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alleycat

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Everything posted by alleycat

  1. This is the error: > Error Missing ] File C:\Users\cat\Documents\Arma 3\missions\cat_zeus.Altis\initPlayerLocal.sqf, line 47 Error in expression <f",nil,1,false,true,"","vest player == "V_Press_F""]; }; > Error position: <V_Press_F""]; };
  2. I would like to attach eventhandlers to a dialog, not a display. For displays I use: (findDisplay 46) displayAddEventHandler ["MouseButtonDown", "_this execVM script.sqf'"]; which fires a script when the left mouse is pressed. But how to do that for a dialog? https://resources.bisimulations.com/w/index.php?title=ctrlAddEventHandler This looks useful but I do not know how to reference the control it should point to. How would I fix that?
  3. Not sure what you mean. (findDisplay 46) displayAddEventHandler ["MouseButtonDown", "_this execVM script.sqf'"]; This will fire the script whenever the player presses the mouse in regular first person (which is display 46). However I would like to have that functionality in a dialog (mouse moving around on screen + buttons to click are present). disableSerialization; CreateDialog "cat_ui_corpse"; ctrlSetText [1001, "text"]; ; This will display a dialog with mouse control and some buttons. However how to place an evenhandler for mouse clicks into this? (_display displayCtrl 5000) ctrlSetEventHandler ["MouseButtonDown", "_this execVM script.sqf']; Does not work
  4. I would like to know how to use paths correctly in scripting. For example when I try to include foldername/include.hpp it wont work, however foldername\include.hpp appears to work. I also saw \foldername\include.hpp in some scripts and even absolute paths. Can someone explain when to use which?
  5. alleycat

    ACRE2 Public Beta Release

    run teamspeak in admin mode to fix pipe error
  6. alleycat

    ACRE2 Public Beta Release

    1. can the radio and direct talk volume be increased? 2. can it be with ZEUS? Zeus being able to radio chat with players?
  7. I would like to ask, custom islands go under the addon category in the contest? Islands are not specifically mentioned in the rules so I would like to know.
  8. I would like to show this issue: http://forums.bistudio.com/showthread.php?181457-Help-with-custom-HandAnimation&p=2747945#post2747945 When using the packing tools it appears they mess up .rtm files.
  9. Could a developer tell at least if there is something broken and if so, if that is getting fixed, or wether modders are doing something wrong during export. It is somewhat urgent because some of us would like to submit weapon models to the contest and without fitting handanimations it looks a bit bad
  10. I have created the poll to gauge interest in the arma3 playerbase in various conflict settings In order to see where to direct my modding efforts to. Please note: 1. Whatever I plan to mod, it is not going to be for the makearma contest, because that would not fit in the time. 2. The conflict setting and involved parties is solely supposed to define the weaponry available, nothing more, there is not going to be any political opinion involved. 3. Do not expect a large mod coming out of this, if anything will be created at all. Think, small arms + uniforms, and very perhapsly a new terrain but no vehicles whatsoever.
  11. alleycat

    Favorite conflict setting poll

    Well the cold war is present on at least 3 picks of that list. About the balkans I dont think it would be a good setting for weapon variety as most parties would use the same guns anyway. About vietnam, I personally do not care if someone else is doing the same thing. Can someone elaborate on the weapons used in african civil wars, the falklands and the Ireland conflicts? Perhaps there is an interesting setting somewhere. I dont know much about these.
  12. alleycat

