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charon productions

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About charon productions

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  1. charon productions

    The New York City Project

    I had issues in Arma2 with the highrises' shadows disappearing at certain viewangles. Hope that is solved with Arma3. You might wanna follow what the guys building aircraft carriers found out concerning big model pieces. Keep it up, looks very promising!
  2. charon productions

    Large walkable wall sections to snap together?

    If that is your own island addon thus allowing full control of the terrain, i would first flatten the terrain, then put the wall pieces. Otherwise you would have to reposition them again.
  3. charon productions

    Large walkable wall sections to snap together?

    You should also consider terrain slope, some parts will stand stray into the air on a non-flat surface. So you might also need shorter parts, that's at least what i did to get around this somehow and still not very satisfying. I am close to prognosing that its nearly impossible to ensure walkability along the entire structure (20km) except your island terrain is completely flat, because some parts won't simply line up. Placing them accurately is another tedious story.
  4. charon productions

    Inheritance problem in config

    You need also to state the inheritance relationship inside your actual weapon class. You forgot to explicitly write the parent class after the child class. This config does the job: class CfgPatches { class cat_thermal { units[] = {}; weapons[] = {"MYLAUNCHER"}; requiredVersion = 1.000000; requiredAddons[] = {"A3_Weapons_F","A3_Weapons_F_Beta"}; version = "1.0"; author[] = {"cat" }; }; }; class OpticsModes; class StepScope; class CfgWeapons { class Launcher; class Launcher_Base_F : Launcher{ class OpticsModes; } class launch_Titan_base : Launcher_Base_F{ class OpticsModes: OpticsModes { class StepScope; }; }; class MYLAUNCHER : launch_Titan_base { scope = 2; class OpticsModes : OpticsModes { class StepScope : StepScope { visionMode[] = {"Normal"}; testconfigvalue = "test"; }; }; }; }; Hope that gets you going.
  5. charon productions

    Inheritance problem in config

    You problem might actually be that you did not consider using the requiredAddons line including the respective Arma3 addon that contains the launcher (something like A3_weapons_f or similar). Without that the contents of the imported launcher class might be simply empty thus leading up to that error. Apart from that you do certainly not have to repeat all lines from an inherited class, because that would defy the whole idea of inheritance as you stated. Sometimes you do have to explicitely state though the subclass that you want to inherit, but i am not sure if that applies to your case. class launch_B_Titan_F { class OpticsModes; };
  6. charon productions

    The Undead Mod

    Undead3 is being worked on intensively and it has grown to a huge mod. Some features had to be added due to immersion and story-telling considerations. Feature-complete is next week. Undead behaviour is complex and time-consuming to debug. That's the current status. Should there be any interest, i can make a video of the features.
  7. charon productions

    M249 Porting problem

    Try to include it then: class CfgWeapons { class SlotInfo; /*extern*/ class Rifle; class Rifle_Base_F: Rifle { /*extern*/ class WeaponSlotsInfo; // !!! /*extern*/ class GunParticles; }; /*extern*/ class optic_Aco; class LMG_Mk200_F; class BTC_m249_EI: LMG_Mk200_F { scope = 2; magazines[] = {"100Rnd_556x45_Stanag","200Rnd_556x45_Stanag","30 Rnd_556x45_Stanag"}; model = "\BTC_EI_m249\BTC_m249.p3d"; displayName = "M249"; picture = "\BTC_EI_m249\BTC_i_m249.paa"; UiPicture = "\BTC_EI_m249\BTC_ui_m249.paa"; class Library { libTextDesc = "$STR_A3_CfgWeapons_LMG_Mk200_Library0"; }; descriptionShort = "$STR_A3_CfgWeapons_LMG_Mk2001"; class WeaponSlotsInfo { allowedslots[] = {901}; mass = 4; class MuzzleSlot : SlotInfo { displayName = "Muzzle Slot"; compatibleItems = {"muzzle_snds_L"}; linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; }; class CowsSlot { access = 1; compatibleitems[] = {"optic_Aco"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 0; }; class PointerSlot { access = 1; compatibleitems[] = {"acc_flashlight", "acc_pointer_IR"}; displayname = "Pointer Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = 0; }; }; }; };
  8. charon productions

