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Everything posted by mugaben
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CLY Remove Dead script
mugaben replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If I put [60,120] exec "cly_removedead.sqs" in my init I get an showscripterror: "error generic code in expression" path\init.sqf, line 12 [60,120] exec "cly_removedead.sqs" -
[Resolved] Server v. 1.59, my game: v 1.59 error!
mugaben replied to mugaben's topic in ARMA 2 & OA - TROUBLESHOOTING
Yup. Problem solved though, I dont know what by our server hosts fixed it. Thanks! //MugAben -
[Resolved] Server v. 1.59, my game: v 1.59 error!
mugaben posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Hi guys. Yesterday our serverhost updated our server to 1.59, but something is wrong. In the game's server browser, our server has a red cross in front of it - stating that the server is "1.59", and my teams version is "1.59" which makes no sence. The server should accept our version as it is the same. Any clues of what might be wrong here? // Mp -
Multi-Session Operations v3.3 is released!
mugaben replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Is there a way for the missionmaker in the editor to make safe-zones where nothing is spawned? Like if I want to make an airport secure etc. -
Geh, another bugger on my map project. Making a flat wetland as Denmark where muddy, puddy tracks and roads in forests is a really common thing proves to be quite tough!. Is shallow pools of water, that goes over tracks of road really impossible to make? Im using "ponds" and have tried with serveral small and big ones. Any vehicle will just drop down as if there was a big hole of nothing. Also, it jumps as crazy. Not very high, just a car and a halfs height from the tracks and up once every second. :butbut:
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Island Cicada Release Thread
mugaben replied to commander1985's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well done. Everything looks well placed and carefully thought through. A few misses with the textures (or was it your mask, cant remember) here and there with the sand to grass, but I know how difficult that can be to get right. Thumbs up! :) -
This.. Problem All I've done was to add a new mask colour, and another texture for it. Why does it do this all of a sudden? :( Mask:
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Hmm.. Im with you until you tell me to select a texture option under brushes panel. I cant seem to find it? Ill continue looking. :) Edit: Think I found it. Nice! Managed to make a nice grid over the masks. It looks like i did it right. If this doesnt work, it isnt your fault at least!
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Sweet! Not only does your vehicles look good, but they feel nice aswell! Love the big german slow moving tanks, you can just feel their massive weight with the slow moving turrets and all.. Alot of really fine stuff in there. Good job! *Caughs* Now we just need a russian side aswell. Specially the tanks. T-34, KV, IS, SU-85 etc. Just imagine the desperate ammo-bearer with a ammo clip and no rifle, and his buddy with a rifle charging down the hill. PzkpfwIV-b in a barn.
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Would be great. Very much needed! :o
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Ah that thing.. I forgot all about it.. I skipped that part in the beginning of my map making, because I didnt get it.. No matter how many times I read it, I dont get the segment thing and how I calculate them, where they are.. :/
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Well, okay. Just to be clear its: If I use 5 colors/textures its fine. If I use more than five (6) it freaks out. Both cases I use non-edited, brushed RGB. I also tried with 6 colors, and indexed to 8 colors (minimum) with no difference. But I'll try to make the mask again from bottom up, or try your tip first commander. Thanks :)
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Okay, I have 5 colours. When making it into indexed, it says "minimal 9 colours". I cant force it to only use 5. And with the nine colours it does the graphical error aswell. :/ Tried unchecking the "transparency" button. That made the minimal go from 9, to 8. Trying to convert the thing once again.
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Official DDAM Wip Thread
mugaben replied to ravendk's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Love the china hats. :D Danes goes up in flames if hit by sun. \o/ -
Glad you all like the screens, means alot. :) Hah, no way :D Reserve-swedes! (sorry granQ) :D
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Airports - Roads textures View Distance
mugaben replied to Αplion's topic in ARMA 2 & OA : TERRAIN - (Visitor)
As they said it. :) If you dont allready have it, export your visitor map to EMF image, convert it and line it up on your satmap. Took me a while to find out this was possible. :P Everything should be explained here -
Thanks sheza. I forgot all about this post. I think it might have something to do with the emf plugin I used for photoshop. Im gonna try the converter now. So lets try again in 10250x10240, with the new pic. Nope doesnt work.. Still off somewhere. :/ Picture In visitor/game the road texture lines up perfectly with the road, where I used another emf image. But I was just lucky, and fiddled it in place the last time. I have a blue line in the bottom aswell, so im gonna try to make it 10250x10250, and cut 10 of each now. Edit: Yes. Finally I think I got it. But that wouldnt be the first time. Allthough it seems to mach up in every corner now. I have to do as above. 10250x10250, and cut 10 of each. Is it me who misread something that I only should cap the left side?
