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genpatton043

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Everything posted by genpatton043

  1. Could anyone give me an idea in what Arma 1 file I would find the TV news studio? And what I would need to do in order to convert to Arma 2? I played with it a little and placed it in a simple mission from Sahrani in Arma 1. I than took that mision and placed it in my Arma 2 mission folder. And it actually shows up as it should. You can copy and paste it from there, it just does not show up in the objects. Its just when you exit that you get a "Cannot open BMP3" error and than a CTD. Any quick and painless way to convert this over?
  2. genpatton043

    ANN TV STudio

    OK, I follow you now. class Vehicles { items=1; class Item0 { position[]={12570.835,6.6755509,9236.5391}; id=1; side="EMPTY"; vehicle="TVStudio"; skill=0.60000002; }; }; Its interesting, when I did this the other day, when I went back to the main screen I got an error message and than a CTD but now it does not happen. And theres nothing in the above that I can change to "unhide" this one object correct? They would all need to be done, not just one.
  3. genpatton043

    ANN TV STudio

    I'm sorry, I'm not following you on the second option. You mean like I did earlier by copying an Arma 1 mission, with that object, into a CAA1/Arma 2 mission?
  4. genpatton043

    ANN TV STudio

    Sorry, yes, in the editor with CAA1.
  5. genpatton043

    ANN TV STudio

    I take it thats why it is able to appear in missions in Arma 2 w/ CAA1? Which leads me to my next question, how many Arma 1 objects should I have? Right now, I only have a about a dozen or so listed. Fortress 1 Fortress 2 East Tent West Tent Small Shed Large Shed and a couple of others. Should there be more and should the studio be one of them?
  6. genpatton043

    ANN TV STudio

    I was hoping it was in CAA1, which I have, but as far as I have seen it is not. Like I mentioned, it does show up in the game if I copy it directly over from Arma 1. But if you click it, it comes up as a different class and object entirely. If you leave it alone, it appears. Thats why you can only copy and paste it. I guess my question should really be, what class name would it be under for Arma 1?
  7. Gigan, thanks again for the help on this! (And my many other question=) I've been using it to help give lower armored APC's better cover when on defense. Kudos!
  8. Just curious to see if anyone might have some ideas on how to make a particular type of script. Or if its even possible. A mission that I am currently working on, revolves around the player being in charge of a Mechanized Infantry Company. Its a High Command module type mission and the premise is that the assigned Mech Company is tasked with defending a particular piece of terrain. I would say, as an example, think of it as a "Fulda Gap" type mission. What I would like to be able to accomplish is, allowing the player to place his units at mission start up, via the map click, instead of placing them in prepared positions in the editor. It can be quite difficult at times to control such a large force, so I'd like to make it as easy as possible to deploy your forces as soon as the mission begins. And than, if using one particular type defense fails, you could place an entirely different defense when restarting a mission. I would think that its possible considering the ability to call in reinforcements through various scripts out there. Any ideas? Or a waste of time?
  9. genpatton043

    Mapfact.net releases Editorupgrade

    Hey Lester, how about the signs? Specificully, the billboards? They don't seem to want to display my own signs, yet, I can take something like the stock checkpoint sign and it shows up fine there. I've tried various sizes for my pictures 128x128 256x256 512x512 and they do not seem to load. should they be even larger?
  10. I would have to say that I'd like to see more of European styled maps. specifically, Germany or Poland. I am attempting to do a Twilight 2000 campaign based on the original RPG of that name, and I am finding it hard to create a version of the initial campaign, which is set in Poland, using existing maps. I do have plans to do future campaigns with Panthera and Ensk maps, which are excellent as is Schmelfelden. Just need one more to get over the "hump" of the first campaign.
  11. genpatton043

    Civilian Airfield (Geo Specific)

    Any chance that we might see this for Arma 2?
  12. genpatton043

    Mapfact.net releases Editorupgrade

    Thank you! Much appreciated! ---------- Post added at 11:51 AM ---------- Previous post was at 10:36 AM ---------- Are there any working lights in Arma 2? Streetlights anywhere? Another add on perhaps?
  13. genpatton043

    Mapfact.net releases Editorupgrade

    I'm having a small issue. Everything loads fine and there are no error messages, but the one thing I wanted this for was the streetlights. Why don't they light up? Please, don't tell me you need a script to turn streetlights on.
  14. Could someone point me in the direction of where I can learn how to make custom faces in Photoshop? PS7? There is a wealth of info on making faces AFTER they have been created in Photoshop but I see little info on the steps for making them ibn PS before that. I've seen the tutorials for making islands and Photoshops role in the creation of them, but not faces. Templates are generally most of what I have seen for faces. How do I substitute a templates face with my own custom face? Thank you
  15. genpatton043

    Arma 2 Addon request thread

    There was supposed to be a mod that was WIP that had V-1's and V-2's, but I think it was only for Arma I. I can't remember but the video they released looked very promising. I'd like it cuz the campaign I'm writing is set during the Cold War and a Pershing or even a Lance would work very nice. As for your post script, the ones I really know of now all are built around the MLRS like the ATACMS, which, could probably receive a nuke warhead, tho its not offically sanctioned for that. Everything else went with the INF treaty in the late 80's. Including the ground based Tomahawks.
  16. genpatton043

    Arma 2 Addon request thread

    OPFOR always gets a SCUD, it would be nice to see BLUEFOR get a Pershing II.
  17. genpatton043

