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kocrachon

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Everything posted by kocrachon

  1. kocrachon

    United States Air Force( 2015)

    Perhaps I am blind, or maybe no one else has reported it, but I think It might be a bit obvious too. The ItemScope missing error I get when ever I launch the game using the mod. I assume this will be fixed in the next release, but just wanted to make sure to cover it. Since it was caused by the new patch.
  2. Currently trying to fix a mod for private use with my squad until the mod maker fixes it officially. (not sure when that will be) The error I am trying to fix is No Entry 'bin\config.bin/CfgWeapons/ItemInfo.scope' Here is the part of the config that I think need to fix, I see the ItemInfo part, but it looks right to me, so I have no idea why its showing up. None of the other cpp/config files have an ItemInfo section... //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 5.24 //Produced on Sat May 07 10:06:44 2016 : Created on Sat May 07 10:06:44 2016 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class mas_cia_jsog_c : config.bin{ class CfgPatches { class mas_cia_jsog { author = "massi & authors in credits"; units[] = {"B_mas_cia_AssaultPack","B_mas_cia_AssaultPack_op","B_mas_cia_AssaultPack_dem"}; weapons[] = {"U_mas_cia_B_CombatUniform","U_mas_cia_B_CombatUniform_c1","U_mas_cia_B_CombatUniform_c2","V_mas_cia_ChestrigB","V_mas_cia_PlateCarrier1_rgr","H_mas_cia_helmet_ops","H_mas_cia_helmet_ops_gog"}; requiredversion = 1.56; requiredAddons[] = {"A3_Data_F","A3_Weapons_F","A3_Characters_F","A3_Characters_F_BLUFOR"}; }; }; class UniformSlotInfo { slotType = 0; linkProxy = "-"; }; class CfgFactionClasses { access = "ReadAndCreate"; class mas_cia_jsog { displayName = "CIA SAD-SOG"; priority = 2; side = 1; icon = "\mas_cia_jsog_c\cfgfaction_mas_cia_ca"; }; }; class CfgEditorSubcategories { class mas_cia_jsog_a { displayName = "SOG Black Ops"; }; class mas_cia_jsog_b { displayName = "SOG Undercover(L)"; }; class mas_cia_jsog_c { displayName = "SOG Undercover(H)"; }; class mas_cia_jsog_d { displayName = "SOG Divers"; }; class mas_cia_jsog_e { displayName = "SOG Airborne"; }; }; class cfgWeapons { class InventoryItem_Base_F; class ItemCore; class ItemInfo; class U_B_CombatUniform_mcam; class U_B_Wetsuit; class UniformItem; class VestItem; class HeadgearItem; class Vest_Base; class V_PlateCarrier1_rgr; class V_Chestrig_khk; class H_HelmetB; class H_Booniehat_khk; class U_mas_cia_B_CombatUniform: U_B_CombatUniform_mcam { author = "massi & authors in credits"; picture = "\mas_cia_jsog\ui\cia_unif.paa"; displayName = "CIA SOG Uniform"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "B_mas_cia_Soldier_F"; containerClass = "Supply80"; mass = 20; }; }; class U_mas_cia_B_CombatUniform_c1: U_B_CombatUniform_mcam { author = "massi & authors in credits"; picture = "\mas_cia_jsog\ui\cia_unif.paa"; displayName = "CIA SOG Clothes1"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "B_mas_cia_Soldierc_F"; containerClass = "Supply80"; mass = 20; }; }; class U_mas_cia_B_CombatUniform_c2: U_B_CombatUniform_mcam { author = "massi & authors in credits"; picture = "\mas_cia_jsog\ui\cia_unif.paa"; displayName = "CIA SOG Clothes2"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "B_mas_cia_Soldierc_exp_F"; containerClass = "Supply80"; mass = 20; }; }; class U_mas_cia_B_Wetsuit: U_B_Wetsuit { author = "massi & authors in credits"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; displayName = "CIA SOG Diver suite"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "B_mas_cia_Diver_F"; containerClass = "Supply200"; uniformType = "Neopren"; mass = 40; }; }; class V_mas_cia_ChestrigB: V_Chestrig_khk { author = "massi & authors in credits"; _generalMacro = "V_mas_cia_ChestrigB"; displayName = "CIA SOG Armor Chestrig"; descriptionShort = "$STR_A3_SP_AL_IV"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"\mas_cia_jsog\vest\data\equip_chestrig_co.paa","\mas_cia_jsog\vest\data\armor1_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\Common\equip_chestrig.p3d"; containerClass = "Supply200"; mass = 40; hiddenSelections[] = {"Camo1","Camo2"}; class HitpointsProtectionInfo { class Chest { hitpointName = "HitChest"; armor = 40; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 40; passThrough = 0.1; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 40; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class V_mas_cia_PlateCarrier1_rgr: V_PlateCarrier1_rgr { author = "massi & authors in credits"; _generalMacro = "V_mas_cia_PlateCarrier1_rgr"; model = "\mas_cia_jsog\vest\mas_plate_carrier_OP"; picture = "\mas_cia_jsog\ui\cia_vest.paa"; displayName = "CIA SOG Platecarrier"; hiddenSelections[] = {"camo","Camo1"}; hiddenSelectionsTextures[] = {"\mas_cia_jsog\vest\data\mas_6094a_co.paa","\mas_cia_jsog\vest\data\armysf_tl_acu_co.paa"}; descriptionShort = "$STR_A3_SP_AL_IV"; class ItemInfo: ItemInfo { uniformModel = "\mas_cia_jsog\vest\mas_plate_carrier_OP"; containerClass = "Supply200"; mass = 40; hiddenSelections[] = {"camo","Camo1"}; class HitpointsProtectionInfo { class Chest { hitpointName = "HitChest"; armor = 40; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 40; passThrough = 0.1; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 40; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class H_mas_cia_helmet_ops: H_HelmetB { author = "massi & authors in credits"; _generalMacro = "H_mas_cia_helmet_ops"; displayName = "CIA SOG Ops Core"; picture = "\mas_cia_jsog\ui\cia_ops_core.paa"; model = "\mas_cia_jsog\fast\mas_new_fast2.p3d"; class ItemInfo: ItemInfo { mass = 20; uniformModel = "\mas_cia_jsog\fast\mas_new_fast2.p3d"; modelSides[] = {3,1}; hiddenSelections[] = {"camo","camo1","camo3"}; class HitpointsProtectionInfo { class Head { hitpointName = "HitHead"; armor = 8; passThrough = 0.5; }; }; }; hiddenSelections[] = {"camo","camo1","camo3"}; hiddenSelectionsTextures[] = {"\mas_cia_jsog\fast\data\helmet_co.paa","\mas_cia_jsog\fast\data\velcro_co.paa","\mas_cia_jsog\fast\data\ir_co.paa"}; }; class H_mas_cia_helmet_ops_gog: H_mas_cia_helmet_ops { author = "massi & authors in credits"; _generalMacro = "H_mas_cia_helmet_ops_gog"; displayName = "CIA SOG Ops Core(gog)"; picture = "\mas_cia_jsog\ui\cia_ops_core_gog.paa"; model = "\mas_cia_jsog\fast\mas_new_fast.p3d"; class ItemInfo: ItemInfo { mass = 20; uniformModel = "\mas_cia_jsog\fast\mas_new_fast.p3d"; modelSides[] = {3,1}; hiddenSelections[] = {"camo","camo1","camo2","camo3"}; class HitpointsProtectionInfo { class Head { hitpointName = "HitHead"; armor = 8; passThrough = 0.5; }; }; }; hiddenSelections[] = {"camo","camo1","camo2","camo3"}; hiddenSelectionsTextures[] = {"\mas_cia_jsog\fast\data\helmet_co.paa","\mas_cia_jsog\fast\data\velcro_co.paa","\mas_cia_jsog\fast\data\goggles_co.paa","\mas_cia_jsog\fast\data\ir_co.paa"}; }; }; class CfgVehicles { class B_Kitbag_mcamo; class B_mas_cia_AssaultPack: B_Kitbag_mcamo { author = "massi & authors in credits"; hiddenSelectionsTextures[] = {"\mas_cia_jsog\packs\backpack_fast_blk_co.paa"}; picture = "\mas_cia_jsog\ui\backpack_cb.paa"; _generalMacro = "B_mas_cia_AssaultPack"; displayName = "CIA SOG Backpack"; }; class B_mas_cia_AssaultPack_op: B_mas_cia_AssaultPack { author = "massi & authors in credits"; scope = 1; _generalMacro = "B_mas_cia_AssaultPack_op"; displayName = "CIA SOG Op pack"; class TransportItems { class _xx_Medikit { name = "Medikit"; count = 1; }; class _xx_ToolKit { name = "ToolKit"; count = 1; }; class _xx_FirstAidKit { name = "FirstAidKit"; count = 2; }; }; }; class B_mas_cia_AssaultPack_dem: B_mas_cia_AssaultPack { author = "massi & authors in credits"; scope = 1; _generalMacro = "B_mas_cia_AssaultPack_dem"; displayName = "CIA SOG Demo pack"; class TransportItems { class _xx_Medikit { name = "Medikit"; count = 1; }; class _xx_ToolKit { name = "ToolKit"; count = 1; }; }; class TransportMagazines { class _xx_ClaymoreDirectionalMine_Remote_Mag { magazine = "ClaymoreDirectionalMine_Remote_Mag"; count = 1; }; class _xx_DemoCharge_Remote_Mag { magazine = "DemoCharge_Remote_Mag"; count = 2; }; }; }; }; class cfgMods { author = "76561198033144722"; timepacked = "1462647959"; }; //};
  3. Because of Apex causing some mods to be "broken", its becoming a huge burden with pop ups in missions for certain bin/config issues. Is there a way to suppress these so they dont pop up anymore? Especially since some mods may not see fixes for a while. Having to click OK in the middle of an Op is a terrible user experience.
  4. kocrachon

