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Everything posted by badluckburt
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Lipsync over side radio.
badluckburt replied to jstibbsy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This tutorial by Feuerex might helpful: https://www.youtube.com/watch?v=TvTMEjdzsZU He links to the code in his video description. -
RELEASE: Simple Conversation Script (APEX Edition)
badluckburt replied to R3vo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It looks like it. It's disabled again when the line finishes. This only happens when _speakerObj is defined. if !(isNull _speakerObj) then {_speakerObj setRandomLip true}; //Actual convo code if !(isNull _speakerObj) then {_speakerObj setRandomLip false}; -
I have to re-login every day, which sucks
badluckburt replied to tortuosit's topic in BOHEMIA INTERACTIVE: Web-Pages
Have you tried in a different browser to see if you get the same behaviour? I'm not too familiar with Vivaldi but check for privacy related settings etc. It could be that your cookies are being removed when you close the browser or shut down your notebook. -
RELEASE: Simple Conversation Script (APEX Edition)
badluckburt replied to R3vo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the mention and nice script :) Might give it a go if I ever get around to making a mission -
Changing colour in parseText dynamically
badluckburt replied to R3vo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try this: hint parseText format ["<t align = 'center' shadow = '2' size = '0.5'><t color = '%1'>" + "test" + ":</t> <t color = '#d0d0d0'>" + "test" + "</t></t>","#003d4c"]; //Does work :) Note that I've put ' ' around %1. - edit Read revide's post below mine for an explanation. I may have been faster but he was more thorough -
Changing colour in parseText dynamically
badluckburt replied to R3vo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The BIKI examples seem to indicate that format should work: https://community.bistudio.com/wiki/parseText I don't see any reason why they shouldn't either. I don't think the nested <t> tags are the problem, what exactly makes you say that format doesn't work and could you post an example of the code you tried that with? -
Clutter partially not working all of a sudden!
badluckburt replied to bludski's topic in ARMA 3 - TERRAIN - (BUILDER)
Good to hear :) It's always a good idea to make your classnames as unique as possible. Anyway, this is the list for soundEnviron: "concrete" "debris" "dirt" "drygrass" "grass" "gravel" "int_concrete" "int_metal" "int_tiles" "int_wood" "metal" "normal" "rock" "roof_tiles" "sand" "stony" "tarmac" "tiling" "virtual" "water" "wavymetal" "wood" soundEnviron sounds are defined in sounds_f in the CfgSurfaces class. The soundHits are a bit trickier to find, I don't know how DasAttorney put his list together in this thread: https://forums.bistudio.com/topic/171010-custom-soundhit-parameter-in-bisurf-file/ but it seems pretty complete. - edit, reading his posts and checking on my P: drive, the sounds are defined in the .bisurf materials in data_f\Penetration. This BIKI page might be of interest too: https://community.bistudio.com/wiki/CfgSurfaces_Config_Reference About the Lucidity setting, no idea, perhaps how much light it emits? One way to test this would be to create identical surfaces with that setting changed and putting them next to each other. Same goes for surfaceFriction, you probably need to develop a 'feel' for what a certain value does so several next to each other with slightly different values would let you test what's going on. -
Clutter partially not working all of a sudden!
badluckburt replied to bludski's topic in ARMA 3 - TERRAIN - (BUILDER)
Just as a general tip, I would prefix all your classnames with a tag to make them unique. Otherwise you may get conflicts with other maps that use the same names. Have you tried changing the name of the grass class to something else (like grass01)? It's a very generic name and it could be they've added something in the engine with the same name, causing yours to clash. -
STEAM detects ARMA 3 as UNINSTALLED
badluckburt replied to Valken's topic in ARMA 3 - TROUBLESHOOTING
What happens when you start Arma 3 from it's folder? One thing you could try is delete all of Steam's own files and just keep the Steam.exe, if you run it then, it will reinstall itself and hopefully see your Arma 3 install again. Instructions are under How do I move my existing Steam Installation? https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129 -
As long as it stays moddable, I'm there. Your poll answers could be better though, I don't do pre-orders but I would buy on release ;)
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This is so much clearer than '1. Report your position', BI pls change :3
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I suppose when it comes to grenades, those factions would favor frags?
