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Everything posted by badluckburt
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You must have 0% brains to type up something like that. I think this is the dumbest thing I've read on these forums so far.
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Building config issuse
badluckburt replied to Hiroto Takahiro's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm afraid I can't help you out with that unless you accidently copied over the 'condition' from OpenDoor to CloseDoor, that would cause the Close Door action to vanish after opening the door. But I don't have any experience with setting up buildings, the problem with the quotes was just a syntax error for the engine. -
Building config issuse
badluckburt replied to Hiroto Takahiro's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi KFord, If I'm not mistaken, the problem lies in this line: condition = "this animationPhase "Door" < 0.5"; Try replacing it with this because the double quotes inside a string need to be 'escaped' in order to work: condition = "this animationPhase ""Door"" < 0.5"; - Edit Also statement = "this animate ["Door", 0]"; needs to become: statement = "this animate [""Door"", 0]"; You need to do that for both the OpenDoor and CloseDoor classes. -
"insufficient resources" with pre-place units?
badluckburt replied to meatshield's topic in ARMA 3 - ZEUS EDITING
I haven't done with that much with Zeus yet but this is what I would check in-game: 1. The number of curators in allCurators 2. Are the Curatorpoints you're trying to add actually added 3. What is the value of curatorpoints when you try to delete a unit and get that message. Good luck! -
"insufficient resources" with pre-place units?
badluckburt replied to meatshield's topic in ARMA 3 - ZEUS EDITING
Have you tried lowering your quadrillion curatorPoints that you're trying to add? Also, it seems you're not using those points correctly: https://community.bistudio.com/wiki/addCuratorPoints Points can be only in range from 0 to 1. -
-edit 2 I suppose I'll leave my post intact but I've just solved the problem. After I compared the two maps (Stratis and my own) and saw that the road network matched I tried to remove the RoadsLib.cfg from my project and the editor.sqs in the scripts folder. That didn't do anything, the road was still there, probably because it was now inheriting both the RoadsLib.cfg and roads.shp from Stratis. I put back the RoadsLib.cfg in my project, removed all Road-definitions except for Road0001, drew a polyline and made it use that road class. Exported and binarised the map again, problem solved, only my road is on the map now. - Original post Hi all, I'm kinda new here even though my account was registered a while ago but expect to see more of me and my projects in the future. At the moment I'm having a strange problem with TB / Bulldozer where I end up with a dirt road network in the north-east corner of the map that I didn't put there. I dabbled a bit with roads a few weeks back in another test project and probably messed something up but I can't for the life of me figure out what exactly. One thing I forgot to do at first was change the path in the scripts\editor.sqs but this is what that looks like at present: ~.1 diag_log "Before Loading Roads"; result = buldozer_LoadNewRoads "P:/blb/roads_and_buildings/data/roads/"; diag_log "After Loading Roads"; In that folder is only a RoadsLib.cfg with the following content: I've since restarted the project by deleting all the files and re-importing everything from scratch, the map builds correctly and I can load it into the game just fine but still has those pesky roads on it. Checking the logs doesn't show the before and after diag_log messages from the editor.sqs so apparently it's not being executed. These are the contents of my config.cpp: - edit So, I went into the editor and compared the Stratis road network to the unwanted ones on my map and they're coming from there. I'm thinking the problem is caused by having a RoadsLib.cfg with matching Stratis road ids and since I'm not defining any new roadshapes, that probably means my map is inheriting the Stratis ones. I'll see if the problems goes away when I don't load a RoadsLib.cfg in that project.
