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badluckburt

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Everything posted by badluckburt

  1. Does the helmet texture still work? If so, change: {"Blood&Sweat\Data\Panther_RegimentUniform.paa"}; to {"\Blood&Sweat\Data\Panther_RegimentUniform.paa"}; to make it an absolute path. On a sidenote, I'd stay away from special characters like & in your folder structure just to be on the safe side.
  2. badluckburt

    Rappelling from Structures WIP

    Amazing, this will be a must-have for me.
  3. badluckburt

    dedicated hosted server - tons of lags

    Afraid not, I have no experience with dedicated servers in Arma. I just wanted to warn you to change the password :)
  4. badluckburt

    dedicated hosted server - tons of lags

    Password :) It's gone now but you may want to change it anyway. It was visible for some time.
  5. badluckburt

    Uniform Config doesn't work

    I would definitely recommend this, it'll eliminate any problems you may encounter. On a side-note, I looked in BI's own configs and they are not consistent when it comes to texture paths, the majority of them start with a \ though.
  6. Thank you. That will be part of the config editor. It'll be the first editor functionality I release as the rest of the editor needs to built on top of that and generating the boilerplate / skeleton will work fine as a stand-alone thing.
  7. I'm not sure if this is the info you need but on the BIKI under Discontinued Features it says: Map object interaction (e.g., attaching waypoints to map objects) https://community.bistudio.com/wiki/Eden_Editor:_Switching_from_2D_Editor#Discontinued_Features If that is also true for triggers then it seems you'll need another approach.
  8. So nice of you to share your problem but how about sharing the fix?
  9. badluckburt

    Trouble with my arma 3

    This is probably the new LOD switching, I just ran a script that spawns in a bunch of trees and saw it happen right in front of my eyes.
  10. I don't know how to do it in TB (is that even possible?) but if you have L3DT, you can change the vertical range in the heightmap layer: http://www.bundysoft.com/docs/doku.php?id=l3dt:userguide:ops:hf:v_scale -edit Reading that page myself, just use the average altitude field and lower it by 2.
  11. A wild thread appears! https://forums.bistudio.com/topic/181340-chernarus-plus-as-dlc-for-arma3/ The legal issues probably stem from sounds / textures / models that are used or perhaps the map data from Chernarus itself. Anything subject to an outside license is probably what's spoiling our fun :) It's the same with Bethesda's Elder Scrolls series.
  12. Nice that you got it working. But page 5 of the Atlas tells you where to put it:
  13. Just to get all the facts straight, what is: The width and height of your heightmap in pixels The horizontal scale of your heightmap The width and height of your satellite map in pixels The width and height of your mask image in pixels On top of that, could you post a screenshot of your current Sampler's tab settings? A few settings are way off on the screenshots you posted earlier in this thread but since you've switched to other terrain data, we might as well go with those settings.
  14. badluckburt

