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Ranwer135

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Everything posted by Ranwer135

  1. Buckle your belts, boys! ArmA 3 may be getting better than ever :bounce12: (please forgive the label 'PEPSI' on the can as it is only a prototype and will be renamed):
  2. Can you show us the path you are importing? And is your GUI a dialog or a RscTitle?
  3. Ranwer135

    Buldozer issues

    Update DirectX.
  4. Ranwer135

    Arma 3 Bulldozer (O2)

    I still have this problem for more than 4-5 months, what the f*** is going on!!! :mad: I have updated my ArmA 3 Tools, even re-installed it... problem still there. Already have ArmA 3 as well, so I don't see what is going on there. Bulldozer used to work fine when I had the old P:Drive from ArmA 2. After installing it for ArmA 3, it started the error. No matter what I do, every time I launch bulldozer it says the same annoying words (ArmA 3 Bulldozer also crashes before the error): If I cannot get Bulldozer to work, then there is absolutely no possible way to create models. -_-
  5. Try this: //init.sqf or unit's init player addAction ["Populate RPT", "search.sqf"]; //search.sqf buildings = []; Houselist = nearestObjects [player, ["House_F"], (worldSize / 2)]; { _houseClass = typeOf _x; HouseExists = false; //Check for "_i" from 0 To (count buildings) - 1 do { _index = (buildings select _i); _selHouse = str _houseClass; if (_houseClass isEqualTo _index) exitWith {HouseExists = true}; }; if (!HouseExists) then {diag_log format ["Building Classname: %1", _houseClass]; buildings = buildings + str _houseClass}; } forEach Houselist; hint "Search Complete!"; EDIT: Made some changes.
  6. That is because the item is either a classless object (e.g. vegetation and rocks) or it was given no class when placed in the Map Builder. Haven't tested the below, but try it in your mission. :) (But take note that this process will take some time. After that it should all be populated in your .RPT) //init.sqf or unit's init player addAction ["Populate RPT", "search.sqf"]; //search.sqf buildings = []; Houselist = nearestObjects [player, ["House_F"], (worldSize / 2)]; { _houseClass = typeOf _x; HouseExists = false; //Check for "_i" from 0 To (count buildings) - 1 do { _index = (buildings select _i); _selClass = typeOf _index; if (_houseClass isEqualTo _selClass) exitWith {HouseExists = true}; }; if (!HouseExists) then {diag_log format ["Building Classname: %1", _houseClass]; buildings = buildings + _houseClass}; } forEach Houselist; hint "Search Complete!"; EDIT: Darn, too late again. Well just try both examples to see if you can find what you were after. :D
  7. A lot of problems (like said before) tend to happen. I never used Six at all, so instead I just download the addons/mods manually by Armaholic. But once you get the hang of installing them manually, it will be as simple as a drag and drop scenario. :)
  8. I am currently working on something like that now on my mod 'DSS: The Mod'. :) But in the mean time, I would suggest using Na_Palm's loot spawner (his downloads were down, so luckily I had some files to put back up).
  9. Well you could have searched for like 10 of these results, but here is the code for your unit (just point and click): player addAction ["House to RPT", {diag_log format ["Building: %1", typeOf cursorTarget]; hint format ["%1 Saved!", typeOf cursorTarget]}];
  10. Are you serious?!? Perhaps google 'Star Wars mod ArmA 3' and you'll obviously find it...
  11. Ranwer135

    DSS: The Mod

    Cheers! :D Also, since the RII System only works on custom items (because the models need adjusting in terms of holding it), I have decided to start creating the first item of the year with 3DS Max 2015. The model shown here is a canteen bottle, but pretty simple to make. Here is a photo on the canteen without the cover (cover is more difficult, so that may take some time): EDIT: Did some work on the pouch (Took 3-4 hours if anyone asks), not sure if it is best with or without the two pouch clips for the top two buttons (currently have done the one without the clips at this time):
  12. Ranwer135

    BI unannounced game (VR)

    You guys know that there is a DLC in ArmA 3 called "Virtual Reality"? Maybe they're making another VR DLC. :P
  13. Ranwer135

    DSS: The Mod

    G'day everyone, and welcome back to another season of DSS! A while ago I had posted about the development of DSS' campaign, which is currently on hold due to Tanoa close to being released on Steam. Since the above planned features are on the agenda, here is a full plan of features that are currently planned for this year's resolutions: Additions: Items: - Purification Tablets. - Blood bags. - Blood testing kit. - Epi-pen. - Morphine auto-injector. - New model for Soda Can. - New model for Canteen. - More meat models. - New model for bandage. - Rags - Variants of bags of seeds. - Grocery Sack. - Can of Sardines. - Can of Spaghetti. - New models for Cans. - New model for flashlight. - Canned Tuna. - New model for Water Bottle. - Vegetables. - Fruit. - Improvised Splint. - Paracetamol. - Working Defibrillator. - Possibly an Android mobile phone. - Handcuffs. - More crafting resources. - Sandbags. - Metal wire. - Scrap metal. Weapons: - Some that will be ported from ArmA 2 (via the sample downloads) to ArmA 3, such as AKs and NATO weapons. System: - iniDBI2 (By code34, a new database system to replace the older version. This one will work making endless multiplayer happen) - Temperature. - Bleeding. - Blood types. - More interaction options. - Revive system. - Loot Module. - Real Item Interaction (RII) Engine. - Blowout module. - New zombies, preferably called 'mutants'. New AWESOME animations and high-quality sounds will also arrive during the year, including the campaign which is waiting out for Tanoa's release! Improvements: Items: - Many of the items will be updated and improved, due to getting new software. Weapons: - Same for the items, they will be improved on. System: - Complete overhaul on the survival and craft menu (which they will combine together as one dialog), which will look a lot similar to DayZ Standalone's layout. Perhaps throughout due course, the DSS menu might actually become the new inventory, as it will have a drag and drop system. - Different variants of zombies, including the improvement of its code. - Fix up zombie behaviour and loot spawns. As a wrap for this post, here is a short video on the RII System that is currently starting development. (2016 Trailer for DSS is currently being worked on through the year as well, showing many of the upcoming/arrived features)
  14. Ranwer135

