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spookygnu

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Everything posted by spookygnu

  1. I second this! get with the program guys, give him support not pressure. (This is an edit because it sounded like I was flaming in the previous text I wrote)
  2. spookygnu

    CJTF101's EDITOR v1.1

    have you seen this Keewa, this might help work out what is missing from your updates. I notice that the land_shedbig are not int he releases. http://www.antihelios.de/EK/Arma/index.htm
  3. You can already align objects to the surface in the editor. Use setvectorup. Read this http://www.armaholic.com/forums.php?m=posts&q=19108 But the main point of your request is a good one but i don't think we'll see it.
  4. when we use the reinforcements option, can you add in another option for vehicle type that we can use. Example: reinforcement - paradrop (large) - C130??
  5. spookygnu

    Icarus Solar Farm

    Things are going great for my first release, I've had no complaints yet, so, like Foxhound said lets try and keep this in a good light please. :bounce3:
  6. I followed Maigrots method at first and was having trouble getting the AI to lock onto the Radar at Mike 26. (I'm using the GreenFor jets btw) After a number of attempts and various different alterations, I came up with putting a crewed Blufor vehicle inside the radar, disabled the move on the AI so they would not go anywhere, and the Jets pilots would then consistently lock on with the missiles, blowing it up everytime without fail. doing it this way you have to replce the invisible heli pad with a vehicle and name it accordlingly. ie: "radar". Thought you should know this, a bit sneaky but it works flawlessly
  7. spookygnu

    Quick Terrain Builder Tutorial

    ironically enough, me and smoke went through all of that last night, discovered my AV was getting in the way, turned that off and my UAC, then did it all, the installers worked first time, going through the extract process etc etc. Then came the error : ( Only real difference was I had A3 tools installed first. for the record, I'm not pulling my hair out over this (my kids do that to me, this is my escape), like smoke said to me the other night, time is on our side, I'm in no rush to get this sorted, I'd just like to get it working. when I do BONUS. @Mikero, just to inform you, I'm not blaming your toolskit for any errors, I have no need too. It obviously works because otherwise I would not get to see the samples in Buldozer like I did today when I opened object builder. So something went right along the way. Its more the TB side of things that is getting screwy! Bushlurker thanks for the in depth tut on this, I'll give it a whirl later and get back to you. Thanks! : )
  8. spookygnu

    Quick Terrain Builder Tutorial

    If I can't select A3p by pressing my left mouse button then I must be doing something wrong. This is not the case! I can press the mouse button, in fact I double pressed the left mouse button for A3p. It removed the previous installment of the a3 files in my P:drive. and reloaded them back into my P:drive. As I saw last night I get this at the end of the extraction process: No error<s> removing deprecated a3_dta if it exists... removing bin... The directory name is invalid. removing core... removing languages... extracting dta... extractpbo Version 2.11, Dll 4.51 "Dta" Processing folder<s> E:\Steam\SteamApps\common\Arma 3\Dta\bin.pbo....... cannot write fail Press any key to continue. . . I have the A3 files extracted and that looks fine. This happened last night and when I mentioned to the the two guys helping me out, one of them gave me their Dta folder and told me to place that in P:drive, hence me having a Dta folder in there because it had something to do with the shaders or something along those lines.
  9. spookygnu

    Quick Terrain Builder Tutorial

    oh well lets call the scooby doo crew!
  10. spookygnu

    Quick Terrain Builder Tutorial

    didn't work. i extracted the folders/files and place bin and core folders in my tools directory. Still the same error! I already have afolder in my P:drive called Dta and that has those files extracted in there.
  11. spookygnu

    Quick Terrain Builder Tutorial

    object builder is working now, all is ok with that and the stema appID's are all present and correct. I'm getting a No entry '.Cfg.Worlds' error now when I connect to bulzozer. I do have pebin folder that was placed in my main Steam directory and I don't think it should be there. I know also that holds the cfg.worlds file aswell. so if ya know where that goes and what to do to solve that error. Wicked!
  12. spookygnu

    Quick Terrain Builder Tutorial

    One main issue I've had in the past and yesterday all day was not knowing until very late last night, that my anti-virus was stopping the Mikero tools installing correctly. After I turned off AVAST (Note for all there, me thinks!), everything went swimmingly, right up to having the object builder connect to buldozer. Only thing I need to resolve now is the external view error that pops up everytime. I've seen someone else have this issue, but I can't find the post.:confused:
  13. spookygnu

    Quick Terrain Builder Tutorial

    I was getting something to do with the path, I can't quite remember, but I'm working on fixing it anyway. I'm not giving up! Not yet!
  14. spookygnu

    Quick Terrain Builder Tutorial

    Its part of the a3 tools package you get from steam. Where your games list is on steam, theres a menu that will say either installed, recent, played or whatever you have it set too. Hold ya mouse over it and a dropdown box appears. There should be an option called tools. Click that and you go to the steam tools library. Find arma 3, you will probably see it say not installed, install it, wait, and then you have them. What you are best doing though is, find out what else you need to get going. Such as mikeros tools etc, this is my gripe with the whole mod making process for arma, nothing is easy and convenient. Not like the cryengine sdk or udk where you get everything you need in one package. This was the basis of my previous posts. Mod making should be a simple process to get going i feel, without having to do this, do that, rely on others to supply fixes etc, one package and one setup would help no end. this might help out! http://ohplz.ca/tuts/00/index.html
  15. spookygnu