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(SOLVED) Problem with config.cpp (Mod)
badluckburt replied to ahmedslimkw's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The only time I retextured a unit was when the Kart DLC was released. class CfgPatches { class BLB_Pony_Drivers { requiredAddons[] = {"A3_Characters_F_Kart"}; requiredVersion = 0.1; units[] = {"BLB_Pony_Kart_Derpy_Driver_F","BLB_Pony_Kart_Burt_Driver_F"}; weapons[] = {}; }; }; class CfgVehicles { class C_Driver_1_F; class BLB_Pony_Kart_Derpy_Driver_F: C_Driver_1_F { author = "BadLuckBurt"; displayName = "Pony Kart Derpy Driver"; hiddenSelectionsTextures[] = {"blb\pony_drivers\data\textures\derpy_race_suit.paa"}; class EventHandlers { init = "(_this select 0) setObjectTexture[0,""blb\pony_drivers\data\textures\derpy_race_suit.paa""]"; }; }; class BLB_Pony_Kart_Burt_Driver_F: C_Driver_1_F { author = "BadLuckBurt"; displayName = "Pony Kart Burt Driver"; hiddenSelectionsTextures[] = {"blb\pony_drivers\data\textures\burt_race_suit.paa"}; class EventHandlers { init = "(_this select 0) setObjectTexture[0,""blb\pony_drivers\data\textures\burt_race_suit.paa""]"; }; }; }; Funny to see I myself didn't use an absolute path that time :D And looking at it again a day after, no texture suffix :O the horror! How much I've learned since then. And excuse the ponies ;) The best thing to do is to cut it down to bare essentials and take it one step at a time. And there's a good chance that author attribute is invalid now, I believe it's an array these days. -
Vehicle in Vehicle Transport Feedback
badluckburt replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
Thanks, I've checked and I had an account back in 2014 but haven't been active in a long time. Probably deleted because of that. The sign-up page now tells me that I need to have Administrator privileges to create an account. Can't be bothered with it at the moment but I'll find someone to harass about this during the weekend :P -
The vanilla Arma 3 stuff can't captivate me either so I'm with you there. I still think the errors should be shown without requiring interaction from the player to continue and I'm going to leave it at that :) I understand your perspective but in my opinion it's not worth the trouble it's going to cause with people who have no clue what's going on. There's enough pros / cons in this thread by now for the devs to have a pow wow and decide what they're going to do so I hope that in the end, we'll all be happy with the solution.
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This isn't 1984, Big Brother isn't watching you from the other side of the monitor so whatever you fix in your own home and stays there is fine. Just don't release it :) Another option is just not use the mod until it's fixed.
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The problem stems from being able to 'hide' errors. It makes it possible for people to whip together shitty missions and addons and never look back, then people who disable errors because they 'annoy' them will come here and complain to BI about shitty performance and all that jazz. Being forced to face errors means that you either fix them or people will eventually abandon your mission / addon when they're fed up coping with it. It may be the programmer in me talking but I'll be damned if I let errors go unfixed. Errors are your enemy and exist only to be eradicated. I'm all for less obtrusive but nothing should be hidden, even if doesn't 'break' anything (the hamsters in your CPU might be the only victim). I disagreed with BI when they put the message in-game that says you're running a modded version blabla, performance may degrade or something along those lines but now I'm beginning to see why it's there.
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(SOLVED) Problem with config.cpp (Mod)
badluckburt replied to ahmedslimkw's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Which tutorial(s) did you follow? Initially I just focused on the config properties but the more I look at the whole config, the stranger it gets. units[] in CfgPatches is supposed to have the CfgVehicles classes that are contained in the addon. Yours just says Custom_Uniform_Mod and that class isn't even defined in your config which makes me think you may not have followed the tutorial correctly or the tutorial itself is flawed. https://community.bistudio.com/wiki/CfgPatches hiddenSelectionsTextures[] = {"/Renegade\Data\Panther_RegimentUniform_co.paa"}; should be hiddenSelectionsTextures[] = {"\Renegade\Data\Panther_RegimentUniform_co.paa"}; My best advice would be to first create an addon that only alters 1 unit, once you've got that working in-game, expand on it to add the rest of the units you want. Reading up on altering existing classes might help too: https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide -
BIS does actively fix config errors though, almost every changelog mentions a few. Anyway, I hope the devs will consider changing the way these errors are reported now. And this is some more motivation for me to get a config editor going.
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I'm all for diversity. I'm (still) so used to the unit in A2 / OA that I'm always taken aback by the limited selection in A3 so anything that adds more units, I'll welcome with open arms :) Just out of curiosity, did you deliberately pick the NTFS, FAT and XFS abbreviations or am I going mad?
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The only thing I could agree on is displaying config errors in a non-obtrusive way but hiding them completely is silly, even if they can be switched on or off. If you don't want errors to show up, play vanilla Arma 3 on the stable branch and well coded misions
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Vehicle in Vehicle Transport Feedback
badluckburt replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
Since I can not log in to the community wiki (could've sworn I had a working account), can someone please add this to the wiki? It's a bit strange to not mention there that the function used to load vehicles is also used to unload them. -
That would require more space to be allocated but I can see where you're going.
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VBS3 grabbed their DAYZ Chernarus. Then, how A3 could do that?
badluckburt replied to monotone's topic in ARMA 3 - GENERAL
I love the idea but this is a developers nightmare, at least it would be for me. It's impossible to manage the expectations as people start 'interpreting' the goals you set, especially if your company's name is BI. On top of that, it would mean that we can have nice things :o -
(SOLVED) Problem with config.cpp (Mod)
badluckburt replied to ahmedslimkw's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
There's one other thing I just noticed, you're not following the texture naming conventions: https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules In your case you'd need the _CO suffix. You'll need to rename your source files, open them in Texture View again and save them as .paa.