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McKeewa

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Everything posted by McKeewa

  1. Hi everyone. 101_editor is back with new updates and buildings. You can now acces to a lot of objects. Houses, misc items, ruins, Ghost hotel, HMS Proteus, etc ... !!! Under several vanilla classes located in "Empty" side : And Behind Vanilla names : -Structures (Commercial) -Structures (Cultural) -Structures (Fences) -Structures (Industrial) -Structures (Infrastructures) -Structures (Military) -Structures (Slums) -Structures (Town) -Structures (Transport) -Structures (Village) -Structures (Walls) -Objects (Sea) ... and more -> The mod is still under dev and will receive updates frequently. Don't be afraid, classnames will note change, only location in the editor could be modified =) (backward compatible) 3DEN Compatible -- DOWNLOADS -- My Own Link (I am uploading frequently with the lasts Buildings/etc...) ---- ] CJTF's Editor v2014-03-27 Note: You can post here -new classname or infos (like "look the yellow house in 045 174") -bugs -improvements -suggestions PROTIP : use this setVectorUp [0,0,1]; in the INIT textfield of your item to make it perfectly vertical PROTIP2 : To get a damaged building, add a this setdamage x in the INIT textfield of your house, where x is a value from 0 to 1. changelog : 2014-07-17 : v1.14.0717 References & Thanks : - Titibond - BlackViperGaming - A big THX to Dren for the structure of this addon - BOOtsy here - Antihelios.de McKeewa ------------- Pics : -- http://llama-vox.com/a3/1011.jpg (259 kB) http://llama-vox.com/a3/1012.jpg (141 kB)
  2. McKeewa

    [MP][CTI-COOP] Liberation (beta)

    Armfist is manpower, buying units cost you manpower, the limit is increased by the quantity of town and POI you own. Yellow is Fuel, buying vehicles requiers fuel, you can increase it by capturing POI with the fuel icon (mostly industrial area) Red is ammunition, Ammo are required if you want to buy a tank, for example. To obtain Ammo, you have to capture ennemy base and bring the ammo boxes to your FOB. More info here : http://greuh-liberation.wikia.com/wiki/Resources
  3. McKeewa

    [MP][CTI-COOP] Liberation (beta)

    That's of course planned and WIP'ed : https://trello.com/c/uOUeukS8/34-player-actions-restricted-by-permissions That's a very early thinking concept WIP of that kind of thing : https://trello.com/c/htWgQZUL/22-experience-leveling-system But a the moment, that's clearly not the priority, a lot of new cool features will arise before this :)
  4. McKeewa

    [MP][CTI-COOP] Liberation (beta)

    https://trello.com/c/DqnRp742/59-secondary-objectives-v2 https://trello.com/c/RU6Nfmyq/18-new-ammo-source-convoys Something is planned. Not all factions have something to Intel. It's more a CSAT thing. Look for CSAT prisonner. No prison in view but : https://trello.com/c/k2sMiRRR/31-prisonners-give-a-reward Do you play in vanilla ? Have you any mods actived ? It's a config error (mods) not a script error. Don't forget the 1.50 just released and that we are waiting for the traditionnal hotfix.
  5. McKeewa

    [MP][CTI-COOP] Liberation (beta)

    This mean you cannot save with BIS ingame save system. (because it sucks a bit) This mission have it's own saving system that works pretty well. This mean you don't have to worry about it, it's all automatic.
  6. McKeewa

    [MP][CTI-COOP] Liberation (beta)

    This mission is not meant to be played solo, Rambo-like. For a better playing experience. Play with friends and/or AIs in your squad.
  7. McKeewa

    [MP][CTI-COOP] Liberation (beta)

    Be aware of the date and time of the last save of the file, that's what is important
  8. McKeewa

    [MP][CTI-COOP] Liberation (beta)

    Mostly, the location should be : (except if you specifically defined the location otherwise) C:\Users\root\Documents\Arma 3 As said, look for : USER.vars.Arma3Profile
  9. McKeewa

    Blastcore: Phoenix 2

    Does anyone have mirrors link for the additionnals mods ? Can't DL them from the given link.
  10. Looks great, can't wait to see next version :p
  11. McKeewa

    TRYK's Multi-Play Uniforms

    So, it came from _.Arma3Profile I didn't looked exactly what f*cked up, but that was from THIS file. Thanks for your help Jackal, that was helpfull.
  12. McKeewa

    TRYK's Multi-Play Uniforms

    I see exactly what you mean, but I can assure you that I removed ALL glasses of my profileS during the process of debugging. However, could my Keewa.Arma3Profile files be "corrupted" by the mod even if I never put any glasses in my profile ?
  13. McKeewa

    TRYK's Multi-Play Uniforms

    Hi I have quite an huge issue. After installing your mod, I began to have some issues in the game, so I checked all my mods and suddenly, an error occured. After 3 re-install of A3, After cleaning of MyDocuments, AppData/Arma3, and launching the game without any mod. I put a rifleman in the editor, I click Preview and tadaaa : http://i.imgur.com/VoD7Dy0.jpg (272 kB) Somehow, somewhere, the want this item, and I don't want it. No mod active, I don't understand. Any idea ?
  14. McKeewa

