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sakura_chan

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Everything posted by sakura_chan

  1. Just wondering, in the cfgworlds section of an island where the lat and long is defined, is this a proprietary number or is it the real coords? According to the Stratis map it is at latitude -48.964 and longitude 17.352, but that puts it in the middle of the Southern Ocean right below Africa. It should be located at latitude 39.521 longitude 25.00 which is right below Limnos in the Aegean Sea. How does this work?
  2. Actually this can be done without scripting. Look at some of the A3 configs to see how vehicle animations are linked to soldier animations. As far as I know, the joystick can only be read from within a display, at least that was the case in A2. I remember a hang gliding addon for OFP ten years ago that animated the guy as he ran haha.
  3. The explosion is actually handled by an eventhandler. add class eventhandlers { Killed = ""; }; default is killed = "_this call (uinamespace getvariable 'BIS_fnc_effectKilled');";
  4. sakura_chan

    using custom maps in-game

    sorry meant (finddisplay 46) createdisplay "rsc_name"; Well I know the lack of response is due to no one having an answer.
  5. try using a cursor defined in the config, like "Move3D" (no .paa). You may need to add the cursor to an addon.
  6. Is the cursor texture in the mission folder or an addon?
  7. sakura_chan

    ARMA III & Steam WORKSHOP

    Well one thing for certain is that Armaholic is vastly superior to steam's system. Is there going to be a valve employee on here everyday adding every mission and posting weekly work in progress reports even without having them submitted to their site? Can I check steam workshop while waiting in line at the grocery store? I visit Armaholic like ten times a day and I rarely download addons at all.
  8. Sorry for the recent disappearance. Recent changes in the beta have messed up and also fixed a few problems. I've also been setting up my new computer so I had to reinstall all my modding steuph and transfer all my addons to my new rig. Anyways, there are a few things that should be addressed. 1. Arma3 seems at such an early stage that I might not be able to keep up with the changes, as I am the #1 unreliable modder haha. For example, BIS is still changing the lighting/surface/ambient life stuff, and even moving core files around, so there is a good chance that after an update some things will not work or throw errors. More than likely I will be slow to fix it. 2. I was making a new ca.pbo, because I couldn't use the original one without breaking teh gamez and I couldn't release a modified version without breaking teh rulez. With the latest update something changed and it appears that the problem of A3 having a duplicate ca.pbo has been changed, so I have to figure out where to go from there. 3. I use custom lighting for the islands, so they will not be effected when BIS updates the lighting or fog. This may result in ass graphics, I really don't know. On the upside of things I now have a rig that can actually play A3 and I have a laptop that I can mod with at work, and they are linked together with TeamViewer 8 so I don't have to wait all day to fix an addon or release something. I actually do most of my modding at work now. Also I really only started working on this again last night, I have actually been dicking around with DCS world and Mario 64 for the last month.
  9. sakura_chan

