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Planck

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Everything posted by Planck

  1. Planck

    ArmA is just ... disappointing

    I fail to see how it has been concluded that: This is maybe your interpretation of the situation, I do not see that BI management have failed to keep track of any of their agenda, I would venture to say they know exactly what is happening in their planning. But then you can also say I am guessing and speculating just as many in this topic are, and it serves no purpose. It is ok to list negative aspects of this game that have been encountered, that is one thing, but the some of the behaviour in this topic is just sheer stupidity and does nobody any good, least of all BI or the game. Planck
  2. Planck

    Config Error

    It is basically saying you have a class cfgMagazine written inside cfgAmmo AND there is no entry for model in class cfgMagazine...i.e...this line is missing: model = "\path\and\modelname.p3d"; Incidentally, if you meant to make a cfgMagazines class instead of cfgMagazine, then they should be separate classes and not one written within another. Planck
  3. Planck

    Map Size

    Actually not, OFP islands had landGrid = 50;, and they didn't use rvmat files. Edit: Anyway....we are both wrong about the cell size....it is apparently 10m X 10m, in OFP it was 50m X 50m. Planck
  4. Planck

    New M107 ammo

    Ah, my mistake, I see the notracer ammo has lost its tracercolor definitions in the main weapons config. I was checking the wrong entry....class B_762x54_noTracer Planck
  5. Planck

    Map Size

    Hmmm, as far as I can tell sara uses a 40m landgrid, not 20m. From the sara config: landGrid = 40; Planck
  6. Planck

    New M107 ammo

    Maybe I wasn't clear with my first post? The m107 still does NOT use tracer ammo, not even in 1.08. Extracts from the config for m107 (1.08 version): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class 10Rnd_127x99_m107: CA_Magazine { scope = 2; displayName = "$STR_MN_10RND_M107"; ammo = "B_127x99_Ball_noTracer"; count = 10; initSpeed = 850; picture = "\CA\weapons3\data\M_107_CA.paa"; }; AND class m107: Rifle { scope = 2; type = 5; model = "\ca\weapons3\m107\m107"; picture = "\CA\weapons3\data\W_m107_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_sniper_CA.paa"; magazines[] = {"10Rnd_127x99_m107"}; ... ... ... So, once again I say......the m107 does not use tracers. Maybe you have 3rd party addons that are affecting your game in an unexpected way. Planck
  7. Planck

    addon not found?

    Maybe this is what you want: http://community.bistudio.com/wiki/CfgVehicleClasses Planck
  8. Planck

    New M107 ammo

    The m107 uses "B_127x99_Ball_noTracer" ammo in its magazines as detailed in the wiki. It has no other magazine type configured in its config entry. Planck
  9. Planck

    phantom texture

    This file does not seem to actually exist in ArmA at the location in the error message. It is however mentioned in: bin.pbo\config.bin ... class Helicopter ... dammageHalf[]= air.pbo\config.bin ... class Helicopter ... dammageHalf[]= wheeled.pbo\config.bin ... class Car ... dammageHalf[]= and dammageFull[]= It appears to be used also in wheeled.pbo\skla_rozbita.p3d. The file itself is located in wheeled\data Planck
  10. Planck

    Patch 1.08 - Released!

    Airfield ID numbers are: * 0 - Paraiso * 1 - Rahmadi * 2 - Pita * 3 - Antigua Planck
  11. Not sure if this helps any, but, when I was playing about with the Elite ch47 I got the doorgun turret working eventually and the values I used for ViewOptics was: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.600000; minFov = 0.600000; maxFov = 0.500000; }; Bearing in mind the ch47 only has the one door gun, this may not help at all, but, I threw it in there anyway. Good luck with it anyway. Planck
  12. Planck

    Repair/Service buildings

    No, I'm sorry but it is not true, the repair depots in OFP never worked by default. To check for certain I loaded up OFP 1.96, and went to a repair depot on Everon with a half damaged jeep.......no option to repair the vehicle at all. Examining the config entry for the repair depot: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Houserepair_center:House { scope=1; model="repair_center"; }; So, there you have it, no functionality to repair vehicles at all. People who swear it was able to repair vehicles by default must have been using a community fix either in a mission or addon form......or......MFCTI Planck
  13. You cannot use '-' in classnames and unit names, use an underscore instead. Planck
  14. I have never seen the CWR official policy, would you care to point out where it is written down so I might know what the official CWR policy is. Planck
  15. http://community.bistudio.com/wiki/Layered_Terrain_Surface_Representation Planck
  16. Might this be the 'bug' you were referring to Manday? 5153 - Fixed: Gear action did not sometimes work in buildings (high over surface). As you can see it is marked as fixed in .5153. More listed fixes here: http://community.bistudio.com/wiki/ArmA:_Version_History Planck
  17. Planck

    Script style pbo

    Do you mean what, or where? Where: Config.bin of O_WP.pbo Planck
  18. Planck

    Script style pbo

    Classname: "SoldierGSniper" Model Name: mc_specG Planck
  19. Planck

    US Demo Released

    To get to the limited Editor: From the main menu choose: 'Missions' Then double click on My Missions, followed by double clicking 'New Mission'. Finally click the 'Open' button. Planck
  20. Planck

    Data pipeline - packing

    Yes, when it found my path to the game had a space in it (Bohemia Interactive) it screeched to a halt and asked if that was a file name or a directory. Once you gave it an answer however it carried on, or it seemed to carry on. What it actually did was: The path to the game I gave it was C:\Games\Bohemia Interactive\ArmA It got to the Bohemia Interactive bit and stopped and asked if Bohemia was part of a file name or a directory name, as explained. I selected 'D' for directory and it then skipped off into the distance, happy once more. Unfortunately it then produced a folder in C:\Games called 'Bohemia' and put the pbo in there. Moral of the story 'Spaces in pathnames are best avoided'.
  21. Planck

    patch 1.05 problem

    I have a copy of the Arma_Euro104Update105.zip sitting on my HD. Properties gives me the following sizes for it: Size:226 MB (237,683,754 bytes) Size on disk:226 MB (237,686,784 bytes) But then it is a zip file as opposed to an .exe. You can open your RPT file by popping it into notepad, it is just a text file. EDIT: So, I unpacked the zip and looked at the .exe, sizes reported are as follows: Size:285 MB (298,893,312 bytes) Size on disk:285 MB (298,893,312 bytes) Planck
  22. Planck

    cameraPosition?

    There are a few locations where you can find the 'extcamerapositions' parameter. bin\config.bin water\config.bin air\config.bin weapons\config.bin M1030\config.bin TT650\config.bin Planck
  23. Planck

    Question for the Dev's

    The way I understand the turret limitations for aircraft is that the pilot/driver cannot operate a turret, therefore the cobra works and the ka50 does not. I believe it should be possible to have turrets on class Plane, although I have no idea about the optics situation.......yet. Planck
  24. Planck

    Best Whiskey?

    Wrong, the title says Whiskey, not Whisky. American whiskey, or canadian is different, I think being mostly grain based. Scotch whiskies like Laphroaig single malt is great as is many other scottish single malt whiskies. Scapa, Highland Park, Glenfarclas, Glenlivet, Macallan, Benriach, Benromach, Longmorn, GlenRothes, Glen Elgin.....etc etc etc. More character and flavour than harsh grain whiskies. Planck
  25. Planck

    OFP:Calling animation from script

    There are a few things you can try: unassign your unit from the vehicle when he is dead, you can probably do this via a 'killed' eventhandler attached to the unit. This will run a line to unassign and possibly also delete/eject him from the vehicle. Hope it helps a bit. Planck
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