Jump to content

columdrum

Member
  • Content Count

    355
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by columdrum


  1. I looked everywhere inside config to find the 1_mod_collection directory its asking for; to change it to the current P:\1ModCollection\MyRealTerrain\data\layers

    - with a quick search of p_000-000 rvmat , i figured out its inside this directory : P:\a3\map_altis\data\layers .....now how the heck is this doing this?

    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. Question : will ACE 3 only focuses on the vanila Arma 3 contents or it will be focused on nowadays equipments (like for ACE 2) ?

    if it's the second option, then, will ACE 3 require All In Arma (AIA) standalone ? or is it going to release some kind of custom addon pack like RHS did with their Escalation addon pack ?

    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. The current binarization available with Arma 3 Tools is "the old one". The new Binarize is not yet ready to be released but it looks like it's a matter of time

    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. Dear developers of Arma 3, would be possible the "No entry ....." kind of errors handled in other way?(i'm really angry now)

    I know that the DLC is almost released, but we would happy if you disable the pupup dialog and put the message into the chat/log instead.

    The dialog take away the user input and sh*t happens. Which makes players angry!

    Example:

    It's more interesting if you transport friendly units into the zone(+6 unit) and you get this message during the landing. Or you facing with enemy and you got popup just before you pull the trigger.

    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. yeah, when anyone mentioned ACRE2 Arcade it's just weird to think about. I remember in ACRE1 we had to manually change the power setting in our radios. The 148 seems to start out with maximum power already. it's even simpler to use now.

    so I don't even see a reason to make an arcade version. ACRE2 has been easier to use than ever

    one question though - I remember there being a demo video with all kinds of options being changed in the 148, including Tx and Rx frequencies and other things, but I can't seem to get to any of that. is it not in the release build right now? all I can do is change the audio to the speaker, change the group, channels, and volume afaik

    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. We never had random problems with keys, everytime we had problems others have them too. Its mostly when bi tools make problems or 90% the mod maker did something wrong. I also had a problem with a mod that cannot be signed from me, perhaps its also mod related? We need to turn off SigV2 the next days but this wont work for the future. we really like AiA TP and use it but our clan uses SigCheck all the time.

    I will check Full update 1.1.2015 + Hotfix.

    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.

    For what concerns addons priority, this should never be used as it means there is something wrong with config files of the addons used.

    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. Hey guys,

    So I'm running Arma 2 with the Unsung 2.6 mod, which requires ACE and CBA. So I have CBA CO and ACE installed, along with the Unsung mod. Everything there is working excellently. So I then downloaded a single player dynamic campaign called TrueNam, and it too works splendidly.

    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.


  12. I think no mod right now rivalices with ACE2, nor in features(some are near to it on that though), and especially on optimization. Comparing the optimization focus on ACE, for example reducing the number public variables( that includes the setvariable[X,true]) and using events whenever posible... no current mod is even near to that.

    Note, i am not saying that current mods aren't optimized at all, just that a lot of times features are considered more important than optimization, and i don't agree with that focus, especially if you want to use those mods with 50+ players :(.

    We can still dream on ACE3... but seems like most of the original team are gonne, or focused on other projects :(


  13. Hey great map, it has some really nice and detailed towns. Hope you keep working on it, here some constructive feedback:

    1- There are some missing p3d and textures that still use A2 paths, i think you can solve that by loading AiA, AiA TP or A3MP, but havent tested yet. Not really that important and i am sure you where already aware of those :) ( also someone already reported it)

    2- I totally understand that you need to create your own object pack so your island its standalone in order to participate on MANW contest BUT, after you finish your release for the contest, i think we would appreciate a version that use AiA TP or A3MP buildings instead of your ported ones. That would reduce the size for people that already have those packs( that its most of communities/groups that use other maps).

