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drredfox

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Everything posted by drredfox

  1. drredfox

    [MP CO37 Campaign] Two Sierra

    Hi, Just reporting some errors in Tour 1 Mission 2: "Scr\init_client.sqf" isn't executed. Also, the sound "sandstorm.ogg" is missing (lots of .rpt spam). EDIT: also, no CAS (ADF_CAS not executed), and I have the same issues reported by loopdk. Using the last version from steamworkshop and 2sierra.com.
  2. drredfox

    Difficulty Overhaul

    Hi, I'm having some issues with difficulty settings. I'm running three instances with different settings, each one with it's own profile, and the difficulty settings is being overwritten by the last profile edited for each instance. E.g.: If the last profile saved as thirdPersonView=0, every server gets thirdPersonView=0. I've checked the files and they aren't modified (thirdPersonView=1, or whatever setting). Command line sample: -profiles=d:\GameCreate\arma3\Profiles\21100 -port=21100 -config=server21100.cfg -cfg=network.cfg -mod=... As you notice, I'm running the servers through Gamecreate interface. No issues before 1.58/1.60 Any info or workaround for this? EDIT (added info): each profile has this settings in common class DifficultyPresets { defaultPreset="Custom"; class CustomDifficulty { class Options { settings for that server };
  3. Hi, I'm having an error while trying to compare the addons with the repository. This is the log generated: Generated by ArmA3Sync 1.5.80 31-may-2016 0:30:48 Check for Addons finished with errors for repository name: ST1 An unexpected error has occured. StackTrace: java.lang.ArrayIndexOutOfBoundsException: -1 at fr.soe.a3s.jazsync.FileMaker.mapMatcher(FileMaker.java:534) at fr.soe.a3s.jazsync.FileMaker.getCompletion(FileMaker.java:135) at fr.soe.a3s.jazsync.Jazsync.getCompletion(Jazsync.java:118) at fr.soe.a3s.dao.connection.HttpDAO.getFileCompletion(HttpDAO.java:359) at fr.soe.a3s.service.connection.HttpService.determineFilesCompletion(HttpService.java:305) at fr.soe.a3s.ui.repositoryEditor.workers.AddonsChecker.run(AddonsChecker.java:151) It shows on clients and the local machine aswell. No idea what's the cause. I'm using http protocol and never had any issue building or updating my repos. EDIT: solved. It seems that there were some corrupted pbos.
  4. drredfox

    [SP/CO8] A 3 - Antistasi Altis.

    Hi barbolani, I'm playing Antistasi on our dedicated server (plus one single HClient) and we're having issues with AAF ammoboxes content: all the ammoxes spawns the standard cargo (like vanilla ones). Seems like the function "cajaAAF.sqf" is not working on MP.
  5. drredfox

    Audio Tweaking (dev branch)

    It is me or the new audio it's tied to the viewDistance? I usually use a low VD (1500-2000), and didn't had any troubles with distant explosions before. Now I can't hear it if they're beyond this range...
  6. drredfox

    [SP/CO8] A 3 - Antistasi Altis.

    Hi again, I've created one single profile for the server where im playing this mission and it's working now. ArmA 3 doesn't likes multiple profiles...Solved then. Thanks.
  7. drredfox

    [SP/CO8] A 3 - Antistasi Altis.

