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headswe

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Posts posted by headswe


  1. Version: 0.1

    Description: Editor to edit and browse ArmA3 mission files.

    Features currently

    • Browse
    • Export
    • Change order of units/groups( drag)
    • Change text(string) attributes of units/intel etc. (doubleclick)
    • Uses description on units/groups to show their name.
    • Recursively/single make units playable ( right click menu)

    Media:

    GIF

    982a1504bc9829444f77f6937bbe180b.png

    Download


  2. Right. So Bohemia releases great new features for free and decides to charge for some content, and you guys complain about the price being too high. I guess you'd prefer if those features were paid as well? Oh no, of course not, you'd complain about that as well.

    If you don't want to buy it, don't fucking buy it. I personally have paid 25€ for A3 and spent well over 3000 hours playing Arma 3 and creating stuff for it. I think it's more than fair if I give something back.

    Holy shit, some logic in this thread!.


  3. I have found your launcher and this need internet connection , why !

    Why does he need this ? can you change that the launcher dont need internet connection ?becouse offline it does not work ?

    And i play sometimes offline , and then I can not use the launcher.

    LG

    Tartar

    I never had this problem?, it works fine. even without a internet connection.


  4. Hey head, im not sure if this is the right place to paste this but whenever i select a specific loadout i get an error and i cant continue using the loadout. This only happens with one loadout.

    The popup error message gives me this:

    "Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application wil close immediately.

    Could not find a part of the path 'E:\Programma's\A3 Launcher\presets\a3\Folk ARPS Sun\Tue.xml'."

    When i click details i get this:

    See the end of this message for details on invoking

    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************

    System.IO.DirectoryNotFoundException: Could not find a part of the path 'E:\Programma's\A3 Launcher\presets\a3\Folk ARPS Sun\Tue.xml'.

    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)

    at System.IO.File.InternalDelete(String path, Boolean checkHost)

    at System.IO.File.Delete(String path)

    at Arma2LauncherWF.Config.remData(modViewData a)

    at Arma2LauncherWF.Main.deleteToolStripMenuItem_Click(Object sender, EventArgs e)

    at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)

    at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)

    at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)

    at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)

    at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)

    at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)

    at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)

    at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)

    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

    at System.Windows.Forms.Control.WndProc(Message& m)

    at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

    at System.Windows.Forms.ToolStrip.WndProc(Message& m)

    at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)

    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

    ************** Loaded Assemblies **************

    mscorlib

    Assembly Version: 4.0.0.0

    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL

    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll

    ----------------------------------------

    Arma2Launcher

    Assembly Version: 1.0.0.0

    Win32 Version: 1.0.0.0

    CodeBase: file:///E:/Programma's/A3%20Launcher/Arma2Launcher.exe

    ----------------------------------------

    System.Windows.Forms

    Assembly Version: 4.0.0.0

    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll

    ----------------------------------------

    System.Drawing

    Assembly Version: 4.0.0.0

    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll

    ----------------------------------------

    System

    Assembly Version: 4.0.0.0

    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll

    ----------------------------------------

    AlphaBlendTextBox

    Assembly Version: 1.0.1270.35793

    Win32 Version: 1.0.1270.35793

    CodeBase: file:///E:/Programma's/A3%20Launcher/AlphaBlendTextBox.DLL

    ----------------------------------------

    System.Xml

    Assembly Version: 4.0.0.0

    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll

    ----------------------------------------

    System.Configuration

    Assembly Version: 4.0.0.0

    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll

    ----------------------------------------

    ************** JIT Debugging **************

    To enable just-in-time (JIT) debugging, the .config file for this

    application or computer (machine.config) must have the

    jitDebugging value set in the system.windows.forms section.

    The application must also be compiled with debugging

    enabled.

    For example:

    <configuration>

    <system.windows.forms jitDebugging="true" />

    </configuration>

    When JIT debugging is enabled, any unhandled exception

    will be sent to the JIT debugger registered on the computer

    rather than be handled by this dialog box.

    Does this file exist?.


  5. Hi all,

    I'm having issues with my engine. My engine cuts in and out after it hits some sort of artificial limit that I dont have in place as far as I'm aware. Does anyone know why my ship using the shipx physics does this? In the video linked below you can listen to the engine cutting out and then cutting back in. When it cuts out and cuts in, I have no rudder control. So, what gives? Why is my engine cutting out (mind you, its still on. Just not providing thrust/power)?

    TwitchTV video link

    My mass is 150000 just to get the boat to sit properly. This is vastly high compared to what it is IRL.

    My physX/gearbox config is below:

    waterEffectSpeed = 1;

    engineEffectSpeed = 1;

    waterFastEffectSpeed = 10;

    steerAheadSimul = 0.5;

    steerAheadPlan = 1.0;

    predictTurnPlan = 3.0;

    predictTurnSimul = 1.5;

    brakeDistance = 30.0;

    turnCoef = 1;

    thrustDelay = .01;

    AntiRollbarForceCoef = 1;

    AntiRollbarForceLimit = 40;

    AntiRollbarSpeedMin = 1;