    3- There are a lot of large areas where there is no object at all, only clutter and maybe roads, those sections would need some more work, like bushes, walls, etc.. that would increase the realism of the map

    4- Roads would welcome some smoothing, i know there is no automatic tool to do it on A3 yet, but... well.... it would make them more realistic


  14. description.ext ? :S are you trying to define ammo on a mission? you can't do that

    If you really want to do an addon to define a new ammo type:

    1- Add A3_Weapons_F to your required addons on your addon CfgPatches definition.

    2- B_65x39_Caseless already exist in A3, so you are modifying an existing ammo not creating a new one :S

    2- All that definition should be inside a class CfgAmmo { };


  15. Its everything on the documentation, just read it calmly and it isnt that hard to get...

    
    class CfgPatches {
    
    class pwr_sg_p90 {
    	units = {"pwr_sg_p90_weaponbox"};
    	weapons = {"pwr_sg_p90"};
    	requiredVersion = 0.100000;
    	version = 1.000000;
    	requiredAddons = {"A3_Weapons_F"};
    };
    };
    /*extern*/ class Mode_SemiAuto;
    /*extern*/ class Mode_Burst;
    /*extern*/ class Mode_FullAuto;
    /*extern*/ class SlotInfo;
    /*extern*/ class CowsSlot;
    /*extern*/ class PointerSlot;
    
    class cfgRecoils {
    pwr_sg_p90recoil = {0, 0, 0, 0.060000, 0.005000, 0.005000, 0.050000, 0, -0.020000, 0.060000, -0.005000, 0.005000, 0.050000, 0, 0};
    };
    
    class cfgAmmo {
    /*extern*/ class BulletBase;
    
    class pwr_570x28_Ball: BulletBase {
    	hit = 10;
    };
    };
    
    class cfgMagazines {
    /*extern*/ class CA_Magazine;
    
    class pwr_sg_p90_mag: CA_Magazine {
    	scope = 2;
    	displayName = "P90 Magazine";
    	picture = "\pwr_sg_p90_a3\data\p90mag_logo.paa";
    	type = 256;
    	initSpeed = 716;
    	count = 50;
    	ammo = "pwr_570x28_Ball";
    
    	class Library {
    		libTextDesc = "$STR_LIB_PWRP90MAG_DESC";
    	};
    };
    };
    
    class cfgWeapons {
    /*extern*/ class Rifle;
    
    class Rifle_Base_F: Rifle {
    	/*extern*/ class WeaponSlotsInfo;
    	/*extern*/ class GunParticles;
    };
    
    class pwr_sg_p90: Rifle_Base_F {
    	handAnim = {"OFP2_ManSkeleton", "\pwr_sg_p90_a3\data\p90anim.rtm"};
    	displayName = "FN P90";
    	magazines = {"pwr_sg_p90_mag"};
    	model = "\pwr_sg_p90_a3\pwr_sg_p90";
    	modelOptics = "\pwr_sg_p90_a3\pwr_sg_p90optic";
    	modes = {"Single", "Full"};
    	opticsZoomMin = 0.200000;
    	opticsZoomMax = 0.400000;
    	opticsZoomInit = 0.400000;
    	picture = "\pwr_sg_p90_a3\data\p90_logo.paa";
    	reloadTime = 0.060000;
    	reloadMagazineSound = {"\pwr_sg_p90_a3\data\sound\reload.wss", 0.003162, 1};
    	scope = 2;
    	sound = {"\pwr_sg_p90_a3\data\sound\singleshot.wss", 1.000000, 1};
    
    	class Single: Mode_SemiAuto {
    		recoil = "pwr_sg_p90recoil";
    		recoilProne = "pwr_sg_p90recoil";
    		dispersion = 0.003000;
    		aiDispersionCoefX = 2.500000;
    		aiDispersionCoefY = 2.000000;
    		minRange = 2;
    		minRangeProbab = 0.300000;
    		midRange = 120;
    		midRangeProbab = 0.700000;
    		maxRange = 200;
    		maxRangeProbab = 0.050000;
    		sounds[] = {StandardSound};
    		class StandardSound
    			{
    				sound = {"\pwr_sg_p90_a3\data\sound\singleshot.wss", 1.000000, 1};
    			};
    		reloadTime = 0.065000;
    	};
    
