james_manring
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Everything posted by james_manring
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ASCZ A2 Community Map Fixes (for AIA TP/SA)
james_manring replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
A lot of the waterlines do not appear unless you are above them in altitude. You'll notice on Gulf of Aqaba that there are some fountains that only glitch out when you are above ground level too. As for Miroslavl, you should be able to make configs that replace the configs inside in an addon mod with versions that blank out the changes. That would not require people to start opening and rebuilding mods. Hopefully it can be done without messing up ArmA2 stuff as the folder structure isn't the same. -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
james_manring replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm pretty sure kju already knows. It is ArmA2 ponds found in those two PBOs in A3MP under the Misc folder. If he hasn't fixed it yet it just means they both have missed a few ponds that were not in a subdirectory they thought to peek through. I did some comparing of configs. It appears your fix for Aliabad removes Takistan as a parent class for the map. That removes the CfgSounds that it used to inherit from Takistan, thus presenting the error. Try adding this to the MCN_Aliabad class. class Sounds { sounds[] = {}; }; -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
james_manring replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am not sure about the missing sound config. I get the message too. Are you sure you have your logs turned on when you check?The waterline is a problem with Ponds that were not replaced in A3MP inside A3MP_Structures2_Data, and A3MP_Structures3_Data. I informed Alduric of this a few months ago and all he had to say was arguing that I was wrong, though actually fixing it myself proved I am correct. I'm not sure what to do about it other than create a patch that replaces those pond .P3D files inside the Misc folders with a blank one and overwriting Alduric's PBOs as a dependency until he is willing to admit there is a problem and correct it. I might just do that and release it if it won't cause any problems within the community or break any rules. -
United States Air Force
james_manring replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey I wrote you a PM a month or so ago about fixing the geometry LOD for the wheels on the C-130. They are not round enough for ArmA3, a common problem with aircraft models imported from ArmA2. That is why there is so much friction on the ground and sometimes they get so damaged you cannot raise them. In my PM I had offered to do all of the work for you. I am curious as to why there is no reply and if otherwise you are willing to take my advice onboard and do it yourself. The C-130 will never function or take off from a rough or shorter runway as it should without wheels with more sides. -
@A3MP - ArmA 3 Map Pack
james_manring replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh no, Jeza, I think you are misunderstanding. A3MP has by design replaced the ponds with an empty model since the beginning, thus removing the bugs the engine has in displaying the ponds. This would leave an empty hole for the fish to flop around in. Not exactly what you're looking for. What I am trying to tell Alduric is that he missed a few of these ponds that were being replaced by emptiness. If you start up the following you will see ponds being used that are sourced in A3MP: FATA - http://www.armaholic.com/page.php?id=22057 The version with ponds. Obviously, the version without them works but that is not the point of this exercise. (Uses ponds found in A3MP_Structures3_Data.pbo) Aliabad - http://www.armaholic.com/page.php?id=16711 (Uses ponds found in A3MP_Structures2_Data.pbo) Napf - http://www.armaholic.com/page.php?id=17088 (Uses ponds found in A3MP_Structures2_Data.pbo) -
LAxemann's "Climb" - Enables basic climbing in ArmA 3
james_manring replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That is why I mentioned ArmA 2 Buildings. There are many ArmA2 maps that are able to be used on ArmA3 with A3MP or All-in-Arma. Many of the village buildings for the middle east or africa, especially community made ones, are much lower in height and logically could use a buddy system to put men on the roof. I think they will be within the 3-3.4m range but wanted to make sure you had considered those in your testing. -
@A3MP - ArmA 3 Map Pack
james_manring replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not all ponds, which is why I asked about the remaining ones. -
@A3MP - ArmA 3 Map Pack
james_manring replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Have you talked to the All-in-arma guys about using their empty.p3d file to replace all of the remaining Ponds in your next release? It would allow more maps to be used without problems. -
I've been getting the same since the last time BIS updated it. I have used it as an excuse to become more familiar with Mikero's utilities. His Addon builder is excellent. It takes a bit of work to get everything for it set up, but once you do it will stop your headaches.
