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memphisbelle

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Everything posted by memphisbelle

  1. memphisbelle

    ArmA3 Classnames - no discussions

    wow...thanks @Grinya and @Dirty Haz
  2. has it already been confirmed that they are gone forever? Or is it just because of the beta that they are not yet available...It would indeed be a bad thing if they are really gone...crossing fingers that they dont.
  3. memphisbelle

    Trigger when object is attached

    why not using the Domi Lift script standalone? That comes from xeno and was isolated by grimes just a guess... http://forums.bistudio.com/showthread.php?108310-Domination-s-Vehicle-Lift-Script-Standalone!&p=1761434&viewfull=1#post1761434
  4. hey armatech, I´ve figured that the backpack classnames of the OA backpacks have been changed... these are the new ones: class US_Soldier_B_EP1: US_Soldier_EP1 { displayName = "$STR_EP1_DN_US_Soldier_B_EP1"; backpack = "US_Assault_Pack_Ammo_EP1"; }; class US_Soldier_AMG_EP1: US_Soldier_EP1 { displayName = "$STR_EP1_DN_US_Soldier_AMG_EP1"; backpack = "US_Backpack_AmmoMG_EP1"; }; class US_Soldier_AAR_EP1: US_Soldier_EP1 { displayName = "$STR_EP1_DN_US_Soldier_AAR_EP1"; backpack = "US_Assault_Pack_AmmoSAW_EP1"; }; class US_Soldier_AHAT_EP1: US_Soldier_EP1 { displayName = "$STR_EP1_DN_US_Soldier_AHAT_EP1"; backpack = "US_Backpack_AT_EP1"; }; class US_Soldier_AAT_EP1: US_Soldier_EP1 { displayName = "$STR_EP1_DN_US_Soldier_AAT_EP1"; model = "\ca\characters_e\US\US_at_gunner"; backpack = "US_Assault_Pack_AT_EP1";
  5. I´ve encountered a strange issue. I am creating a vanilla Mission and I am are about to use your refill script (which is quite awesome by the way, so many thanks for this at this spot). But I wanted to add some backpacks to your script and grabbed the class names and added therm to the OA Launcher line like this: // launchers "javelin","m136","m47launcher_ep1","maaws","stinger","[b]US_Backpack_EP1[/b]","[b]CZ_Backpack_EP1[/b]","[b]US_Assault_Pack_EP1[/b]"]; I´ve got to mention that I rund the complete vanilla Game...complete means ArmA2, ArmA2OA plus baf, pmc and acr. As soo as I run the Mission it says this: why the heck am I recieving this error although it must be located in the config as it is a vanilla object? May it be that BIS has changed some class names? I grabbed the classname form ArmATechs Object Libary http://www.dayzsuperhive.co.uk/object-library.html even the new classnames, grabbed from the config.cpp are causing this issue class US_Soldier_B_EP1: US_Soldier_EP1 { displayName = "$STR_EP1_DN_US_Soldier_B_EP1"; backpack = "US_Assault_Pack_Ammo_EP1"; }; class US_Soldier_AMG_EP1: US_Soldier_EP1 { displayName = "$STR_EP1_DN_US_Soldier_AMG_EP1"; backpack = "US_Backpack_AmmoMG_EP1"; }; class US_Soldier_AAR_EP1: US_Soldier_EP1 { displayName = "$STR_EP1_DN_US_Soldier_AAR_EP1"; backpack = "US_Assault_Pack_AmmoSAW_EP1"; }; class US_Soldier_AHAT_EP1: US_Soldier_EP1 { displayName = "$STR_EP1_DN_US_Soldier_AHAT_EP1"; backpack = "US_Backpack_AT_EP1"; }; class US_Soldier_AAT_EP1: US_Soldier_EP1 { displayName = "$STR_EP1_DN_US_Soldier_AAT_EP1"; model = "\ca\characters_e\US\US_at_gunner"; backpack = "US_Assault_Pack_AT_EP1"; any ideas? thanks in advance regards Memphis
  6. well actually not, I was using a new downloaded script sorry, which thread are you referring to? did you forgot to set the link? regards Memphis
  7. may be we shall wait until 25th of june and beyond...just a guess
  8. Hey Tophe, please check the script. It doesn't work in the Beta (Ok, I´ve got to admit that the Beta is out since of today )...But just for the case... this is the error message that appears right at mission start if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]> Error position: <setVehicleInit format ["%1;", _unitinit]> Error Missing ; File C:\Users\Memphis\Documents\Arma 3 - Other Profiles\MemphisBelle\mpmissions\SVR.Stratis\vehicle.sqf, line 116 Error in expression <tDir _dir;
  9. this sounds pretty complicated...what exactly are you up to?
  10. Hello everybody, I noticed recently that there are bi2.bisign files next to the normal bisign files within the addonfolders. The question I have is, that I don't know how to get them. I had to let a friend send me the needed files for the PMC and BAF files...he said that they are automatically added by patch or update...but I´ve never ever seen such a file and I am constantly updating the games as well as I am using Beta Patches...so what is the secret about those files and where can I get the from? I specifically need them for the latest ACR DLC. I purchased and downloaded it via sprocket, but after the download and installation there were no such files...any advices please? regards Memphis
  11. memphisbelle

    where do I get bi2.bisgn files from?

