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Everything posted by [aps]gnat
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ArmA 2 Game Launcher
[aps]gnat replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
Suggestion: In the right hand side panel of the "Addons" tab ( Addon Groups) show a hint if the mouse pointer hovers over a group. The hint is the directory location (like as happens in the left hand panel) Why: Because with tools like the "PlayWithSix" you can end up with 2 copies of the same Mod folder, ones in MyDocuments, ones in game directory. -
ArmA 2 Game Launcher
[aps]gnat replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
Non Steam. DLC was via Sprocket. Not controlled after install. Everything of mine was installed in the ArmA2 game folder -
Modders/Programmers/Modellers/Animators, what do you intend on doing with the game?
[aps]gnat replied to ruhtraeel's topic in ARMA 3 - GENERAL
LOL You'd think with all those DayZ spawned sales that the Marek could have brought you's a couple of UPS's ;) -
ArmA 2 Game Launcher
[aps]gnat replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
PvP seems to have described why they CAN be separated His full post here; http://forums.bistudio.com/showthread.php?141555-Mod-Launch-launchers-expansions-and-shortcuts-Challenge -
Mod Launch - launchers, expansions and shortcuts - Challenge
[aps]gnat replied to [aps]gnat's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Arh-Ha ! OK, now that explains 1 of my concerns .... Thansks PvP -
Mod Launch - launchers, expansions and shortcuts - Challenge
[aps]gnat posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
After trying to give SpiritedMachine some advice on an update to his launcher I have discovered Mod and DLC launching is not so simple ..... :mad: ( some discussion HERE What I have observed. ACR DLC isn't like PMC and BAF DLC ACR is more like a User mod that has to be switched on and off. ACR is only recognised after you run the new ArmAOA.exe that comes with it Unless you delete your ARMA2OA.CFG that EXE will crash OA used to be run from the exe as "-mod=Expansion" (? ) Using this now kills a lot of the ingame Expansions menu stuff. This doesn't work; E:\Data1\GamesW7\ArmA2\arma2oa.exe -mod=Expansion -nosplash This seems to BLOCK all mods except PMC and BAF This does work; E:\Data1\GamesW7\ArmA2\arma2oa.exe -nosplash ARC is on (with below manual CFG change) and all other Mod folders are also list and available to be switched on inside the games own Expansion menu. ArmA2OA.exe changes stuff in the ARMA2OA.CFG Example: E:\Data1\Users\Name.PC\Documents\ArmA 2\ARMA2OA.CFG In there I used to have code like this; class ModLauncherList { class Mod1 { dir="ca"; name="Arma 2"; origin="NOT FOUND"; }; class Mod2 { dir="baf"; name="Arma 2: British Armed Forces"; origin="GAME DIR"; fullPath="E:\Data1\GamesW7\ArmA2\baf"; }; class Mod3 { dir="pmc"; name="Arma 2: Private Military Company"; origin="GAME DIR"; fullPath="E:\Data1\GamesW7\ArmA2\pmc"; }; class Mod4 { dir="Expansion"; name="Arma 2: Operation Arrowhead"; origin="GAME DIR"; fullPath="E:\Data1\GamesW7\ArmA2\Expansion"; }; }; if you MANUALLY add; class Mod5 { dir="ACR"; name="Arma 2: Army of The Czech Republic"; origin="GAME DIR"; fullPath="E:\Data1\GamesW7\ArmA2\ACR"; }; and run the ArmA2OA EXE direct, you get get ACR DLC switched on (and ALL other mod folders listed too, but switched off) BUT, BUT if you use SpiritedMachine's launcher with no mods switch on (which should be same as above), you don't get any mods (except PMC & BAF), and no ARC DLC ! But further ..... weird ArmA2OA EXE behaviour ......... :confused: PMC and BAF can be moved up and down in the in-game Expansions list, but can't be disabled ACR acts differently, it can be "Disabled", like all other User mods After running the exe direct, with -nosplash only and with the above CFG, I get a new CFG afterwards that says just; class ModLauncherList { class Mod1 { dir="ACR"; name="Arma 2: Army of The Czech Republic"; origin="REGISTRY"; fullPath="E:\Data1\GamesW7\ArmA2\ACR"; }; }; All the other stuff was deleted from the cfg by the game engine ....... Interesting the in-game Expansions menu also seems to pick up (User) Mod folder stored in MyDocument (instead of the usual game directory), as the PlaywithSix tool now uploads to. I cant comment on Steam or non-OA expansions (ie ArmAX or CO installs) *sigh* anyways .... Whats normal ... whats not? How is this all meant to work? Is this just post 1.62 patch activity? Is there bugs in here somewhere? (Posted here because its more applicable to Mod discussions, not trouble shooting or maybe even Beta's) -
The brain's interpretation of flight
[aps]gnat replied to valnwt's topic in ARMA 2 & OA - SUGGESTIONS
Understand. Agree. Eyes horizontal until the banking is too sleep, then eyes follow the wing-to-wing angle. ..... thinking about it I don't recall any Flight Simulators trying this ...... which seems odd. -
Mod Launch - launchers, expansions and shortcuts - Challenge
[aps]gnat replied to [aps]gnat's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
But this is about launching Mods ...... EVERYONE launches mods with their own form of launchers or custom shortcuts. I'm not really looking for the opinion of the tool making professionals. -
Star Citizen - from the creator of Freelancer & Wing Commander
[aps]gnat replied to i76's topic in OFFTOPIC - Games & Gaming
Ha ... I'll worry about those specs in 2 years time !! -
Star Citizen - from the creator of Freelancer & Wing Commander
[aps]gnat replied to i76's topic in OFFTOPIC - Games & Gaming
Cryengine 3 ! That was a little hidden from previous videos ! -
ArmA 2 Game Launcher
[aps]gnat replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
