Jump to content

RabidStoat

Member
  • Content Count

    338
  • Joined

  • Last visited

  • Medals

Posts posted by RabidStoat


  1. I'll give it a shot, thanks


    --UPDATE--

    The units now spawn in holding their 2ry weapon. I've solved the backpack issue that I forgot to mention, but I still get the same error. The units DO load with the base class that the rifles should be inheriting from though. Should I be listing the new weapons that I am creating in the classes section of cfgVehicles maybe?


  2. Hi guys, 
    Building myself a custom faction. Used to use Alive to create the configs, however the way they set loadouts makes it awkward to do minor edits to units for missions.
    So I set about translating and Alive config into a Vanilla config.
    The learning curve was steep; I've now read the encoding guide and inheritance guide 'til I'm cross-eyed.
    My Faction now shows in Eden. The vehicles have all inherited and show up with the correct crews; editor categories are working; identities function properly....

    Quote

    missing "\cfgWeapons."

    Bugger.
    I'm trying to create custom classes based on the MX family. I have cfgWeapons.hpp set up and listed directly below cfgPatches in the config.cpp. I've inherited from the vanilla base class and defined what I want in linkedItemsMuzzle/Optics/Acc. No luck. This has also caused the backpacks defined in cfgVehicles to disappear.
    Could anyone shed some light on what I've screwed up please? The one guy I'd succeeded in wheedling into error-checking for me couldn't see why it wasn't working so I've now run head first into a wall on this. I'm quite happy to share a link to my WIP folder if anyone would be generous enough to take a peek?


  3. Finally got something that looks moderately ok in-game. TGA definitely seems to convert better, primarily though I think I was being failed by the conversion algorithms in Inkscape/Gimp etc. Making a BIG image and then converting it externally, resizing as part of the conversion instead of before it seems to have worked much better.
    Thanks for the help Jackal

    • Like 1

  4. **Probably the wrong section for this but I honestly can't work out where else to ask for help**

    Trying to create Insignia for my clan - not the clan logo on the right shoulder from Units, but formation insignia on the right via Arsenal.
    I create an image in Inkscape (vector scales so much better - start large and shrink it); export as a png file then use A3Tools to convert to paa.
    My starting image is 128*128px@96dpi. In Inkscape it looks good (by my admittedly poor standards) and looks OK as a png. Once in A3 and on a sleeve in paperdoll mode however, quality has taken a nosedive. Colour is washed out, detail is patchy, edges are discoloured or distorted.

    Can these images be in higher resolution (maintaining the base2 ratio of course)? or is there a trick I'm missing?

    Any help would be much appreciated.


  5. On 3/16/2020 at 7:40 AM, kilo-bravo said:

    hey ACE team i think i found a bug 
    when going in to ACE arsenal from the main menu and say  i pick a gun to try the virtual units don't spawn and if i try back out to go back in the arsenal i have to go back to the main menu or restart
    its seams to be acting like a mission/scenario rather then a virtual arsenal
    tested with just ACE and CBA same thing

     


    This has been bugging the hell out of me too. Have you raised a ticket on their github about it? Been trying to find anyone there mentioning it


  6. 19 hours ago, D_Donskoy said:

    Hello.Again, a request to the developers.

    1. A game about the military.

    2. The game has a barracks.

    3. But there are no beds in the barracks.

    Please add:

    1. Beds.

    2. Individual lockers.

    3. Weapon cabinets and pyramids.

    The necessary equipment for the deployment of military units in the territory: Livonia, Altis, Stratis, Tanoa, virtual reality.

    All available in 3den

×