Planck
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Everything posted by Planck
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cpp error? Cant get my map ingame
Planck replied to memphisbelle's topic in ARMA : MAP EDITING (VISITOR)
Try changing your cfgPatches to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches{ class MB_Luano{ units[]={}; weapons[]={}; worlds[]={"MB_Luano"}; requiredVersion=0.1; requiredAddons[]={"CAData", "CABuildings", "CAMisc", "CAPlants", "CARoads", "CARocks"}; }; }; Planck -
We had material help from BI for this project, like you we mostly had to learn from our own mistakes. You and many others seem to labour under the impression that we had BI available to us, at a moments notice, to resolve any problem we might have come across. I'm sorry to burst your bubble here but like you and many others we had to learn from our own mistakes in the main. Difference here is we didn't go throwing our toys out of the pram when things didn't go well. Now you didn't need to reply to W0lles last post. but you felt you just had to get a 'last word' in, just like I didn't have to respond to your post. Can we now leave the subject where it is because nothing can be achieved by further off topic discussion about it. Planck
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- cold war rearmed
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Scan the file in some hex editor searching for .paa, .pac and .rvmat respectinely. Planck
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weapons3\data\sound\gsh301_loop Planck
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Bulldozer problem since ArmA patch 1.14
Planck replied to DaSquade's topic in ARMA : TOOLS TROUBLESHOOTING
I think you need to replace your P:\bin folder with a fresh version from your 1.14 installation. This will be the mismatch of data with the .exe, because you are probably using the 1.14 Arma.exe with an older p:\bin folder. Planck -
Config with Destruction Effects for Multiple Objec
Planck replied to opteryx's topic in ARMA : CONFIGS AND SCRIPTING (addons)
I would try using class House instead of class Building. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class HouseBase; class House : HouseBase class Land_iraqi_house_5: House { .... .... .... }; etc etc Planck -
fences, bridges, p3d, textures
Planck replied to boumboumjack's topic in ARMA : MAP EDITING (VISITOR)
All the bridge models are in the same place: ca\roads ... most_stred30.p3d most_bez_lamp.p3d Kamenny_most30.p3d Kamenny_most30v2.p3d Planck -
This is naturally so, because the colour array is arranged as: Red, Green, Blue, Alpha You elected to use blue. Â Planck
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To the best of my knowledge, Visitor doesn't accept ODOL format road models, reason being the ODOL models do not have the 'snap-to' points' available for Visitor to read, hence the error 'Object does not follow requirements for road objects (Are there all named points presents)'. Best to use the MLOD versions kindly released by BI for the community instead. Planck
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@fabiantronc Fortunately tanks and other vehicles are not 'island objects' and do not require the classname to be preceded by Land_, so GB is quite correct. Planck
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Control Panel ... Add/Remove programs. Planck
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Ahh no, original models inside OFP data3d.pbo are ODOL format models. If you wish to view them in Oxygen you need to convert them to MLOD. ArmA is much the same. Planck
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I can't see how you can get more accurate than using trigonometry to arrive at the ilsDirection numbers. ilsDirection [] = {sin(opposite of desired landing direction in degrees), sin(desired glideslope in degrees), cos(opposite of desired landing direction in degrees)}; For a plane landing in a northerly direction the compass direction would be 180 degrees for the calculation, using the standard 4.6 degree glideslope you would then have: ilsDirection [] = {sin 180, sin 4.6, cos 180}; Planck
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If you have a ca folder inside your working folder (P:\ then presumably it contains the standard game structure folders. which will in turn contain the mlod model files and all their associated files (textures, config, model.cfg etc etc) For example: buildings roads plants misc This being the case and provided you are referencing any standard ArmA ladder and building models from there for your island then the ladders should work fine once you get it ingame. CWR_Malden works ok anyway. Planck
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Or even at OFPEC Planck
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As I keep saying, you don't put your island or indeed your addon into the ca space. It only needs to be in your working folder root ... P:\ This just asks you to extract the contents of the included ca folder into any ca folder you already have present. I imagine if your already present ca folder in P:\ has the same content already present then it might be safe to skip that. Planck
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Ah, but we can't define the length of the runway in the config. There is no place in the config to define a runway length. All we can do is define the start of the runway and the landing direction. ilsPosition is the point that is aimed for when landing, it is usually just past the runway threshold. ilsDirection is the landing direction. Armed with those you can make your runway as long as you wish, the only other thing that can possibly influence the length would be the taxiway definitions. EDIT: The "ilsTaxiOff[]" and the "ilsTaxiIn[]" are both an array of positions that your plane must follow in order to taxi onto and off the runway and taxi to park or to take off. They do not do anything else. Planck
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If you use the mlod files BI provided in your ca folder they also include the configs and model.cfg files, so everything should work fine with Visitor and indeed Binarize. Planck
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Your island folder goes in the root of P:\ ... P:\MyIsland Inside this you will have all your files for your island. P:\ca is for the mlod model files from Arma including their associated files and textures. (config, model.cfg etc) P:\ca is only for the Arma files for example: P:\ca\plants ... all files for plants P:\ca\buildings ... all files for buildings P:\ca\roads ... all files for roads etc etc In other words the same structure the game has in the Addons folder except it is in folder format instead of PBO format. Planck
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1./ Yes 2./ Yes 3./ This Planck
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I think it is telling you that the road models you are using do not have the 'snap to' points that are used to join the road pieces together. Are you sure you are using mlod models? Planck
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You can always edit the produced .hpp file and include the 'umlaut' characters where needed and then resave in UTF-8 format. You will need to do this every time you save your island as a .wrp file as Visitor will then produce it again in ansi format. Planck
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Just leave the names in the .hpp. In your config class Names section put. class Names { Â #include mynames.hpp }; Something along those lines anyway, I don't have my main machine available to check properly........that is from memory. Â Planck
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You forgot to add the ; on the end of your added line. Planck
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No, it won't make a difference to that, I'm just not accustomed to seeing buildings represented in green elipses or circles. The icon doesn't in any way represent the true dimensions of any particular building, something you have to live with. Planck