    hmmm...is there no one who can tell me whats about these files and why I did´nt get them by downloading and installing DLC´s via sprocket? ...strange
  12. I am pretty sure that it´ll return once the game reaches Beta status or gets finally released...if not...we´re screwed :P
  13. memphisbelle

    Store registration

    you´re right, the only problem is that one wont get an activation mail to activate the newly created account (OK...at least today, as far I can tell...I dont know how it usually works). I already informed BIS support about that, but there wasn't any helpful reply yet, except an automated information that I send a mail to the support.... The FAQ is nice and covrs a lot of helpful stuff, but it´s also a little limited as it doesn't cover the question about what to do if no activation mail will be send. I´ve created an account for my daughter...OK...I wanted to do :)
  14. Can someone please tell me how to make a vehicle spawn at a place it has NOT been placed first but has been moved by setpos getpos command?
  15. hey, it works...awesome...thanks a lot.
  16. sorry for a stupid question...but may it be that the latest Game Version is avoiding the script to work properly? I am using the ArmA2 Version of this script in ArmA2 Missions a lot and they work great. But I cant get the 1.81 Version for ArmA3 to work...the Vehicles simply don't respawn...does someone have any Ideas about that? The script file is located in the Missions folder, I am using this in the init line of each Vehicle: veh = [this] execVM "vehicle.sqf"; But no success so far.
  17. hey there Tophe, I am working on a huge Mission where the Helipad and all the stuff around (Servicetrucks, Heli H´s, etc.) will be moved from the first point where it was placed to another place. This is supposed to happen after accomplishing a certain target. The Problem I have now is that the script has knowledge only from the first place, but not from the new place. So is there a possibiliy to make it happen that the script will accept the new place as current one and spawn the Heli right there? Thanks in advance regards Memphis
  18. Cant believe this is true... at least a real good UH-1 simulation: http://forums.eagle.ru/showthread.php?t=95295
  19. Those Vidoes are great, thats true and so thanks for the Author of the Thread for his effort and the time he put in this. Espacially for beginners this is a great thing. But to completely understand the editor, you should combine them with written ressources as theres so much stuff that cant be explained via a video. So check the Editing guide from Signature. It provides more than 300 pages of information. Unfortunately it was written once for ArmA 1 but most of the things still do match the most things (things like how to set up a Trigger for Ending Conditions and so on).
  20. memphisbelle

    Nordkindchens Sammelsurium

    Hello there, Such a collection is a pure treasure for everyone who is looking for specific information about a certain thing, thanks for putting effort in this. But there´s somethings I´d like to suggest. I would highly recommnd you to move your collection to the Biki as the amount of allowed characters here might either already been reached, or it will be pretty soon. I am saying this because I made the same experience once with the DCS Forums (Eagle Dynamics). Such a huge thing is easier to keep updated by using the wiki...check my DCS Tutorial Collection.Check here. If you will move it over to the Biki, so you can use my DCS page as template. As for the wiki it is all the same language and should work fine. You only need to modify it a little As my Collection was devided into Aircraft systems, weapons stuff and so on, you could feed certain Parts like the editing corner (Object, and Terrain editing, Mission editing and so on) That would fit well next to stuff like scripting or gameplay things, let me know if you need any help or so. regards Memphis
  21. memphisbelle

    BI games for PS4?

    I was referring to ArmA of BI titles only. But as we speaking of it...would it worth to buy at all?
  22. memphisbelle

    BI games for PS4?

    I hope they don't, exept of Xbox OFP Elite, so all BI products always were PC exclusive. I really hope that BI will keep itself loyal and wont go the way of quick money only...that would be the dead of our beloved and most favorite Game.
  23. for all the issues we need to wait for the official BI tools update...you Addon Maker will be the first guys with luck as BI stated that Oxygen and co will be updated before Visitor and stuff will be
  24. memphisbelle

    Basic Map Making Tutorial

    Hey there, good tutorial. I think the tools you made seem to be interesting, think I´ll give them a try as soon as I am back home again. What wonders me, you are saying that the layers.cfg is beeing created by using the tool you mentioned in the first part. How do you assign the RGB colors for the mask_lco from the second part, as you dont know how the mask will look like? EDIT: The different mco files are altogether unnecessary as there´s actually only one mco file needed for all textures. It is not wrong, not that you misunderstand me, but it is not necessary.
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