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mycatsaid

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Posts posted by mycatsaid


  1. 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.


  2. 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?


  3. Do you happen to know if there's anything one could do to get the newly added unit insignias to work with your units?:confused:

    Whenever I call the insignia function on any unit in an AAF Desert uniform it doesn't show up.:icon_neutral:

    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.


  4. AFAIK to make units show up in Zeus you just have to add the units to the cfgPatches config. For example:

    class CfgPatches {
    class MyCatSaid_AAFDesert {
    	units[] = {"unit1_F", "unit2_F", "unit3_F", "unit4_F"};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {};
    };
    };

    Then that is already done and should work within 2.0.


  5. Cat, please can you also check if the units are Zeus Compatible ? Would be superb and a good additonal mod to add to our Stage 3 Dev.

    (I assume if they are zeus compatible they will be ALiVE compatible ? )

    Anyone know ?

    SJ

    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.


  6. In the editor, there are 2 AAF Deserts listed under Opfor, and the Empty > Armored section becomes restricted to only AAF Desert vehicles. Can you reproduce this bug?

    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.


  7. It looks like the AAF Marksman is still wearing his chest rig rather than the AAF light vest, which as a marksman really bothers me because we like protection too-

    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.


  8. I had this issue aswell I ended up having to make my own mod to work around it. I can't remember the details but I believe the game still thinks you're unconscious and doesn't seem to load the spectator correctly

    That is what it seems like too. Because you're already in unconscious state the spectator script doesn't run again.

    MMMM when the timer runs out it should just respawn you(if enabled) or totally kill you(if respawn disabled), but no idea, i never got that problem :S, but we haven't used that respawn type ever either. You can try my script if you want, it may workaround your problem.

    What script did you modify? I tried to do it with original one by kegetys but even that didn't fix it.


  9. 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.


  10. You don't get the option to build the Raven?

    Hmm, did you activate the addon in your main menu under Configure > Expansions?

    One thing you can try is right clicking on the backpack, as in right click and hold on the backpack. This will "reveal" information about the backpack to you, but you shouldn't have to do that. Hmm. That's a strange bug. Not sure how to fix that.

    By the way, the pack is supposed to be "empty" just as the static weapons and UAV backpacks turn into their respective objects.

    ---------- Post added at 18:17 ---------- Previous post was at 17:38 ----------

    When you click on Pick up GCS, you should have an addAction added to your pull down menu to drop it. Does that not happen for you?

    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.


  11. Well at the risk of lookin' stupid, I have to report I can't get it working.

    I've installed @RQ-11_RAVEN_AB_A3 into the root Arma 3 directory, and RQ11RAVEN into the userconfig directory, but neither adding the backpack via the init, adding the backpack in the editor, nor adding the blanket gives me access to a workable Raven.

    I do have CBA installed. I have noo other mods running.

    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.


  12. 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.

    YQ5AY9ql.jpg

    As usual any problems please report them here.

    Enjoy!

    AAF Desert 2.0

    Download Mirror


  13. Great job on the texture pack so far, look forward to seeing these variants!

    I've been trying to do some retexturing on these models recently as well, but I still have the issue of some parts not being retextured when using setObjectTexture. I was wondering, do you use a different method to get around this?

    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


  14. 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)


  15. Thank you!

    On a side note: I allready asked the question elsewhere but since mycatsaid is working on exactly that, I will just ask it here since it could also be interesting for the modder.

    Is it possible to change the LOD texture seperately?

    An extreme example: Would it be possible to have a unit that is green in one LOD and yellow in another?

    The reason I ask is because camouflage at distance basically comes down to who has the darker uniform. Because of this theres atm no better camouflage than a diver suite at distance... (Good job BIS)

    I tested it in several environments and it allways has the same result: Black is the number one camouflage at distances. (Heres an example of a ghillie suite vs a diver suite)

    Therefore it would make sense to darken the LODs of the units so they fit in better with the distance environment.

    Now is this possible?

    Best regards!

    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.


  16. IlI2ujgl.jpg

    Working on texturing the new vehicles to AAF Desert. Ran into some problems with some of the vehicles. Parts of the vehicles are not hiddentexture compatible yet and I don't know when or if they will be.

    Hopefully this is just glitches with the dev build and fixed in full release.

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