    Hi, Whenever I save the progress of the mission on a Dedicated Server, I get this line on the rpt: Warning Message: Problem occurred when saving profile data. The file may be set to read-only or can be blocked by another instance of the game (e.g., dedicated server). There's only one instance of a3server.exe. Running several mods, and using -profiles for launch different instances. You can see the setup on the RPT attached. https://mega.nz/#!UtVDWaiQ Thanks, and happy new year.
  8. Ok, I see the problem: class ST1_WDL_Soldier_01: B_Soldier_02_f { scope = 1; _generalMacro = "ST1_WDL_Soldier_01"; uniformClass = "ST1_WDL_Uniform_tshirt"; hiddenSelections[] = {"Camo","Camo2","insignia"}; hiddenSelectionsTextures[] = {"\ST1\data\WDL\St1_WDL_clothing.paa","\ST1\data\WDL\ST1_WL_BasicBody.paa"}; nakedUniform = "ST1_BasicBody"; }; I've thought that the items were defined on cfgWeapons. Anyway, I've managed to break it even more: Sometimes loads OK, and sometimes happens ^ THAT ^. I went full retard...
  9. Sorry, I didn't had much time to post. Here we go: In our community, we use a pack of custom textures for uniforms, vests and helmets. What happens is after the last patch (v1.52), some uniforms are not visible, I can see my PJ in underwear. I can pick it has an item in-game, or select it in the Virtual Arsenal. I can even put magazines inside, and doesn't throws any error. The texture and model are invisible. This only happens on the items that are inherited from "U_B_CombatUniform_mcam_tshirt" and "U_B_CombatUniform_mcam_vest". The only warning I receive it's from the .rpt of the session, that indicates: In class "ST1_DIG_Uniform_vest" is abstract config class "ST1_DIG_Soldier_02" and can't be used with uniform. In class "ST1_MC_Uniform_vest" is abstract config class "ST1_MC_Soldier_02" and can't be used with uniform. In class "ST1_DS_Uniform_vest" is abstract config class "ST1_DS_Soldier_02" and can't be used with uniform. In class "ST1_ACU_Uniform_vest" is abstract config class "ST1_ACU_Soldier_02" and can't be used with uniform. And this is the CfgWeapons of the uniforms: I've posted only three classes, because the file it's way too big. I've marked in blue an item that works (using "U_B_CombatUniform_mcam_vest") and red the ones that aren't working. The only difference I can see, it's the model, but I've changed and still no luck. And heres the config of the unit ST1_ACU_Soldier_01: class ST1_ACU_Soldier_01: B_Soldier_02_f { _generalMacro = "ST1_ACU_Soldier_01"; uniformClass = "ST1_ACU_Uniform_tshirt"; hiddenSelections[] = {"Camo","Camo2","insignia"}; hiddenSelectionsTextures[] = {"\ST1\data\ACU\ST1_ACU_clothing.paa","\ST1\data\ACU\ST1_ACU_BasicBody.paa"}; nakedUniform = "ST1_BasicBody"; };
  10. Hi, I have the same issue with my custom uniforms. They depends from "U_B_CombatUniform_mcam_tshirt" and "U_B_CombatUniform_mcam_vest". The addon worked until patch 1.52. class ST1_ACU_Uniform_tshirt: U_B_CombatUniform_mcam_tshirt { author = "ST1"; scope = 2; picture = "\ST1\data\ACU\Icon_ST1_DU_clothing.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F"; displayName = "ST1 Uniforme Camiseta (ACU)"; hiddenSelectionsTextures[] = {"\ST1\data\ACU\ST1_ACU_clothing.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "ST1_ACU_Soldier_01"; containerClass = "Supply30"; mass = 20; }; }; This uniform doesn't works, isn't visible. Any idea?
  11. Check the license info
  12. Hi, It's possible to define a vehicle as medicalFacility with setVariable command? With CSE, we could with this setvariable ["cse_medical_facility", true];. There is someting similar? I've been digging trought the wiki and git but I havent' found anything. Thanks.
  13. Hi, Quick question, it's possible to save automatically the server data for persistence (same as Server Save button for admins, but by server config)?
  14. That's how I do. Also, check that you have the following settings on the Advaced Medical Settings module: Allow PAK: medics Locations PAK:"Vehicles & facility" or "Facility" For me, it works.
  15. Quick way: place the module Medical Facility, place an empty object (cars, structures, or anything) and sync together.
