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This kid

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About This kid

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    Lance Corporal
  1. Hi! Now I've dePBO'ed weapons.pbo from ArmA2, rePBO'ed it, and this is what I get ingame: http://i.imgur.com/Yot7fKn.jpg (532 kB) Same warped arm, no visible weapon. I also get the error messages: "cannot load texture ca\weapons\data\ico\i_regular_ca.paa" and "cannot open object ca\weapons\vg_head.p3d". I used Eliteness 2.96. I have no idea what is wrong here.
  2. Thank you, I no longer get system error, and now can run Eliteness 2.96. :) I downloaded and installed Microsoft Visual C++ 2010 Redistributable Package (x86) and Visual C++ Redistributable for Visual Studio 2012 Update 3 . However, I still get a warped and lengthened left arm with no weapon. :( This happens even if I don't do any changes to the file. Even if I just DePbo and CreatePbo.
  3. Sorry to trouble you gentlemen again. In the files section https://dev-heaven.net/projects/mikero-pbodll/files I can not find anything called "MSVCP110.dll" or "vs2102_support_dlls.rar". Is the additional file I neeed called something else or am I in the wrong files section?
  4. Hi! Let me just say that I love the Eliteness program and I would rather not use something else. Thank you Mikero for this wonderful program you have provided the Arma community with. Now, I installed the updated Version Eliteness 2.96 and dll 4.10. When trying to run the program I get system error: What does that mean? I put the 4.10 dll in the same folder as Eliteness 2.96.
  5. I have problems editing ArmA 3 PBO's. :( I use Mikero's Eliteness 2.95 and DePbo 4.05 When editing configs in PBO-files (usually weapons) something goes wrong. When starting ArmA 3 and cheking my results I get a warped and lengthened left arm with no weapon. See picture: http://i.imgur.com/rMxpu8I.jpg (407 kB) This happens even if I don't do any changes to the file. Even if I just DePbo and CreatePbo, replace the original PBO in the Addons folder, then when placing a unit in the editor the arm is warped. What is wrong? Does anyone else have this problem?
  6. Hi guys! This will make a unit use his weapon mounted flashlight: this unassignItem "NVGoggles"; this removeItem "NVGoggles"; this removeWeapon "Binocular"; this unassignItem "acc_pointer_IR"; this removePrimaryWeaponItem "acc_pointer_IR"; this addPrimaryWeaponItem "acc_flashlight"; this assignItem "acc_flashlight"; this enableGunLights "ForceOn"; You can put this code in the unit's init field.
  7. This kid

    Bullet Cam Script

    Thanks cobra4v320, the updated camera script rocks! I love to use this on RPGs. It makes scoring a hit a lot more satisfying. :)
  8. This stuff is so helpfull! I just want to say thank you again! :bounce3:
  9. Hi guys! I have problems getting custom radio sounds to work in ArmA 3. Does anyone know if something is changed? I created a new mission in ArmA 3 Editor, saved it, then Alt-tab'ed out of the Editor, copied a sound folder from a mission I made for ArmA 2 and pasted in the new ArmA 3 mission folder, copied the old description.ext and pasted in the ArmA 3 mission folder, went back to the Editor, made a radio trigger where I On Activation put playSound "soundname"; saved the mission again and then did preview. Result: I get the error "sound not found". Does anyone know way this didn't work? Did I forgot something? It's been a while since I last did any modding or missionmaking for ArmA games. All sound files are in .ogg format and worked well in my ArmA 2 missions. Did they change something for ArmA 3?
  10. This kid

    Custom sounds in ArmA 3

    Hi! Thanks for your reply. All files are in .ogg format. I used the same files for ArmA 2 missions, the same descprition.ext and the same code to call the sound via a radio trigger. As far as I know I am doing everything I did in ArmA 2, but now it doesn't work. :-( --> Moderator: I will repost in the Missions forum. You may close this thread. Thank you.
  11. Hi guys! I have problems getting custom radio sounds to work in ArmA 3. Does anyone know if something is changed? I created a new mission in ArmA 3 Editor, saved it, then Alt-tab'ed out of the Editor, copied a sound folder from a mission I made for ArmA 2 and pasted in the new ArmA 3 mission folder, copied the old description.ext and pasted in the ArmA 3 mission folder, went back to the Editor, made a radio trigger where I On Activation put playSound "soundname"; saved the mission again and then did preview. Result: I get the error "sound not found". Does anyone know way this didn't work? Did I forgot something? It's been a while since I last did any modding or missionmaking for ArmA games.
  12. Thanks MacScottie! This was great! Really helpfull stuff! :)
  13. I found the solution to my problem. :) I had installed The Dispersion Mod by Thunderbird. For some reason I don't know, after the ACR expansion the dispersion now affect the player also. I deactivated the mod and then player precision with infantry weapons was back to normal. (I have a lot of mods and I had completely forgotten I had installed the dispersion mod.) However, I am still interested in knowing how (or if) one can modify weapon precision. Is it necessary to edit each weapon config? Obviously this guy Thunderbird was able to edit something that affected precision... So it is not impossible.
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