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Everything posted by diabolical
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Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
diabolical replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
but is it with this mission framework? without mcc that is. -
Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine
diabolical replied to spirit6's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So is this still being updated? would make a good replacement for what were currently using to spawn ai if it works with headless client -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
diabolical replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
congrats on the release MCC team, awesome work, been playing around with it all afternoon -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
diabolical replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi all, first of I wanna say I'm a massive fan of mcc, been using it since a2 but just recently I've been using it along-side headless client and have ran into some issues. cannot use fortify when offloading to the HC (units just become static and do nothing in gaia or player controled) cannot use create placement at all (map clicking to place units doesn't work, can only place units by spawning in zone) get in and get out of vehicles waypoints don't work (tested by placing a truck down then trying to make ai get in, they just moved to the vehicle and did nothing) waypoint placement in general is abit hit and miss sometimes it works sometimes it don't. but other than that I dont have issues using HC with the other features like GAIA, zone spawning (besides fortify), arty and cas, reinforcements, evac, ied etc etc etc. Another question I have has to do with custom groups, I know you can make them for your standard inf and vehicles but is there a way to define what classes are used for reinforcement spawns? I use RHS quite abit and would like to have a mi8 drop of Russian troops instead of the Taru. My same question apply's to the wheeled reinforcements, being able to select the vehicles used would be cool to if able to do it. Regardless, thank you for the awesome mod. -
Muzzle flash appearing even when not firing?
diabolical replied to diabolical's topic in ARMA 3 - MODELLING - (O2)
yep you were spot on, there was no zasleh connected to the model, thanks a million -
So I've been teaching myself the ins and outs of weapon porting and have ran into a problem, the gun always appear to be on firing even when I haven't got my finger on the trigger? is this a proxy issue or? here is a pic to describe what is happening https://i.imgur.com/axEuYMH.jpg (308 kB)
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Bulldozer showing black textures instead of originals
diabolical posted a topic in ARMA 3 - MODELLING - (O2)
I've just done a new install of all the tools on my new pc (setup exactly how it was on the last one) but for some reason now, any of the models I have worked on the textures show up black in bulldozer? I cannot seem to find what causes the problem. here is an example pic I was also lucky enough to have a pic of it before the problem to prove that none of the lines or directory's were broken im puzzled -
Bulldozer showing black textures instead of originals
diabolical replied to diabolical's topic in ARMA 3 - MODELLING - (O2)
I seem to have fixed this problem by doin another "from scratch" install, but still no answer as to why it happened the first time. so sorry the only fix I have for any others that may get the problem is re-install -
Bulldozer showing black textures instead of originals
diabolical replied to diabolical's topic in ARMA 3 - MODELLING - (O2)
just packed it up and it seems not to be an issue in game, definitely something going on with the tools -
Hi all Im currently playing around with some of the arma 2 models and porting them over to A3. I've got most of what is needed sorted out but I want to experiment with having different weapon systems for the base cars. for example what would be the best way for me to replace an M2 machine gun with lets say the DSHKM on a landrover. If any more info is needed just ask, thanks in advance
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Object builder problem (not recognizing P:drive)
diabolical replied to diabolical's topic in ARMA 3 - BI TOOLS - GENERAL
running the object builder exe as administrator makes it so that I cannot load any P3D's that are located in my P drive for it wont show up in the listings (this seems to be a problem that happens with other tools like terrain builder to), and im pretty sure I used Mikero's tools for launching the P drive -
Object builder problem (not recognizing P:drive)
diabolical posted a topic in ARMA 3 - BI TOOLS - GENERAL
Hi all, I've recently dove into the world of arma modeling and have ran into a few issues with the new object builder tools. I'm currently running windows 8.1, my P:drive has loaded properly but my object builder seems not to recognize it. I can currently load up P3D files fine, but as soon as I try to "mass re-texture" a model all the line paths stay in red regardless of how sure I'am that I have changed the path properly. Also, whenever I re launch object builder it seems to not remember the preferences I set for it (four views etc.) I would also like to add that O2 works fine and I seem to have no issues with it, but obviously I need to change over to the new one for the new physx geometry's and such. thanks in advance and if any more info is required let me know -
[Tutorial] - Importing ArmA2 vehicles to ArmA3
diabolical replied to Αplion's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
so how did you fix it? I have the problem -
ArmA 2 proxy equivalents in ArmA 3 (Vehicles)
diabolical posted a topic in ARMA 3 - MODELLING - (O2)
hi all, as the title states, I've started working on some models that use vehicle objects from arma 2 and have ran into some issues as to what the arma 3 proxy equivalents are. If someone has a comprehensive list or is able to point me in the right direction I will be forever greatfull. -
hello all, been awhile since I posted here now Im looking for the code within arma 2 that gives you a digital compass and bearing counter while in a vehicle (or at least were to find it) got me puzzled, cheers guys
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PVP Scene Advance and secure and ace issue
diabolical posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hello to all, i hope this is in the right area of the forums and if not i do apologise. ok, i have been working on getting a functioning version of PVP scenes AAS to work and keep running into the same problem of ace function menus not appearing for clients who join the server I'am hosting, i also have tested this by myself, having two pcs to at home to run lan and internet tests (making sure that all ace plus other addons and updates are identical ). i have tried building AAS from the ground up to see if i could slowly but surely find which script and or component is causing the issue. i have come up with some break through's, but nothing solid that will fix this problem so far these are some of the things i was able to figure out so far *By removing the spawn menu and all on screen hud stuff managed to get ace to work for clients *by loading the mission and then, exiting and then resuming was able to give me results but also destroyed all add action functions i have been working on this mission for about two months slowly getting things to work (with some help from the BI community) and thought i had it worked until i went to test it with some friends and myself. this has brought me to the edge of my coding knowledge and ability's and was hoping someone will be able to give me an answer to my problem here you will find a copy of the mission http://www.mediafire.com/?8s463zre73t9ef1 would like to thank all in advance even just for looking, and if any more info is needed please ask I may have an idea but have no knowledge on how to implement it. would there be a way at first spawn to bypass the spawn menu (spawn at the first X-ray zone regardless) and then every spawn after that the menu will appear? -
PVP Scene Advance and secure and ace issue
diabolical replied to diabolical's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
have worked out that it is the respawn/revive script -
functioning version of PVP Scene AAS with the ace mod?
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The "Official" Advance and Secure Thread (AAS)
diabolical replied to BCA Cat Toaster's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello, Im trying to set the spawn Height of an individual flag, how could i achieve this? -
but for example with your ace addon your mod adds sounds to guns like the groza, and its the identical groza to what is in the RH packs, how could i make the rh groza call the config? sorry for all the questions
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but i was thinking in just vanilla without the dependency on the ace configs Id be more than happy to do it if i had more of an understanding on how the mod calls sounds to different weapons I just think this mod is excellent and it should just replace arma vanilla sound permanently
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Any chance these will be linked up with the RH weapon packs? i mean its practically the same as the Ace addon weapons wise, would do it myself if i knew how
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[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
diabolical replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi all, trying to get this to work with the I44 mod and running into errors, Ive made a new addon sqf and have put in the vehicles and static/ammo boxes i want it to use but i keep getting errors Sorry all i found my problem. to may ,,, in places -
[fock] a2/oa ai recruitment and group management
diabolical replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ive had no problems running this in combined operations -
[fock] a2/oa ai recruitment and group management
diabolical replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Excellent, needed this one