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NeoArmageddon

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Everything posted by NeoArmageddon

  1. Make a ticket with screenshot and classname please.
  2. AutoCAD is more technical than Blender or OB but you will definitly get an understanding of the 3D space and how the process fo creating 3D objects work.
  3. NeoArmageddon

    Buldozer Problem (BuldozerEnvelope.cpp)

    The pipe is the way TB connects to buldozer and it is added automatically to the startup when buldozer is launched from TB. That has most likely nothing to do with the error message at all. I am quite sure your startup path for the arma3.exe is not recognized properly because of the space in your folder. Try wrapping it in quotes like "I:\blah\blub\Arma 3\arma3.exe" -the -other -parameters If that doesn't work, copy the arma3.exe to your P:-drive directly, so you can use "P:\arma3.exe -the -parameters".
  4. Still don't understand why people try to remove stuff from mods so vehemently. Terrains with all their textures and stuff are large addons and the included assets are aswell and there is nothing to do about it than reducing the quality. With CUP TP the set of terrains is already much smaller in file size than all of the terrains alone. Do you guys also buy a pickup and try to saw of the back because you don't fit in parking spaces anymore? Will be fun when Tanoa comes out... "Can I have it without the terrain? It is too large for my community!" Sorry for the rant, but this is driving me nuts.
  5. Do you have a minus in front of "mod"?
  6. As neither TB nor OB are comparable to stuff you learn in most lectures and courses there isn't really something that will help you much with the BI tools themself. But what clearly will help you are courses like more GIS (to get the terrain data, sat textures and layouts for terrains) and something that help you with 3d modelling in general. With the help of Alwarrens Blender Toolbox you can use Blender to model for A3. You should check if you can attend a Blender course somewhere.
  7. Maybe, but do you tell the server toload them? In 99% of all cases people forgot to launch the server with "-mod=@CUPBlah;" or wrote "-mods=" instead of "-mod=". Have a look at your RPT. I am sure it tells you that the wrong folders are loaded and no CUP pbo is actually loaded (atleast not the units).
  8. That means the server isn't loaded with CUP or doesn't have it at all. P.S. Just playing on DS with all of CUP right now, works perfect.
  9. Just check it with the ingame config browser ;)
  10. Very nice! Congratulations on the release! It is time to persuade Scruffy of making some new unit setups for co10 Escape making your terrains match the enemies one encounters :D Are the weapons and their magazines CUP compatibley yet?
  11. RHS is using it's own armor system resulting in RHS Launcher behaving very underpowered except against RHS tanks. I have no problem using CUP launchers to disable an T-72. It takes a single jevelin or 1-3 RPGs to take one out. Seems fine to me. Regarding the barrels: Not very likely as we have more important things to do, than adding ACE features to CUP as only a part of our users are profiting from this. Everybody is free to make compatibility addons for this thou. Regarding mass: Most likely it is only copied from A2 config values. If you feel some weapons are not only to light in numbers, but also in feel, make a ticket in our tracker. Regarding Land Rover Ambulance: Even if not in A2, make a ticket about that feature. Seems reasonable to me.
  12. Download the Licensed Data package for A2 and use a program like Arma2P to unpack an Arma2 installation to your P drive. That will give you binarized A2 models and their textures. Than unpack the license data pack to your P-drive aswell. That will replace the binarized A2 models with unbinarized that can be used in TB. You than simply place the objects like you would do on an A2 terrain. CUP TP is only meant for final subsitution of the models when the terrain is loaded in A3.
  13. Does anybody here knows if the aggressive mipmapping on particles can be eased? I am using a 4096px² texture and it looks really crappy ingame: https://youtu.be/mXzIdGG9Q8U Looks like nearest lod is always taking the 512 or 1024 mipmap
  14. Thanks for your feedback and especially your video! Your terrains loosk really nice. Is there a thread somewhere about it?
  15. You yust need the ArmA2 Licensed data package extracted to your P: drive. Don't unpbo CUP Terrains and use it with terrain builder.
  16. I am not sure your airfriction formular is right. In the real world airfriction is linear in terms if v, not inverse and squared. I am using Fdrag = _airFriction*(vectorMagnitude _weaponVelocity) and that fits bombs and missiles well ingame (exept a small numerical factor).
  17. Unit of thrust is most likely in Newton (a force). And when you are calculating trajectories keep in mind armas physics simulation is not the best. I already encountered some discrepancy between physical correct calculations and ingame results.
  18. NeoArmageddon

    Submunitions and how to use them

    I tried the same for the AT airweapons pack (Rockeye and Napalm) and discovered that submunition only works for shells (stuff inherited from BulletCore/BulletBase). Missiles and bombs don't support submunition. I will probably add a eventlistender to all aircrafts that checks the config of the fired ammo for my own "submunition"-class and launch a script that takes care of the submunition spawning.
  19. NeoArmageddon

    co10 Escape

    That is default behaviour with the regular difficulty on your server and I can't do anything about it mission side. I strongly suggest editing your server config or always playing on veteran. Maybe I should add a note about this in the briefing.
  20. NeoArmageddon

    co10 Escape

    No idea. Mission is heavily scripted and was not build with Zeus and Eden in mind. Most likely some incompatibility between the systems and new formats. Eden does a lot of stuff different than the old 2D editor.
  21. NeoArmageddon

    Make an AI go "where the action is?"

    Create two triggers, one for every side, and set them to ~250m. Now cycle through allunits and place both trigger on the units position. Use count list _trigger to get the number of units around. You can use the numbers to determine of a battle is about to break loose. Maybe use something like this private _numEast = list count triggerEast; private _numWest = list count triggerWest; private _actionValue = ((_numEast+_numWest)/(_numWest *_numEast )); Than you could decide with the _actionValue where the chopper should fly. You probably need to tweak the actionValue-equation a little bit to get good values.
  22. NeoArmageddon

    Update form Jbad to CUP

    Any particular reason you want to switch from JBAD to CUP?
  23. NeoArmageddon

    Editing scripts

    Indeed. I assume the AI in A3 can't handle slow planes anymore. I would suggest using setSpeed so ease the slow down of the plane (make it faster).
  24. The dummy is not needed anymore as you can get the modelspace position of memory points (as I said above).
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