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Quick Terrain Builder Tutorial
badluckburt replied to jakerod's topic in ARMA 3 - TERRAIN - (BUILDER)
Might be this link? http://forums.bistudio.com/showthread.php?158237-Arma-3-Bulldozer-%28O2%29 And from el76 in that thread: That might fix your problem although Mikero's Tools already take care of that I think but it wouldn't hurt to double-check :) -
Quick Terrain Builder Tutorial
badluckburt replied to jakerod's topic in ARMA 3 - TERRAIN - (BUILDER)
That's the spirit :D I had some trouble getting going myself. Is it possible the error with the path said something about: P_000-000*something*.rvmat? Also, are you running Terrain Builder directly from the P-drive or the Steam folder? -edit Forgot to add, if it was the P_000.rvmat error try rebuilding your terrain and exporting your sat and mask layer again, that fixed it for me. I read about it in one of the threads on here. -
Quick Terrain Builder Tutorial
badluckburt replied to jakerod's topic in ARMA 3 - TERRAIN - (BUILDER)
The one thing you left out is what happens when you connect to Bulldozer. Does it start up Arma or do you get the Bulldozer window that just stays black? -
Panning over water causes framerate to drop
badluckburt replied to badluckburt's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
I decided to resurrect my thread after something I tried today: I lowered all settings, disabled shadows, minimized draw distance, I did keep the object around 1800 meters though to keep it fair. Then I ran the benchmark getting 60 FPS up to the panning I mentioned in the original post. The moment the FPS hit below 30, I went into the video options and switched video memory from High to Very High and then back to High again. As I continued the benchmark, the FPS shot up to 100 and over and went back to around 60 when it reached the island, having to draw objects again. Does this mean my video-memory is still full of object data when it should be rendering a full screen of water? And does anyone have any tips on how to fix it? -
Panning over water causes framerate to drop
badluckburt posted a topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
I recently bought TOH as I like flying helicopters in Arma II and wanted something more challenging. I've been running the benchmark challenge to see how to configure it and I've got it running steady at 30 frames per second and higher. However, as the camera pans during the benchmark from the suburbs to Elliot Bay, the framerate drops to 22 frames somehow as the camera pans over the water, the part where you see the sunlight reflecting. When it reaches land it goes back up to 30 again but there's something in the water, so to put it. I've tried various settings but it's consistent so there seems to be an underlying cause. I'm running this game on an Intel Core2 Duo 3.06 ghz with Windows 7 64-bit, 4GB of RAM and my video-card is an AMD Radeon 6570 with 2GB of RAM. I also own Arma II and the Arma III Alpha, both of which run fine as well. My videocard's drivers are up to date as well. - edit I've done some more testing and it only seems to happen in the benchmark so I'll just live with it. When flying over the water myself, there is a framerate drop but it's a lot less significant. I suppose it has to do with the amount of calculations needed to render the water and the sunlight hitting it, it's a shame there's no way to turn down the water quality as that would help confirm my suspicions but it's definitely not game-breaking for me. My settings get me 30 to 60 frames per second when there's not a lot of water being rendered and it looks great for what my rig can do so I'm good :) -
Thief 4: Yet another console port turd
badluckburt replied to jblackrupert's topic in OFFTOPIC - Games & Gaming
It almost makes you wish that it wouldn't be so easy nowadays to develop for multiple platforms. I sincerely hope it'll be a good game but by the looks of it, I think I'm passing on this one when it comes out. -
The all new: Ask a moderator about the forum & rules
badluckburt replied to Placebo's topic in OFFTOPIC
Thank you. I can see why that might be necessary :) I'm actually one of the proud owners of the Arma III Alpha which doesn't mean I'll ask you to grant me posting rights, I'll look around the forum and see what I can contribute to reach the necessary post count. Would you mind telling me how many posts are required? Not that I'm gonna rush things but it's nice to know what I'm aiming at :) -
The all new: Ask a moderator about the forum & rules
badluckburt replied to Placebo's topic in OFFTOPIC
Hi everyone, I'm probably going to feel very stupid for asking but here goes: I just registered to the forums to ask a question about TOH but it seems I can not start a new thread. Do I have to message an admin to prove I'm not a bot or is it gonna be worse and will I be able to start a new thread as soon as my post count is 1?