  16. Hi? It's possible to load a box or a person inside a vehicle in the editor? So, when missions starts, the object it's inside the vehicle. I can't find anything about this on the wiki or github. Thanks,
  17. http://i.imgur.com/pCDtpPa.jpg (139 kB) :yay: I've made the whole model as a hidden selection and a texture for every kind of box. Maybe isn't the best way to do, but I'm tired of this addon. I've learned important things with this for future addons. Thanks for your answers. You've been very helpful.
  18. Hi, I've made an ammo crate with my own model and textures, config, etc...It works and it's fine, BUT, I'm trying to improve the addon using hiddenSelection, so I can have one model, one base texture and a set of signs (like Bohemia did with they ammoxes). I've searched for all the internet but didn't understood...nothing. So far, this is what i've done: Model to O2. Added mesh, shadow LOD, and Geo Lod, texture and rvmat (with nohq and smdi). I've created a selection called "text" with a set of faces, where the texture with signs must apply. The config.cpp posted below. Hit my face several times. CONFIG.CPP //CONFIG #define _ARMA_ //ndefs=13 enum { destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class CfgPatches { class st_objects { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class ReammoBox_F; class ST1_Box: ReammoBox_F { scope = 0; hiddenSelections[] = {"text"}; hiddenSelectionsTextures[] = {"\st_box\data\hiddenText.paa"}; }; class ST1_Med_Box: ST1_Box { author="DrRedfox"; scope = 2; scopeCurator = public; vehicleClass = "Ammo"; displayName = "ST1 Caja Medica"; model = "\st_box\st_box"; icon = "iconCrateWpns"; class TransportWeapons{}; class TransportMagazines{}; class TransportItems{}; class AnimationSources { class Ammo_source { source = "user"; initPhase = 1; animPeriod = 1; }; class AmmoOrd_source { source = "user"; initPhase = 1; animPeriod = 1; }; class Grenades_source { source = "user"; initPhase = 1; animPeriod = 1; }; class Support_source { source = "user"; initPhase = 0; animPeriod = 1; }; }; }; }; This config it's adapted from the BI ammoboxes. Really, I don't know what im doing... In one post, someone says that a named selection it's needed (in my addon= "text"), and the line "sections[]={};"on cfgModel, where the named selection must be. But I can't see this in the BI configs. They are like the one posted above. I must assume that it's correct. The original code for the BI NATO box: class NATO_Box_Base: ReammoBox_F { scope = 0; hiddenSelections[] = {"Camo_Signs","Camo"}; hiddenSelectionsTextures[] = {"A3\Weapons_F\Ammoboxes\data\AmmoBox_signs_CA.paa","A3\Weapons_F\Ammoboxes\data\AmmoBox_CO.paa"}; }; They are two selections: 0 for the signs (that's what i want) and 1 for the base texture (they have 3 textures, one for each side, NATO, OPF and INDF). The ammoboxes that inherits from this class (ammo, explosives, supports...), have this extra code: class AnimationSources { class Ammo_source { source = "user"; animPeriod = 1; initPhase = 0; }; class AmmoOrd_source { source = "user"; animPeriod = 1; initPhase = 1; }; class Grenades_source { source = "user"; animPeriod = 1; initPhase = 1; }; class Support_source { source = "user"; animPeriod = 1; initPhase = 1; }; }; initPhase = 0; seems the key. And there is where I'm stuck. How I must define the classes for AnimationSources? I need something else in the model? Thanks,
  19. Ok, thanks to you and BiggerDave. I owe you a beer. Gonna try ASAP.
  20. http://i.imgur.com/w0jGJOY.png (196 kB) The selection dissapears. But i'm getting the point. I need to create a face to put the texture there, not in the base model. Is this correct?
  21. In the "text" selection there is no texture. I set from the config.cpp hiddenSelections[] = {"text"}; hiddenSelectionsTextures[] = {"\st_box\data\hiddenText.paa"}; For the base texture (without any decal), I've selected all the faces in the lod 0 and set it. My project files, in case you want to check. https://mega.co.nz/#!1l03TT4S!OSsu8RPo0wbSaLDqA5J9vBeVTZHnOFie3XMMV7N6E7I
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