

spectrersg
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Everything posted by spectrersg
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nkey, still no way to use the radio while in Zeus?
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Yeah quick reboot and it resolved itself; ignore my last.
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Looks like the update to CBA may have broken TF Radio. Bottom right corner says, SetNamedPipeHandleState... If someone can verify this as well, can we get a hotfix deployed nkey?
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[Release] Bens Drag&Drop
spectrersg replied to BennetArms's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah it was the igiload script not BDD. Had to add the objects to that too apparently. -
[Release] Bens Drag&Drop
spectrersg replied to BennetArms's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For some reason when I do what you stated, F2k, which worked by the way (thank you), I dont get the option to load it into the igiLoad vehicles. Any clue whats happening? -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If VAS is running properly and the mod is installed properly, they will show up in VAS. -
Up Armored HMMWV Modification - Release
spectrersg replied to Richards.D's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would it be possible to classify these are Cars instead of your custom class of DAR HMMWV? It would work with Tonics Virtual Vehicle Spawner. -
[Release] Bens Drag&Drop
spectrersg replied to BennetArms's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, there's an addaction on an object that calls up my sqf that just has this in it: It just creates a Hesco barrier at the hesco marker. Nothing fancy or complex. Are you saying I just add what you put there in the code box underneath the _hesco string? -
[Release] Bens Drag&Drop
spectrersg replied to BennetArms's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That worked, thanks F2k! Edit: question for ya F2k. If I have an object with an addaction that is a Hesco barrier spawner that runs the following sqf: _hesco = "Land_HBarrierBig_F" createVehicle (getMarkerPos "hesco"); How could I apply that to initialize with his script? I want people to spawn a barrier and be able to move it. -
[Release] Bens Drag&Drop
spectrersg replied to BennetArms's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Running 0 = execVM "greifer.sqf"; in a live mission doesnt do the job. :/ -
[Release] Bens Drag&Drop
spectrersg replied to BennetArms's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the update Bennet. So no word on when it'll be possible to make it compatible with items dropped into the mission via Zeus? -
[Release] Bens Drag&Drop
spectrersg replied to BennetArms's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is just what we need. And this could potentially be a great logistics script (I included some stuff to your Greifer.sqf that I'll put in spoilers below). However... Would it be possible to add a string to an object I placed in editor that I dont want to be able to be dragged? I added the Hesco barriers, razor wire and sandbags to this scipt and they worked when they're placed on the editor. But if you have a script that spawns them in after the mission begins (via an addaction on an object) they aren't recognized. Also, when Zeus places them they aren't recognized. When loading the following scripting error comes up: '((_target distance _this)<2|#|' Error Missing ). Lastly, what does the attach = false in the init.sqf do exactly for your script? -
ArmA 2 US Helicopters Import to A3
spectrersg replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Aplion, Would it be possible to reclassify the vehicles to place them under the Air class, rather than US Helicopters? This would make this mod compatible with the Virtual Vehicle Spawner. -
Is there a way to incorporate the Splendid camera in Multiplayer? For example, a player who wants to enter the camera mode goes up to a flag with an addaction on it that will put him, and him only, into the camera mode? Thanks.
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Tophe's Arma Dedicated Server Tool (TADST)
spectrersg replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
Tophe, when you update the server tool, how possible would it be to make the tool recognize only the missions that are checked and not all? I have one master server install, two server through your tool. They read all the missions in the MPMissions folder. I want one to read certain missions I checked off and the other to read other missions that I checked off. -
Arma3 Characters Modding Tutorial
spectrersg replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Attempted to resave the model in O2 instead of Object Builder, and packed it with BinPBO. Same issue applies. Does anyone have any further ideas? Edit: figured it out. autocenter = 0 was defined in the 0.000 LOD and the Geo LOD. It can ONLY be in the Geo LOD. -
Arma3 Characters Modding Tutorial
spectrersg replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Did exactly that and still the issue occurs. http://i.imgur.com/XnKJocN.png -
Arma3 Characters Modding Tutorial
spectrersg replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Model name is mich. I did at the bottom? -
Yeah I figured out what was happening. I thought you can program a separate A channel. A request for you nkey, if you're so inclined, would it be possible to allow this mod to work with Zeus? As a Zeus, I can't use the radio keys. Secondly, if I remote control an AI unit, I dont have any audio as him. It's still inheriting my original role back at base. I'd like to remote control an AI far away and have the TFR actually effect that unit, and not the role that zeus is assigned. How possible is this?
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Arma3 Characters Modding Tutorial
spectrersg replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Recently opened and edited my mod's models, for example my MICH helmet. The helmet now in game is coming out of my rearend... As seen in this lovely screenshot (warning large and graphic :P image) I thought it was a model.cfg issue, and its not as it's properly being used (see below). class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class mich : ArmaMan {}; }; The config remained untouched and in the specific section for this helmet it's: class TFA_Mich_Black: H_HelmetB_Light { scope = 2; displayName = "TFA MICH (BLK)"; model = "\TFA_Gear\data\models\mich\mich.p3d"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\TFA_Gear\data\models\mich\mich_blk_co.paa"}; class ItemInfo: ItemInfo { mass = 2; uniformModel = "\TFA_Gear\data\models\mich\mich.p3d"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\TFA_Gear\data\models\mich\mich_blk_co.paa"}; modelSides[] = {3,1}; armor = 500; passThrough = 0.5; }; }; Theres no inheritance errors that pop up. Does anyone have a clue why the helmet is doing this all of a sudden? The Head selection is in all LODs except viewpilot, geometery and memory. And I added: autocenter = 0 as a property in the geometry LOD. Edit/Update 1: We ruled out it potentially being a config issue, unless its something we're not remembering. Edit/Update 2: I believe this to be an issue with the new Object Builder tool... anyone have any idea? Edit/Update 3: We made sure the head selection in the resolution LODs is correct. -
Server not showing when switching fron Gamespy to Steam
spectrersg replied to Hud Dorph's topic in ARMA 3 - SERVERS & ADMINISTRATION
Ah I see, yes. Wow, thats a bit of a major issue. -
Server not showing when switching fron Gamespy to Steam
spectrersg replied to Hud Dorph's topic in ARMA 3 - SERVERS & ADMINISTRATION
Oh you're talking about name filters. Okay. That doesn't resolve the issue of servers not showing up on Steam listings vs on Gamespy listings -
Server not showing when switching fron Gamespy to Steam
spectrersg replied to Hud Dorph's topic in ARMA 3 - SERVERS & ADMINISTRATION
What exactly do you mean by "partial words"? My server has the same issue as above. -
HAFM more realistic NVGoggles view
spectrersg replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Gatordev, are you saying that the Gen3+ devices are a sharp and crisp as they are now? I have a Gen2 and its grainy and blurry. Regardless, it still seems as if the grain should be cranked up in the current version? Edit: Also, view distance should be very limited with NVG, Aplion is it possible to limit view distance with NVGs? -
nkey, could you explain the purpose of the Alternate SW channel? I set my C1 channel to 90.0 and then switched to Alternate and changed the A1 to 91.0. When I switch back to my main frequency (C1), it broadcasts on 91.0 not 90.0. When still on the C1 frequency, I attempt to broadcast (through the 'T' key) and nothing happens. I should be able to set different frequencies for my C1 and A1 channels and listen and speak to them independently at the same time.