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Sekra

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Posts posted by Sekra


  1. Having the same issue with exporting rtm missing from the menu. Blender 2.80, downloaded from Blender website, using latest version of toolbox;

     

    Spoiler

    Read prefs: \AppData\Roaming\Blender Foundation\Blender\2.80\config\userpref.blend
    AL lib: (EE) SetChannelMap: Failed to match front-center channel (2) in channel map
    found bundled python: \Blender Foundation\Blender\2.80\python
    Arma Toolbox registering
    Internal classes...
    properties
    registering properties
    operators
    panels
    lists
    Register done
    Register done
    Read blend: \ArmaRig_V6_2.blend
    Load Hook: \ArmaRig_V6_2.blend
    Dependency cycle detected:
      OBArmaRig/RightArm/POSE_IK_SOLVER() depends on
      OBArmaRig/RightForeArm/BONE_READY() via 'IK Solver Owner'
      OBArmaRig/RightForeArm/BONE_CONSTRAINTS() via 'Constraints -> Ready'
      OBArmaRig/@Control_RArmTwist/BONE_DONE() via 'Action'
      OBArmaRig/@Control_RArmTwist/BONE_READY() via 'Ready -> Done'
      OBArmaRig/@Control_RArmTwist/BONE_CONSTRAINTS() via 'Constraints -> Ready'
      OBArmaRig/@Control_RArmTwist/BONE_POSE_PARENT() via 'Pose -> Constraints Stack'
      OBArmaRig/RightArm/BONE_DONE() via 'Parent Bone -> Child Bone'
      OBArmaRig/RightArm/POSE_IK_SOLVER() via 'IK Chain Result'
    Dependency cycle detected:
      OBArmaRig/LeftArm/POSE_IK_SOLVER() depends on
      OBArmaRig/LeftForeArm/BONE_READY() via 'IK Solver Owner'
      OBArmaRig/LeftForeArm/BONE_CONSTRAINTS() via 'Constraints -> Ready'
      OBArmaRig/@Control_LArmTwist/BONE_DONE() via 'Action'
      OBArmaRig/@Control_LArmTwist/BONE_READY() via 'Ready -> Done'
      OBArmaRig/@Control_LArmTwist/BONE_CONSTRAINTS() via 'Constraints -> Ready'
      OBArmaRig/@Control_LArmTwist/BONE_POSE_PARENT() via 'Pose -> Constraints Stack'
      OBArmaRig/LeftArm/BONE_DONE() via 'Parent Bone -> Child Bone'
      OBArmaRig/LeftArm/POSE_IK_SOLVER() via 'IK Chain Result'
    Detected 2 dependency cycles
    write_customdata error: layer '':15 - can't be written to file
    rna_uiItemO: operator missing srna 'armatoolbox.exportrtm'

    \AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\ArmaToolbox\__init__.py:432
    rna_uiItemO: operator missing srna 'armatoolbox.exportrtm'

    \AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\ArmaToolbox\__init__.py:432
    rna_uiItemO: operator missing srna 'armatoolbox.exportrtm'

    \AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\ArmaToolbox\__init__.py:432
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\ASCExporter.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\ASCImporter.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\ArmaProxy.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\ArmaTools.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\BITxtWriter.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\MDLImporter.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\MDLexporter.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\RTMExporter.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\RVMatTools.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\SelectionTools.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\lists.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\operators.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\panels.py'
    fake_module: addon missing 'bl_info' gives bad performance!: '\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\properties.py'
    rna_uiItemO: operator missing srna 'armatoolbox.exportrtm'

    \AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\ArmaToolbox\__init__.py:432

     

     

    NOTE I removed the beginnings of paths for my own security, you can never be too careful..

     


  2. Kickstarter is currently LIVE until Sat, Nov 14 2015 at http://kck.st/1jrdbZ7 Help this game be made!

     

     

    Description from their website http://warofrights.com/:

     

    About the game
    War of Rights is a multiplayer game set during the perilous days of the American Civil War, in the Maryland Campaign of September, 1862. Campfire Games is devoted to presenting the gruesome and glorious elements of the period, while maintaining the highest level of historical accuracy and realism as is possible with the wonders of CRYENGINE. 
     
    Players in the game will be able to play on multiple battlefields of the campaign, from the confluence of the Potomac and Shenandoah Rivers where the Siege of Harper's Ferry took place, to the ridgelines of South Mountain, and to the meandering waters of Antietam Creek at the Battle of Antietam. Additionally, players will also be able to choose from a list of regiments that fought in each battle as well as what rank to fight as, whether they want to slog it out as a lowly private, or if you want to orchestrate the carnage and mayhem as a major general. 
     
