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mycatsaid

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Everything posted by mycatsaid

  1. I found what I was looking for. Seems it can be done with eventhandlers.
  2. Using AiATP 1.1.0.1 and [F2] Groups in the editor. There seems to be a bug with the listings as it has removed certain factions, groups and classes. Could possibly be conflicting classes within cfgGroups.
  3. mycatsaid

    AAF Desert

    Good news. It seems the bug with the empty classes only showing AAF Desert is now fixed. Should be able to set proper WEST and EAST factions now. As for the rest of the mod, the replacement pack is nearly complete. There is a few issues with three vehicles which I am waiting to be looked at by BIS. However I think it will fix itself. Not sure how long it will take to release but I really want to make sure this is completely fixed without any issues. Should be soonish anyway.
  4. mycatsaid

    Replacement vehicle issue

    Well it was working earlier but I've rebuild my config using the same code and now it won't use it. The config shows it has hiddentextureselections the same as the rest.
  5. I've used this code below for all of my replacement vehicles and all have used the custom hiddenselectiontexture. The only three vehicles that are refusing to use the new hiddenselectiontexture is the Gorgon and UGV variants. class CfgVehicles { class I_APC_Wheeled_03_base_F; class I_APC_Wheeled_03_cannon_F : I_APC_Wheeled_03_base_F { hiddenSelections[] = {"camo1", "camo2", "camo3", "camo4"}; hiddenSelectionsTextures[] = {"test\data\APC_Wheeled_03_Ext_INDP_CO.paa", "test\data\APC_Wheeled_03_Ext2_INDP_CO.paa", "test\data\RCWS30_INDP_CO.paa", "test\data\APC_Wheeled_03_Ext_alpha_INDP_CO.paa"}; }; }; The code above has been used on all other AAF vehicles and I've not had a problem but the ones I've mentioned above won't accept the new texture. Even if I write over all the base classes. The vehicles that I am having issues with are below. I_APC_Wheeled_03_cannon_F I_UGV_01_F I_UGV_01_rcws_F Anyone else experience this issue?
  6. mycatsaid

    AAF Desert

    Those have been added with the 3.0 release. Not sure when I'll get it released yet but will have to see. Done all the units and static weapons so far. Had to rebuild the whole addon again.
  7. mycatsaid

    AAF Desert

    Then that is already done and should work within 2.0.
  8. mycatsaid

    AAF Desert

    Yeah, going to have to. I'm looking in to it now.
  9. mycatsaid

    AAF Desert

    Will have to check that out later. Not sure how long this fix is going to take me. I've realised that the standard vehicles don't even show in the EMPTY category. Strange because the backpack classes do and don't interfere with any other vanilla classes.
  10. mycatsaid

    AAF Desert

    Just tested it myself and can reproduce this bug. Also the empty classes get replaced in more than one area, armored, air, automomous. I'll take a look at releasing an update to fix this.
  11. mycatsaid

    AAF Desert

    I made the marksman more light weight so he stands out from the other units. You can always use the other vest on your unit by changing it in the init for the vest or add an equipment box down and add all the items from the readme. If I update the pack in the future I'll add light weight an standard marksmen. But like I said you can use any of the equipment and create your own unit how you like.
  12. mycatsaid

    AAF Desert

    Added both addons to Play with Six so you can now subscribe with ease. http://play.withsix.com/arma-3/mods/aaf-desert http://play.withsix.com/arma-3/mods/aaf-desert-replacement
  13. mycatsaid

    ACE for OA 1.13

    That is what it seems like too. Because you're already in unconscious state the spectator script doesn't run again. What script did you modify? I tried to do it with original one by kegetys but even that didn't fix it.
  14. mycatsaid

    ACE for OA 1.13

    Does anyone know if it is possible to use ACE Spectator with ACE prevtime? I've tried to get it to work with respawn 1/4 (works best with 4 since it allows JIP connection). But have had no luck with getting it to work with ACE wounds enabled. After a person goes down (unconscious/blacking out) the script activates and you go into spectator mode (regardless of ACE wounds with Spect true/false). But once the prevtime runs out and the player dies the script does not run since you are already in spectator mode. It says in groupchat that the spectator script is going to run but nothing happens. I was going to post on the feedback tracker but nothing looks like it has been updated for a while so I will post here first and see if anyone else has had the same issues and know a fix. I have had some success with the original script made by kegetys but that doesn't function as well with ACE. Thanks.
  15. Yeah I can do that but in the instructions it says you can "add it to your belt" I thought that meant you can drag it from the ground into your inventory slot for the UAV terminal/GPS. I know what you meant by pickup/drop I do get that option as well. I was just expecting to work the menu while I had the GCS picked up the first time I used it, was a little confusing I guess. Within a few minutes I'd figured it out so I'm sure people will understand it soon.
  16. Try adding the backpack through the editor unit menu not through the init. Run over to the backpack and pick it up, then drop it back onto the floor (I don't get the option unless I do that bug maybe?). Scroll your action menu and select disassemble. Next pickup the Raven and click Launch. Once its in the air you should be able to control it through the GCS on the ground (I don't seem to be able to add it to my belt as I have no icon for the GCS). I made a video test flight I'll post it here in a bit.
  17. Looks cool. Gonna have to give this a go. Pretty good so far. little bugs here and there but overall usable. Have you tested it out much in MP? Are the markers JIP compatible?
  18. mycatsaid