    PBO Project - Bis Binarise error

    Sorry, real life demanded some attention and I didn't get around to answering you. Not sure but I think renaming SWCA_Characters_Clonetrooper to SWCA_Characters and moving the config.cpp up one level into the mod's rootfolder might work. The {; uk_apollo mentioned would've landed you an error at some point. class CfgPatches { class SWCA_Characters { units[] = {"Clonetrooper"}; weapons[] = {"Clone_helmet", "Clone_armor", "Clone_comsuit"}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; class cfgWeapons { /*extern*/ class ItemCore; /*extern*/ class InventoryItem_Base_F; /*extern*/ class HeadgearItem; /*extern*/ class Vest_NoCamo_Base; /*extern*/ class VestItem; /*extern*/ class UniformItem; /*extern*/ class Uniform_Base; class Clone_helmet: ItemCore { scope = 2; author = "John"; weaponPoolAvailable = 1; displayName = "Clonetrooper Helmet"; picture = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\dta\ui\icon_Clonehelmet_ca"; model = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\Clone_helmet.p3d"; class ItemInfo: HeadgearItem { mass = 100; uniformModel = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\Clone_helmet"; modelSides[] = {3, 1}; armor = "3*0.5"; passThrough = 0.800000; }; }; class Clone_armor: Vest_NoCamo_Base { scope = 2; author = "John"; displayName = "Clonetrooper Armor"; picture = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\dta\ui\icon_Clonearmor_ca.paa"; model = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\Clone_armor"; class ItemInfo: VestItem { uniformModel = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\Clone_armor"; containerClass = "Supply180"; mass = 60; armor = "5*0.6"; passThrough = 0.700000; }; }; class Clone_comsuit: Uniform_Base { scope = 2; author = "John"; displayName = "Clonetrooper Compression Suit"; picture = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\dta\ui\icon_Clonecomsuit_ca.paa"; model = "E:\Program Files (x86)\Steam\steamapps\common\Arma 3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Clonetrooper"; containerClass = "Supply10"; mass = 60; }; }; }; class CfgVehicles { /*extern*/ class O_Soldier_base_F; class Clonetrooper: O_Soldier_base_F { scope = 2; faction = "Republic"; author = "John"; vehicleClass = "Men"; model = "\@Star Wars - Clone Assault\SWCA_Characters\Clonetrooper\Clone_Csuit"; displayName = "Clonetrooper"; identityTypes[] = {"CC-2224"}; uniformClass = "Clone_comsuit"; linkeditems[] = {"Clone_armor", "Clone_helmet", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnlinkeditems[] = {"Clone_armor", "Clone_helmet", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; //weapons = {"BH_E11BlasterRifle_Scoped", "BH_SE14r_Scoped", "Throw", "Put"}; //respawnWeapons = {"BH_E11BlasterRifle_Scoped", "BH_SE14r_Scoped", "Throw", "Put"}; //magazines = {"BH_E11BlasterRifle_Mag", "BH_E11BlasterRifle_Mag", "BH_E11BlasterRifle_Mag", "BH_E11BlasterRifle_Mag", "BH_SE14r_Mag", "BH_SE14r_Mag", "BH_BCCK_ThermalD"}; //respawnMagazines = {"BH_E11BlasterRifle_Mag", "BH_E11BlasterRifle_Mag", "BH_E11BlasterRifle_Mag", "BH_E11BlasterRifle_Mag", "BH_SE14r_Mag", "BH_SE14r_Mag", "BH_BCCK_ThermalD"}; cost = 600000; genericNames = "NATOMen"; }; }; class cfgMods { author = ""; timepacked = ""; };
  15. badluckburt

    PBO Project - Bis Binarise error

    At least you're upfront about what you're doing :) but I'm afraid I have to ask first, where did you get the models you're using?
  16. badluckburt

    PBO Project - Bis Binarise error

    I couldn't tell you exactly what you need as I've never done a character pack, I just happened to know the behaviour of PBOProject in this case. I suppose the config.cpp you have now only defines the Clonetrooper unit? If you make it mimick the characters_f config.cpp for BIS' own units, that would be a good starting point as it defines multiple units in one go. If you post the config for your Clonetrooper I'll be more than willing to try help you figure it out.
  17. badluckburt

    PBO Project - Bis Binarise error

    If you only have a config.cpp in your CloneTrooper folder but not in your SWCA_character folder then you will end up with a CloneTrooper.pbo.
  18. badluckburt

    Mikero's Dos Tools

    Scientific study shows Mikero's toolset to be the number one choice when it comes to preserving the sanity of Arma modders. All kidding aside, thank you for your hard work Mikero, subscribing and subsequently installing the tools was a breeze :)
  19. badluckburt

    General Discussion (dev branch)

    BI works on their own branch before releasing to dev branch.
  20. Thanks, I could use a reminder of why I avoid those 'reviews'. Unbelievable.
  21. badluckburt

    Tanoa discussion (Dev-Branch)

    It'll be more fun if you find it yourself but:
  22. badluckburt

    Tanoa discussion (Dev-Branch)

    I salute whoever built the big rocky cliff with the cave in it, I scaled the sides using the step-over animation only to find the exit when I got to the top :D Splendid view!
  23. badluckburt

    Switch:Case struggles

    Ninja'd by thedubl :)
  24. badluckburt

    Tanoa discussion (Dev-Branch)

    Party time :D
  25. badluckburt

    Tanoa discussion (Dev-Branch)

    Some people in this thread definitely have issues, I have patience :P
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