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LAxemann's "Climb" - Enables basic climbing in ArmA 3
james_manring replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think I might be in love. If you are familiar with the buildings used on ArmA 2 maps and could make sure that this new buddy feature works well with the typical single story building heights that would be awesome. The group I play with has a tide mod and the ability to get on top of buildings to be picked up by a helicopter in a flood would be invaluable. -
LAxemann's "Climb" - Enables basic climbing in ArmA 3
james_manring replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would you consider adding some kind of grappling hook feature to this in the future that enables climbing to higher rooftops? -
I tried to get that tool that was suggested above working instead so I can actually do my mod work tonight, and it tells me it cannot detect Steam Tools though they are painfully obviously installed. I guess we are stuck waiting for BIS to release something new.
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Still no answer on Prefix? That is VERY important!
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Aplion is out ... (open A2 imports content)
james_manring replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It was great having contact with you and trying to help work on some of your aircraft. You might as well consider releasing those balanced unbinarized models here. I can send you a zip of them again if you would like. -
Wander Panzer(WAP) MOD for ArmA3
james_manring replied to gmwo's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I like the idea of some faster running animations and dual propulsion modes. I'd also like to see something like afterburners from aircraft mods that have an on/off function turned into jump jets with a variable input level function (toe break or throttle) for mechs. I'm a fan of the MechWarrior style military mechs from the BattleTech universe and can see that what gmwo is doing here will one day make those and other mech series very possible to implement in ArmA. -
[WIP] Von Quest Industries - H.A.L.O. System
james_manring replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No need to cross those fingers as this information comes from vanilla, is very straight-forward, and has been tested by me before sending it your way. (I don't like giving out broken stuff as that is embarrasing.) It is a lot of information, but only because I sent a little more than needed to give you a clear picture. You are redefining the parent parachute vehicle for ArmA3 to attenuate echos because BIS forgot to. You could set it up to only redefine the attenuationEffectType = "OpenHeliAttenuation"; occludeSoundsWhenIn = 1.0; obstructSoundsWhenIn = 1.0; section and call that good. I included the rest so you could see what else is configurable and that there was a sounds section. My hope is that you can make use of the parachute configuration to achieve the sound effects you have been doing with scripts in a way that is more efficient. -
[WIP] Von Quest Industries - H.A.L.O. System
james_manring replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Add this to the CfgVehicles section of your config.cpp and it will get rid of the echo. Also, you may want to use it to help configure your sounds while the parachute is deployed. class AllVehicles; class Air: AllVehicles { class NewTurret; class ViewPilot; }; class Helicopter: Air { class NewTurret; class ViewPilot; }; class ParachuteBase: Helicopter { mapSize = 20; class SpeechVariants { class Default { speechSingular[] = {"veh_air_parachute_s"}; speechPlural[] = {"veh_air_parachute_p"}; }; }; textSingular = "$STR_A3_nameSound_veh_air_parachute_s"; textPlural = "$STR_A3_nameSound_veh_air_parachute_p"; nameSound = "veh_air_parachute_s"; author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "ParachuteBase"; class TransportItems{}; animationOpen = "A3\Air_F_Beta\Parachute_01\Data\Anim\para_opening.rtm"; animationDrop = "A3\Air_F_Beta\Parachute_01\Data\Anim\para_landing.rtm"; Icon = "iconParachute"; displayName = "$STR_DN_PARACHUTE"; getOutAction = "GetOutPara"; camouflage = 2; audible = 0; castDriverShadow = 1; driverAction = "Para_Pilot"; model = "\A3\air_f_beta\Parachute_01\Parachute_01_F.p3d"; picture = "\A3\Air_F_Beta\Parachute_01\Data\UI\Portrait_Parachute_01_CA.paa"; soundEnviron[] = {"A3\sounds_f\dummysound",0.31622776,1,80}; soundGetIn[] = {"A3\sounds_f\dummysound",0.31622776,1,20}; soundGetOut[] = {"A3\sounds_f\dummysound",0.31622776,1,20}; soundCrash[] = {"A3\sounds_f\dummysound",0.031622775,1,50}; soundLandCrash[] = {"A3\sounds_f\dummysound",0.031622775,1,50}; soundWaterCrash[] = {"A3\sounds_f\dummysound",3.1622777,1,80}; damageEffect = ""; class ViewPilot: ViewPilot { initFov = 0.7; minFov = 0.25; maxFov = 1.1; initAngleX = 0; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; }; attenuationEffectType = "OpenHeliAttenuation"; occludeSoundsWhenIn = 1.0; obstructSoundsWhenIn = 1.0; class Turrets{}; class EventHandlers{}; class Reflectors{}; enableGPS = 0; threat[] = {0.0,0.0,0.0}; }; -
How do all you squads and clans manage your payments?
