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[aps]gnat

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Everything posted by [aps]gnat

  1. [aps]gnat

    ArmA 2 Game Launcher

    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.
  2. [aps]gnat

    ArmA 2 Game Launcher

    Non Steam. DLC was via Sprocket. Not controlled after install. Everything of mine was installed in the ArmA2 game folder
  3. LOL You'd think with all those DayZ spawned sales that the Marek could have brought you's a couple of UPS's ;)
  4. [aps]gnat

    ArmA 2 Game Launcher

    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
  5. Arh-Ha ! OK, now that explains 1 of my concerns .... Thansks PvP
  6. 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)
  7. 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.
  8. 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.
  9. Ha ... I'll worry about those specs in 2 years time !!
  10. Cryengine 3 ! That was a little hidden from previous videos !
  11. [aps]gnat

    ArmA 2 Game Launcher

    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.
  12. So seems no one has a clue about this ...........
  13. 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;"; }; }; };
  14. React? Theres nothing to react to. And why? ArmA2: DayZ has nearly run its course. DayZ(Stand-alone) is coming fast
  15. 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
  16. 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
  17. Yeh, wondering about Oxygen ..... didn't I read that the BIS guys are now using 3dMax ? Really hope it (eventually) comes with Visitor4 ......
  18. Very specific to ACE. Ask in the ACE thread
  19. Nice info but, on how a tool like this can be used. Cheers
  20. 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.
  21. Where did this addon come from ?! Thats a somewhat screwed ArmA2 (?) config
  22. 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.
  23. LOL .... got my funny bone! :D Just what this thread needed.
  24. 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
  25. 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
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