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chal00

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Everything posted by chal00

  1. Hi everybody ! I had many problems with Arma 3 tools and bulldozer ! Then what i did : - complete uninstall of A3 tools - I reinstalled A2 tools (v2.5.1), and tried .... everything is OK ! I uninstalled properly all A2 tools again. - I reinstalled A3 tools but i followed those steps : http://tom4897.info/blog/2014/06/arma-3-tools-p-drive-devp/ , with my own path. this is my "setting.ini" [Arma3] A3_User=1 A3_AppID=107410 A3_Path="C:\Program Files (x86)\Steam\SteamApps\common\Arma 3" A3_DevAppID=107410 A3_DevPath="/full/path/to/Arma3_dev_branch" [Arma3Tools] mapFolders=1 Log=1 LogPath="%temp%\bistudio\" [P_Drive] P_DriveUser=1 P_DrivePath="C:\Users\g\Documents\ArmaWork" P_DriveIsPersistent=0 [thirdparty] texViewPath="C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\ImageToPAA" fsmEditor="C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition" poseidonPath="/full/path/to/Poseidon" [ini] version="0.72" Everything is Ok now, and it's the first time i have no error messages anymore... and moreover i can launch "object builder" directly with A3 tools and it shorcut buttons... Only one thing is bad, and i don't know why ??:( When i try to see my object with Bulldozer, it launch bulldozer, my object is there, but i can't do anything : i can't move camera, zoom, and do nothing else! What's wrong and what i haved missed please ? :( EDIT : i wanted to be able to launch and use A3 tools without nothing else than BI tools. This is why i haven't install mikero's tools or other thing. I just reinstalled Textview2 and fsm editor with A2 tools (v2.5.1), and past the path in the "setting.ini". EDIT 2 : i forgot to execute one time "bulldozer configurator"... then i did it ! And it's only my mouse wich does nothing! i can move camera or turn it with my pad only (AZEQSDWXC... and 123456789). EDIT 3 : Problem is yet reported here : http://forums.bistudio.com/showthread.php?184340-cant-use-some-controls-hotkeys-in-buldozer
  2. chal00

    Authentic Gameplay Modification

    So !! [PzGrenBrig37]commy2, you wanted to have an .rpt file ! Then i just wanted to tell you that we found the problem, and it's not @agm ! We had the problem, only when we activated two mods in same time, which one of them is mccsandbox r10. Then, this problem is ok now ! Now, i have the same question about snipe. Nobody in @agm team answer me about that !! why ? :confused: i just found a mod like this, but it would be awesome that there's the same functions in @agm, because everything is yet in the mod, except the ballistic computer... - http://forums.bistudio.com/showthread.php?181964-ATragMX-Handheld-ballistics-calculator-(WIP) - http://forums.bistudio.com/showthread.php?181324-Advanced-Ballistics-(WIP) Then i ask anothertime : ...do you plan to add range table item or ballistic computer in @AGM ??
  3. chal00

    Authentic Gameplay Modification

    Hi everyone ! First, just a little question : And now something very important ! We have a big problem ! Yesterday, everything was good with AGM ! But today, we restarted the same mission, with same mods activated !!.... AND... NO WEAPON FIRE SOUND ! We desactivated each mod, one by one, and it's a AGM problem ! We can hear mx sound for some of us, but not other weapons! We can hear bullet rebound, but not the weapon fire :eek: Is there someone with the same problem ?? N.B : we tried armaholic version, and play with six version, and it's the same :( Help !!
  4. chal00

    Authentic Gameplay Modification

    Hi KoffeinFlummi ;) I wanted to know.. do you plan to add range table item in AGM ? -> http://forums.bistudio.com/showthread.php?178253-Authentic-Gameplay-Modification&p=2801401&viewfull=1#post2801401
  5. chal00

    Authentic Gameplay Modification

    I would like to do it if i knew how to do it! Yes i can take a pencile, a paper, and do my own table :butbut: But, it won't be in the mod. If you install agm, you won't have my table !?! It's because i asked for implemente it in the mod ! The problem is to implement it in the mod ! I asked, because perhaps they're working on since a moment !?! i don't know !
  6. chal00