    Calling all weapon makers

    Couldn't a system similar to the extended eventhandlers addon from CBA be used? In the weapon config you would define the slots available, like it is done currently, but the actual slotinfo would be set up the way the extended eventhandlers are so that you could simply add your new optics to the list without having to replace anything. The gun config would say that it can only use optics with a certain mount, and if you made an attachment you would add it to the slotinfo class for that mount type. Another alternative would be to have the slotinfo defined in an external, unpacked .hpp (basically a .txt file) that would allow you to add the optic manually to each mount slot. This would be undesirable because anyone could change it and uses any optic on any gun if they wanted.
  10. For whatever reason I need to spawn a module (military symbols) from a script. I need it to be on the same side as "gamelogic", but this has to be completely dynamic ie there can't be a need for any existing modules or logics. I tried createvehiclelocal to make a gamelogic and then createunit the module, attaching it to its group, but it doesn't work. I used (group player) with createvehicle and then "_module joinsilent grpnull" to get it off my team, but it then shows up on the map as an infantry unit. Can any one help me load this module correctly? ---------- Post added at 04:03 PM ---------- Previous post was at 03:35 PM ---------- _martahq = createCenter sideLogic; _group = createGroup sideLogic; _marta = (_group) createunit ["MartaManager",position player,[],0,"none"]; done and done!
  11. Well a new version of Arma is out, time for me to fiddle with the lighting haha. This time I found that the streetlamps don't work during the low light of dawn/dusk or when its cloudy out. A simple tweak changes that so now they show up until daylight. Just for fun I changed the flare texture as well, to a softer glow rather than the harsh streaks. I removed the flare from the decorative 3 bulb lamps, as they are designed to NOT produce a sharp light. This mod only changes the streetlamps, it doesn't affect the sun lens flares. http://www.filedropper.com/sakunightlights_1
  12. Sorry I decided to get it all finished before release. That means fixing all the animation entries that caused errors as well as signing everything. It will be out this week for sure
  13. Is this for an elaborate "how to die in an explosion" training simulation? Just script a nearby explosion and let the soldier get hit. Lol at posting the synopsis for the VBS series
  14. Well it looks like this is gonna need another day to finish...I'm tired and I'm making mistakes. This was simply more work than I thought it would be haha. I'll release it tomorrow hopefully. I'm just chasing down random errors now, everything is actually in the game and working. That kinda troubleshooting requires a fresh mind...zzz...
  15. I built this using the non-dev build, I don't know if the dev build would change anything.
  16. Well by the time I post a release thread, get everything packed up and uploaded, it will still be another hour or two. I'm going to be re-releasing it in a few days to fix a bug that causes a lot of .rpt errors. This first release will be unsigned sadly, but the next version will be signed.
  17. Not all pbo's are needed, I will provide a list of course. Getting pretty close, just going through and converting the intro scenes for the main menu. Ambient life is going to be copied from Stratis at this point.
  18. Release will be 10 hours from now, so don't worry about checking early lol. I cringe at the thought of how many times I will be restarting A3 today haha.
  19. Okay it looks like .Kju [pvpscene] has released an addon that lets you import all the old A1 and A2 content. I'm still going ahead here so you will have two options: 1. Use All in ArmA, have the vehicles, but not infantry models at this point. Old content doesn't have new features, not sure if tanks work. You can use my lighting fixes for the islands. 2. Use my mod, only difference to the game is the addition of the islands, no vehicles, units or weapons. My vision of a real import would be to make a compilation of community addons that would replace the old A2 units, which were pretty bad compared to what the community has cranked out. If we did that, we could have all the old missions but with working vehicles, guns with detachable sights etc.
  20. So more Chernarus pics because why not Autumn time The new A3 shadows really fix up the interiors Notice the reduction in blue from the whole scene. Chernarus should be dull and austere, like borscht. The Stratis lighting was too warm and fuzzy. BTW Chernerus is my favorite map ever. I would love to see this in real life someday The shadows and fog really add to the otherwise sparse forests Check in to the International Hotel Afternoon in the lounge
  21. Okay I am releasing it this Tuesday (April 9th). It may contain some bugs but currently it is 100% usable so there isn't any reason to delay it while I polish it up. On a side note I finally bought a 'real' computer! Through ofp, arma, and arma II I've always chugged along at 15fps because I was using old tech, recycled/thrown away office computers. I've only bought one computer before, in 2003 so I could play ofp, but then Arma came out and it was slow again lol. Got an i7, gtx 680, ssd, trackir yada yada finally going to enjoy the game again.
  22. Well its taking a little longer, turns out I will have to import wheeled.pbo and air.pbo because they contain the data for the wrecked vehicles scattered across the islands. The good news is that I modified the lighting on the old islands to more area appropriate colors. Under the default lighting Chernarus looked too bright and happy, and the deserts looked 'wet' and blue. The new sky and lighting controls are really cool, you can make very specific effects. Apparently something cool is up with the interior lighting?
  23. Hopefully the end result is that we won't have to "do maps", the original A2 map will work in A3 just fine. You will need to copy most A2 pbos but it is really straightforward. @Papanowel - no issues, it works great
  24. Just thought I would throw some pics in before I go to bed. The new A3 shadows just kick ass. Chernogorsk Chernarus @ 12000 view distance
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