Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

11 Good


About columdrum

  • Rank
    Staff Sergeant

Contact Methods

  • Skype

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. columdrum

    PBOproject weird error

    Rvmat on atlist isn't the real one, its just that it has the same name. All the rvmats and paas inside the layers folder gets generated when you use the Generate layers feature on terrain builder, seems like you moved p_000-000_l00.rvmat to another folder accidentally because if you look at the log, pboproject found it. The real solution its either move the p_000-000_l00.rvmat back to the layers folder( look inside \1_mod_collection\myrealterrain\data\ or \1_mod_collection\myrealterrain\ for it, since pboproject found it, it should be around), or generate the layers again. Don't use atlis one... that will produce weird results ^^.
  2. If you read the feature list its obvious that, at least at first, is just a feature mod(with limited new content, i guess some medical items and stuff like that), as it always have been it its core( additional content for A2 for example was optional, packed as ACEX, i know everybody loaded it too but... was optional anyways :P). However, been just as "big" as it is, i am sure that other mods are going to get compatibility patch sooner or later. For example i already have in the plans to make compatibility patches for at least RHS and RH weapon packs if nobody else does.
  3. Srry, but i have ro say it. Plz make binarize understand the new p3d format and old A2 in binariced format to solve the issues and workarounds(thanks to mikero) needed to binarice islands correctly.
  4. There are a lot of causes for the "no entry config\bin" error, like scripts trying to spawn weapons or magacines with the wrong name, or poorly done addon configs(sadly there are really few addon makers that really care to have a clean config). But that case in particular its BI fault, and this issue have been in arma at least since A2. I was bored and reported it, its easy to reproduce and should be easy to fix( or at least easy to workaround): http://feedback.arma3.com/view.php?id=23544 (I used your video as example, i hope you don't mind) About disabling the notification in normal branch... i am personally against it. It annoys people and does nothing for them? totally true, and i totally understand that point of view, BUT that way users knows there is an error and can pressure addon makers to fix it. As i said, there is a lot of "if it seems to work then the addon its perfect" around addon making( O god, just look at your RPT after loading some mods... the RPT before and after loading and addon should be the same, unless it uses diag_log), and disabling any kind of error reporting only makes it worse. But again, its just my personal opinion, and i know my reasoing behind it its a bit weird, but whatever, i stick with it :D... for a future with a clean RPT, for your kids! :D
  5. If you mean the vehicle seat positions: Fast answer, you can't. Vehicle positions are defined as proxies. There is no way to get a proxy position so we are f***... Selectposition only can get named selections defined in memory LOD. And there are no standard memorypoints to indicate vehicle positions, the ones you tired there ("driver","codriver",...) doesnt need to be defined at all on vehicles. Only workaround that exist to get them its to create the vehicle, put a unit on the position and get the position... you may be able to cache that data and store it somewhere, but that would be a really messy implementation. There was some request to get a new script command to access that data, we can always hope :P Edit: you can get the getin and out positions used on models by getting memory point name from config and then use selectposition, but as i said that doest include seat positions themselves.
  6. columdrum

    ACRE2 Public Beta Release

    To access that menu you need to hold alt button and press the "mode" button( you can see that above it it says "menu" that its the alternate function of the button). Since you cant click 2 things with the mouse, in ACRE you need to hold the alt key and click it :P.
  7. Yeah the random server not fully starting(for me it doesnt really crash, it just softlocks and seems to be running fine but you can tell that it softlocked somewhere because of the window title not being updated with the port info ) with certain keys its really annoying and seems totally random, sometimes even changing the addon order fixes it, others removing some signature from keys folder..... Someone needs to find a easy repro and report it so BI can look into that :S So if you are having it it isnt related with AiA at all, since i also have it running fine. About pbos that can't be signed its full 100% addon makers fault, usually when they include unbined data/created with crappy tools :P(mikero ftw)
  8. You are missing a ( at the begining of the if and another at the end. Also if you really want that those classnames can enter you should remove the !, if not you are allowing all but those. Something like this it's what you want i suppose if (((typeOf player) in ["Pierce", "CZ_Special_Forces_TL_DES_EP1"]) OR ((getPlayerUID player) in members)) then { hint "Welcome aboard, Member or Authorized Pilot."};
  9. Thx it wasn't obvious at first, i didn't even try to do that :P. Not really, there are some addons like AiA, that are designed to overwrite some definitions and rely on loading order. But yeah there are times(sadly its really on like 90% of the addons) that bad config on addons make them to overwrite base classes and fuck everything up, and changing loading order "fixes it"( not really it just hiddes it sometimes ¬¬)
  10. Hi i have been playing with this tool a bit, is there any way or plan to implement in the future to include the server IP and the addon priorities on the repo or event info itself? I mean, as far as i understand, right now the repo only includes the addons and you can define a series of "events" that are just the exact addons to load. But aditionally would be good to be able to specify the loading order and the server IP to connect on those "events" so users have less things to do, because thats where the problems usually come from, the less user work, and less options for then to fuck up, the better :P
  11. The script seems ok but you are using exec to execute it when it should be used just for sqs and thats a sqf script. So i guess try to run in with execVM instead? or call + compile( or, in a3, define it on cfgfunctions and then call it)...
  12. columdrum

    -par= start-up parameter

    The -par works fine for me with a longer modine, my bet its that you arent reading the par file at all. Check the filename or try to put the -par at the start of your commandline. Are you sure that the networkdiaginterval that you have there doesnt start with "-"?
  13. columdrum

    Why does my server crash with mods?

    Remove the ; at the end of the modline, and be sure that if any of those mods include any userconfig folder, upload it too to the server
  14. UNS does NOT require ACE, but it has an optional addon that improves compatibility with it. So you can play without ACE if you want. But dunno anything about your issue, as far as i know UNS doesn't change the AI medic.
  15. Just a quick note seems like the signature for buildings_c.pbo the on the patch AiASA 2014.08.24 is wrong, at least on the download link from mega(edit: also google drive). Maybe its something that was planned to be fixed before oficially anouncing it, so nvm if its not really a bug :P