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SpaceNavy

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Everything posted by SpaceNavy

  1. We are getting the weirdest error that we absolutely can not explain. With any of the weapons we have, if it has a full auto fire mode and you try to equip it, you receive an error: "No entry 'bin\config.bin/CfgWeapons/TEI_GUN/FullAuto.displayName'." After you get this error, all full auto modes in the game seem to break. This happened randomly and out of the blue. Some one please say you know what is causing this. Edit: Just added a displayName parameter to the FullAuto class for a test weapon and no I get a "No entry blah/blah/blah/FullAuto.textureType" This can't be our fault can it? Okay so I managed to narrow it down to exactly what was causing the error (this by itself was giving me issues too) but I still don't understand what about it is causing the problem: class cfgWeapons { class close; class short; class medium; class far; class player; class autocannon_Base_F; class autocannon_40mm_CTWS; class Mode_FullAuto; class TEI_Frig_PDG: autocannon_40mm_CTWS { scope = 2; displayName = "M910 Point Defense Gun"; model = ""; minRange = 5; minRangeProbab = 0.7; midRange = 1200; midRangeProbab = 0.7; maxRange = 2500; maxRangeProbab = 0.1; reloadTime = 0.12; aiRateOfFire = 0.6; aiRateOfFireDistance = 500; magazineReloadTime = 2; autoReload = 1; ballisticsComputer = 1; canLock = 2; autoFire = 1; modes[] = {"player","close","short","medium","far"}; shotFromTurret = 1; showAimCursorInternal = 0; muzzles[] = {"HE"}; class player: Mode_FullAuto { sounds[] = {"StandardSound"}; class StandardSound { begin1[] = {"A3\Sounds_F\weapons\30mm\30mm_st_02",1.99526,1,1500}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; }; soundContinuous = 0; reloadTime = 0.12; dispersion = 0.00035; }; class HE: autocannon_Base_F { displayName = "50mm Point Defense Gun"; magazines[] = {"TEI_100rd_50mm"}; class player: player { dispersion = 0.00055; }; class close: close { dispersion = 0.00055; }; class short: short { dispersion = 0.00055; }; class medium: medium { dispersion = 0.00055; }; class far: far { dispersion = 0.00055; }; }; }; }; class cfgAmmo { class B_30mm_AP; class TEI_50mm_PDG_ammo: B_30mm_AP { hit = 80; indirectHit = 8; indirectHitRange = 0.2; caliber = 4.2; visibleFire = 32; audibleFire = 32; visibleFireTime = 3; cost = 50; model = "\A3\Weapons_f\Data\bullettracer\tracer_white"; tracerScale = 2.5; tracerStartTime = 0.1; tracerEndTime = 2; muzzleEffect = ""; deflecting = 10; typicalSpeed = 1651; airlock = 1; }; }; class cfgMagazines { class 250Rnd_30mm_HE_shells; class TEI_100rd_50mm: 250Rnd_30mm_HE_shells { scope = 2; model = ""; displayName = "100rd 50mm Shells"; displayNameShort = "50mm"; ammo = "TEI_50mm_PDG_ammo"; count = 100; initSpeed = 1651; maxLeadSpeed = 300; nameSound = "cannon"; tracersEvery = 1; weight = 126; }; };
  2. SpaceNavy

    Aliens

    Nice. I had the "Alien drone" part on my personal to-do list. Xenos have the same skeleton and are approximately the same size as humans so that wouldn't be a big deal. Making new animations for walking, running, crawling, etc would be the real challenge. Looking forward to new updates.
  3. SpaceNavy

    Max_Women

    When this mod does get 'finished' or released, you should definitely include some source files so the rest of us can make more uniforms that are compatible with the new body size.
  4. SpaceNavy

    Weapon Eventhandler Framework

    Incredible. This will definitely go well with my current project.
  5. SpaceNavy

    Project OPFOR

    "Keep in mind with your requests we want to have full docummentation included and we will not react to messages like "PLIZ BRING UZ AMERICAN MILITIA" Oh man... Now I want American militia units. But keeway can you elaborate on what you want in terms of documentation for faction requests? You also mention that you want them on your forums, could we get a link to that? I have a few ideas for possible factions, but I just want to get them to you in the format you prefer. Factions I have in mind are: FARC (Colombian guerillas), Mexican Army (of course for the upcoming 2nd Mexican Wall War), Mexican Cartels, Iranians (which I believe you said were in progress), and the North Koreans. Of course I don't except all to be made; just some ideas to ponder. Also, if you are looking for any extra help I might be interested. Just PM me if you're interested.
  6. People, please upload your mods to the Steam Workshop. Basically all limitations have been lifted now so there is very little reason for you not to. It is so much easier to convince your friends to test a mod out if all they have to do is click a button to install it rather than go through Armaholic's hit-and-miss servers and the initially difficult Arma mod installation process.
  7. SpaceNavy

