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evil_brownie

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Everything posted by evil_brownie

  1. evil_brownie

    A/F-35 + other NATO air assets

    First off, massive props for releasing a more real-looking F-35B, it was sorely missed. Small error report, not sure if just on my end or confirmable, but the rear door on the front landing gear (the one below the actuator) seems to be in the closed position while gear down and inside the wheel well while up. Edit: Running the standalone A-35 version.
  2. evil_brownie

    RealSound EA-18G v1.0 Release

    May want to address this little typo, present at least in the SW version. No entry 'bin\config.bin/CfgVehicles/FLAN_EA18G_F.scope'. ...which is a simple inheritance error, as there's no FLAN_EA18G_F classname, but rather FLAN_EA18G_Base
  3. evil_brownie

    Super Miller Land

    Definitely did not expect to check the forums and find this here. Just beat it, thanks for this fun little romp *thumbs up*
  4. evil_brownie

    Armed Forces:UK Virtus Body Armour

    No worries. These are two quick examples of how to do it. I used a helmet as example, same logic would apply to a vest or uniform (just replace HeadgearItem with VestItem and UniformItem respectively). Naturally, only things i changed from that base helmet in said examples are its displayname and in the iteminfo section the mass to a random value. Example 1 uses the ItemInfo from the existing H_HelmetB (can't remember its in-game name), and example 2 the "generic" ItemInfo values from HeadgearItem.
  5. evil_brownie

    Armed Forces:UK Virtus Body Armour

    Correct. Ever since that update months back, inheriting ItemInfo has to be from a parent class's existing ItemInfo, not directly from ItemInfo as if it was its own independent class (or you can inherit ItemInfo from VestItem/HeadgearItem/UniformItem for example)
  6. evil_brownie

    EA-6B Prowler

    Good to hear. Always had a soft spot for naval aircraft, so this is good news indeed.
  7. Instead of the mission file edit, you could open up any map in the 2D editor, place a BAM and save it, then open it in EDEN (which will update it to EDEN standard) and voila, an easy BAM template to copy/paste to any scenario you wish.
  8. Based on what what i was able to gather these past days trying to fix this on my end, class Single and class Burst seem to be "deprecated" by the game and throw an error upon loading the game. While I haven't seen it being directly called upon on weapon configs, it just being there in the cpp file makes the error pop up. Furthermore, the ItemInfo error is a similar situation, it can't be mentioned out of anything that actively uses it. Say if you want to make a specialised MX rifle with modified ItemInfo information, inherit from whichever MX variant you want beforehand (same applies for anything that uses ItemInfo). Example (classnames made-up for illustrative purposes): class CfgWeapons { class MX_base; class MX_rifle_1: MX_base { class ItemInfo; }; class my_personal_MX: MX_rifle_1 { class ItemInfo:Iteminfo { "insert whatever you wish to change" }; }; };
  9. As of the current stable/public APEX release, has something major been changed regarding which player controlled, man-type classes can use in the facewear section in the 3DEN editor? Example of what I'm refering to: - I start up the editor, any map (Stratis, Tanoa, etc.), - Place a soldier that I intend on controlling immediately, - Change it's loadout via the built-in loadout editor, - hit preview. The problem: with the exception of certain classes (unsure of just how many work/don't work), upon the preview start, my character will have lost it's facewear item (everything else is fine). Example: vanilla A3 NATO Rifleman doesn't work while some of the new CTRG stealth units will work just fine. Doesn't seem to affect AI units i change, nor affected by usage of mods (tested both with and without), and changing it in-game via Arsenal function is fine. The workaround for the afflicted classnames is to manually re-add the facewear via their respective init fields. Any help would be appreciated, as i really can't fathom why this is happening all of a sudden :/
  10. evil_brownie

    War Sim Studios

    Have you checked out this page on the wiki? Could help you out a bit for some of the submarine functionalities. https://community.bistudio.com/wiki/Arma_3_Ships_Config_Guidelines
  11. evil_brownie

    Ulyanovsk - proof of concept

    I'm assuming it's meant to be a static ship/structure, right? If so, instead of attaching the roadway models, place them next to each other in the game world via setpos/setposASL/setposATL (can't recall which handles it better for horizontal alignment) via a init script, launched from a fake/helper object which would be the editor entry/starting point for "assembling" the carrier.
  12. evil_brownie

