Planck
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Everything posted by Planck
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Try unchecking 'Autoconvert GIF & TGA textures' in the Options dialog. Planck
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Not at all sure you can use a '-' in classnames or paths, so CH-46 probably gives it heart failure. Suggest a change to CH_46 instead. Planck
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Yes, it is true that the animation is jerky, but I have never been able to smooth it at all, might be an ArmA 'feature'........good luck finding a cure, because I never have..........yet Planck
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Ok ENGENER, got it working ok ingame. PM me your email address and I'll send it back to you. Planck
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I already gave you a working model.cfg example, but now I realise that there is two ways you can be wanting to use your model. If you just want to use it from the editor it should work with a properly written config and the model.cfg when binarizing. If it is also meant to be embedded in a .wrp file the class name must be the same as the modelname and MUST begin with 'Land_'. For example your model is called noddyshouse.p3d, then the classname in the config must be "Land_noddyshouse". If not then animations will not work in .wrp files, but may still work in the editor. Planck
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Aye, well, as Ti0n3r has hinted, Malden never did have pine forests, only, mostly, broadleaf trees and bushes. Try Everon or Kolgujev as he suggested. Planck
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Ummm, I don't understand, Malden has the exact same number of forests or woods as it did in OFP. These forests are in the exact same positions and are as dense if not slightly denser than the originals. Which forests are you finding missing? Planck
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Visitor script central - contributions
Planck replied to [aps]gnat's topic in ARMA : MAP EDITING (VISITOR)
I tried this script (Visitor 3 Script RandomObjectPlacer v1.1). I selected an area that I wanted to put some trees in. I ran the script selected the tree I wanted and set the amount to 70% and only one tree was placed in the selected area all the others were placed outside the area completely in an area south-east of my selected area. I tried again with another object, the small runway lights, the very same thing happened here, nearly all the objects were not in the area I selected for them to be in. Always one object is placed in the centre of the area I have selected, all other objects are outside my area. Using lampazel as the object and 100% as the amount it places 10 lampazel models outside the area chosen and 1 lampazel in the middle of the area chosen. Planck -
Runways are no longer represented by terrain textures, they are now models much like the roads are, they do not use mco textures, only co texture and nohq, sm in the rvmat. I have no idea why the runways have gaps like that Gnat, unless its because they are ODOL models and not MLOD. MLOD runway models have snap-to points much like roads. Planck
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What are you talking about? AT-4 everywhere I look is designated variously, but mostly as: NATO: AT-4 Spigot and AT-4A Spigot A wire-guided anti-tank missile of the Soviet Union. RPO-A is a different weapon: RPO-A Shmel (Bumblebee) man-portable rocket launcher - thermobaric warhead I don't see anything about a flame-thrower in any description of this weapon. Whatever the arguments about the weapons names, you have to remember one little thing,.....CWR is about bringing the old OFP to Arma, including all the weapons definitions and names, no matter if the name is deemed by some to be inaccurate, it is the name from OFP......we put it in. Reason?..........If we start changing classnames we will break any missions that use the old names.....understand......good. Handling anims are just perfect the way they are, or as perfect as they will be for the demo, seeing as how they are mostly all from ArmA anyway as we have not done any animations for soldier units to my knowledge. Somewhere in this topic it was already mentioned that most of the Elite models are placeholders, for any eventual new replacement models that are done. This statement still holds true no matter who is reading the topic........you did read the topic didn't you? Planck
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What you are effectively asking for then is for BI to start giving QG away for free, I wouldn't hold my breath waiting for this to happen, and I wouldn't expect them to do it either. Planck
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Hmmmm, what cell size? Planck
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Ok, try this one, fiddle about with it to add the relevant info into the subclasses in class Animations and change any names that need changed: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class cfgSkeletons { class Default; class sc9_GBBones : Default { skeletonInherit = "Default"; skeletonBones[] = { "doorR","", "doorL","" }; }; }; class CfgModels { class Default; class SmallGateW: Default { skeletonName="sc9_GBBones"; sections[]= { "doorL", "doorR" }; class Animations { class doorLanim { .... .... .... etc }; class doorLanim { .... .... .... etc }; }; }; }; Planck
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QG works just fine with 1.09, of course you need to put the hotfixes supplied with 1.09 in their proper places first. Planck
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No advanced option in mission editor
Planck replied to Victrix's topic in OFP : MISSION EDITING & SCRIPTING
Are you sure? Go into the mission Editor, if you see the word 'Easy' in the top right corner of the editor window........click it. Planck -
It depends, did you inherit properly from ArmA Man classes? 'woman=' is set in class CAManBase as 'woman=0' <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicles { class Land; class Man: Land { class ViewPilot; }; class CAManBase: Man { ... ... woman=0; ... ... }; If you haven't inherited from CAManBase then this may be why you get this error. or You could just add 'woman=0' to your definition, till the next error pops up. Try checking the Rpt for more errors reported. Planck
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It depends, did you inherit properly from ArmA Man classes? 'woman=' is set in class CAManBase as 'woman=0' <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicles { class Land; class Man: Land { class ViewPilot; }; class CAManBase: Man { ... ... woman=0; ... ... }; If you haven't inherited from CAManBase then this may be why you get this error. or You could just add 'woman=0' to your definition, till the next error pops up. Try checking the Rpt for more errors reported. Planck
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I tried all sorts of things to get the jets to land at the main runway but they refused, I can only get things like the camel to land there. Now however I have reversed the landing direction. Planck
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Negative, the original CWC had both tanks using "Gun120". As we are porting CWC across to ArmA, we kept the same weapons as the original CWC. "Gun125" was never used on any tank in CWC or even Res. Planck
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Presuming all those will work under cwr and also presuming they are all mods apart from the -world= line, I suggest: "D:\Program Files\Atari\ArmA\beta\arma.exe" -mod=beta;@SIX_Pack1;@lowplants;@NWD_TankFCS;@CSM;CWR -world=abel If that doesn't work try removing the mods one at a time to see which one is the problem, I'm thinking that one or more of them are not working under 1.09. Planck
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Lolisse was never marked on the original map. I think the place referred to in the demo as Lolisse was probably intended at the time to be Lolisse, but this must have changed by the time the full game came out. The previously unnamed town at top left of map is Lolisse, well....according to info I got from BI and it has now been made so. Planck
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This is intended because the original SoldierWSaboteur was also equipped with "TimeBomb" SoldierWSaboteurDay and SoldierWSaboteurPipe however were equipped with "PipeBomb". However I don't see a problem, because I tried with both BlackOp and BlackOp (Day) and both were able to lay their satchel charges and were able to either set the time or just plant them and detonate later, in other worlds the method of detonation is selectable from the action menu just like in OFP. Planck
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Sat-mask layers done, but dispear in buldozer!
Planck replied to mpantel's topic in ARMA : MAP EDITING (VISITOR)
I myself have never needed to change the rvmats to point to .paa textures, it is all handled automatically by buldozer and/or the packing tools. Planck -
This was my fault, I removed a texture from the rvmat that was causing a strange shadow to be cast on the surface. Although it solved that problem, it brought another. Have reverted to previous state now for this. Planck
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Have searched all files in the demo and can find no mention of any cgw1.jpg. Might be some other addon you added or have in your main addon folder. Planck