    Authentic Gameplay Modification

    Hi everybody ;) This addon is just the best i never activate for Arma 3. I like everything in ! In Arma II, i was a sniper specialist with ACE mod... then it's because i love this one in Arma III. But i have a problem with long range rifle scope !! We can adjust everything : yes (up/down/left/right)! But we need a range table like ACE on A2 !?! In real life, nobody (sniper) adjust his scope without table !! Now they have ballistic computer (http://cheytac.com/shop/accessories/advanced-ballistic-computer/) to hit from the first shot as possible. Example of use : -> in english , go to 21'25" : http://www.youtube.com/watch?v=7cJws5yHdXo -> in french, go to 39'05" : This is the sniper goal : "one shot" ! If you need to shot everything before be able to adjust, just stay at home... it's better for your health ! Then, i would like to know, is there a range table i didn't see in items ? And if no, do you think it is possible to add one in this mod ?? Thanks for your answer :) I'm waiting for it ;)
  7. I tested your script, and everything is Ok ! Yous just have to delete in your "description.ext", the command : "respawnOnStart = 1;". Because, you don't have in your addEventHandler, something to call the script again ! Then, when you launch your mission, you respawn before anything... and then, you don't call the script nowhere ! What i did : - i deleted "respawnOnStart = 1;" in your description.ext. - i added "[] execVM "player.sqf";" in "player addMPEventhandler ["MPRespawn", {player enableFatigue false;}];" (cf_ "init.sqf")=> "player addMPEventhandler ["MPRespawn", {player enableFatigue false; [] execVM "player.sqf";}];" - i deleted a part of your "initPlayerLocal.sqf" and put it in the new file "player.sqf" : if (local player) then { _ashes = "#particlesource" createVehicleLocal (getpos player); _ashes setParticleParams [["A3\Data_F\ParticleEffects\Universal\Universal", 16, 12, 8, 1],"","Billboard",1,4,[0,0,7],[0,2,0],1,0.000001,0,1.4,[0.05,0.05],[[1,1,1,1]],[0,1],0.2,1.2,"","",vehicle player]; _ashes setParticleRandom [0, [15, 15, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0]; _ashes setParticleCircle [0.0, [0, 0, 0]]; _ashes setDropInterval 0.001; BIS2_fnc_Storm = compile preprocessFile "Storm.sqf"; [player] call BIS2_fnc_Storm; _veh = [HEMTT_1, HEMTT_2, HEMTT_3, HEMTT_4, HEMTT_5, HEMTT_6, HEMTT_7, HEMTT_8]; {player action["lightOn",_x]} foreach _veh; }; - and then, everything is OK ;) Very good idea for a snow weather mission ;) Have fun ;)
  8. Same problem after this latest update, on Play with Six ! Ther's a problem with the repository : no "task_force_radio" folder in userconfig.... And PWS install 2 files in the game userconfig folder : "radio_settings" and "radio_keys" :butbut:
  9. There's still the problem i've told about before !! http://forums.bistudio.com/showthread.php?169029-Task-Force-Arrowhead-Radio&p=2795930&viewfull=1#post2795930
  10. OK! Then i confirm that there's a problem with the Play with Six download ! When updated, you have userconfig/radio_keys.hpp... And if you do it yourself and diagnose your mod, it reinstalls the file in userconfig but doesn't touch your "task_force_radio" folder anymore... Perhaps there's something bad in the PWS repo ;)
  11. Just a noob question (because i didn't test yet), in your previous version, we had a "task_force_radio" folder in userconfig folder ! Now we have (on play with six!) the "radio_keys" file directly in userconfig folder !! Then, is it important to copy the file directly in my userconfig game folder, or can i continue to copy this file in the "task_force_radio" folder ?? Thanks ;)
  12. Thanks iceman77 for your answer ;) I began on GUI with your tuto video :p It's a good idea to make it scaleable , but that i don't know how to do it :( I will see how if you do it ;) See you soon ...
  13. Custom VAS with "small interface size" : Customl VAS with "large interface size" : What do you think ?? ;)) Let me know mates ;))
  14. Hi tonic :cool::cool: I'm a great fan of your work ! But i always had a problem with the VAS (and i know now why O_o!!). It's that, we can't see entirely the stuff name in each case ! I know now (after my work!) that you tried to do something that everyone can use = big thanks for that ! But in my case, i use a 24" screen with a 1920 * 1080 resolution, and with "interface size" set on "small".... :j: Then, i have resized your GUI :bounce3: It's just the "menu.hpp" file that i have edited, and nothing else ! I know that there's someone (a french like me, with the same problem!!) who have published another version of your GUI (=> http://forums.bistudio.com/showthread.php?178209-VAS-Interface-UPDGRADE ), but i don't like the skin/style, because he changed buttons place and it seems that functions are not all available (by memories) !! In any event, i prefer the original VAS style, because i have my practices with it, and i just wanted to keep it like it is, but bigger ! => I kept all your style in a bigger GUI ! The only restriction, is that you can't use it with a "interface size" set on "very large" !! but in my case, with a 1920 * 1080 resolution, you can use it like you want, with the "interface size" you want (except very large) ! I wanted to know if you allow me to publish it, for those who have the same problem ! I'm waiting for your answer :) During this time, let me show you what it give in 1920*1080 : Original VAS with "small interface size" :