    War Sim Studios

    Was going to vote Russia, then remembered a lot of sweet stuff we could get of German origin :P
  13. evil_brownie

    The Unsung Vietnam Mod 3.0 WIP THREAD

    That's caused by addons with their config's CfgPatches author section not being updated ( has to be author = "author_name" and not author[] = {"author_name"}; ).
  14. Genuinely happy to see this one being made.
  15. This. The difference between fonts is quite jarring, and the excuse that the old font made the distinguishing of certain characters difficult seems out of wack. An option to revert would be very welcome.
  16. evil_brownie

    Ocean

    Love the idea of an empty water map, however having tried it, it crashes the game on exit (tested both with other mods and with no other mods).
  17. evil_brownie

    [WIP]F-15 Eagle Series Standalone

    Been waiting eargerly for this one. Will the E version support multiple proxies per pylon (like your f-16 using TERs and such)? So one could create loadouts similar to these: http://fas.org/man/dod-101/sys/ac/f15_04-load.jpg http://www.ausairpower.net/USAF/MDC-F-15B-DRF-Demonstrator-1984-1S.jpg I know those aren't the E version, couldn't find any with those kinds of bomb loads.
  18. evil_brownie

    Grumman C-1A Trader for A2OA 0.5 BETA

    The stall warning sound plays fine for me as well, there seems to be two sounds relative to warning about stall ("c1a_stall" and "c1a_stallwarn_int", with only the latter being indexed in CfgSounds and having an actual sound to play, and the former only being mentioned in the c1astall script), so i'm guessing they were meant to be the same sound and one of them simply got a different name :p
  19. evil_brownie

    Grumman C-1A Trader for A2OA 0.5 BETA

    Just tried it out. No major errors to report anymore thankfully (only minor one i found was it can't find sound "c1a_stall", it's probably just a typo in either the sounds section of the config or the c1astall script) Everything else appears to work fine now. Nice work, keep it up ;)
  20. evil_brownie

    Grumman C-1A Trader for A2OA 0.5 BETA

    Congrats on the release, any new naval aircraft always brings a great big smile to my face :D Also, love the visual rain and turbulence effects. Aside from the already mentioned LOD issue, i have a few observations that i'd like to share: - Missing texture from your not yet released A-3B Skywarrior (file in question: int73_a3b\textures\de32557a.paa). - A few sound files don't seem to be properly linked/named (ie says it's missing but all it takes is doing a bit of renaming). These next i'm not sure if they happen because of how i have my game set-up (hopefully someone else can confirm/deny): - Having this plane installed breaks the pause menu actions in Editor (from experience it's from one/several of the included scripts, i used to get similar issues when i wrote something wrong in my scripts). - Using the plane on the JDG Nimitz breaks the catapult steam, it just stops appearing, even with other planes. Other than this, can't wait to see what else you got planned.
  21. evil_brownie

    USS Nimitz

    Is this happening with all fixed-wing aircraft (even vanilla BIS ones), or specific to a mod/mods? On any case, remove all mods but the carrier (and CBA obviously) and try landing as you would with a vanilla BIS airplane and see what happens. Then, start testing with mods until you find which is breaking it. Also, what mods are you running simultaneously with JDG's carrier?
  22. evil_brownie

    80s, 90s, early 2000 US Military

    Congratulations on the release Delta! They look amazing, can't wait for the humvees.
  23. Can't believe i only found this gem of a map yesterday. It's wonderful, been having alot of fun with it, especially since it's one of the few maps i've found that properly works with the Armory (so far at least ;)).
  24. evil_brownie

    MiG-23ML (MLD, UB) WIP

    Yep, and a whole lot of RPT spam with p3d errors aswell, and some some missing sound IIRC.
  25. If the issue he's having is the german (at least) typhoons not having functioning afterburners, it's a typo in the rksl-typhoon-de config file, it's a missing underscore (_) in the eventhandler and pre_init_evenhandler sections ("rksltyphoon_init", where it should be rksl_typhoon_init). Hope this helps.
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