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predoc

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About predoc

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  1. Thanks that seems to work during my tests
  2. Hello everybody, I would like to make my whole tank squad invulnerable by using the debug console. As far as I know, these lines are working: (vehicle player) allowDamage false; (vehicle player) setdamage 0; but they are yust for my vehicle. Is it possible to change these lines, in order that includes the whole squad? How would it look like? Thanks for your help and apologize for my noob question.
  3. Call me dumb, but I did not get it. I have placed my squad and some chopper which is called helo1. Made a trigger with Radio-Alpha-Command and then write into "on activation": curatorModule addCuratorEditableObjects [[helo1],true ]; Test: opened Zeus. Nothing ok. 0-0-1 Radio Alpha opened Zeus again. No chopper. What did I miss?
  4. OK thanks, I gonna try my best. EDIT: I got the turret working properly. Even the crew does not glitch anymore. And the texture issue was caused by a remaining textureList[] = {"Hex", 1}; ... replaces with my preferred Skin and voila everything works fine. By the way, is there any way to solve this problem: CUP_BMP2_base; class O_APC_Tracked_02_cannon_F: CUP_BMP2_base //CUP_O_BMP2_TKA { Turrets:Turrets //<-- this will cause some error and if I put only the class parents into CUP_BMP2_base this causes non function of the turret { some code}; }; Without placing all the original code from CUP_BMP2_base into my mod file. I want to be as minimalistic and don't want to replace all the code if the original modders update his mod.
  5. Sadly this does not have any effect. I tried the following: Well, this did not help. What I got to know is, that somehow the weapons, given with my mod, are not given to the vehicle. It kept the vanilla weapons instead, which brings me to the conclusion, that there is another file, which I did not have mentioned in cfg patches, which overwrites my mod and therefore cause this error. Is there any way, to get to know from the configviewer, from which file a specific line comes from?
  6. Yeah. I did check, if lines intervene. But as you might already know, you can very successfully topping classes with such orders: class CUP_T72_Base; class O_MBT_02_cannon_F: CUP_T72_Base as I have already tested and written above. I gonna try my code on O_APC_Tracked_02_base_F. Maybe this will work.
  7. Thanks kju ...I thought I did. I have completed every other vehicle from CSAT with the system I have presented you with the T72. There weren't any issues, only the APC_tracked refuse to. I've checked, that both the BMP and the APC_tracked are rooted from TANK_F and go on until final section in my mod file. I don't see where I miss the class inheritance? Is there any other way to check this ?
  8. Hi everybody, I have got some problems with modding Arma 3. As I have already completet a mod which replaces vanilla vehicles with stuff from RHS and CUP mods. A working example: class CUP_T72_Base; class O_MBT_02_cannon_F: CUP_T72_Base { scope=2; scopeCurator=2; side=0; accuracy=0.30000001; faction="OPF_F"; crew="O_CREW_F"; typicalCargo[]= { "O_CREW_F", "O_CREW_F", "O_CREW_F", "O_CREW_F" }; author="$STR_CUP_AUTHOR_STRING"; hiddenSelectionsTextures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_T72\data\textures\TK_T72_1_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_T72\data\textures\TK_T72_2_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_T72\data\textures\TK_T72_3_co.paa" }; editorPreview="CUP\TrackedVehicles\CUP_TrackedVehicles_T72\Data\preview\CUP_O_T72_TKA.jpg"; }; This works well and I got into no problems so dar. Now for what I did post this: This variant does not work. The BMP still has a crazy hex-camouflage, the crew sat (glitchy) outside the vehicle. I copied the whole code into the mod file from the very basis onwards, but still for the same result. I got no idea, how to solve this. class CfgPatches { class OPFOR_Vehicles_Replacement { name = "OPFOR Vehicles Replacement CUP"; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { "A3_Armor_F","A3_Soft_F","A3_Air_F","A3_armor_f_beta","A3_armor_f_epb","A3_armor_f_epc","A3_armor_f_gamma","A3_armor_f_exp","A3_armor_f_tank","A3_Air_F","A3_air_f_beta", "A3_armor_f_beta_APC_Tracked_02", "rhs_main","rhs_c_heavyweapons","rhs_decals","rhs_optics","rhs_c_troops","rhs_c_btr", "CUP_WheeledVehicles_Core", "CUP_Creatures_Military_Russia", "cup_wheeledvehicles_vodnik","cup_wheeledvehicles_btr60","cup_wheeledvehicles_btr90","cup_trackedvehicles_bmp","cup_trackedvehicles_2s6m","cup_trackedvehicles_t90","cup_trackedvehicles_t72","cup_airvehicles_mi35", }; }; }; class CfgVehicles { class CUP_O_BMP2_CSAT; class O_APC_Tracked_02_cannon_F: CUP_O_BMP2_CSAT { scope=2; side=0; accuracy=0.30000001; faction="OPF_F"; crew="O_CREW_F"; model="cup\trackedvehicles\cup_trackedvehicles_bmp\BMP2\BMP2"; typicalCargo[]= { "O_CREW_F", "O_CREW_F", "O_CREW_F", "O_CREW_F" }; author="$STR_CUP_AUTHOR_STRING"; dlc="CUP_Vehicles"; hiddenSelectionsTextures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_tka_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_tka_co.paa" }; editorPreview="CUP\TrackedVehicles\CUP_TrackedVehicles_BMP\Data\preview\CUP_O_BMP2_TKA.jpg"; class TextureSources { class TKA { DisplayName="Takistan Army"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_tka_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_tka_co.paa" }; factions[]={}; }; class UN { DisplayName="United Nations"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_un_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_un_co.paa" }; factions[]={}; }; class SLA { DisplayName="SLA"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_sla_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_sla_co.paa" }; factions[]={}; }; class RU { DisplayName="Russian Army"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_ru_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_ru_co.paa" }; factions[]={}; }; class NAPA { DisplayName="NAPA"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_khk_01_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_khk_02_co.paa" }; factions[]={}; }; class CZ_WDL { DisplayName="Czech Army (WDL)"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_acr_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_acr_co.paa" }; factions[]={}; }; class CZ_DES { DisplayName="Czech Army (DES)"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_acr_des_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_acr_des_co.paa" }; factions[]={}; }; class CSAT { DisplayName="CSAT"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_csat_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_csat_co.paa" }; factions[]={}; }; class CSAT_T { DisplayName="CSAT Tropical"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_csat_t_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_csat_t_co.paa" }; factions[]={}; }; class Chdkz { DisplayName="CHDKZ"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_co.paa" }; factions[]={}; }; class CDF { DisplayName="CDF"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_camo_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_camo_co.paa" }; factions[]={}; }; }; }; }; Can some one help me please? I want to complete my modding project. Best wishes
  9. predoc

