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Posts posted by [aps]gnat
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Australia (and our somewhat similar sister country Canada) seems about right, Fresh foods sort of half way between US / GB (lots of processed) and 2nd/3rd world countries with lots of fresh (and little choice).
And the softdrink situation (whole window sill !! ) is unfortunately the norm. Its clear these days that shit will kill you.
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Seems overly complicated script.
Maybe try; (untested)
_fromGate = _this select 0; _toGate = _this select 1; { _fromGate setObjectTexture [18, _x]; _toGate setObjectTexture [18, _x]; sleep 0.1; } forEach ["\SGImages\gate\init1.paa", "\SGImages\gate\init2.paa", "\SGImages\gate\init3.paa", "\SGImages\gate\init4.paa", "\SGImages\gate\init5.paa", "\SGImages\gate\init6.paa", "\SGImages\gate\init7.paa", "\SGImages\gate\init8.paa", "\SGImages\gate\init9.paa", "\SGImages\gate\init10.paa", "\SGImages\gate\init11.paa", "\SGImages\gate\init12.paa", "\SGImages\gate\init13.paa", "\SGImages\gate\init14.paa", "\SGImages\gate\init15.paa", "\SGImages\gate\init16.paa","\SGImages\gate\init17.paa"];
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Nice ..... but too confusing on install (PISSED it didnt ask where I wanted to install !! ) and then it tried running ArmA3 as root administrator ......
Uninstalled
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Yes, except the interface of PlayWithSix doesn't make any sense at all. Arrows pointing in the wrong directions, sliders that you can't actually slide. Silly popups. Slow movements. Weird menus. And that's just the program.Agree, again.
Not at all intuitive. But the author has heard this feedback from me before.
The principle and general background mechanics / implementation of PwS is GREAT, just the GUI and user messaging leaves me cold.
In general, nothing wrong with ArmA2/3's GUI design ..... combine and we might get close.
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Ship, Big Ship, Truck, Car, Bunker etc etc are just Parent Class placeholders.
They allow BIS to define 95% of a config for particular types of objects, leaving the last 5% for definition of the real object/vehicle
They arent (and never have been in OFP, ArmA 1 & 2) visible or even usable vehicles or objects
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Has to be integrated into the game. I'm sick of those external over-extremely complicated launchers - and im not a beginner.Same.
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Does anyone know whether the "normal" distribution (PwS version? ) on Mando Missile is EXACTLY what Mandoble left us some time back?
Getting reports from other people that torpedos and various don't work with my subs anymore.
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Sounds like someones been fiddling with Mando Missiles, and now doesnt work properly.
I'm using an older version.
Suggest you try the same, and post/report the problem in the Mando Missile thread.
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I think that was my implication when I saidlol ... sorry, my comment was to Blondak. I agreed with you.
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hmmmm ... I've been running a game EXE instead for a long while, maybe the others posting screenshots are too.
Maybe try that.
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you actually running the bulldozer exe or a ArmA2 exe ?
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and at 41...of course, I am nobody's child here....you and your bullshit mod.Jesus, how fucking disrespectful is that ..... and yes, your original post, and now this one, was flaming
.... at this rate you are not long for these forums mate!
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You shouldn't need any speed scripts in A3Unless they have fucked something up drastically with physX, a properly configured physX vehicle should be able to easily reach realistic speeds of 200 km/h plus.
That was my understanding too. But maybe only if the simulation is "carx"
Nice model Blondak
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Thanks mate ..... will be using in due course
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Having a problem with the glas of the cockpit and the plane on the groundProbably the MATERIAL definition of the glass. Likely a "CA" reference. Or a RVMAT
if you look at the ingame config viewer in the editor, their is definitely a "plane" class defined, which is why Gnat was able to make the cessna. I know you have to control it with the default controls (mouse and keyboard) because BI hasnt provided a control customization box for airplanes yet.as far as porting.... maybe its just the class inheritance? not an incorrect one, but the game interpreting it differently.
The model.cfg may be the same, the CONFIG.CPP is definitely not the same. Neither is all the RVMAT texture references. All new.
@[APS]Gnat
would you be able to send me the unbinarized model of the Cessna so I could look at it for my own mod?
or impart some more of your knowledge as far as how to made it work?
No.
The model is little different from the A2. Use the A1 or A2 samples.
Until A3 tool set is released, little different can be done (like adding PhysX)
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Have been able to modify scripts when 'AllinARMA' is activated under "Play with SIX"...A pity...because I really thought this mod was going somewhere. Completely useless to me now. Please Fix! Last version was way better.:mad:
Just an amazing and memorable first post dude ! Really
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The proxy number (inside O2) is most important and then the order in which you define/load magazines next importance.
The name of the proxy makes no difference to what can and does hang there/launch from there.
Your proxies should be name 001 to 004
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Hi Jacob
First post, good job
Feedback
You used "public" but didnt define it
The inheritance of Static doesnt use {}
Your Icon references an invalid ArmA2 source, not ArmA3 data
You didnt use your vehicleclass
#define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class jac_custom { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; }; }; class CfgVehicleClasses { class jac_customClass { displayName = "JAC Custom Shit"; }; }; class cfgVehicles { class Static; class jac_square : Static { scope = public; armor = 90; model = "\jac_custom\square.p3d"; displayName = "Plate Block"; vehicleClass = "jac_customClass"; }; };
Untested
Make sure your P drive is running
This addon folder must be in P drive
The config.cpp is then inside the folder
Use BinPBO and the resulting PBO should be good
If you still get crashes, its more likely your p3d model is the problem.
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Nice vehicles Vilas !
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BinPBO only works when you use ALL data within the proper environment, i.e. P drive and all the various CA items.
And as M1lkm8n said, its designed to Binarize and pack ORIGINAL material, not trying to reverse engineer others.
Various other community tools do what you want, but will never Binarize an addon.
I dont think they can produce valid signature files .....
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Yes, you may think the PAA plugin is working, but rest assured it #$%#%$ your textures in game, in ways that go unnoticed for a while.
See plenty of posts/cases in these forums.
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I can't say port them as nothing has been altered to get them to workAgree SmokeDog, its near impossible to call them "ported" when nothing actually changes.
Its seems similar a gamer being told, this addon is designed and released for Coops, DM and C&H ...... then along comes crCTI and DayZ !
Or a consumer being told, this film is best viewed on a HD TV .... then along comes a 80inch plasma with heaps of amazing picture enhancers !
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So long as my addons/files remain unmodified, remain my (and others) IP (hence no Steam Works), no one is making money from them (except BI indirectly ;) ) and they get played on a BI game ...... I'm fine. Have fun!
Zachs Full-on guide to Custom Weapons!
in ARMA 3 - MODELLING - (O2)
Posted
Looking forward to the Tut
Not looking forward to the result of you fishing for infractions lol