Jump to content

omfgitsst6

Member
  • Content Count

    11
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

10 Good

1 Follower

About omfgitsst6

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. 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?
  2. Include file x\cba\addons\ui_helper\script_dikCodes.hpp not found Another one. I think you guys may have pushed a faulty update.
  3. 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.
  4. 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"}; };
  5. 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.
  6. omfgitsst6

    Simple para script

    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:
  7. I have an issue. I'm not getting the action on my scroll menu to customize the gun. Help!!! D:
  8. 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:
  9. I have a question I feel may have been asked before... What if we don't have a mouse thumb button?
  10. 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
  11. If I download 2.0 will it fry all my missions on v1?
×