    TRYK's Multi-Play Uniforms

    Nice mod you have here, but why so many riflemen ? To create uniform, you have to define soldier who wear them, but, you put there scopes to 2 instead of 1 class B_BLK_BLK_soldier_F: B_Soldier_base_F { scope = [size=4]2[/size]; model = "\A3\Characters_F_Beta\INDEP\ia_soldier_01.p3d"; hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"TRYK_Uniforms\data\customuni_BLK_BLK.paa"}; }; class B_BLK_BLK_R_soldier_F: B_Soldier_base_F { scope = [size=4]2[/size]; model = "\A3\Characters_F_Beta\INDEP\ia_soldier_02.p3d"; hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"TRYK_Uniforms\data\customuni_BLK_BLK.paa"}; }; You should put them to 1, this avoid to spamm the soldier list. But that's only a suggestion. Good work anyway !! ---------- Post added at 11:28 ---------- Previous post was at 10:58 ---------- I spotted an small error in your cfg tryk_unit.pbo line 603 class B_fleece_UCP_F: B_Soldier_base_F { scope = 2; model = "\tryk_unit\data\fleece"; hiddenSelections[] = {"camo",}; [b]<= There is a comma here, and it should not[/b] hiddenSelectionsTextures[] = {"tryk_unit\data\do_1_UCP_co.paa"}; };
  15. McKeewa

    HAFM NH90 Helicopter

    I feel that also, and it's quite disturbing on an helo of the size. Maybe reduce this agility should be a good thing, In fact, I was waiting for something like the CH-49 Mohawk. I think, something between the GhostHawk and the Mohawk would be nice. Anyway, dat's a kwel helo =)
  16. Hi nice mod. I saw a bug quite annoying. The snap point in Zeus is not on the bottom on the heli (like all items in Zeus), but in his 3Dcenter. This is an issue, because every time you create the heli with zeus and you put it on the floor, it appears half in the ground. physx collision later ... the heli bounce, and crash in flames... Anyway, Good work
  17. McKeewa

    United States Air Force

    Simply by testing the AC-130 in editor, I got these errors. Maybe already reported. http://i.imgur.com/4pesiAB.jpg http://i.imgur.com/UnbrCtV.jpg http://i.imgur.com/8AeItnr.jpg http://i.imgur.com/MJLWvLJ.jpg And I don't know If there is a bug or something but the aim of the main gun do not calculate the deviation of the shell when I shoot. I explain. If the plane goes to 300km/h and I target an house. I shoot, and the shell hits somewhere quite far on the right of the said house (even with the stabilization is working). This happens, because the aim should take in count the speed and of the plane and the distance of the house while angling the Howitzer. Doing this, the shell should obliterate the house. But I don't know if it's possible in Arma. Anyway, keep rockin' guys !!
  18. McKeewa

    Lockheed C-130

    Yup, but his mod is quite outdated and create a lot of errors and does not work properly. And I must say I really like your YMC-130H I would be really glad to have a AC-130 in your roster.
  19. McKeewa

    Lockheed C-130

    Your mod il really cool, do you have any plan to add an AC-130 ? (sorry if the question was already asked =) )
  20. McKeewa

    Leights OPFOR Pack

    I don't know about others, but I still have an error all the time while zeusing. (v0.7) No entry bin\config.bin/CfgVehicles.LOP_IA_T72BA
  21. This script is awesome. One thing, I don't know If I missed something, but being zeus, I execute the script created by the clipboard. And Objects are not editable by zeus Command used to create clipboard : execvm "zes.sqf"; Command used to execute the new script : execvm "test.sqf"; when the script test.sqf is created, it looks like this : _object = createVehicle ["Land_Factory_Hopper_F", [0,0,0], [], 0, "CAN_COLLIDE"]; _object setPosATL [13327.2,970.097,-3.8147e-006]; _object setVectorDirAndUp [[0.999848,-0.0174523,0],[0,0,1]]; But by simply adding a line like this : ZE_zeus addCuratorEditableObjects [[_object],true ]; The said object become avalaible after the exec of the created script (execvm "test.sqf"; ) and it seems to work for all of the created objects. (I did not tried it on dedicated, yet) I saw about the [Ctrl+Shift+E] Make nearby objects editable by Zeus. but I plan to use the script for an "entire" map, and 25m wide is clearly not enough =) NOTE : The thing to not forget is that if the zeus module could be named ze_zeus in mission editor while creating the clipboard fortress, in my missions, this is NOT the name of my Zeus(es) so, it has to be a var_ in the begin of the script where the MM has to specify the real NAME of the Zeus. example of the begining of the clipboardscript : //Exported with ZE ////Define the name of the Zeus Module here _zeus = myZeus; //change *myZeus* By the NAME of your Zeus module ///Beginning of the paste script _object = createVehicle ["Land_Factory_Hopper_F", [0,0,0], [], 0, "CAN_COLLIDE"]; _object setPosATL [13327.2,970.097,-3.8147e-006]; _object setVectorDirAndUp [[0.999848,-0.0174523,0],[0,0,1]]; _zeus addCuratorEditableObjects [[_object],true ]; ..... What do you think about this ? It may be interesting to add it while compiling the clipboard ? ---------- Post added at 14:54 ---------- Previous post was at 14:52 ---------- PS : I tried to directly put the code : _object = createVehicle ["Land_Factory_Hopper_F", [0,0,0], [], 0, "CAN_COLLIDE"]; _object setPosATL [13327.2,970.097,-3.8147e-006]; _object setVectorDirAndUp [[0.999848,-0.0174523,0],[0,0,1]]; In the debug console of the game menu, and it works like a charm, really usefull to generate fortress on the fly, on a "non-scripted" Zeus Mission ;)
  22. Don't worry, take your time dude, you are doing so well, you deserve to focus on what's matters for you =) (like college, for exemple xD) I was just asking for the Arctic because I play on old snow maps and I don't lost hope one day a new snow map will arise :p
  23. You mean that the Arctic version will disappear ? :confused_o: Say no ....
  24. CHALLENGER 2 since the last update, it seems the Arctic challenger is no more Arctic :/ http://i.imgur.com/b9U2beK.jpg (353 kB)
  25. You roxx, this Challenger is amazing. but I have small issue, every time it appears : http://i.imgur.com/hWjLlrh.jpg I comfirm this is le lastest version.
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