

hkurban
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Everything posted by hkurban
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The Helicopter transport enigma
hkurban replied to nickmow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Radio trigger for the SL's to call for evac, maybe? -
My Goggle Addon/Script is causing Arma to crash
hkurban posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello all, This problem has been aggravating me to no end, and I have no idea what's wrong. Basically I have created an addon of gas masks in the goggles/glasses slot and I have also created scripts that call for several units to spawn with said gas masks. I got the masks into the game without problem at first, and was in the midst of creating a mission with several dozen masked individuals. I was able to preview the mission in the editor at least once or twice without any problem. After I made a small update to a few of the other PBOs in my addon, I tried previewing the mission and I would run into a freeze and "Arma 3 has encountered a problem, windows is looking for a solution" dialog during the initial loading (at the second loading bar). This was reproducible 100% of the time. I eventually tracked the problem down to my gas masks. If I spawned a gas mask unit, it would freeze. If I removed the gas mask from the unit's init, no problem. If I added the gas mask via in-mission init line, freeze. If I add the gas mask via trigger after mission start, no freeze. So I thought the problem might have to do with calling the masks during the initial loading phase, so I made all units call the mask after a sleep delay. That seemed to work for a while and I was able to start the mission without loading several times. But then it froze again, this time after mission start at the three second mark then the masks are called via the init scripts. And now it happens 100% of the time again at the 3 second mark. I am at a loss as to why the masks might be causing an error. The RPT has no info on the type of error encountered, just the following data at the point of error: I can post the full RPT file in a reply if needed. It also spawns a bidmp and mdmp file but both appear to be binarized so I don't know what to do with them. Below are also my config and gear spawning scripts respectively. gasmask config.cpp (Note that the helmets work 100% of the time despite having an almost identical configuration aside from helmet vs goggles) .sqf Script for one of the units that has a gas mask, note I have moved the gas mask call to the end of the script. I really hope someone can help me here. I am going to keep trying to fix this on my own but my limited knowledge on this subject has me stumped. Edit: There seems to be a sort of "critical mass" of how many units can spawn with the masks at any given time. I can spawn at least 4 masked units without a problem, but when I tried 6 it locked up the game again. I tried calling via in game trigger and the same numerical limitations applied. I tried looking into the p3ds to see if theres any sort of error that might be causing a memory leak but there was nothing obvious. -
BTK Player Restore (Multiplayer Autosave)
hkurban replied to sxp2high's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Perhaps add the ability to add additional variables to the save status value? That way if addon makers have a player variable that is crucial to their gameplay, they can ensure it gets added to the save feature. -
Looking good! I can't wait to mess with these guys in the editor.
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I'm sorry I should have been clearer. I meant all of the Stalker suits in SOC. I unfortunately don't have clear sky, which again leads me to believe we've got the same sources. THe model pack I have has Exo suits (I have all textures), several different duty suits, seva suit, freedom seva suit, guardian of freedom suit, scientist suits, merc suits, bandits, a few military, rookie stalkers and a few NPCs. They all came rigged, UV'd and in .max format. Interestingly enough, the only ones I couldn't find were already ported into Arma (Sunrise suit, Wind of Freedom, Monolith Regular Suit). I haven't tried adding infantry to Arma so I'm curious whether the original Max rigging would carry over or if that needs to be redone in oxygen (assuming you're using the same models). Anyways your progress interests me so PM inbound. http://img.photobucket.com/albums/v283/UrbanLT/StalkerUnitsPreview.png (719 kB) All the units available in the model pack I have, minus the alternate textures I've added.
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List of particle types and creating custom particle effects
hkurban posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi, I'm wondering if there is a list of particle effect classes currently available in Arma 2/OA similar to the config lists available for weapons, ammo etc. I tried searching this forum and on google to see if there was such a list. If there is not a list like this available, where in the configs would I be able to find the names of the particles so I could manually go through and try each effect out in game to find out what they are? I'd also like to know if it's possible to create new dynamic particle effects. I know you can set a model as a particle, but I'm wondering if it's possible to create new dynamically animated particles, such as a new type of flame or smoke effect. Thanks! -
Denton I think I have the same models as you. Basically about 2 dozen rigged and textured Stalker models in .max format if I'm not mistaken? I really want to make getting those models into Arma 2 a reality, especially with a project I am working on. Using a few texture tweaks, it is possible to get in almost every Stalker suit in the game with the model pack.