  15. Sorry !! Sorry !! Sorrry ! I'm desappointed ! I have a mission i had edited for my team, and we play with @agm... and then we choosed to delete all revive and respawn systems we had before in the mission! But now, i wanted to duplicate my mission for all players who want to join us, and i decided then to re-input some tools to have a mission very less difficult for newbies, and with at least 1 or 2 addons, not more ! Then (i'm sorry again !), i forgot to put in the description.ext the "#include "BRS\defines.hpp" and "#include "BRS\dialogs.hpp" commands :butbut: Then i don't know if really there's a problem with the AAf faction, because, before i see the problem, i changed all AAF units in BLUFOR units to see... and it's only after i saw that there were still a problem ! I guess that's not was the faction, but other thing ! Then, don't look at my previous posts, the problem was me, and only me :butbut: (like often!) Thanks again ;)
  16. Thanks! but done yet :( I tried : "resistance", "independent", and "GUER" ! but nothing :(
  17. Hello ;) Is there someone tried to use it with AAf faction ?? Because, i don't know what i missed ! I did everything, i can do it with Blufor, but not for AAF ! Some idea please ? P.S : - in my init.sqf folder : null= [[AIRBASE],INDEPENDENT,true,75] execVM "BRS\BRS_launch.sqf"; - i placed a flag pole "FlagPole_F" named "AIRBASE" - a game logic named "hideplayer" I don't know what is wrong !?!
  18. Wonderful !! Thanks a lot! :bounce3: EDIT : i didn't found the fixed version !?!
  19. Same problem here ! And it is not only for ammocrate, but other barriers, etc... = Big problem since this last update !:(
  20. @Roy86 : Hi ;) Then i have still the same problems than here : http://forums.bistudio.com/showthread.php?168315-A3-Patrol-Operations-Official-Thread&p=2713147&viewfull=1#post2713147 You answered me for this, but i thought that you would make an update for this :( ....is it a really big problem to fix that, or do you wait the next update to publish it ? Else, what i can do to fix that until you make an update ? The second thing is that i saw that all armored ennemies units spawn in the same location! For example, if you set the "difficulty mission" on "high", you will see that all armored ennemies units will spawn in the same location, and won't move! I always have this issue : i have 5 or 6 armored stationed in the same location (you see them well with UAV) and they don't move... evenif you hit them with drone or other ! Can you tell me if you have the same problem? (or if someone else has this !?!) When do you think you will be able to publish the next version patrol mission, in regards of the game update ? (because i have this issues since the 1.22 game update, then i know as well that it is not your scripts... but something they have changed in game!) Thanks for your answer :) N.B : Now we almost never play patrol because of those issues ! and for me the patrol missions are the closest reallity missions ! :(
  21. @roy86 : Thanks a lot for your quick answer ;) For the tasks I talked about, it seems to be good! Just sometimes we have to restart the mission, when we know that it will not work as it should do (at the start, if the first task doesn't spawn itself, we restart the mission and it's OK! )... But for my first problem, nothing changed with the latest small update! I explained it there : http://forums.bistudio.com/showthread.php?168315-A3-Patrol-Operations-Official-Thread&p=2714315&viewfull=1#post2714315 Now, we can't have VAS ammobox that can be lifted or loaded in heli as we did it before the 1.22 update! Do you have the same problem on your server?
  22. @roy86 Nobody answer me ! I would like to know if you have problems with the Patrol OPS v3.1 since the latest stable game update ? In my case : when we have finished a task, it doesn't set it on "succeeded"... and the next task doesn't spawn ! i must select "next task" in the admin control (that set the previous task on "canceled" even if it's done) ! I would like to know if i have something to do to fix that with the 3.1, until you release the 3.3 version ? Thanks for your answer ;)
  23. Is it only me, or the patrol OPs is broken with the last game update ?? :confused: http://forums.bistudio.com/showthread.php?168315-A3-Patrol-Operations-Official-Thread&p=2713147&viewfull=1#post2713147
  24. Hi everybody ;) It seems that since yesterday, with the lastest update for stable branch, the ammobox in south and north marina base are broken !! you can't spawn VAS with it anymore ! you don't have the fonction with your scroll, and you have "drag" "select" or "place" for it ! and it's broken too!! if you choose for example "place", with the camera you can see your ammobox very high in sky, etc.. Do you think you can fix that :( ? Thanks:)
  25. Hi everybody! I'm playing now the patrol ops AAF (we're independance !).... And i can't find anywhere where a "pilote/crewman" slot can "fly" or "drive" without use the squad management! Basically, in the NATO version, every crewman/pilots slots can fly or drive, but not in the AAF version ! Why ?? What can i do for this ?? And another thing : what about the ambient civils ??
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