    Uniforms and bodily features will all be customizable for other players to see as you march and fight in the lines of battle according to the tactics of the period. As a General, you will operate in your headquarters equiped with a map of the battlefield and constantly receiving reports of friendly and enemy positions. Send out new orders to the regiments to move forward, or fall back - all in real time. The orders will move down the chain of command, to the Colonels, Majors, down to the Captains in charge of the individual regiments, all of whom have the option to follow the orders of their trusted commander, or rebel against his wishes and fight as you see fit. 
     
    • Like 1

  3. Yeah VBS2 has PhysX. But if you read that answer carefully he doesnt directly say that there is no PhysX support. He just says that there are no changes and if there already is PhysX support "hidden" in the OA engine (to do preliminary testing for A3 units / features long ago?) it would require no changes.

    And I'm not talking about falling helmets, I'm not talking about tank turrets, these are things that have been showcased with arma mods before anyhow. There are however things in the IF videos that show dramatically different behaviour in other things (namely collision physics) that make me doubt them using completely vanilla physics we have grown accustomed to be seen in OA with addons made by Bohemia.

    That has nothing to do with PhysX actually. If PhysX would be used, it surely would be mentioned as a feature, don't you think so? ;)

    I dont see any engine related features mentioned in any of the online stores for instance anyhow, only gameplay related. As to why they are not mentioning PhysX even if they would be using it, god only knows?

    Only reason I'm asking and wanting proof so adamantly is that interviews and stuff I read conflicts with the stuff I see in the videos and since I've been playing the engine since OFP I've never seen some of the things in the engine either vanilla or modded that I see with the IF stuff. I don't really care what you believe or think or what other people (including the devs) have said before, I just want to see some actual hard FACTS that it either is or is not using PhysX (or well any other physics system for that matter). :)

    And when it comes to the adding of PhysX you don't consider the callExtension support introduced in the betas after 1.60 a huge step forward into adding external connections into the Arma engine?


  4. It definitely does not. It is using the same engine as Arma 2 OA (albeit a little modified) - so you're not going to see any major engine differences.

    I believe my own eyes more than trusting BI to document every possible available feature of the engine. Just because vanilla OA doesnt have PhysX enabled doesnt mean that the engine doesnt support it. Just look at all the patches that have added features to the engine but are simply not enabled with the bohemia addons / units.


  5. So now that the game is out and some of you people have obviously bought it already, can anyone confirm if the game uses PhysX or not? From the videos I've seen so far the physics of the game have partially looked so dramatically different from anything I've seen in the whole OFP and ArmA series so far I'm doubtful about the game using vanilla physics of the engine.


  6. Anything can be killed with the right tactics, but neither example is making your point. Both examples are rather silly - one pertains to equipment (BTW, did you know that an F-22 went up against 4 F-16's with AIM-9X while loaded with just 9M's and gun, and killed all of'em in ACM/BFM? Mutual kill with the last guy, though). There are a lot of exercises you probably will not hear about.

    And here you have a T-38 Talon trainer shooting down a F-22 in a dogfight:

    http://www.youtube.com/watch?v=UXmDj3mFrXQ


  7. However I think there is even more potential. And that would be making it available for pre-orders.

    This would work perfectly via the in-house Sprocket store.

    I have already paid for a pre-alpha with buying Arma1 and Arma2 on release and I personally would refuse to pay to get the alpha. This is the first time I see actual sense in their release plan (thank god I'm not german so I've never been forced to play the 1.0 of any release) when we get the buggy as hell first version for free. I am more than glad to provide feedback with the alpha but like the song says; "Thank you Bohemia for making me beta test a game I bought".


  8. Like Impulse9 here has revealed, if you run this program the way that its built will prevent you from playing online on any secured server. Since this application adds files to the vanilla folders which never EVER should be touched (added, deleted or edited) you will no longer be allowed to play online on BE and/or sigcheck enabled servers. The proper way of adding this program is to make the files appear inside a modfolder, having them signed so that server administrators can enable the mod and run the game then with the mod enabled using the -mod= parameter. Plus there really is no real reason to do it the way its been done here other than trying to make the adding the .pbo's more transparent which end up hurting the user.

    I like the idea of this addon, but the way that it has been implemented is just completely wrong. Even more so trying to hide a .sqf script as ijl15.dll and making the software close windows explorer when trying to browse the files is just plain wrong man.