    AAF Desert

    Released version 2.0. Changelog Ver 2.0 Added - Hellcat unarmed and armed. - MBT Kuma - FV-720 Mora - Gunner (Mk6) - Gunner (Mk30) - Gunner (GMG) - Asst. Gunner (Mk30/GMG) - Asst. Gunner (Mk6) Fixes - BLUFOR and OPFOR AAF Desert updated with current changes. - BLUFOR and OPFOR vehicle crews are side specific. - UAV now works on all sides BLUFOR, OPFOR and INDEP. - Replacement headgear added for Marksman, Light Rifleman, Officer, Explosives Expert to match standard AAF. Known Bugs - MBT-52 Kuma retexture not working on other variant. Reported to feedback. http://feedback.arma3.com/view.php?id=16826 - UAV Backpack for the OPFOR and BLUFOR changes texture after unassembled. - Some minor vehicle texture bugs are still present. Until BIS update the models further there will be nothing I can do, this will hopefully fix itself in time. - Standard rifles show as Mk20 variants instead of F2000A. This is because I haven't given them a name and the plain rifles don't come with any. Not a big deal it doesn't effect the weapons in anyway. As usual any problems please report them here. Enjoy! AAF Desert 2.0 Download Mirror
  19. mycatsaid

    AAF Desert

    There are still some issues with the vehicles I guess that need to be fixed in the model. Only BIS can continue to support the textures. http://forums.bistudio.com/showthread.php?162052-AAF-Desert&p=2570408&viewfull=1#post2570408
  20. mycatsaid

    AAF Desert

    Will be released version 2.0 soon, maybe today if I get it finished. Now the vehicles models have mostly been updated thanks to the BIS devs I can now apply a better hiddentexture. Changelog Ver 2.0 Added - Hellcat with and without camo. - MBT Kuma - FV-720 Mora - Gunner (Mk6) - Gunner (Mk30) - Gunner (GMG) - Asst. Gunner (Mk30/GMG) - Asst. Gunner (Mk6)
  21. Wondering if anyone can work this out. It says on the wiki that you can use addaction and run code straight from the line instead of calling a separate script file. The script is spawning the AI (hostage) in a captive position waiting to be rescued. Once the player clicks the addaction button the hostage should be released and change animation. I've seen people do this with triggers and if statements but this just seems an easier way if someone could work out the issue (if it is even possible). Maybe it is something simple and I haven't spotted it but I just can't get any code to run this way. // Wait for BIS functions to load waituntil {!isnil "BIS_fnc_init"}; // Hostage _hostageSpawn = markerPos "hostageSpawn"; _hostageInit = [_hostageSpawn, 180, "Dr_Hladik_EP1", CIVILIAN] call bis_fnc_spawnvehicle; hostage = _hostageInit select 0; // Hostage Idle waiting for rescue removeAllWeapons _hostage; hostage disableAI "ANIM"; hostage switchmove "boundCaptive_loop"; hostage setCaptive true; hostage setBehaviour "CARELESS"; // Hostage change to active after addaction hostage addaction ["Release Hostage", { hostage enableAI "ANIM"; hostage switchmove "boundCaptive_unaErc"; hostage setCaptive false; hostage setBehaviour "CARELESS"; }]; Thanks.
  22. mycatsaid

    AAF Desert

    We have progress :D Good job BIS. Hopefully the rest will be fixed soon.
  23. mycatsaid

    AAF Desert

    Depends what environment you are playing in. These are primarily used for the desert. As the current ArmA 3 maps are mostly green environment they kinda stand out a lot so it's not perfect. ArmA 2 had lots of good desert environments that will hopefully be recreated in ArmA 3. But will take the suggestions into mind in case I do need to tweak in the future. As for your previous question on page 7. The readme file will explain all.
  24. mycatsaid

    AAF Desert

    Great, thanks for the reply.
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