    M16a1

    M16A1 Newest images at the end: http://imgur.com/a/DEgTJ
  13. I switched to the dev version of tools and while it worked for the most part, there was this annoying message about an outdated ini, so I deleted it as suggested and now the bulldozer throws an error with no entry cfg worlds. Also I only get this far by running the object builder in administrator mode. If I do without it simply says no external viewer. Also there is a huge 249mb crash dump file Also this problem is still persisting after switching back to the release version. My Arma3 is running in dev version Windows 7 settings.ini: ;::::::::::::::::::::::::::::::::::::::::: ;:: file: settings.ini ;:: ====== ;:: Author: Bohemia Interactive, Tom_48_97 ;:: copyright © 2014 Bohemia Interactive ;:: Description: User defined settings for Arma 3 Tools ;:: Note: ;:: Wiki: ;:: Go to https://community.bistudio.com/wiki/P_drive/settings for more information ;::::::::::::::::::::::::::::::::::::::::: [Arma3] A3_User=1 A3_AppID=107410 A3_Path="C:\Program Files (x86)\Steam\SteamApps\common\Arma 3" A3_DevAppID=107410 A3_DevPath="C:\Program Files (x86)\Steam\SteamApps\common\Arma 3" [Arma3Tools] mapFolders=1 Log=0 LogPath="%temp%\bistudio\" [P_Drive] P_DriveUser=0 P_DrivePath="/full/path/to/ArmaWork" P_DriveIsPersistent=0 [thirdparty] texViewPath="/full/path/to/TexView" fsmEditor="/full/path/to/fsmEditor" poseidonPath="/full/path/to/Poseidon" [ini] version="0.72"
  14. http://i.imgur.com/mK8SWlW.jpg I need some measurements of an M16 type rifle. Ideally it would be from an M16A1 but I assume the measurements I need are the same on all rifles of this type. I require the thickness of each of the three yellow marked areas and the width (left to right on screen) of the lower left area at its broadest distance.
  15. Why is that? It would not make sense for an unbinarized rtm to cause the exact same error like a binarized one
  16. Are there 3rd party packing tools that might work? I am sure it cant be the actual binarizing breaking it, because I have packed without it and my animation is still messed up. are the developers aware of this issue?
  17. I have no muzzle flash on my weapon. It does however spawn smoke puffs at the muzzle and the bullets spawn too. But no actual flash. it is derived from the Vermin and I have seen the suppressor changes topic model.cfg class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class tb_arifle_m16a4_base: Default { skeletonBones[]= { "trigger", "", /// not in this model, but good to use "bolt", "", "bolt_catch", "", "magazine", "", "safety", "", "muzzleFlash", "", "OP", "", "ForeSight", "", "BackSight", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class tb_arifle_m16a4_base: Default { sections[]= { "magazine", "bolt" }; skeletonName="tb_arifle_m16a4_base"; class Animations { }; }; class cat_thompson_stick: tb_arifle_m16a4_base { class Animations { class MuzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="Nabojnicestart"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; /* class bolt_fire_begin { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.000000; maxValue=0.300000; offset0=0; offset1=0.5; }; class bolt_fire_end:bolt_fire_begin { minValue=0.500000; maxValue=1.000000; offset0=0; offset1=-0.5; }; */ class bolt { type = "translation"; source = "reload"; selection = "bolt"; axis = "bolt_axis"; minValue = 0; maxValue = "1"; offset0 = "0"; offset1 = "1"; }; }; }; }; };
  18. alleycat

    No muzzle flash

    The autocenter property fixed it. Thanks both for helping to get this to work.
  19. alleycat

    No muzzle flash

    commenting teh animation out does not change it. What do you mean by chosen wrong vertex?
  20. Just tried to start the development branch tools, gets stuck at the license agreement and I cant click anything, it just plays the windows DING sounds when I click the mouse. why cant this piece of shit work for once? why is there even a license agreement? Do you really think anyone is going to voluntarily use this piece of shit set of tools for any other purpose than it being the only thing that gets assets into arma?
  21. I run it from Object Builder. Where do i check the parameters? I never changed any so I guess its default. But even before this new error it would only run when I launch the object builder in admin mode.
  22. alleycat

    No muzzle flash

    This advice fixed it for the most part, the muzzle flash now appears and it explained how the proxy system works. However one tiny issue: The muzzle is offset about 0.5m down and 20cm to the left (which looks like the player models center axis)
  23. alleycat

    No muzzle flash

    I placed a proxy for muzzle with this in the proxy name: \A3\data_f\proxies\weapon_slots\MUZZLE then I made a selection with that proxy selected and called it zasleh. However what confuses me is that on the example weapon, the selection is called muzzleflash and it is pointing to a diferent proxy with a different name. And in zachs tutorial this selection does not exist at all.
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