  9. Is there by any chance possible to use module F2 Groups for Racs ?

    Could you specify a bit more what you mean with module F2 Groups? If you mean the editor feature (not a module FFS, those are completely different things!) to place groups which is enabled by pressing F2 you can find the RACS troops under "Task Force Lion". If you mean the F2 Mission Development Framework (BAS f for ArmA 2) and any of its features it's up to them to add RACS support to their systems, not wld427.


  10. Okay guys the server is setup and running PRACS Insurgency. The name of the server is:

    "Official Project RACS Task Force Lion server" @ 176.9.92.143:2402.

    For comms we have a Teamspeak 3 server at the same IP 176.9.92.143 but for guests there are only a couple of channels available. For playing on the server there is a "Official Project RACS Task Force Lion" channel. The rules are simple, don't misbehave and you will be fine. Otherwise you will get permanently banned without warning.


  11. If you are buying just for MP then buy Arma 2: Combined Ops (lucky for you it seems to be on sale this weekend!). It has both games and a lot of mods and missions use resources from both games (they are combined into 1 game) so getting CO is your best choice. Especially with the sale when its cheaper than either game alone.


  12. Grats on the release! As a "launch party" I invite everyone to play with us on the Project RACS testing server later today. Once we get the maestro himself up and running for today I will remove the password from our server, post server details here along with our Teamspeak 3 server details and to chat with the master (wld427) himself! Stay tuned for more info!

    Just so you can already prepare yourself for the playing session, no other mod (yes that includes soundmods, everything) than PRACS will be allowed, no custom faces or sounds and the mission will either be PRACS Domination or PRACS Insurgency. Also setup your Teamspeak properly before joining, PTT (push-to-talk) usage is required for the simple fact that we don't want to listen to you breathe, chew gum or anything else disgusting like that. And since this will be a public event any disruptive behavior will be dealt with a permanent ban without prior warnings. This also includes PM'ing individuals on other channels.


  13. Ah, looks like it works in the single player editor but in multiplayer editor it is a no go and thus this doesn't seem to work in MP. For clarification my mission is a MP mission. Sorry about that.

    ---------- Post added at 14:29 ---------- Previous post was at 14:10 ----------

    Take that back. Does not work even in SP editor if you wait for the dust to settle. If you setdamage 0 while the building is collapsing after doing setdamage 1 it will work.

    ---------- Post added at 14:43 ---------- Previous post was at 14:29 ----------

    Download my test and try it out yourself.


  14. Thank you Demonized for the link, it seems that the problem lies elsewhere in my scripts then. And naturally like always, the repairing buildings was one term I didn't search on the forums but tried repairing houses and repairing mapobjects which returned nothing usefull. My problem was that I was passing the array of houses when the house was still intact rather than after it was destroyed so it was only referencing the original building, not the destroyed one. Doing a new search with nearobjects of houses at the time of rebuilding yields a successfull result too.

    ---------- Post added at 12:37 ---------- Previous post was at 12:06 ----------

    And I'm back to square one after realizing this only works on damaged buildings and not on completely destroyed buildings. If the building is destroyed into a rubble, it seems it cannot be repaired like Kylania posts in that thread Demonized linked to as even using nearestObjects [pos, [], 25]; will yield a empty list if just moments before you used the same command to destroy everything in the area. Anyhow as far as I'm concerned I've moved on to other things and the locals will just have to live in blown up houses if it comes to that :P


  15. Okay. Like I said in the first post but maybe not clear enough, I'm not trying to make them indestructible but rather to fix destroyed / damaged buildings later on. Also the problem with allowdamage false has been that a big single amount of damage could still destroy the object, thus using the handledamage eventhandler is a better option in making stuff indestructible. Plus the wiki shows the arguments can be global, but effects are local. I don't understand why you brought this up when I said its not what I want.

    For the workaround, I don't think its possible to delete mapobjects.


  16. I've been trying to make a small script that would repair the destroyed houses on a map.

    _houses = (getpos testpos) nearobjects ["House",25];
    {
    _x setDamage 1;
    } foreach _houses;
    

    works brilliantly to blow up the houses but if you use setDamage 0 afterwards to repair them, nothing happens. Anyone got an idea how to make the buildings revert back to being not destroyed? The intention is to use it on a MP mission where the destruction of the buildings is completely viable and even desirable at some point, but I'd also need them to be repaired after some time back to normal, so allowdamage false and the rest is not really an option here.

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