james_manring replied to Sari's topic in ARMA 3 - SERVERS & ADMINISTRATION
I recommend getting a prepaid VISA from a local store and use that to verify a card on a Business Paypal account without tying it directly to a personal bank account. A Business account will allow you to use the group name and authorize managers who have tracked access to it. You can even allow all members of your group to have a shared account that has access to view the ledger only. This might help give a sense of security to people who want to donate. -
The most likely cause is the wheels on the Geometry LOD. I had to make the wheels have many more sides to get the aircraft I am working on to reliably roll down the runway. A 5 or 6 sided wheel will produce much more standing friction than a 24 or 48 sided wheel.
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F/A-18 Super Hornet and Su-35S Flanker E
james_manring replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would you consider adding the Arma 2 hangar classname to the list of buildings that activate the Service Menu? -
T.Flight Stick X Collective raise/lower analoge not working
james_manring replied to denco's topic in ARMA 3 - TROUBLESHOOTING
You do need '-' even though you think you drop like a stone already. Try pulling back on the cyclic stick. Use the angle of attack of your rotating wing above you to counteract the drop of the bird. You will decrease the distance you need to flare to stop dramatically. That is what it is for. Also it will store up energy if you do this when auto-rotating. You will then switch from down collective to up collective when you are just crossing below 30m above the ground and it should provide a cushioning buffer of lift to stop you from exploding on impact. Denco, I recommend that you make sure the regular up and down collective are unbound and just use the analogue up and down bound to your throttle correctly. You will find that it is very sensitive to fine adjustments and that the collective angle takes a while before the change is noticeable. It has a bit of lag in the amount of lift it will create after adjustment. Practice makes perfect and given time you will get used to using the full range for maneuvers. You just have to keep in mind most of your flight time will be spent between 70-100% of your throttle with a slight downward angle on your wing to maintain forward velocity and altitude. -
@A3MP - ArmA 3 Map Pack
james_manring replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am sorry to hear this. I hope that things turn out alright for you. The 1.2 pack sure is popular. It has only been 2 days and I have already uploaded 104 GB on the torrent! -
Multiplayer not in playable state
james_manring replied to Hud Dorph's topic in ARMA 3 - MULTIPLAYER
The HC refuses to connect now stating invalid password regardless of having the correct password. -
Original Poster, if you would like direct and immediate help you may contact me via the Skype listed on my profile. If you still have not figured this out today then I am going to assume you are getting incredibly frustrated and doing this through the forum is going to be too obscure for you to get much meaningful help. It seems you might have misperceived some of the instructions given to you by others and I think a little screen sharing while having a conversation would help clear that up.
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Just so you know, the ACRE plugin is client side only. The server doesn't need a plugin. I hope that helps you guys get set up on TeamSpeak quicker.