omfgitsst6
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CatBook-Yi23332 started following omfgitsst6
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omfgitsst6 started following FAST2 - Arma Server and Steam Workshop Tool
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FAST2 - Arma Server and Steam Workshop Tool
omfgitsst6 replied to Flax's topic in ARMA 3 - SERVERS & ADMINISTRATION
Hiya Flax. So my unit has been trying to get the Global Mobilization compatibility data onto the server for a few weeks now. Every time we try to update the mod individually or as part of an "update all", it failed on the download. The report we get is below: Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam API...OK. Logging in user 'OMFGitsST6' to Steam Public ... Enter the current code from your Steam Guard Mobile Authenticator app Two-factor code:Logged in OK Waiting for user info...OK Downloading item 1776428269 ... ERROR! Download item 1776428269 failed (Failure).Redirecting stderr to 'C:\steamcmd\logs\stderr.txt' [ 0%] Checking for available updates... [----] Verifying installation... SteamCMD Exited Upon reading the stderr.txt in that location, I found that it was empty. So no log and no error code, but an error nonetheless. Do you have any ideas? -
CBA - Community Base Addons - ARMA 3
omfgitsst6 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Include file x\cba\addons\ui_helper\script_dikCodes.hpp not found Another one. I think you guys may have pushed a faulty update. -
The CSAT Modification Project (Release)
omfgitsst6 replied to theevancat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fantastic work! My only suggestion is that you partially desaturate the Iranian flags(or recolor them to olive drab/dark green or dark green/black). Right now, the colors stand out a little too brightly and really attract one's attention straight to the flag and nowhere else. It could also compromise them in instances such as woodland or low light combat because of how bright the colors are. -
After much trial and error, I've come to the conclusion that I have no idea what I'm doing anymore. I'm trying to add a retextured OPFOR APC to my mod, but the turret does not want to cooperate. After spending two hours defining base classes, I finally got it to load into the game, but there is only a driver and the RCWS turret is just a lovely decoration on the roof. class O_APC_Tracked_02_base_F; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class RCWSOptics; class Optics_Armored; class Optics_Commander_02; class wide; class medium; class narrow; class Optics_Gunner_MBT_02; class Pan_Army_APC_Tracked: O_APC_Tracked_02_base_F { class SpeechVariants { class Default { speechSingular[] = {"veh_vehicle_APC_s"}; speechPlural[] = {"veh_vehicle_APC_p"}; }; }; textSingular = "$STR_A3_nameSound_veh_vehicle_APC_s"; textPlural = "$STR_A3_nameSound_veh_vehicle_APC_p"; nameSound = "veh_vehicle_APC_s"; author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "O_APC_Tracked_02_base_F"; scope = 2; side = 2; faction = "Panzara"; displayname = "Army BTR-K"; picture = "\A3\armor_f_beta\APC_Tracked_02\Data\UI\APC_Tracked_02_cannon_ca.paa"; Icon = "\A3\armor_f_beta\APC_Tracked_02\Data\UI\map_APC_Tracked_02_cannon_ca.paa"; crew = "Git_Panzaran_Soldier10"; typicalCargo[] = {"Git_Panzaran_Soldier10"}; class Turrets { class MainTurret { /*extern*/ class ViewGunner; class Turrets { class CommanderOptics { memoryPointGunnerOutOptics = "commanderview"; memoryPointGunnerOptics = "commanderview"; minElev = -25; maxElev = 60; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; weapons[] = {"SmokeLauncher"}; magazines[] = {"SmokeLauncherMag"}; soundServo[] = {"A3\sounds_f\dummysound", 0.010000, 1.000000, 30}; outGunnerMayFire = 0; inGunnerMayFire = 1; forceHideGunner = 1; gunnerAction = "crew_tank01_out"; gunnerInAction = "crew_tank01_in"; gunnerGetInAction = "GetInAMV_cargo"; gunnerGetOutAction = "GetOutLow"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Commander_OPFOR_F"; gunnerOutOpticsModel = ""; gunnerOpticsEffect[] = {}; class ViewGunner: ViewGunner { }; class ViewOptics: RCWSOptics { }; class OpticsIn: Optics_Commander_02 { class Wide: Wide { }; class Medium: Medium { }; class Narrow: Narrow { }; }; turretInfoType = "RscOptics_MBT_02_commander"; startEngine = 0; class HitPoints { class HitTurret { armor = 