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This kid
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Posts posted by This kid
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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.
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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?
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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:
Program can not start because MSVCP110.dll is missing.What does that mean? I put the 4.10 dll in the same folder as Eliteness 2.96.
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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?
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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.
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Will this work for the ArmA III Alpha also?
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Thanks cobra4v320, the updated camera script rocks! I love to use this on RPGs. It makes scoring a hit a lot more satisfying. :)
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This stuff is so helpfull! I just want to say thank you again! :bounce3:
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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?
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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.
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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.
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Thanks MacScottie! This was great! Really helpfull stuff! :)
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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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Hi guys!
After installing the ACR expansion I noticed that the crosshair was floating a lot more than before. Even when lying down. It is much like the crosshair used to be after running, wide and shaky. This may be more realistic but I think it is just annoying.
What file(s) do I have to modify to change it?
I notice that my weapons.pbo's haven't changed, so I suspect there is a global setting for this.
It has been a few years since I've done any ArmA 2 modding now. I appreciate any help or suggestions. Thanks.
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Yes, it is possible, sort of. I did it for Arma 1.
I dePbo'ed the weapons.pbo and deRapyfied the config file so I could edit it.
In the sectiopn called "class CfgMagazines" go to the weapon magazine of your choice and look for an entry like this:
type = "2 * 256";
Change this to
type = "256";
Then you will have reduced the number of slots that type of magazine occupies from 2 to 1.
Say you want to be able to carry more RPG-ammunition. Then you find the "type" entry for the RPG ammunition you want, say "PG7VR", and change it.
class PG7VR: PG7V { model = "\ca\weapons\PG7VR_proxy"; modelSpecial = "\ca\weapons\rpg7VR_launcher_loaded"; displayName = "$STR_MN_PG7VR"; ammo = "R_PG7VR_AT"; picture = "\CA\weapons\data\equip\M_PG7VR_ca.paa"; initSpeed = 70; descriptionShort = "$STR_DSS_1Rnd_PG7VR"; type = "[b][color="Red"]3 [/color][/b]* 256"; };
As you can see the PG7VR uses 3 slots. Edit this like so:
class PG7VR: PG7V { model = "\ca\weapons\PG7VR_proxy"; modelSpecial = "\ca\weapons\rpg7VR_launcher_loaded"; displayName = "$STR_MN_PG7VR"; ammo = "R_PG7VR_AT"; picture = "\CA\weapons\data\equip\M_PG7VR_ca.paa"; initSpeed = 70; descriptionShort = "$STR_DSS_1Rnd_PG7VR"; type = "256"; };
Unfortunately I can no longer edit the config file successfully. :(
I rapify and pbo it like I used to (using Mikeros Eliteness tool), but for some reason I get weird errors now. If you can find a tool that works, then by editing the config, you can easily get some more slots for ammo.
Good luck!
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I often have problems getting the AI to target the right unit/vehicle with the "doTarget" command if I not first use the "reveal" command.
My 2 cents.
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Redcoalition: Classnames for all units and weapons are found in this thread. :)
CyOp and SwiftyBoy: Thank you for the information on the "forEach" command. Didn't know about that one. Will certainly clear up some of my initialization lines... Thanks!
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Wow, thanks! That solved it!
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Thanks for the reply!
The trigger is a Radio Alpha trigger that the player will use to call in a helicopter for extraction, but I dont want him to be able to make that call until certain mission objectives are completed. That is why I only create this trigger towards the end onf the mission.
Sadly, a radio trigger is not hidden from the player by putting it out at sea.
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Hi!
I have used a script to create a trigger during the mission. This works fine. Now I want to synchronize that trigger to a waypoint the was made in the editor.
Anybody know how to do that?
I know how to synchronize triggers and waypoints in the editor: I choose the Syncronize tool and pull a string from the trigger to the waypoint, no sweat.
But is there a way to synchronize a trigger created with a script after the mission has started with a waypoint that was there from the beginning?
Please help.
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Hi!
Normally, you make a mission end by using a trigger. If the player is to take an airfield a proper activation condition might be "OPFOR not present". Choose "END #1" as trigger type. Then the mission will end as soon as the last OPFOR unit is killed or has fled the trigger area. If you want, you could make a delay by putting the number "10" in the fields called min, mid and max in the trigger. That would give you a 10 second pause after the last OPFOR soldier is killed before the mission ends.
Another way to end the mission would be to place triggers with small areas at key locations at the airport. Activation would be "BLUFOR present". Then you make another trigger that activates END #1 once all the other trigger conditions have been met. That way the mission will end once BLUFOR units are present at all key locations.
You may also, of course, combine both: demand that all OPFOR soldiers be killed (or have fled the area) and that the BLUFOR soldiers be present at the locations you have defined as key points.
---------- Post added at 06:53 PM ---------- Previous post was at 06:47 PM ----------
I sense that you may be a bit new at this editing thing...
If you haven't allready, then I suggest you get your self a copy of Mr. Murray's Editing Guide. It is available as a free download from Armaholic.com. That's basically the textbook on editing for ArmA (and Arma 2). It will take your skills to a whole new level.
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Thank you. I didn't know about Mando Heliroute. Have downloaded it and are experimenting with it now.
I see it's possible to set what altitude you want the chopper to fly, but do you know if the Mando Heliroute script allows one to set the speed as well? I can't find it. As default the chopper seems to use "normal" speed. I can not figure out how to set it to "limited".
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I copied and pasted your revised code and ... IT WORKS!
The bobbing is very small. Will not be a problem. Thank you very much! :)
While trying out other solutions to the problem I experimented with setAccTime. Using the value 0.6 gives the desired result as well. Of course, setAccTime makes EVERYTHING slow down. Your solution is by far the best.
Thank you!
Trying to edit weapon config using Eliteness v2.95
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Posted
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.