the error message so we have a start point to try and help rather than going line by line...
  20. Sounds like the memory points for the turret (i.e. the bullet source and bullet direction memory points - Osaveze And OsaHlavne) aren't part of the moving turret named-selection (OtocHlaven)
  21. Jackal326

    ARMA 3 Mikero PboProject Error

    You should probably write a config for your map before you try to pack it...or address issues with your folder structure.
  22. No worries. I honestly don't know why this functionality was changed - it started out as only working in mod.cpp format, then you could do either cfgMod or mod.cpp and now only the mod.cpp method works (unless I'm doing something wrong 🤷‍♂️).
  23. Does the same happen if you have the helmet equipped and then drop it on the floor?
  24. For some unknown reason they took out the feature from configs and moved it to a mod.cpp file that needs to be in the root of the mod folder and looks something like this: name = "SJB Weapons"; picture = "\SJB_A3_WeaponsCore\SJB_ca.paa"; actionName = "Website"; action = "https://sjb-addons.co.uk/"; logo = "\SJB_A3_WeaponsCore\SJB_ca.paa"; logoOver = "\SJB_A3_WeaponsCore\SJB_red_ca.paa"; logoSmall = "\SJB_A3_WeaponsCore\SJB_ca.paa"; dlcColor[] = {0.35,0.35,0.1,1}; tooltip = "SJB"; tooltipOwned = "SJB Owned"; overview = "A collection of weapons and attachments made available by Jackal326 and Eddie Price for Arma3."; author = "Jackal326/Eddie Price"; overviewPicture = "\SJB_A3_WeaponsCore\SJB_ca.paa";
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