    RHS Escalation (AFRF and USAF)

    Did that, no files downloaded/updated/fixed and it still does it. EDIT: Reinstalled game, issue fixed.
  5. kocrachon

    Possible to Suppress/Hide pop up errors?

    Some huge issues with this. Just stop using mods means entire mission revamp. I know what the errors mean, and can figure it out, but to spam my users with a pop up that prevents them from playing is a huge burden. One of them pops up right as we get off a boat into combat. It would be nice if instead we got the black error box similar to mission scripting issues so its noticeable but not intrusive. And seeing as some of these are mods that have not been updated in a while, it means I have to some how magically figure out how to fix it myself possibly, without knowing what to look for...
  6. Any update on a fix for the Apex changes? I get the bin\config.bin/cfgweapons/ItemInfo.scope error.
  7. kocrachon

    RHS Escalation (AFRF and USAF)

    Running into a issue. I ran the updater and I am still getting the issues. I am running AFRF, USF, and GREF When ever I try to place the CH-53E, I get this error.
  8. Hello All, I am trying to place a helicopter in Eden with the name of Helicopter1, I want it to fly to a waypoint with an altitude of 30. However, when it gets to the waypoint it keeps flying at the default (I imagine its 50?). In the Helicopter init, I put this flyinheight 30, and the waypoint, Helicopter1 flyinheight 30. Both of which do not appear to work. Did something change with Eden to prevent this?
  9. Is there any way to disable or reduce the audio of a specific vehicle or object via editor? Essentially I have a bunch of units who spawn in a static C-17, and jump out. However, the C-17 mod I am using makes the aircraft ungodly loud / painful. So I was looking for a way to turn it down without modifying the mod at all.
  10. kocrachon

    Content without Performance isn't playable.

    We need evidence and benchmarks to diagnose the issue, regardless of all of the arguments here. He says he has poor performance and displayed specs. We need a good 2 minute recording of him doing simple things like idling, running, running and shooting, and surrounded by targets. If we see all of this in a single player environment and no issues, we can blame Multiplayer. But without any benchmarks or evidence, theres not much support to be provided.
  11. kocrachon

    Was Arma 2 more popular ?

    Remember, ArmA 2 was not Steam exclusive, and functioned without Steam. So many players, especially a lot of European countries, were more likely to buy non steam copies. So that doesn't prove ArmA 3 had the most. I would venture to say that the massive boom of DayZ back when it was an ArmA 2 mod would have put ArmA 2 in the top 10 spot. Honestly, I think this game would get a huge boom from modders if they added a common language to the game like C# / Python / Perl for people to work with. For work I script in python. I really don't want to deal with also keeping up with SQF/SQS. If they made modding more practical I think we would see more mods and mission makers and things would boom. On that note. I do think ArmA 2 might have been more favorably viewed. Most people migrated from ArmA 1 - ArmA 2 right away, because ArmA 2 was generally an improvement. ArmA 2 - ArmA 3, a lot of the bigger milsim communities waited to migrate. Some were unhappy with the future setting and wanted to wait for modern weapon (My group was in that category) and some were unhappy with steam workshop being introduced. ANd a lot of people were happy with ArmA 2 and didn't want to upgrade. I think ArmA 3 is doing fine now, but I do think there were some mis-steps that slowed down its launch/growth. But overall I think people view ArmA 2 more favorably so it may appear ArmA 2 did better than ArmA 3, but I don't think that is the case numbers wise.
  12. kocrachon