    	class Full: Mode_FullAuto {
    		recoil = "pwr_sg_p90recoil";
    		recoilProne = "pwr_sg_p90recoil";
    		dispersion = 0.005000;
    		aiDispersionCoefX = 3.000000;
    		aiDispersionCoefY = 2.500000;
    		minRange = 2;
    		minRangeProbab = 0.300000;
    		midRange = 120;
    		midRangeProbab = 0.700000;
    		maxRange = 200;
    		maxRangeProbab = 0.050000;
    		sounds[] = {StandardSound};
    		class StandardSound
    			{
    				sound = {"\pwr_sg_p90_a3\data\sound\singleshot.wss", 1.000000, 1};
    			};
    		reloadTime = 0.065000;
    	};
    
    	class Library {
    		libTextDesc = "$STR_LIB_PWRP90_DESC";
    	};
    };
    
    class pwr_sg_p90_fl: pwr_sg_p90 {
    	model = "\pwr_sg_p90_a3\pwr_sg_p90_fl";
    
    	class FlashLight {
    		color = {0.900000, 0.900000, 0.700000, 0.900000};
    		ambient = {0.100000, 0.100000, 0.100000, 1.000000};
    		position = "flash";
    		direction = "flash dir";
    		angle = 30;
    		scale = {0.500000, 0.500000, 0.500000};
    		brightness = 0.100000;
    	};
    };
    
    class pwr_sg_p90_fl_lz: pwr_sg_p90_fl {
    	model = "\pwr_sg_p90_a3\pwr_sg_p90_fl_lz";
    };
    
    class pwr_sg_p90_lz: pwr_sg_p90 {
    	model = "\pwr_sg_p90_a3\pwr_sg_p90_lz";
    
    	class FlashLight {
    		color = {10.000000, 0.000000, 0.000000, 0.900000};
    		ambient = {10.000000, 0.000000, 0.000000, 1.000000};
    		position = "laser dir";
    		direction = "laser pos";
    		angle = 0.100000;
    		scale = {0.000000, 0.000000, 0.000000};
    		brightness = 0.900000;
    	};
    	irDistance = 100;
    	irLaserPos = "laser dir";
    	irLaserEnd = "laser pos";
    };
    
    class pwr_sg_p90_lz_fl: pwr_sg_p90_lz {
    	model = "\pwr_sg_p90_a3\pwr_sg_p90_fl_lz";
    };
    };
    
    class cfgNonAiVehicles {
    /*extern*/ class ProxyWeapon;
    
    class Proxypwr_sg_p90: ProxyWeapon {
    };
    };
    
    class CfgVehicles {
    /*extern*/ class NATO_Box_Base;
    
    class PWR_SG_P90_WeaponBox: NATO_Box_Base {
    	displayName = "P90 weapon box";
    	scope = 2;
    	vehicleClass = "Ammo";
    	transportMaxWeapons = 25;
    	transportMaxMagazines = 250;
    	icon = "iconCrateWpns";
    
    	class TransportMagazines {
    
    		class _xx_pwr_sg_p90_mag {
    			magazine = "pwr_sg_p90_mag";
    			count = 200;
    		};
    	};
    
    	class TransportWeapons {
    
    		class _xx_pwr_sg_p90 {
    			weapon = "pwr_sg_p90";
    			count = 20;
    		};
    	};
    };
    };
    
    
    
    
    
    
    


  16. plz use the 2.6 thread for those questions about the new version.

    The support module its explained on the documentation as you say. If you don't get any action on your mousewheel menu, its that you dont have the correct radio, all UNS units that have RTO on their name include those radios by default, so either use one of those units or add the radio yourself( classname of the US one its "UNS_ItemRadio_PRC_25" ). For the evac specifically, as the doc says, just basically place a heli with crew, set it to unlocked and sync it to the UNS evac module.

    I think we should close this old thread.

×