    Quick Terrain Builder Tutorial

    @ jakerod: really nothing wrong with you tut, i was surprised i followed it so well myself with my very limited knowledge base of terrain making. This is the first time i saw a productive piece of work appear on my screen. Otherwise, like when i first opened the tb i was just clicking away and had no idea what to do. I did run both programs as admin last night and still nothing. @ chairborne: i appreciate what you are saying and i hope it works for me too, but i don't actually understand how to do it. A tut on doing things like this for example would help newbs at terrain building like me no end. It might sound pretty simple to do but written as you said makes no sense to me unless its a step by step. I was reading all the other posts and even saw capt's videos aswell a few threads back. It so easy to switch of the program or tut and move on if you don't quite get it. Sorry dude! I do need a bit more expansion on how to do that.
  16. spookygnu

    Quick Terrain Builder Tutorial

    one day a tutorial will appear that will have everything in it, where you won't get bugs when you try and do it, all the files and software you need will be in one place, ie one package, not searching all over the net for pbo tools this, pbo tools that, all the user will have to do is follow a simple readme with EVERYTHING at their disposal all installed by one simple installer and they'll be a lot less frustration and hair pulling from those that are first attempters. Jakerod, I like you tut, thankyou, I'm not flaming here about your work, I managed to follow it fully with no problems (until a certain point) and I was well happy to see an island I'm more than familiar with in the sample files. that certain point I got to was "connect to buldozer", wtf is wrong with this thing, I've run it as admin, both the terrain builder and the buldozer.exe and still nothing. what I'm quite perturbed at is the fact that solutions to this issue people have managed to work out, but only by jumping through Mahooosive hooops. Grrrrrr! this is the basis of what I began this post about. Why can't there be a much more user friendly application or software package that will intergrate all the things we need for simple terrain building. It just doesn't make sense tbh. granted some of the more experience coders and modders may beable to solve issues like this but for a game that gives us the ability to create things, why are we going all over the place to find things that are made by the gen public and not BIS where it should be in one place for ease of use and access?
  17. spookygnu

    Icarus Solar Farm

    For those who want to change the bomb timer to appear in a trigger like i did, place a ten by ten circle trigger over the small dome in the editor. Then read this post by kord in the defuse the bomb thread. Here; http://forums.bistudio.com/showthread.php?173540-Defuse-the-Bomb&p=2684285&viewfull=1#post2684285 You will need to remove the command from the init and place it in the onAct field instead following K0rds advice.
  18. spookygnu

    Defuse the Bomb

    Thanks k0rd for getting back to me. I added the script into my ISS (Icarus Solar Station) release on armaholic and put the timer to 25 mins in the end. I'll point people to your reply if they want to change it in the editor for them self. Did credit you both for your work on this too. Cheers!
  19. Thanks for the info goblin! Would be right in assuming we will get the chance to choose our drop locations. This was one feature i particulaly liked about the a2 version. Being able to map click a point a insert near the target without hiking for miles gave alot more playability.
  20. I haven't read all the posts, but I've just played the update and encountered a few bugs. - Jumped out and pressed GPS, it then gave a hint to get ready to jump. -looked down my torso at my bag and it seemed to be lower than my knees. Is this correct or is the offset not fixed yet? - I'd loaded a bag full of kit to change into, which I could do but I still have the goggles view even though I took the helmet off. - stuck in first person view when on the ground. I'm not urging for an immediate fix, just wanted to know the situation on them. Not sure if they've been pointed out yet, but if they have can someone tell me if there is a way to fix these ourselves or are they being looked at as we speak. Really like this mod btw, especially the Navy Seals theme, nice touch! haha! cheers. *ps be really cool combining this with my off shore platform. Linking up with a sub and going in all stealthy. hehe!
  21. spookygnu

    Icarus Solar Farm

    If it were an addon I'm sure Foxhound would've moved it by now, or at least one of the admins anyway. ITs a template with a demo mission supplied that is pretty much a mission in itself. Try it out with some mates, you'll be surprised!
  22. spookygnu

    Icarus Solar Farm

    Thanks mate! Its up on the DR Forum too, which you may have seen, but i'm glad its done now. Its great to fight on.
  23. spookygnu

    Icarus Solar Farm

    I'd actually like to get my hands on these tbh. The underground bunker looks cool! Anyone seen Day of the Dead? ---------- Post added at 21:57 ---------- Previous post was at 21:51 ----------
  24. spookygnu

    Icarus Solar Farm

    HOLY SH!T! that is awesome! No I didn't but I can see the crap film WaterWorld there. lol! Anyone know where he got them cranes from?
  25. spookygnu

    Icarus Solar Farm

    Thanks! Theres scope for sooo many types of things MSG was one of them. I almost placed the hand to hand combat script in aswell, so you could creep up behind the opfor and kill them. Perfect for SBS, NAVY SEALS, Pvp, tvt, domination and sector control all would work on here quite well too. I'm not really good at making missions so it would be great to see some of you create some good stuff. Thanks to all who got it and played it.
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