B.Johnson
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Placing Buildings with animations?
B.Johnson replied to B.Johnson's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I have started over 100% Complete from scratch. Sigh What should the final pbo read as tut.pbo or tut_samplemap.pbo When I do this no PBO shows up in folder 4: Back in BinPbo we set F:\Games\ArmA 2\YOUR MAP NAME\Addons as destination directory. No - you set "F:\Games\ArmA 2\@YOUR MAP NAME\Addons" - same as the modfolder you just made here So I send it to my desktop Than when I load it in game i get the error Tut\Tut_SampleMap\data\layers\p_000-000_100.rvmat Than it kicks me back to start agian and i do than i get the error No entry 'bin\config.bin.CfgSkeletonParameters'. Than the game crashes -
Placing Buildings with animations?
B.Johnson replied to B.Johnson's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Ok so i made a tag folder in my P drive but what directs or ties the building with that source? EDIT: So I ran the bat file and copied the ca folder into my map folder it now has all the config.cpp files. Now the magic question of where should i select my custom buildings from? say for instance a bank should i place the bank in my P drive and grab it from there like P\Bank\bank.p3d or should i place it in the ca folder like this ca\bank\bank.p3d ? also what about the Scripts tab on visitor 3? should i be selecting the .cpps in there or activating them? I will be working on this and will play trail and error. Thank you for any help Ok tried several things and still no go. My map crashes upon loading in the map editor when binerized the map was made on the tut sample-map platform. So does that also effect my outcome? OK found this now will try it after some sleep. Its 5:31 am here. Next step is binarizing your world 1: Start BinPbo O:\BIS TOOLS 2\BinPBO Personal Edition\BinPBO.exe. 2: Choose the P:\YOUR MAP NAME in the addon/source directory field. 3: Now go to your ArmA2 Main folder and create a new folder called @YOUR MAP NAME. Open this one and create another one which is called Addons (F:\Games\ArmA 2\@YOUR MAP NAME\Addons). 4: Back in BinPbo we set F:\Games\ArmA 2\YOUR MAP NAME\Addons as destination directory. 5: Open the BinPbo options and remove *.wrp out of the list of files to copy directly 6: In the path of temporary folder we set P:\BIN_TEMP 7: Now remove the hook from use source path and enter p:\YOUR MAP NAME 8: We are ready to binarize our Island. Close the options tab and click on Pack. That may take a while, wait until Ready appears at the bottom of BinPBO. 9: After BinPbo has finished you should see in your F:\Games\ArmA 2\@YOUR MAP NAME\Addons\ folder the tut_samplemap.pbo and the logfile. 10: Add the @YOUR MAP NAME Mod folder to your ArmA2.exe shortcut ("F:\Games\ArmA 2\arma2.exe" -mod=@YOUR MAP NAME -window -nosplash) or use one of the meanwhile available ArmA2OA launchers. Check out your map Ingame :-) -
Ok so I have ran into the problem of when I place a buildings with doors that are able to be opened etc and put into game no addactions appears. I am sure there is some trick to adding building and items that are to be interacted with.Yes I have tried the search option and could not locate anything. Any help or direction would be much appreciated thanks. ---------- Post added at 12:50 AM ---------- Previous post was Yesterday at 10:56 PM ---------- I have tried with this post. http://forums.bistudio.com/showthread.php?t=87125 But still having issues. I can still not figure out if a config of some sort should be placed etc
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Multiple switch positions for same action in building.
B.Johnson replied to B.Johnson's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Nope not working -
Multiple switch positions for same action in building.
B.Johnson posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I am trying to make multiple locations in a building control the sam door or action. For instance here i have a car lift. I am trying to make 2 separate switches to control the lift. class Openlift1 { displayName = "Lift"; position = "lift1switch","lift2switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""lift1"" < 0.5"; statement = "this animate [""lift1"",1]; this say ""lift"""; }; class Closelift1 { displayName = "Lower lift"; position = "lift1switch","lift2switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""lift1"" >= 0.5"; statement = "this animate [""lift1"",0]; this say ""liftdrop""; this setDammage 0"; }; -
Semi truck and trailer aniamtion debacle
B.Johnson replied to Jantemplar's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I have been working on a KW-900 with full working gauges, lights, doors etc. We also are in need of some scripting or direction help. I can handle the models etc just need some help. Here is what we have so far. I am still working on some final extra touch ups aligning gauges etc. But it is FULLY functional and in game working. -
Delta Hawks Crown Vics. For Arma 2 w/Updates
B.Johnson replied to EcOGunner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I would appreciate my proper credits here. Also the original agreement was for us Bay City Rpg to fix them and give them back to Delta Hawk. We did that and now have enhanced them a bit more and gunner is trying to undermine us and release our private version that we have spent countless extra hours to work on which was not in the agreement. Gunner is now mad as stated in HIS own post because we ban him for releasing confidential information "Shocker"(history repeats itself). Than he is running around youtube claiming full rights to the crown Victoria after Bay City Rpg has done countless work on the vics not to mention. We are the one that made them work in multiplayer which was the main problem with them when Delta Hawk released them. Bay City Rpg in no way shape or form are trying to take away anything from Delta Hawk he has made great models and the original creation of the vics completely go to Delta Hawk and his crew. But we just want our credit for our work and do not deserve the treatment that Gunner is trying to put of and act like a child.