jasono
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Hello, Any custom objects placed in the terrain builder don't produce a marker on the map. Is this a terrain issue or something set within the config of the model? I can see the default fences on the map being small grey lines, default buildings as grey squares etc. However, any custom objects while appear absolutely fine physically, have no marker for the map. Hopefully what I'm trying to say makes sense; essentially what forms part of the main map along with the terrain contours etc. These pics might show the issue as a comparison: http://imgur.com/a/Ktj3w Many thanks, Jason
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How well threaded is the Arma 3 server executable?
jasono replied to UltimateBawb's topic in ARMA 3 - QUESTIONS & ANSWERS
The AI sync is what takes up a lot of the bandwidth. -
Sounds good! :) I've done a bit of work with Google Maps API when it was v1 and v2, not sure what version is used now though. It's great you have it as part of a mod now. I assume on that you can play any mission and as long as it's on a supported island it will display the players. Great work!
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ARMA 3 Addon Request Thread
jasono replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking for an island that has a balance of reasonably sized towns and European/British feel to it. I know North Sahrani hits the nail on the head but as I'm wanting this for a mod pack people would download and play, it's currently looking at 5GB plus which isn't great. I know there was works of a standalone Sahrani but that's on hold at the moment (as of an update today). Any other suggestions for ARMA3? -
Need help with hostage scripts
jasono replied to -lordsoth-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
{[_x] joinSilent _ldr; _x setCaptive false} forEach _grp; Above will set them to setCaptive False when they join your group. -
Hello all, I'm creating a dialog which will have a few small buttons on it, which would have various text. These buttons are quite small so can only fit one word in per line. The issue I'm having is that I cannot get the text within a button to adhere to two lines, it overflows the border. By default, the style I have used is 2. I have tried using Style = 16 (ST_MULTI) and both leaving them as separate words, \n and <br> and neither put the text on 2 lines (the \n and <br> both display as text). From what I can read the examples of using style 16 are to work with static text (type 0) so not sure if it's possible to have multiple lines on a button type element of the dialog? I can't see a button being limited to one line and I'm sure it is possible, I'm just severely overlooking it? Below is my hpp file. Works fine and fully functional apart from the issue with the line break. Result of below is TWO\nLINES as the button text. class RscButton; class panel_buttondefine: RscButton { idc = -1; text = ""; x = 0.8245 * safezoneW + safezoneX; y = 0.39 * safezoneH + safezoneY; w = 0.0415 * safezoneW; h = 0.0485 * safezoneH; sizeEx = 0.02; action = ""; type = 1; style = 16; lineSpacing = 0.5; font = "TahomaB"; colorText[] = {0,0,0,1}; colorBackground[] = {0,0,0,0}; colorFocused[] = {0,0,0,0}; colorBackgroundActive[] = {1,0,0,.4}; colorDisabled[] = {0,0,0,0}; colorBackgroundDisabled[] = {0,0,0,0}; colorShadow[] = {0,0,0,0}; offsetX = 0; offsetY = 0; offsetPressedX = 0; offsetPressedY = 0; borderSize = 0; colorBorder[] = {}; soundEnter[] = {}; soundPush[] = {}; soundClick[] = {}; soundEscape[] = {}; toolTip = ""; }; class jas_WhelenController { idd = 30999; movingenable = false; class Controls { class panelbg: RscPicture { idc = 1200; text = "images\panel.paa"; x = 0.8 * safezoneW + safezoneX; y = 0.35 * safezoneH + safezoneY; w = 0.40525 * safezoneW; h = 0.51212 * safezoneH; }; class panel_button1: panel_buttondefine { idc = 9601; x = 0.8245 * safezoneW + safezoneX; y = 0.39 * safezoneH + safezoneY; sizeEx = 0.028; text = "360"; action = "hint ""Button 1"";"; }; class panel_button2: panel_buttondefine { idc = 9602; x = 0.8745 * safezoneW + safezoneX; y = 0.39 * safezoneH + safezoneY; h = 0.2; w = 0.1; sizeEx = 0.019; text = "TWO\nLINES"; action = "hint ""Button 2"";"; }; }; };
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I think it all depends on the lighting in your room. Do you have a light on, if so where is it? Can it be moved? I try and find a balance of light that isn't too bright but isn't straining my eyes either. In regards to in-game settings, I've not really fiddled with them that much.
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Finding the right ballance between realism and playability
jasono replied to someone1's topic in ARMA 3 - GENERAL
I understand your point, although I don't think you'll ever find a 'perfect' spot that pleases eveeryone. Obviously though the whole idea of what is fun and what isn't is all down to personal opinion. Some people here might like the game to be extremely realistic and will do their best to play it as such. Others might just want to come on and and fire off a few rounds at some poor chaps face in a deathmatch. I think it helps that the series of games have been easy to modifiy, allowing you to pretty much do anything you want. You sort of build your game up to what you want it to be. There's not really any games out there that have that somewhat flexability to do this in my opinion. People seriously looking at simulators need to look at software like VBS. The OFP/ArmA series is still a game. I don't think it's extremely realistic and neither do I think it's arcade. Like you said a mix between the two. -
Hey! Bit of an odd question.. I'm trying to make some textures that glow at night using RVMAT's. Now, rather than having to keep starting up ARMA2 to test an addon with it I thought I can just use Bulldozer.. however I can't test how it looks at night in Bulldozers lighting. Is there anyway I can run it at night time so I can see the effect of the RVMAT on my texture? Thanks. Jason
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AddonSync2009 (downloader, launcher)
jasono replied to Yoma's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Dev-Heaven appears to be down. Is there a mirror for this? -
Police Department - Zargadab (WIP)
jasono replied to maxjoiner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
setObjectTexture _veh setObjectTexture [0,"path/to/texture.paa"]; That will work on a large handful of vehicles that BIS have provided in ARMA2. -
Gotta love the Czech Police: cardboard miniskirts :)
jasono replied to icebreakr's topic in OFFTOPIC
Woa, what the.. *Smash* Sorry, was distracted by that Officer back there with her legs out! -
A mod folder with different language.pbo files are needed I think. Basically putting Spanish words in the Column where the English ones would be. English would then still be selected in the menu but Spanish words would appear.
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In ARMA2 there is a command to see what object the crosshair is aimed on. Basically what I want to do is get the position of where the crosshair is aiming if possible. Is there any crazy mathmatical way of doing this. If so, how? Thanks for your help. Jason
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static weapon config help, please!
jasono replied to Rhamka's topic in ARMA : CONFIGS AND SCRIPTING (addons)
If the config for an existing BIS model already exists, you only need to redefine it IF you change it's value. Obvious ones being displayName, model etc. Depending on how different your static model is compared to a BIS one will vary the amount of config values you will redefine. The reason your name is appearing blank is probably because you don't have "$STR_DN_MyWeapon_MG" defined in a stringtable? For now just put exactly what you want it to be in the string. Eg: displayName = "My Static Weapon"; I'm no good with anims so I can't help you with that, but the basic rule with the config is that you don't copy the config, only use it as a reference and then redefine whats different.