    A plea from someone with lazy, stubborn friends

    A lot of you talk to me as if I have no idea what modding is... I've already put my fair share of hours into my former mod. And you know what? It was on all the mod sharing platforms: Armaholic, PW6 and even Steam. Why? Because I want people to play my creation. Not to act like an entitled and mighter-than-you child saying "if you can't do this you don't deserve it". Also to clarify, I wanted to share some of these smaller mods with my friends. Friends who know how to install the mods too. But why go through the process if they don't even know if they want to use it? Especially if there are multiple mods. It makes it easier for everyone if you can just click a single button and not have to worry about anything else. I understand that some mods may be too complicated for this or the author may not agree with the Steam Workshop EULA. HELL I don't even care if you are certain developers with your own website who want to generate ad revenue from hits on your site! That is all completely fine and your decision, literally no one is forcing you to. I simply asked for people to take Steam Workshop into more consideration when trying to increase visibility for your mod (which I assumed modding was about, getting more people to play your hard worked creation instead of the few people you deem worthy to) for its ease of use.. Foxhound, I was honestly appalled by your extremely childish response to my criticism in the OP. I really thought you were above that. I guess not. Good luck to you and I hope you fix your server issues.
  8. SpaceNavy

    A plea from someone with lazy, stubborn friends

    Sorry, can you repeat that? Database connection failed. Never said anything about it being difficult for ME to install.
  9. STAR WARS: A New Order Total Modification for Arma 3 Recruiting modellers and texture artists! Links: Planned Assets: Development Team: FAQ:
  10. Project is on hiatus until further notice due to personal and team issues. Follow pomigit's mod in the interim: http://forums.bistudio.com/showthread.php?190840-Star-Wars-Imperial-Assault-Upcoming-Star-Wars-Mod
  11. Announcing the addition of Bugzee to the team! Bugzee will be doing mostly some organic modelling for us and is currently working on the Imperial Navy TIE fighter pilot as well as the AT-AT driver.
  12. In the first post under planned assets you'll find all the info you need. We are planning for 3 "simple" climate maps: Endor, Hoth and Tatooine and a more complex Dantooine map.
  13. Announcing "Freelancer" as the newest addition to the FHS team. He'll be modelling (and possibly texturing later) weapons for us. Current assignment is the A280 blaster rifle: http://www.studiocreations.com/howto/endorrebelsoldier/images/endor_hoth_rifle_comparison.jpg http://img2.wikia.nocookie.net/__cb20080425164951/starwars/images/b/b6/Hoth_trenches.jpg
  14. My favorite part was the Forward Unto Dawn suddenly changing designs while floating through space. You know, how it changed from this: http://img2.wikia.nocookie.net/__cb20130912001345/halo/images/d/d5/H3_UNSC_FUD_HigherSide.png To this: http://img2.wikia.nocookie.net/__cb20131214203835/halo/images/9/9b/H4-Concept-Charon-Frigate.jpg With no explanation. 343i is incompetent.
  15. Mcruppert is no longer working on that mod and is likely taking a break from kidding. I have talked to him though so I already know how to make the ATAT work like you see in the video.
  16. Yes, we have the sounds down pat. Support for JSRS? Sure.
  17. When we have something we want to show I'll share it.
  18. Yeah, but unless said otherwise for any mod, you should always assume the mod is still being worked on. No need to spam the forums every day with "Hey were still working!" It's just implied. That being said, hopefully we'll have some pictures and videos up soon. This video seems to be a-buzzing lol
  19. Will admit that we on the team got a bit distracted by the release of GTA V. University is letting out soon so development is heading into overdrive. I myself am currently working on a certain landspeeder...
  20. SpaceNavy

    Getting paid to work on a free mod

    Its been done plenty of times before, to my knowledge especially by popular mod creators in the Arma mod community. There is a difference between a company using the tools to make a commercial product and someone paying another person privately for their their knowledge and services. Even if Bohemia themselves come out and say: "This isn't alright." There is no way for them to know who did what or stop it. Its his money, let him do what he wants.
  21. Why don't you just worry about your own stuff then? That was a completely unnecessary comment.
  22. SpaceNavy

    Getting paid to work on a free mod

    You don't seem to comprehend what he is doing. He is paying someone to make a mod. Not selling a mod. Which is perfectly fine.
  23. Both if and when clones are implemented
  24. feels like im shooting BBs http://puu.sh/hkBPh/a942877920.png interesting difference in fire rate for the MA5s SMG is also useless now with the higher recoil and low damage Folded SMG sights are also completely buggered AN/PRC-521 is off centered
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