As I said, that definitely generates a negative effect for me. Not sure why you are getting vanilla ArmA2 content not being loaded. I've never found a mode (using the arma2oa.exe ) that excludes that content. -
Mod Launch - launchers, expansions and shortcuts - Challenge
[aps]gnat replied to [aps]gnat's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
So seems no one has a clue about this ........... -
User Actions and hidden selections
[aps]gnat replied to eagledude4's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Something like this. Untested MODEL.CFG class CfgSkeletons { class Default; class TAG_SignSkeleton: Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "NAMED-BIT-IN-MODEL","" }; }; }; class cfgModels { class Default { sectionsInherit=""; sections[]={""}; }; class My-Sign-p3d-filename : Default { sectionsInherit=""; skeletonName="TAG_SignSkeleton"; sections[] = { "NAMED-BIT-IN-MODEL" }; class Animations { class hideSignBit { type ="hide"; source="UserHideBit"; selection="NAMED-BIT-IN-MODEL"; hideValue = 0.1; }; }; }; }; CONFIG class CfgVehicles { class NonStrategic; // External class reference class TempLEDConstructionSignBase : NonStrategic { scope = public; vehicleClass = "MC_Objects"; displayName = "Temporary Led Construction Sign"; model = "mc_objects\signs\construction signs\temporary led sign\templedconstructionsign.p3d"; armor = 9999; cost = 0; accuracy = 0.2; // accuracy needed to recognize type of this target destrType = 0; mapSize = 0; class AnimationSources { class UserHideBit { source = "user"; initPhase=0; animPeriod = 0.0001; }; }; class UserActions { class Left { showWindow = 0; hideOnUse = 1; displayName="Turn on left arrow"; position="action"; radius=0.10000; onlyForPlayer = 1; condition="(alive this)"; statement="this animate [""hideSignBit"", 1];"; }; class Right { showWindow = 0; hideOnUse = 1; displayName="Turn on Right arrow"; position="action"; radius=0.10000; onlyForPlayer = 1; condition="(alive this)"; statement="this animate [""hideSignBit"", 0];"; }; }; class eventhandlers { init = "_this allowDamage false;"; }; }; }; -
Imitation is the sincerest form of flattery AKA how to make a quick buck...
[aps]gnat replied to Placebo's topic in OFFTOPIC - Games & Gaming
React? Theres nothing to react to. And why? ArmA2: DayZ has nearly run its course. DayZ(Stand-alone) is coming fast -
VILAS addons release thread
[aps]gnat replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice - Can't see flames, even with Module-Functions - Grenadier's weapon could use a little more range and a side iron sight to allow aiming high -
User Actions and hidden selections
[aps]gnat replied to eagledude4's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
You are mixing static Config code with dynamic script code Will never work. Plus you seem to be working in an area thats half way between 2 lagitimate methods The "hide a part of the model" animation method (ie hide 1 of 2 possible "faces" ), and the "redefine faces with one of many custom textures" Which one you aiming for? Either way you still need a MODEL.CFG to go with your model too. EDIT: you are in ArmA1 forum -
Modders/Programmers/Modellers/Animators, what do you intend on doing with the game?
[aps]gnat replied to ruhtraeel's topic in ARMA 3 - GENERAL
Yeh, wondering about Oxygen ..... didn't I read that the BIS guys are now using 3dMax ? Really hope it (eventually) comes with Visitor4 ...... -
Very specific to ACE. Ask in the ACE thread
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DevCon - the developer console
[aps]gnat replied to .kju's topic in ARMA 2 & OA : Community Made Utilities
Nice info but, on how a tool like this can be used. Cheers -
Config: some input after EndofFile - Need help finding the problem
[aps]gnat replied to Sakowski's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I already checked that. there are matching { } soooooo ..... its not that simple. I then started reading the detail ........... config might have suited OFP or ArmA1 years ago ..... but its nothing like a normal ArmA2 config. Never heard of it. -
Config: some input after EndofFile - Need help finding the problem
[aps]gnat replied to Sakowski's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Where did this addon come from ?! Thats a somewhat screwed ArmA2 (?) config -
Modders/Programmers/Modellers/Animators, what do you intend on doing with the game?
[aps]gnat replied to ruhtraeel's topic in ARMA 3 - GENERAL
Yep. And 50x 100k poly models with super textures don't make a great game. The OFP and ArmA formula by all accounts produces great games with exception longevity. IF BIS could just improve the tools they provide addon makers, we'd be in heaven. -
This game is a complete and utter failure and this is why:
[aps]gnat replied to Luxangel7's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
LOL .... got my funny bone! :D Just what this thread needed. -
Military SciFi Projects Thread
[aps]gnat replied to Zedrein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Vilas - Colonial Marines http://forums.bistudio.com/showthread.php?85067-VILAS-addons-release-thread&p=2239006&viewfull=1#post2239006 http://forums.bistudio.com/showthread.php?85067-VILAS-addons-release-thread&p=2239930&viewfull=1#post2239930 USCM -
Modders/Programmers/Modellers/Animators, what do you intend on doing with the game?
[aps]gnat replied to ruhtraeel's topic in ARMA 3 - GENERAL
Game server companies commercialising via addons that were provided for free ....... ? Thats starting to edge into a breach of the games EULA and the user agreement with the terrain makers, in my view. Me and ArmA3? Hoping I can finally create ArmA3 : Harpoon or ArmA3 : Dangerous Waters :D