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sergeant rock

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  1. sergeant rock

    Just getting back into arma 3

    Without learning to script/code and employing ArmA Scripting commands, what you are asking for is not going to be possible.
  2. Thank you ceeeb! I've tested and it works perfectly. I knew someone could solve this with math and good code. This will make a great placeholder until such a time as the createSimpleObject command goes stable build. Wish I could buy you a beer mate, but the best I can offer is to give your credit in the mission briefing. ;)
  3. damgerousdiz_ thanks so much for the try but I'm still getting vertical textures employing your method, I think the best course of action right now is to wait for createSimpleObject, that killzone_kid suggests, to hit the release build as it seems a very straightforward way to get done what I'm trying to do. Thanks to all.
  4. johnnyboy thanks for the response but unfortunately the same result. The attachTo just attaches the texture to the photo in its normal orientation which as we know is perpendicular to the photo. Same thing goes for capturing the vector of the photo and then applying it. The vector of the photo sitting flat is the same as the texture sitting upright. The math is here somewhere just need someone smarter than me to point it out. :) As for the texture I'm using, its just a texture I downloaded from an old Duke Nuke'em forum and photoshopped it a bit before converting it to .paa format. You can grab it here. Here is how it looks when flat (flattened by manipulating with rotation widget in 3den editor): And when its placed or created in default orientration: Anyone have any other suggestions?
  5. Sorry to resurrect this older thread but I am doing a similar mission where the players are tracking a wounded unit. I'm using "UserTexture1m_F" and applying a blood drip texture to it. Using setVectorDirAndUp I can get the normally vertical object to sit on flat ground just fine and the blood drips at a random interval as the unit attempts to evade the players. The problem is when the escaping unit heads down/up a slope. I've been unable to get the texture to sit flat on sloped ground. I've tried multiple methods with no luck and am looking for some help. Does anyone have any ideas or script examples showing how to get "UserTexture1m_F" to sit flat, even on various slopes? This is just example of the base code that works fine for flat ground: _blood = createVehicle ["UserTexture1m_F",[getPosATL player select 0,getPosATL player select 1,(getPosATL player select 2) + 0.01],[],0,"CAN_COLLIDE"]; _blood setObjectTexture [0,"blood.paa"]; _blood setVectorDirAndUp [[0,0,-1],[0,1,0]]; If the user texture object were just flat like "Land_Photos_V1_F" it would be very easy.
  6. sergeant rock

    Any old farts playing Arma 3?

    I'm 44 and have been playing this series since the OFP Demo. I formed our gaming group, Rock's Raiders, in 2001. Many of the original gang still play, though we are more limited in time with families, careers, etc.. Glad to see some older gentlemen enjoying the game. Cheers.
  7. ArmA3Sync had been working fine (this is the server running the repository) until today. Now I get this error: Running the debug I see: ArmA3Sync Installed version = 1.4.63 DevMode = false JRE installed version = 1.7.0_79 java.net.SocketException: Network is unreachable: connect at java.net.TwoStacksPlainSocketImpl.socketConnect(Native Method) at java.net.AbstractPlainSocketImpl.doConnect(Unknown Source) at java.net.AbstractPlainSocketImpl.connectToAddress(Unknown Source) at java.net.AbstractPlainSocketImpl.connect(Unknown Source) at java.net.PlainSocketImpl.connect(Unknown Source) at java.net.SocksSocketImpl.connect(Unknown Source) at java.net.Socket.connect(Unknown Source) at org.apache.commons.net.ftp.FTPClient._openDataConnection_(FTPClient.java:895) at org.apache.commons.net.ftp.FTPClient._retrieveFile(FTPClient.java:1855) at org.apache.commons.net.ftp.FTPClient.retrieveFile(FTPClient.java:1846) at fr.soe.a3s.dao.FtpDAO.downloadFile(FtpDAO.java:111) at fr.soe.a3s.dao.FtpDAO.downloadSync(FtpDAO.java:126) at fr.soe.a3s.service.FtpService.checkRepository(FtpService.java:90) at fr.soe.a3s.ui.mainEditor.MainPanel$25.run(MainPanel.java:985) at java.lang.Thread.run(Unknown Source) Connection updates repository Success ArmA3Sync Available update version = 1.4.63 The network is fine. Everything else on the server works without issue. Any ideas?
  8. sergeant rock

    Middle East Conflict mod

    I think you should remove the dependency. Requiring the download of a ~400MB mod to use a ~8MB mod is a bit much, especially if you have no use for anything in the EvW mod.
  9. sergeant rock

    ArmA 2 US Helicopters Import to A3

    Not an error with performance or dynamics, but I get this error on screen (I have "Show script errors" enabled): And repeatedly in my ArmA rpt log when using the Apache: Anyone else getting this? Doesn't happen when I load the Viper or Chinook.
  10. sergeant rock

    Middle East Conflict mod

    It appears the error is being caused by the East vs. West addon, not yours Drongo. The config.bin of sud_gw_wpn.pbo contains a reference to sud_np_wpn\sud_strela_rocket.p3d on line 28: and to sud_np_wpn\sud_strela_loaded.p3d on line 37: That path and p3d file does not exist in this release of East vs. West. Not sure why others are not seeing this issue.
  11. sergeant rock

    Middle East Conflict mod

    Drongo, Firstly, thank you for your work on this. It really fills a niche for much needed middle eastern units. Bravo. Secondly, I get this error when launching a mission with @MEC units in the editor: Error in log: Warning Message: Cannot open object sud_np_wpn\sud_strela_rocket.p3d I have the East vs. West addon installed, but the download does not contain a sud_np_wpn.pbo Lastly, Would it ever be possible to decouple this from East vs. West and make it standalone? Too much effort?
  12. sergeant rock

    benelli m4 super 90 pack by Purple

    That fixed it, thanks armatech.
  13. sergeant rock

    benelli m4 super 90 pack by Purple

    Same here. Otherwise a brilliant addon!
  14. Excellent tool Tom, thanks for taking the time to develop it. 2 quick questions: 1. Is it possible to highlight the active tab better? In the "bis default" color scheme its very hard to see which tab is active at a glance. Perhaps change the tab color or the text color to something that contrasts more against the others? 2. Highlighting text within the script is also very difficult to see. The color variation is very subtle against the gray background. I apologize for my middle-age eyes. They aren't what they used to be. ;)
  15. Sorry to resurrect an old thread, but I have been experiencing this same issue and am unable to find a resolution. I have created an array of editor objects (actually they are what I call building "profiles" which contain quite a bit of useful information about the buildings such as the number of positions inside, classname, number of doorways, number of windows, coordinates of all entries and exists, etc) which I then plan to call random elements from and perform some random operations specific to the mission. For arguments sake, lets say this: aoHouses = [1081388,1081509,1080931,1081274]; The problem is that these editor objects are 7 digits, 1 digit longer than what is allowed and therefore results in a float being returned when you select an element from the array. For example: hint format ["The selected building ID is %1",aoHouses select 0]; Will return: The selected building ID is 1.08139e+006 I've tried some workarounds with strings and parseNumber, but with the same result. I also tried to modify a similar issue as described by KillzoneKid here but without any luck. For a simple example, let's say I want to name a building: House1 = (getpos player nearestObject (aoHouses select 0); Does anyone have any ideas on how I can select these elements and pass the proper numeric representation to a script?