    Disappointed with lack of Interactability on Tanoa

    I really do miss open buildings. The only reason I wanted Eden so bad was to make placing units in buildings easier.... now I have no buildings to place units in with Eden. Honestly, I have no problem with the buildings being "empty". If they didn't want to furnish buildings, thats fine, it could even fall into the lore of it falling into chaos, people are fleeing and taking their stuff with them. As it stands, Im back to chenaruss style of gtameplay where everything is just going to take place in the woods because its the only way to really conceal enemies without them just hiding around corner after corner...
  13. Currently trying to make some Fast Roping missions using ACE. I place the ghosthawk on the map, give the helicopter and each unit the following init this flyInHeight 20; However, it will still only fly at 50. However, If I set this this flyInHeight 200; He helicopter will fly up to 200. So is there some reason I can't get the helicopter to fly to 30 or less? ACE3 requires the helo to hover at 30 meters.
  14. kocrachon

    United States Air Force( 2015)

    Is there a way to equip aircraft if the editor? I tried using the basic removeall and manually doing addmagazine, but it seems to bug out the inventory. Is there some other way to gear these in the editor?
  15. kocrachon

    EricJ Release thread

    I looove the UH-60 pack. Just curious, what are the differences between the MH-60L insertion and MH-60M insertion?
  16. So it seems to be a current buggy issue with the terrain then.
  17. Aww man, that was honestly one of my super favorite things from AGM :( combine that with the currently broken LGB system and it puts me in a rough place for my squad on using ACE.
  18. Hey all, I am trying to create an IED "lab" and to do so I want to spawn some artillery shells that sit on a table. Only issue I run into, is when ever I spawn them, they explode. Anyone have an idea how to spawn stuff like that, that don't explode right away?
  19. kocrachon

    R3F French Weapons Pack

    scratch that, appears replayed to the post above me.
  20. kocrachon

    United States Air Force( 2015)

    So, trying to configure the loadout for the F-16 that I have spawning at the start of the mission. Going through the PBO and I am seeing a slight issue.. Exucution: USAF_F16_dynamic_loadoutscript = [_USAF_F16,_station_1,_station_2,_station_3,_station_4,_station_5,_station_6,_station_7,_station_8,_station_9,_station_10,_station_11,_station_12,_station_13,_station_14,_station_15,_station_16,_station_17,_station_18,_station_19,_station_20,_station_21,_station_22,_station_23,_station_24,_station_25] execvm "\USAF_F16\scr\LOADOUTS\USAF_F16_dynamic_loadouts.sqf"; via unit init line in editor or via instance of mission script [INIT.sqf for example] This is confusing, as the F-16 does not appear to have that many stations since the bomb racks count as a magazine already? Even then, if you could each equip able option, I come out with 19. Is there something I am missing?
  21. Something I figured would be easy but I can't seem to figure out... I have some AI controlled APCs that transport my players around, but players are able to steal the the crew positions. How do I make it so my players can move in and out of the APC, but not take a crew position that is filled with an AI already? Tried searching this but get so many unrelated results.
  22. Units are not technically "in" the C-17, the C-17 is static via attachto and the players are spawned up in it in a free walk mode.
  23. kocrachon

    UAVs: Feedback and wishes

    Thread is filled with hundreds of wishes but what feels like little/no communication. I am wondering if we can expect big changes or if we are going to just keep getting little bits here and there.
  24. kocrachon

    UAVs: Feedback and wishes

    So, I don't think its a secret that the UAVs in the game can use a little touching up, I was wondering if there is any new info on that? So far my one complain is the same, getting the UAV to fly a flight path steadily, marking/lasing and dropping a bomb on its own target, are still a PITA, simply because a UAV is really just a vehicle with an invisible pilot in it and still reacts accordingly. Are there any big plans in the future for UAV/AI improvements?
  25. Yeah my only issue is there is no way to force eliminate it. The time in the C-17 May vary based on gearing time. I may use it as a temporary fix until I can find a better option.
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