    Arma 3 - APEX - NEWS and SPECULATIONS

    Don't forget the AAF too! Sometime they gotta have some attention somewhere, including the FIA. ;)
  15. Ranwer135

    Arma3 Videos

    Not an attachTo command, but a new evolution towards DSS. ;)
  16. Ranwer135

    Absurd lack of Steam Workshop's moderation

    I agree with the Topic's opinion, My latest mod I publish on SW ended up with over 21 comments saying 'where do I find the zombies' or 'where are the modules?', when I have clearly said in the description how to use the mod. My best guess is that many Steam fans just look at the title and then download it. But now that EXILE and other mods are taking the spotlight for 'gamers', it kicks up the dust for mods that could potentially be great mods to play. Not only that, many have complained about the popular mods not having any animations for drinking and eating, whereas my mod DSS already has that addition. The main problem I see in Steam Workshop, is the fact that many do not even bother looking for potentially great mods, but instead choose the most rated mod of them all. If Steam Workshop could play fair by moving the recently updated content on the home page, then maybe those mods (including mine) have a chance to rise up. Almost reminds me of this .gif of how Steam Workshop treats rising mods:
  17. Ranwer135

    Ravage

    Hey Heleks, About a PM I sent you a while ago on permissions for DSS. Project DSS is going to be continued on for this year, with bigger features and improvements like no other. But again, since it is being continued on, you can only use the mod as an extension now instead of a combination (But you can use my scripts to help build upon something else). I have tested both zombies from DSS and Ravage, and they do not override or affect anything, so it should be good as an extension. Keep up the good work. But looking forward to seeing Ravage landing on Chernarus Winter. ;) Best Regards, Rawner135
  18. Your welcome! :D Yeah I want to have a database that stores the following: Player: - Location - Inventory - Health - Other variables such as hunger and thirst. Server: - Variables to store things like: Name of player, player has looted town, player is already in town, etc. And of course a persistent system that acts much like when you join a DayZ Standalone server. ;) I would really love to get this database working, as by far, this looks the most promising for setups and/or configurations. :)
  19. Ranwer135

    Sword fighting?

    Well to cut down trees you can use this to chop a tree down: _tree = nearestObjects [player, [], 4]; {if (!(_x isKindOf "All")) then {_x setDamage 1}} forEach _tree; The code only destroys the objects that have no classnames (in a 4 meter radius), therefore much of the classless types are trees or rocks. Other types of vegetation and classless types have been tested, so trees are the only ones that appear to be damaged by this code. ;)
  20. Hi guys, Just wondering if theres a way to disable the kill cam untill a direct hit is detected. When detected, it will slow down time as it leaves the barrel for a couple of seconds, then time slowed down again as its 5 m away from the target. I do believe time can be slowed down in ArmA, just wish if theres a way to make the above work for the kill cam. Also, dont worry about MP side, im only looking for a SinglePlayer version of my question. Kind Regards, Rawner135 / Ranwer
  21. Ranwer135

    Create new Inv Items

    But surely itemCore is a vanilla class? The FAK, radio, watch, map and compass inherit itemCore, so I do not understand what you mean by DLC? However, if you are using itemCore in CfgMagazines, then use CA_Magazine instead. ItemCore will only work in CfgWeapons, I believe. Even though your item is inheriting something that is called a magazine, doesn't generally mean that your item will become a usable magazine. I only use items in the magazine classes because it is much more convenient and used by the DayZ mod Devs. And: Doesn't make sense. :/
  22. Ranwer135

    Sword fighting?

    My mod DSS has a melee system, but more advanced as it can not only kill players, but cut down trees as well. So it is possible (in fact, anything is possible), but quite hard to create on your own.
  23. Ranwer135

    Dialog Designer/Creator

    Go back into the dialog creator, press Ctrl + i, type in the field this: missionConfigFile >> "MyDialogClassName" Then after your edits save it the same way you would do when creating your first dialog.
  24. Honestly, it is much easier using CA_Magazine than ItemCore, Take a look at the below example taken from my mod: CfgMagazines { class CA_Magazine; class DSS_BottlePlastic_Filled_F: CA_Magazine { author = "Rawner135"; scope = 2; displayName = "Water Bottle (Filled)"; picture = "\dss_items\inv\WaterBottle_Filled_CA.paa"; model = "\A3\Structures_F_EPA\Items\Food\BottlePlastic_V2_F.p3d"; icon = "iconObject_circle"; descriptionShort = "A bottle you can drink out of."; }; }; CA_Magazine is the source class that other classes can use to inherit off. I know, it may sound strange to have items inheriting a magazine class, but this is the exact same technique the DayZ Devs did to their stuff.
  25. Ranwer135

    Create new Inv Items

    So if you have the DLC which it belongs to, then you can use it, right...?
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