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jasono

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Everything posted by jasono

  1. 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
  2. The AI sync is what takes up a lot of the bandwidth.
  3. jasono

    Real time Browser Map

    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!
  4. 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?
  5. {[_x] joinSilent _ldr; _x setCaptive false} forEach _grp; Above will set them to setCaptive False when they join your group.
  6. 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"";"; }; }; };
  7. Hey everyone, Got a car model in game and it loads fine. The problem is when I go to get in and try driving. As soon as you get in the car, less than half a second later the game freezes and Windows says its no longer working. Hoping to find something interesting in my arma.rpt I just come across an ACCESS VIOLATION error. I've copied a lot of stuff over from the Sedan including all the memory LOD verticies. I have a View Pilot LOD, proxies (in both visual and view LOD). This happens in either 3rd or 1st person view. Anything that would be obvious that is causing this to happen? Thanks for your help. Jason
  8. 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
  9. jasono

    Best gamma/brightness setting?

    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.
  10. 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.
  11. Dev-Heaven appears to be down. Is there a mirror for this?
  12. setObjectTexture _veh setObjectTexture [0,"path/to/texture.paa"]; That will work on a large handful of vehicles that BIS have provided in ARMA2.
  13. 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
  14. jasono

    Gotta love the Czech Police: cardboard miniskirts :)

    Woa, what the.. *Smash* Sorry, was distracted by that Officer back there with her legs out!
  15. 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.
  16. 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.
  17. Bump. Still having issues. ArmA.RPT is not reporting any useful errors except the one above. Really confusing me now. Is there any other common problems that can cause the game to crash when getting into a vehicle as either driver or passenger? All the Cargo and Pilot visual LOD's are just duplicates of the 0.00 visual LOD for now, which loads fine. It's just getting in the car that bugs it. Thanks for your help.
  18. By default, the rifle I have has smoke appearing from the end when I fire. I've removed the muzzle flash from the p3d but the smoke still appears. There are only two vertices in the Memory LOD, which is for the bullet. My question is how to disable the smoke at the end of the barrel that appears after each shot? I've tried muzzleEffect = ""; in the Ammo config, but it's still producing smoke. Thanks.
  19. Interesting. I found some info about changing the weapons cloud via config for vehicles but wasn't able to apply this to my weapon. Do you know much about this? Basically defined the parameters for the particle clouds used for guns, machine guns etc. Edit, was like this: class WeaponCloudsGun {}; class WeaponCloudsMGun: WeaponCloudsGun {}; class mygunsmoke: WeaponCloudsMGun { cloudletDuration=0; cloudletAnimPeriod=1; cloudletSize=0; cloudletAlpha=0; cloudletGrowUp=1; cloudletFadeIn=1; cloudletFadeOut=1; cloudletAccY=0; cloudletMaxYSpeed=0; cloudletShape="cl_basic"; cloudletColor[]={1,1,1,1}; interval=1; size=0; sourceSize=0; timeToLive=0; initT=1; deltaT=0; class Table { class T0 { maxT=1; color[] = {1, 1, 1, 1}; }; }; }; I tried putting it near the start of my config then defining it within the weapons class. However, from what you are saying I would imagine this would only work within the unit's config instead.
  20. Veh1 lock false Will unlock a car, veh1 being your vehicle. ArmA has a tendancy of having a small delay with spawned objects, of which you may have to wait 10-20 seconds before you can get in. If you want AI to be made you need to use createUnit as createVehicle will only spawn brain dead AI. They won't move.
  21. jasono

    Alpha Texture Bug

    Thanks for the reply! I fixed it by changing the outer translucent shell to a higher level, going to Faces > Move Top.
  22. jasono

    Alpha Texture Bug

    Does anyone know how to fix this? I tried searching but got lumped with huge threads and couldn't find the question or answer within them. I have a glass box (Textured using #(argb,8,8,3)color(0.843137,0.858824,0.87451,1.0,co)). Inside I have a slightly smaller scale box of the outside one, this one has a different solid texture on it. The inside box is not connected to the outside box by any means. The problem I have is that the glass hides the inside box. If I drag it half out the box you can see it. What is the actuall solution to the alpha bug?
  23. Thanks for the reply. Bulldzoer has no issues with the pilot LOD. It's essentially a duplicate of the original model without the wheels for now. The only time I can get it to crash is if I get into the car in game. Walking around it is fine. The config I use is that I've used on various other cars. Essentially what you said, a simple config that inherits everything but the name and model path of a different vehicle. This is the only vehicle that does it however.
  24. Hi everyone. We have the latest Linux server binary on a dedi and have had it for sometime now. One problem we had in the past, and that we also have now is that the server_console.log file is updating only occasionally, but most of the time it isn't. A few days ago it got to a point where it was not updating at all - a problem we also had in the past. Last time we closed the server down, moved the console log file into a new directory for archiving and let ArmA create a new one. The permissions it had was full write. This created the problem of it not logging except only occasionally. This is what we did again this time and the same problem has occured. About 20 people have connected to the server since last night, where it was also very busy. The server_console.log file however stopped logging on a timestamp at about 20:00 GMT+2. It's odd that it timestamps something then doesn't bother logging again. The server has been restarted a few times since this logging and nothing has happened. What's also odd is that it logged quite a bit of yesterday but has since just stopped in the middle of a gaming session still. Just some info about the server. It runs an extremely intensive for memory mission with many addons. It can for as long as 2000+ minutes plus and each restart it is #shutdown and automatically restarted. Is there any reason why this is happening? Cheers, Jason
  25. Edit: Got it. In your steamapps/operation arrowhead folder is a .BAT file called '_runA2CO.cmd' - I ran this, it started OA and in the expansions was ARMA2 as well.
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