    M249 Porting problem

    class cfgpatches { class BTC_EI_m249 { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_weapons_f","A3_Weapons_F_Acc"}; // !!! }; }; class CfgWeapons { /*extern*/ class Rifle; class Rifle_Base_F: Rifle { /*extern*/ class WeaponSlotsInfo; // !!! /*extern*/ class GunParticles; }; /*extern*/ class optic_Aco; class LMG_Mk200_F; class BTC_m249_EI: LMG_Mk200_F { scope = 2; magazines[] = {"100Rnd_556x45_Stanag","200Rnd_556x45_Stanag","30 Rnd_556x45_Stanag"}; model = "\BTC_EI_m249\BTC_m249.p3d"; displayName = "M249"; picture = "\BTC_EI_m249\BTC_i_m249.paa"; UiPicture = "\BTC_EI_m249\BTC_ui_m249.paa"; class Library { libTextDesc = "$STR_A3_CfgWeapons_LMG_Mk200_Library0"; }; descriptionShort = "$STR_A3_CfgWeapons_LMG_Mk2001"; class WeaponSlotsInfo { allowedslots[] = {901}; mass = 4; class MuzzleSlot : SlotInfo { displayName = "Muzzle Slot"; compatibleItems = {"muzzle_snds_L"}; linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; }; class CowsSlot { access = 1; compatibleitems[] = {"optic_Aco"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 0; }; class PointerSlot { access = 1; compatibleitems[] = {"acc_flashlight", "acc_pointer_IR"}; displayname = "Pointer Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = 0; }; }; }; };
  9. charon productions

    M249 Porting problem

    Usually errors like : Warning Message: No entry '.displayName'. Point to an inheritance problem. So if you would do something like : class LMG_Mk200_F { }; without inheriting the full parent config, the config would effectively be empty and displayName wouldn't be found, but is expected. Try entering actual lines into the muzzle and the pointer class, even if you just copy it from the parent rifle class. I think the fact that you left it empty might cause the problem. Furthermore, add these to your requiredaddons line: "A3_weapons_f","A3_Weapons_F_Acc", Without that the engine might not have any info about the weapon accessories, had a similar problem with my machine gun ports too.
  10. charon productions

    M249 Porting problem

    Does the error still show up when you take the weapon out of your addon folder? It seems to be related to an item called defaultitem where the scope is set to private, so it can't be instantiated. Try to take the part with class ItemInfo { priority = 1; }; completely out. Or inherit it correctly.
  11. charon productions

    The Undead Mod

    Maybe at a later point. Glad you manage to enjoy it that long. Here a small vid played with Undead3 opfor units, so you get an idea of how this looks like in Arma3: Notes: Unexpected behaviour and unit placement errors are due to the fact that this is still WIP.
  12. charon productions

    The Undead Mod

    Currently the units are being textured (tedious process) and many dozens of issues still remaining. Even though i should be tired of it after 1000+ hours put into the zombie mods that i worked on since CZM mod, i am pretty satisfied with Undead3 so far. If i find some time, i will make a little in-game movie.
  13. charon productions

    The Undead Mod

    Due to the limitations of how the Arma2-engine allows to texture models, there are no new zombies for Undead Mod2. Undead Mod3 can manage that a bit better, it is in fact what i am currently working on.
  14. charon productions

    The Undead Mod

    The old system was based on knowsabout-engine functionality. So if the infected "know about" a human, they will hunt it. It's too long ago that i wrote Undead mod 1, so i can't remember if you can contain them. The new system is based upon visibility up to 300-400m and (a thing under testing) also audibility of shots. A type of infected that just stays in a location without migration is on the ToDo-List. A new Spawn-Module type allows to specify a destination for the spawned units to migrate to. There is also a synced Spawn-Module that in order to prevent overspawning, will only respawn if most units of the previous wave are down.
  15. charon productions

    The Undead Mod

    Undead2 for Arma2 will be released as it currently is together with Undead3 for Arma3 which will be round Arma3 release. Most development now goes into Undead3. Not enough time to keep working on 2 mods. A lot of code had to be re-written again for Arma3 to maximize performance, because Arma3 is much heavier on the CPU.
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