    ACE for OA 1.13

    Thx for that. I did so and finished 1st mission. Turned ACE on and started 2nd. Sadly same issue... I think I need no look into PMC campaign and check it out
  10. predoc

    ACE for OA 1.13

    Ok - I have dealt with the key-problem. It seems that I have to use an Arma II launcher. With them the error does not appear. The next prob follows quickly... I have started the PMC campaign and, as I tested, I should not start bleeding (red flashes around me and I died some seconds later). Without Ace it works as it should. With ace the error occurs. Did some experience the same or has an idea to deal with that? Thanks alot!!!!
  11. predoc

    ACE for OA 1.13

    Hi guys, I have already posted this in the forum but it is said, that I got better answers here: I have installed ace-mod (userconfig in arma2 folder etcetc) and used clippi-tool for configuration (windows-key you know...). It works sofar that the configuration has changed in ace-option, but I can not activate any stuff. Neither self-activation nor weapon changes (shift-1, 2, 3...). The configuration is there, very confusing... Can you help me??? Did you need my ace-userconfig? Could be uploaded with dropbox. Did you need other info? Greetz Predoc pps: I have reinstalled everything. Now my ACE-Config-File is totally empty and it is not possible to change a thing...
  12. predoc

    COWarMod Release

    Ok, after all, I decided to start searching. I dropped the idea, that something in userconfig is wrong. Starting with addons, I tested the .pbos and finally I encircled the bad guy. Everything works fine until I installed ard.pbo! After that my grenadiers get the m16a2gl again... So far I gonna try to search trough ard.pbo again. BTW. what does ard.pbo do? Is it the all-round-defence formation??? .... GOTCHA!!!! ard/demonized/lightsoldflare.sqf ok there you go that the guys get the m16a2gl ... seeems for opfor too with ak74gl But what do do? First of all I gonna keep ard.pbo out of the game, 'cause scripting is not my best business, but if someone has an idea to make it usable... then tell me/us
  13. predoc

    COWarMod Release

    Hi everyone, call me dumb but I don't know how to tread the m16gl/grenadier problem well. I followed the instruction Guenter gave us und go to X:\...\Arma2\userconfig\fnc_muzzlevelocity\ open the fnc_muzzlevelocity_weapons.hpp and what then? I erased the first lines as stated, erased the stuff in the clamps, erased even the whole file. But nothing changed :confused: What did I wrong? How should the fnc_muzzlevelocity_weapons.hpp exactly look like? Did I miss a thing? Thx for your help.
  14. Hi there, I want to change some things in the Operation Arrowhead campaign, using the description.ext and the Map editor. After making my changes (i.e. change squad weapons and available weapons in the .ext) i packed the missions folder with the pboviewer tool. Instead of the normal ARMA 2 campaign, teh changes I applied in the OA campaign doesn't have any effect? I really did exactly the same things (i.e. changing the description.ext) by modding ARMA 2 and ARMA 2 OA, but the latter doesn't have any effect. If I unpack the mission.pbo my changes are still there,... Can someone might get me a hint, what can be done? THx
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