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Well. Progress is going slow right now, Im having a hard time sitting down and start working on it, but it will be done thats for sure. I would say right now its about 60% done. Right now, im mostly fineadjusting whats allready been made, as we use this map on my team very often. It provides me with much more information and idea's when actually playing it and seeing whats gonna work, and whats not. This is one of the reasons why it takes so long. Im just a perfectionist. Military base (Kaserne) Airport. On patrol Nevermind the hats, it was christmas :D Church entry Saest - We had a major fireworks accident a few years back in a place called 'Seest'. This is not a copy, just an inspiration and an idea for a ruin city with a factory in the middle. Saest map Random place on map to give a peek of what the general map is going to be like Airport night Favslev town. Largest town on the map. Random place in Denmark near where I live, just so you can se what im dealing with :p (google maps) This is where I get all my sat textures and ideas. Google earth, but same same.
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Hi guys. I just added alot of keypoints on my map, and visitor saves them in mapname.hpp. But when loading the map, the keypoints isnt added. Then I copied all keypoints in the .hpp and inserted them into class names in the config. Now, the keypoints are there, but im getting this error: No entry 'D:\BIS TOOLS 2\BinMake\Binarize\bin\config.cpp/CfgLocationTypes.'. What causes this? Do I need to empty the mapname.hpp so they are not in both the config and the hpp? <-- No difference Or do I need to tell my config somehow that it should get the keypoints in the hpp, and delete those I have added to config.cpp? OR/AND! Should I just copy-paste the locationtypes from the bistools config.cpp into my own config somewhere? <-- No difference Im lost! Thanks in advance :)
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Once again you save my ass! It was those missing types that did it.. I cant believe we missed that! :D
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Hi. Yes, i have class names with a few cities and such. But not the #include part. But wont that do the same thing as just copy/pasting from mapname.hpp into config.cpp? Heres everything in my mapname.hpp (favslevx.hpp)
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Hi guys. I really need to know how to make the moving weather, like in evolution maps for future map making and im sure im not the only one :rolleyes: Anyone of you guru's know how? I tried unpacking the evomap. There is a 3 triggers called rain and one fog. Also, 3 markers called rain and one fog. The markers are to show the players where the rain is moving, and the triggers is where the rain falls i guess.. So, i located a few scripts which i think has something to do with it. In data/Scripts in the unpacked mission. A "rain.sqf" and "fog.sqf". Also, "MainThread.sqf" and "MainThreadC.sqf" Rain: Fog: Mainthread MainthreadC I tried making the relevant markers and triggers and load the scripts in init file, by typing execVM "allthescripts.sqf" but got nothing. Just a bunch of markers in the side, not moving. No errors though. Any ideas?
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Lock hangar doors until..
mugaben replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cant remember the name. It's on my own map im making. It's the hangar with two blue giant doors, where in one of them there is two normal doors. Attorney; Thanks, ill give it a try and wait for the stop part. ;) ---------- Post added at 05:08 PM ---------- Previous post was at 04:22 PM ---------- Okay.. So far this works: Create lock.sqf. while {isNil "OpenDoors"} do { sleep 0.1; getpos doortrigger nearestObject 867 animate ["vrata1",0]; getpos doortrigger nearestObject 867 animate ["vrata2",0]; }; Create a trigger with these params that locks the doors: Cond: true On act: lock=execVM "lock.sqf"; Now create another trigger with any params of your choosing to unlock them. Cond: Your choice. Radio alpha, as an eksample. On act: OpenDoors = true; publicVariable "OpenDoors"; You can even see the door open 2 cm and then shutting itself again. Looks like youre twirking the door to get it open. Thanks to my teammate Muzzleflash for this solution Now I just need to find the door names for the two little doors and do the same thing with them. :) -
RWS - Real Warfare Soundmod
mugaben replied to slade1988's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wow. Much more "punch" than any other soundmods out there! Cant wait for next step to be completed.. Great job :) -
[COOP/SP36] Hornet's nest [free roam/sandbox Chernarus]
mugaben replied to ArmAIIholic's topic in ARMA 2 & OA - USER MISSIONS
Now we just need it reversed so west side rules most, and you can play as opfor. <3