SSG J. Switch
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Everything posted by SSG J. Switch
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TF47 Launchers [WIP]
SSG J. Switch replied to blackpixxel's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, great mod. Just wondering if anyone encountered this error. Only happens if I am running the mod and try to launch the SP showcase mission. -
Will this version work with CBA?
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GCam (Let's fix this great mod)
SSG J. Switch replied to rebelvg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have read there are problems with GCAM and CBA for Arma 3? I did a quick test and confirmed that when I disabled @CBA_A3 the GCam mod worked. Is there a work around for this? -
Christian.1987's Mp7 ported to A3
SSG J. Switch replied to gvse's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great looking model, but is there ANY chance to get them scaled up a bit to more closely represent the scale in real life? -
Great mod! Any chance to add a mode switch that will allow you to change from ASL to AGL?
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Hello, If there's a post about this specifically I apologize, but I did search and couldn't find this specific answer. I would like to remove/delete a BI placed structure on Stratis, but not just "hideObject" which apparently just makes it invisible, but it is still physically there, or "setDamage" which leaves rubble from the damaged structure on the ground. Any thoughts on this? For bushes I've been using this and it does a nice job of just flattening out bushes and trees, but using that on buildings blows them up and leaves a pile of rubble as I said.
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Remove/delete BI placed objects?
SSG J. Switch replied to SSG J. Switch's topic in ARMA 3 - USER MISSIONS
Bootcamp update seems to have change lots of things, my JSRS wont work anymore either... *sigh* Thanks for trying to help out though, I appreciate it. -
J.S.R.S. 2.2 Soundmod
SSG J. Switch replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Lighten up bro, the reality is, that the game is more playable and 1000x better because of efforts of the modding community and awesome mods like JSRS. I was simply highlighting the fact that this "update" killed a great mod, for now. Of course BI didn't intentionally mean to sabotage Jarhead's work. LJ, I'm trying to encourage some of the great resources in my unit to see if they can help you out, a large portion of our unit uses (or used) your mod and we have some phenomenal programmers/scripters. -
Remove/delete BI placed objects?
SSG J. Switch replied to SSG J. Switch's topic in ARMA 3 - USER MISSIONS
Thanks gabberxxl, but have you tried this and had it successfully work? I followed your instructions and the building isn't disappearing. I attached screenshots of what Im looking at. Thanks! -
J.S.R.S. 2.2 Soundmod
SSG J. Switch replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It appears the BI update has made the great JSRS sound mod non-functional... BI has broken something they didn't make that actually made their game better... *sigh* -
OHally's T-10 Parachutes
SSG J. Switch replied to ohally's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello there, very cool mod, looking forward to the finished product. Any consideration to updating the parachutes to the newer T-11 parachutes that are replacing/have replaced the T-10D? -
People seem to forget that BI is still a business and in order to remain open they have to make money. If they had to dedicate resources to Day Z to get more of the main stream players involved, then so be it. If they had to go with Steam for logistics and financial reasons, so be it. Whatever they need to do to run their business and get products out so be it. Much larger companies and games have had issues post release with their games, so I don't expect any difference with BI. I've been running my A2 off steam since Day 1 and Ive never had issues with mods or anything, so people need to quit their whining, if you dont want to be part of Arma 3 because of that, don't let the door hit you on the way out.
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Extrating PMC PBOs
SSG J. Switch replied to Cytreen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried unpacking the "characters_pmc.pbo" using Eliteness and DePBO and I got the "unknown header type" error, anyone figure out why this is on certain files? I just wanted to access the faces for a project. Edit - I found the characters pbo in the common folder as well, but they are tiny 128x128 .paa files. grrrr -
Anyone ever try opening the PMC DLC pbos? I am getting an error "unknown header type" when using Eliteness and DePBO to unpack the "characters_pmc.pbo" file.
