Planck
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Everything posted by Planck
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If I recall correctly the patch included 2 folders, one called addons and the other called DBE1. DBE1 has an addons folder inside it, the files in this folder go in the DBE1\Addons folder you have in ArmA root. (presuming you have queens gambit) The files in the lone addons folder go into beta\addons folder. Planck
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Also, the path ca\weapons\NVG_proxy.p3d does exist. It points to the weapons.pbo inside which is the NVG_proxy.p3d model and presumable its textures. Planck
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Roads not visible in visitor 3
Planck replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
It is only the roads.pbo that you should not unpbo for use in your p:\ drive. The binarized road models no longer have the 'snap to' points on them that the mlod models do. These points enable the models to join together easily in Visitor, but are removed during the binarization process, so use the mlod models that BI provided once this mistake was discovered. I will see about correcting the Biki. Planck -
A quick read of the accompanying readme and changelog would have shown you that this is not a problem and was by deliberate. * FIX (WEAPONS): Unloaded Javelin will not show optics attachment to avoid view blocking in most of the moves. Planck
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If you have Queens Gambit, the hotfix_QG.pbo and its .bisign go in your DBE1\Addons folder in the ArmA root. The addons\hotfix_dbe1.pbo and its .bisign go in your beta\addons folder in arma root. I have no idea about the CA_hotfix you mention there. Planck
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Be sure that your shortcut target field is correct: "C:\Program Files\Bohemia Interactive\ArmA\beta\arma.exe" -mod=beta -window For example. And also that the Start In field points to the ArmA root folder: "C:\Program Files\Bohemia Interactive\ArmA" Planck
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Did you remove any previous beta folder first before trying to install the new beta patch? Planck
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Roads not visible in visitor 3
Planck replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
Check the road definitions in Tools.......Roads. See where Visitor is looking for the road models and which road models it wants. Planck -
Maybe I am misunderstanding the problem, but... Original OFP map size was 256 X 256 @50m = 12.8 km X 12.8 km terrain size. So, 1024 X 1024 @5m = 5.12 km X 5.12km terrain size. 1024 X 1024 @10m = 10.24 km X 10.24 km terrain size. Which is all well and good. A rectangular trigger with axis a and axis b set to 5.2km results in a trigger covering an area of 10.4km X 10.4km, so everything looks as it should to me. Planck
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Objects that have a config will work fine in the editor as long as they have a proper working config, of course. If you have an object that has animations (doors etc), or effects and other groovy stuff AND this object is going to be placed on a wrp then there is an additional requirement that needs to be considered. First the classname must begin with Land_, second the remainder of the class name must be the same as the p3d name. So, for example, you have a model called MY_Model.p3d and it has opening doors all over the place ...extra effects ladders, dancing girls etc etc. The classname then would have to be Land_MY_Model. Of course model.cfg, config.cpp etc is also still required as well for the relevant stuff. Planck
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Place the runway, I imagine you have it placed already anyway. The runway models are 40m wide and 80m long, the larger ones anyway. The invisible roads are 20m X 20m so to cover a runway piece that is 80m X 40m you will need 8 of them. Planck
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3 small popup errors
Planck replied to -10thMT-Tack-Up's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Try this one, hopefully it works as intended. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class EmergencySupplyCrate { units[] = {"EmergencySupplyCrate"}; weapons[] = {}; requiredAddons[] = {"CAWater","CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"}; requiredVersion = 1.08; }; }; class CfgVehicles { class Strategic; class ReammoBox: Strategic {}; class EmergencySupplyCrate: ReammoBox { scope = 2; accuracy = 1000; model = "\EmergencySupplyCrate\EMSC.p3d"; displayName = "EmergencySupplyCrate"; class TransportMagazines { class _xx_M9 { weapon = "m9"; count = 2; }; class _xx15Rnd_9x9_m9 { magazine = "15Rnd_9x9_M9"; count = 8; }; class _xx_smokeshellgreen { magazine = "Smokeshellgreen"; count = 2; }; class _xx_smokeshellred { magazine = "smokeshellred"; count = 2; }; class _xx_binocular { weapon = "Binocular"; count = 2; }; class _xx_NVGoggles { weapon = "NVGoggles"; count = 10; }; }; }; Planck -
You need to use the invisible roads in conjunction with runway models, as the runway models do not have roadway lods due to their size. This is why they are bumpy when used without invisible roads placed on top of them. Planck
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Tree at xxxx, yyyy out of grid (x-axis)
Planck replied to .kju's topic in ARMA : MAP EDITING (VISITOR)
An even simpler method would be to change the View Settings to only display Nature Objects. Then use SelectObjects script to highlight all the nature objects of the target type. Then hold shift and drag rectangle over all nature objects on land thereby de-selecting all nature objects except any that are off the map area. Then press Del. Hopefully that will remove any stray object. Planck -