0.200000; material = -1; name = "commander_turret_hit"; visual = "commander_turret_hit"; passThrough = 0; minimalHit = 0.100000; explosionShielding = 0.400000; radius = 0.200000; }; class HitGun { armor = 0.200000; material = -1; name = "commander_gun_hit"; visual = "commander_gun_hit"; passThrough = 0; minimalHit = 0.100000; explosionShielding = 0.400000; radius = 0.200000; }; }; stabilizedInAxes = 3; gunnerHasFlares = 1; maxHorizontalRotSpeed = 1.800000; maxVerticalRotSpeed = 1.800000; viewGunnerInExternal = 1; }; }; body = "mainTurret"; gun = "mainGun"; weapons[] = {"LMG_M200"}; magazines[] = {"2000Rnd_65x39_belt", "2000Rnd_65x39_belt"}; soundServo[] = {"A3\sounds_f\dummysound", 0.010000, 1.000000, 10}; minElev = -16; maxElev = 36; gunnerAction = "apctracked2_slot1_out"; gunnerInAction = "apctracked2_slot1_in"; gunnerGetInAction = "GetInAMV_cargo"; gunnerGetOutAction = "GetOutLow"; viewGunnerInExternal = 1; castGunnerShadow = 1; forceHideGunner = 1; stabilizedInAxes = 3; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; gunnerOutOpticsModel = ""; discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500}; discreteDistanceInitIndex = 2; memoryPointGunnerOptics = "gunnerview"; selectionFireAnim = "zasleh2"; class ViewOptics: RCWSOptics { visionMode[] = {"Normal", "TI"}; }; class OpticsIn: Optics_Gunner_MBT_02 { class Wide: Wide { }; class Medium: Medium { }; class Narrow: Narrow { }; }; turretInfoType = "RscOptics_MBT_02_gunner"; class HitPoints { class HitTurret { armor = 0.600000; material = -1; name = "main_turret_hit"; visual = "main_turret_hit"; passThrough = 0.200000; minimalHit = 0.100000; explosionShielding = 0.200000; radius = 0.300000; }; class HitGun { armor = 0.300000; material = -1; name = "main_gun_hit"; visual = "main_gun_hit"; passThrough = 0; minimalHit = 0.100000; explosionShielding = 0.400000; radius = 0.150000; }; }; }; }; threat[] = {1, 0.800000, 0.300000}; transportSoldier = 8; class AnimationSources { class muzzle_rot { source = "ammorandom"; weapon = "autocannon_30mm_CTWS"; }; class muzzle_hide { source = "reload"; weapon = "autocannon_30mm_CTWS"; }; class Missiles_revolving { source = "revolving"; weapon = "missiles_titan"; }; }; selectionFireAnim = ""; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"Git_Panzara\BTR\Tracked\Pan_apc_tracked_ext_01.paa", "Git_Panzara\BTR\Tracked\Pan_apc_tracked_ext_02.paa", "Git_Panzara\BTR\Tracked\Pan_apc_rcws30.paa"}; };
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French Intervention Forces (GIGN/Raid...)v1.0[ALPHA]
omfgitsst6 replied to g00d69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have an odd request, but could you add in the GIGN combat blues without the patch? If not, do I have your permission to do it myself? Otherwise fantastic mod. My realism unit uses it extensively for both aesthetics and combat applications. -
Simple para script
omfgitsst6 replied to ffur2007slx2_5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I still wonder this: Where do we actually put the script's file? Do we make a mission folder and put it there? Do we save it in our addojns section? What do we DO with it? Help? D: -
ASC - Customizable Weapon Addon
omfgitsst6 replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have an issue. I'm not getting the action on my scroll menu to customize the gun. Help!!! D: -
PvP Animation replacement/enhancement pack
omfgitsst6 replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
One other question... I can't, for the life of me, figure our how to get up against the wall on my left shoulder so I can peek around a corner to my left. D: -
PvP Animation replacement/enhancement pack
omfgitsst6 replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I have a question I feel may have been asked before... What if we don't have a mouse thumb button? -
URR Islands: Kolgujev 2010 v1.1, Nogova 2010 v2, Everon 2010 v3
omfgitsst6 replied to hotzenplotz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I may. I just used Nogovan Light Infantry to make some little instant action missions. 5-10 minute deals with few triggers and little command scripting. Nothing like what I see other people make. :P -
URR Islands: Kolgujev 2010 v1.1, Nogova 2010 v2, Everon 2010 v3
omfgitsst6 replied to hotzenplotz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If I download 2.0 will it fry all my missions on v1?