    AntiRollbarSpeedMax = 200;

    overSpeedBrakeCoef = 0.5;

    engineShiftY = -0.11;

    waterLeakiness = 55.5;

    waterLinearDampingCoefY = 2;

    waterLinearDampingCoefX = 2;

    waterAngularDampingCoef = 2;

    waterResistanceCoef = 0.005;

    rudderForceCoef = 1;

    rudderForceCoefAtMaxSpeed = .5;

    maxSpeed = 180;

    acceleration = 20;

    idleRpm = 200;

    redRpm = 3900;

    enginePower = 5500;

    maxOmega = 4500;

    peakTorque = 3500;

    class complexGearbox

    {

    GearboxRatios[] = {"R1", -5.367, "N", 0, "D1", 5.367, "D2", 3.67, "D3", 2.238, "D4", 1.00, "D5", 0.8}; //These relate to real world gear ratios, nothing fancy here

    TransmissionRatios[] = {"High", 5.0}; //unknown?

    gearBoxMode = "auto"; //changing it has no effect yet

    moveOffGear = 1; //unknown?

    driveString = "D"; //Must be for some kind of gear indicator

    neutralString = "N"; //Must be for some kind of gear indicator

    reverseString = "R"; //Must be for some kind of gear indicator

    gearUpMaxCoef = 0.8; //possibly to do with shift points /full throttle

    gearDownMaxCoef = 0.5; //possibly to do with shift points /full throttle

    gearUpMinCoef = 0.45; //possibly to do with shift points /light throttle

    gearDownMinCoef = 0.15; //possibly to do with shift points /light throttle

    transmissionDelay = 1; //1 of a few settings that control shifting

    };

    A note: I tried removing the gearbox completely, and although it went to it's maxspeed of 180, or close to it, the engine STILL cut off and I had to wait till it hit like ~35 kph for it to kick back in.

    try rising or lowering engineShiftY = -0.11

    The reason it cuts out is because the engine is leaving the water thus unable to produce trust.


  6. f_cam_camera = "camera" camCreate [position player select 0,position player select 1,2];
    f_cam_camera cameraEffect["internal", "BACK"];
    f_cam_camera camSetTarget player;
    f_cam_curTarget = player;
    f_cam_camera camCommit 0;
    
    
    
       drawIcon3D ["\A3\ui_f\data\map\markers\nato\o_unknown.paa", [1,1,1,1],getpos cursorTarget, 1, 1, 45, "Target", 1, 0.05, "TahomaB"]; in the draw3D eventhandler. 
    
    
    
    

    tried text only, didn't work either, works perfectly fine in default player view

    Edit: Its most likely my dialog causing this.


  7. Can't get my script to work, worked in A2 doesn't work in A3

    _projectile = _this select 6;
    
    _tracer = "#particlesource" createVehicle getPos (_this select 6);
    _tracer setParticleCircle [0, [0, 0, 0]];
    _tracer setParticleRandom [0, [0, 0, 0], [2.5, 2.5, 2.5], 0, 0, [0, 0, 0, 0], 0, 0, random 360];
    
    _tracer setParticleParams 
    [["warfxPE\ParticleEffects\Universal\smoke_02", 1, 0, 1],
    "",
    "Billboard",
    1,
    6, 
    
    [0, 0, 0],
    
    [(velocity _tracer select 0) - ((vectordir _projectile) select 0)*50,
    (velocity  _tracer select 1) - ((vectordir _projectile) select 1)*50,
    (velocity  _tracer select 2) - ((vectordir _projectile) select 2)*50],
    0, 10.15, 7.9, 1.5, [2,4], [[1, 1, 1, 0.2],[1, 1, 1, 0]], [1], 0, 0, "", "", _projectile];
    
    _tracer setdropinterval 0.002;

    RPT reports

    I assume you are using the Fired eventhandler?, standard A3 or CBA?


  8. So the FIA are the government forces. The AAF are insurgents who fought the FIA in a civil war. The CSAT is a some kind of alliance of Eastern countries that... wants what, exactly? And NATO doesn't particularly consider itself as an ally of either FIA or AAF.

    Is that right?

    Pretty sure AAF stands for Altis Armed Forces.


  9. Im using an event handler to watch if my heli gets damaged and trigger a mission fail.

    Here's the handler (copied from another thread here) :

    _idx = this addEventHandler ["Dammaged", {   _obj = _this select 0;   if (!canMove _obj) then { null = player execVM "copterLost.sqf";  };  }];

    And the error :

    Even tough the error shows, the script is called and the mission ends, so its not too bad, but the error is still annoying.

    If i manually run the script ( null = player execVM "copterLost.sqf"; ) I dont get that error. So i guess the event handler causes it ...

    Any clues what is going wrong ?

    I also had that second error, it was caused by me calling bis_fnc_endMission twice.


  10. I have been getting this too. It was in a test mission that I am using to mess about with AI flown Greyhawks. It had a couple of blufor units, some opfor vehicles with fuel removed and a radio trigger to spawn the UAV

    We had this issues as well, i wonder if its possible to test if there a certain side that causing the problem

    Would be interesting to see a mission with only blufor/opfor/indy would also crash?


  11. Is that why currently this code doesn't work anymore?

    if ("NVGoggles" in (assignedItems player)) then {player removeWeapon "NVGoggles"; player unassignItem "NVGoggles"} else {player addWeapon "NVGoggles";player assignItem "NVGoggles"};
    

    It removes them ok but it wont add them anymore. This code was working fine for me before the last Dev Build update.

    Do you think its an update bug ?

    so in short that code does

    if unit have nvgoogles

    remove them

    add them

    what?

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