Sorry, but I did forget to mention that the txt files you save for each net........you may need to edit the road model names to reflect your new 'equivalent' road types, other than that it should all work. Planck
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This depends on the road definitions. If you have a road network in place on the map and are trying to change the model it references, then often it will fail. What you need to do instead is make new road definitions using your new models. The network already present consists of individual road nets which in turn start with a 'key piece' from which the other road pieces are added to make the single road net. You should record the position of each 'key piece' somewhere for each net, so you can use them for the new nets. Export the present road network, one net at a time to .txt files, using the visitor script ExportObjects or whatever it is called then remove the old network completely. Then rebuild with your new roads by placing a relevant 'key piece' and giving it the co-ordinates you kept earlier for that net, then import the road net associated with it using the visitor script ImportObjects or whatever it is called. In this way you can redefine your road definitions, it is not ideal, but it works and that is what counts. Before starting backup your .pew file........just in case of accidents Otherwise.....you cannot use odol road models in visitor, only mlod. Planck
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Try this......... Go to File menu........Options Find 'Autoconvert GIF & TGA textures If it is checked, uncheck it. If it is not checked, sorry......no idea, apart from making sure all dependent programs are installed. Planck
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If you mean the large metal towers that carry the power lines they are called sloup_vn.p3d and they live in ca\misc. Edit: One minute late. Planck
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Problem with group config
Planck replied to plasman's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Yes, I would try that, though as I said I don't know why it would need it, I have not seen a cfgGroups section that had a scope entry before. Planck -
Problem with group config
Planck replied to plasman's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Aye, well, I should have paid more attention to your blurb at the beginning of your first post. It is looking for the scope entry in your cfgGroups section, so adding one in might resolve that error.....possibly scope=public;, or 2, whichever takes your fancy. I suggest you check your RPT file for any other entries that it has found missing from the cfgGroups section, quite often it only reports the first one it finds but the RPT file will list them all. Although, quite why cfgGroups would nees a scope entry is beyond me. Planck -
Problem with group config
Planck replied to plasman's topic in ARMA : CONFIGS AND SCRIPTING (addons)
After a quick look I can see that class CfgGroups isn't closed. you need one more }; on the end. Planck -
Fair enough, I was confused about it being on the same line as the statement, however here is an example from the ca\buildings config entry for Land_dum_mesto2: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa_dvere1"; radius = 2; onlyForPlayer = 1; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa_dvere1"; radius = 2; onlyForPlayer = 1; condition = "this animationPhase ""Dvere1"" >= 0.5"; statement = "this animate [""Dvere1"", 0]"; }; class OpenDoors2 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa_dvere2"; radius = 2; onlyForPlayer = 1; condition = "this animationPhase ""Dvere2"" >= 0.5"; statement = "this animate [""Dvere2"", 0]"; }; class CloseDoors2 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa_dvere2"; radius = 2; onlyForPlayer = 1; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1]"; }; class OpenDoors3 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa_dvere3"; radius = 2; onlyForPlayer = 1; condition = "this animationPhase ""Dvere3"" < 0.5"; statement = "this animate [""Dvere3"", 1]"; }; class CloseDoors3 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa_dvere3"; radius = 2; onlyForPlayer = 1; condition = "this animationPhase ""Dvere3"" >= 0.5"; statement = "this animate [""Dvere3"", 0]"; }; class OpenDoors4 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa_dvere4"; radius = 2; onlyForPlayer = 1; condition = "this animationPhase ""Dvere4"" < 0.5"; statement = "this animate [""Dvere4"", 1]"; }; class CloseDoors4 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa_dvere4"; radius = 2; onlyForPlayer = 1; condition = "this animationPhase ""Dvere4"" >= 0.5"; statement = "this animate [""Dvere4"", 0]"; }; }; Planck
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I think you may have to remove the extra '};' from your statement lines: statement="this animate [""doorlanim"", 1]";}; Like so: statement="this animate [""doorlanim"", 1]"; Planck
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Well, I can't see his config so I made up a house addon called MyHouse for example purposes. As I cannot really see the config I can only really guess the problem, the game has obviously read his config which must mention class House in it somewhere, but the rpt message is definitely saying "I see no definition of class House, therefore I will complain". Planck
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It appears that the game cannot find class House defined in your config. You should have something like: class House; <----- inherits from standard class House Class MyHouse: House { ... ... ... }; Planck