    Ambient Combat Module

    I'm trying to understand, without much luck I might add, as to how to enable specific addons for ACM. One post seemed to indicate that adding the class name into the; //FACTIONS //Pick from: "USMC", "CDF", "INS", "GUE", "Soviet Army [P'85]". [["INS","RU", "CDF", "Soviet Army [P'85]"], BIS_ACM] call BIS_ACM_setFactionsFunc; would do the trick. But it doesn't. Obviously, from what I have listed above, the addons I want to enable for ACM is the upcoming P' 85 addons. I've been toying with an early release version that Vila's sent me a few weeks back. Its the backbone for a campaign I am creating. I did send a PM to Vila's, but the guys busy enough without having to answer questions from me. So I hope, someone here can point me in the right direction. Also, another post seemed to indicate that you have to change the config file in the CA folder. I don't have a CA folder other than one that I created for an island. How can I best go about enabling P '85 units for ACM? Thanks Also, I am using the ACM template which I will show below. //Make a script wait for the ACM to initialize. waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols (values 0-1). BIS_ACM is module name. [0.5, BIS_ACM] call BIS_ACM_setIntensityFunc; //spawn distance [bIS_ACM, 100, 350] call BIS_ACM_setSpawnDistanceFunc; //skill range [0.1, 1, BIS_ACM] call BIS_ACM_setSkillFunc; //ammo setup [0.5, 0.8, BIS_ACM] call BIS_ACM_setAmmoFunc; //FACTIONS //Pick from: "USMC", "CDF", "INS", "GUE", "Soviet Army [P'85]". [["INS","RU", "CDF", "Soviet Army [P'85]"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Group Types //You can pass both actual CfgGroups Config entries or class name Strings. //[<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_addGroupClassesFunc; //Passing an empty types Array will completely disable the custom database and switch back to the default. //[<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_removeGroupClassesFunc; //blackList area //When passing Arrays, these should contain the top-left and bottom-right coordinates. //[bIS_ACM, Staroye] call BIS_ACM_blacklistAreaFunc; //patrol types -1 remove patrol ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0.01, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
  18. OK, so, tonight I did as I told you earlier and started over from scratch. I removed the old tools and decided to download this version which was the ultimate goal anyway. So, I did. I went through the tutorial and got to where I have been roadblocked with the earlier version. Import Satellite and Mask. I open the config file first, no issues. I than popped open the Sat_Lco.png no issues there either. I go to open up the Mask_Lco.png file and I get the error message. "Error Loading 'p\tut\tut\_samplemap\source\maplegend.png" Allie, when I PM'd you before I had used your tutorial from Arma 1 and had this issue. Even when I used your files, I still received it. This time around, there is nothing that I created in any way, shape, or form and I still get this message. Also, I am wondering if the issue is with Wilbur. I say that because, I can open the Mask_Lco.png without receiving any error messages but the screen is completely gray and shows nothing. In PS7, I can open it also, but again, there is nothing there. theres just a white box. Any ideas? Anyone?
  19. I'm getting the very same issue and as far as I can tell, all the paths are what they should be.
  20. My understanding was, that with the first Arma, any campaign created was restricted to just one map. Is that still the case with Arma II? For instance, lets say I am creating a campaign that has 12 missions. The first 2 missions might be on Chernurus, but the next 4 after that might be on Ensk with the remaining 6 missions being on Panthera. Is that possible? Or would all 12 missions have to be on Chernurus? I ask because I am currently writing one and have a map that is perfect for the terrain, the only issue is, its small and almost impossible to fit all of the separate missions that I have planned. So, going to another map is ideal at the moment. Thanks
  21. genpatton043

    Multiple Maps In a Campaign?

    It can? Thats cool and is all I needed to here.
  22. genpatton043

    Multiple Maps In a Campaign?

    Never was what? Limited to one island? I'm not talking about missions individually. Obviously there you can. but in a regular campaign that is written with a campaign description.exe file.
  23. genpatton043

    SetIdentity

    The "George Face" is the George Clooney face that was released by Rocco. I get the face to come up, but the characters name doesn't change when in you are in Briefing mode or when he is spoken too. For example, if I walk over to the character and greet him, when he replies it comes up "Joshua Moore" which is a stock name. Same thing goes for the briefing. The name should read "Brian Lanson" but it doesn't. Still says the stock name. ---------- Post added at 06:59 PM ---------- Previous post was at 06:51 PM ---------- Cancel that. I found the issue. I didn't put the underscore in the name when I placed it in the init field. I put "This setidentity "Brian Lanson"; when I should have put "This setidentity "Brian_Lanson"; Thanks for the responses, the thread can be deleted now.
  24. genpatton043

    ArmA2 / OA (low) performance issues

    Can anyone tell me if people who tried the demo first had no issues with performance but when they got the full game, they had problems? The reason I ask is because, I loaded the demo on my current PC which is 7 years old, AMD Athlon 2800+ 2.08Ghz Single 1.5gig RAM GeForce 7600Gs 512mb card Using this crappy PC with the settings on "Normal" I don't have a whole lot of issues playing the demo. I even get around 15 FPS with it. I understand its a demo and its probably a bit more optimized than the full version, but I can't seem to grasp why I am able to even play it all. There is 0 lag whatsoever All textures load quickly, hell, even faster than Arma I. Now, I do have issues with my VC getting stuck in "Infinite loops" from time to time, but nowhere near what I was expecting. (And yeah, I will be getting a different machine next week)
  25. Absolutely gorgeous Backfire! I hope it it comes with all of its little toys, i.e. AS-4 Kitchens, FAB 750's, KH-15 etc.
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