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Boeing/SOAR MH-47E
SSG J. Switch replied to konyo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Our pilots (and operators) are looking SOOOOOOOOOO forward to having this beauty in our mod pack. Great job! -
I can't find the command to order 3 helicopters to start on the ground and then take off and hover about 5m above the ground for a few seconds before taking off. I tried the "flyinHeight" command it doesn't seem to work unless the chopper is already in the air i.e. moving to a waypoint.
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CO/ACR Humorous Loading Tips
SSG J. Switch replied to ][niipaa's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Funny, but is there a way to simply disable the "helpful hints"? -
Issues with thermal optic modes in camera.sqf
SSG J. Switch posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to use the different optics modes (NV, white hot, black hot) using the "classic camera script by Karel Moricky". It is the camera.sqf script below, posted in many places. However, it sometimes gives me proper thermal images, like you would see using a TWS scope or from the gunner seat of the AH-64 Apache or other gunships. I get this view though more often than not, especially on user created maps. Can anyone explain what is going on and what I'm doing wrong? The NV seems to be fine, it's just the therma http://armadepot.com/screenshots/arma2oa%202012-08-20%2000-46-46-76.png (2892 kB) ---------- Post added at 01:17 AM ---------- Previous post was at 01:06 AM ---------- This is how thermals normally look. http://armadepot.com/screenshots/arma2oa%202012-08-20%2001-05-36-56.png (242 kB) http://armadepot.com/screenshots/arma2oa%202012-08-20%2001-05-39-29.png (241 kB) -
Issues with thermal optic modes in camera.sqf
SSG J. Switch replied to SSG J. Switch's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So is there a way to force a consist thermal image other than changing the date/time? -
Issues with thermal optic modes in camera.sqf
SSG J. Switch replied to SSG J. Switch's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I took your notes and started messing with the weather and time settings, not just hour but day and month. What I discovered is strange. The thermal view change dramatically based on time of day and month of the year. For example, Isla Duala's default time/date setting is Dec. 6, 2011 at 9am. Thermal views look "normal" during this date and time for the most part. Just by changing only the time to 2am, the thermals went from shades of gray to black and white. So 9am works, 2am looks broken. Now take the exact same settings at 2am (broken) and just change the month to July and then at 2am, it works. The only assumption I can make here is that somehow the game has coded time/date based temperature into the RVMATs for vehicles and terrain? I.e. the ground is colder at 2am in December, than 2am in July, therefore it doesn't appear at all on thermals? Please try it for yourself and see. -
Camera modes in camera.sqs
SSG J. Switch posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey all, I know you can switch between the different types of camera modes while in the camera.sqs mode. However, is there a way to adjust the brightness of the NV mode? Also, why are the thermal white hot and black hot imaging modes so extreme, there is no detail left in the surrounding "cold" parts of the image, it's nothing like the thermal vision on the TWS scopes or FLIR on SATCOM, UAV or vehicle weapons platforms. -
Camera modes in camera.sqs
SSG J. Switch replied to SSG J. Switch's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is that really the only difference, just a semicolon? I know that to enable the script you have to use null = [] execVM "script.sqf"; is there a good sqf resource or guide that explains the differences between the sqs and sqf syntax? -
Camera modes in camera.sqs
SSG J. Switch replied to SSG J. Switch's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Panther, so it works great as a stand alone free floating camera, how do I incorporate its functionality into camera scripts, like call it up. With camera.sqs since it is a built in BIS function, you know how you can LMB, hit esc, and paste the data into a camera script file, something like "scene.sqs" from tutorial videos, can I do the exact same thing using a 3rd party camera script like the one you posted? Would the following work as an .sqf? I had just started learning how to use .sqs syntax and then people started telling me to use .sqf and I'm admittedly a bit lost inbetween. -
Attached camera shakes violently(camera.sqs)
SSG J. Switch replied to dcal's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am finding the same problem with attached cameras, ever get a resolution? -
Camera modes in camera.sqs
SSG J. Switch replied to SSG J. Switch's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That'd be great if you could post that script. I checked my OA "Common" folder and there are no subfolders, just all the standard PBOs. I am running the Steam version, is there another spot I should try looking?