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2fast

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About 2fast

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  1. No worries. Thanks for letting me know. Trying to fix the new config error since APEX update. What a headache @_@
  2. This config was first developed for my own mod and has been working as intended before the APEX update. I have seen quite a number of threads talking about the change but I still cannot figure out how to fix my code for the past 3 days. I keep getting the "error creating class XXXXX scope = private" and "no config entry ...." errors in my rpt. class V_PlateCarrier2_rgr{ class VestItem; }; class V_PlateCarrier2_rgr_custom : V_PlateCarrier2_rgr{ class ItemInfo : VestItem{ containerclass = "Supply3000"; //defined in cfgVehicles mass = 1; //armor = "5*0.6"; //?? //passthrough = 0.75; //?? }; }; class srifle_EBR_SOS_F{ class WeaponSlotsInfo; class Single; } class Custom_srifle_EBR_SOS_F : srifle_EBR_SOS_F { magazines[] = {"Custom_762x51_Mag"}; displayName = "EBR Custom Rifle"; class Single : Single{ dispersion = 0.00001; }; class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; class srifle_GM6_SOS_F{ class WeaponSlotsInfo; class Single; } class Custom_srifle_GM6_SOS_F : srifle_GM6_SOS_F { magazines[] = {"Custom_127x108_AP_Mag","Custom_HE_Shell"}; displayName = "GM6 Anti-Armor Custom Rifle"; class Single : Single{ dispersion = 0.00001; }; class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; class LaserDesignator{ class WeaponSlotsInfo; } class Custom_LaserDesignator : LaserDesignator { displayName = "Custom LaserDesignator"; //visionMode[] = {"Normal","NVG","Ti"}; thermalmode[] = {0}; opticsZoomInit = 1; //0.1242 opticsZoomMax = 1; //0.1242 opticsZoomMin = 0.0125; //0.0125 class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; class NVGoggles{ class WeaponSlotsInfo; } class Custom_NVGoggles : NVGoggles { displayName = "Custom NVGoggles"; //model = "\<addon>\tvg_proxy"; //visionMode[] = {"Ti"}; //thermalMode[] = {0}; modelOptics = ""; //full screen NVG //opticsPPEffects[] = {}; //simulation = "TIGoggles"; class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; }; I have problem with all the custom weapons except the laser designator and NVGoggles. I am guess I am not following the inheritance rule correctly, but I cannot figure out how I can fix it. Can someone kindly enlighten me please.
  3. Thanks for providing a solution. Can you elaborate on the second part of the fix? I have some modded weapon cfg definitions in my custom mod as well. Your part 1 itemInfo fix was working for me, but for part 2, when I moved the "class WeaponSlotsInfo" into the class definition itself like you did, Arma would throw error saying WeaponSlotsInfo already defined and would not load for me. Can you please explain a little bit more? Thanks! =) class WeaponSlotsInfo; class Custom_srifle_EBR_SOS_F : srifle_EBR_SOS_F { magazines[] = {"Custom_762x51_Mag"}; displayName = "EBR Custom Rifle"; class Single : Single{ dispersion = 0.00001; }; class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; change to class Custom_srifle_EBR_SOS_F : srifle_EBR_SOS_F { class WeaponSlotsInfo; magazines[] = {"Custom_762x51_Mag"}; displayName = "EBR Custom Rifle"; class Single : Single{ dispersion = 0.00001; }; class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; EDIT: Never mind, managed to fix it. For those who are interested, the correct definition should be below class srifle_EBR_SOS_F{ class WeaponSlotsInfo; //this should be declared inside weapon class (previously was outside weapon class) class Single; //same for this one } class Custom_srifle_EBR_SOS_F : srifle_EBR_SOS_F { magazines[] = {"Custom_762x51_Mag"}; displayName = "EBR Custom Rifle"; class Single : Single{ dispersion = 0.00001; }; class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; EDIT2: Config is still not working, anyone can help to shed some lights?
  4. Had this issue few times about 2 weeks back. Have not really played since. It occurs mostly when I quit and then try to start again. A few tries normally get me back in the game but it is very frustrating to use, since I was testing config changes for my mod that time. Glad to know it is not an isolated issue. I am using dev branch on GTX680
  5. 2fast

    Fatigue Feedback (dev branch)

    This is awesome. Thanks man! Just curious how did you find out about this variable? I would never have thought where to look at all...
  6. 2fast

    Fatigue Feedback (dev branch)

    Is there a script command that can disable the new fatigue system so that unit carrying load heavier than 1 would be able to run instead of being forced to walk only? I have tried enableFatigue and enableStamina both works only for when unit load is less than 1. This is for my own personal SP cheat module if you want to know why =)
  7. Normal radio would work if without any mods. You can try go into editor and place a radio trigger on the map and preview the mission. Instant crash when you press any number keys or F1~F12 keys. Seems like trigger related functions are the cause of it.
  8. Yes yes yes... not just radio, but F1-F12. I thought it was my Mod that is crashing, took me the whole afternoon to troubleshoot, should have checked this thread sooner. Hope it is fixed soon. Peace out!
  9. Nvm. Seems dev branch is crashing whenever radio trigger is involved.
  10. Did you activate it from the Esc menu first by pressing the button? Also did you enable the file patch option at the launcher like damaj0r mentioned?
  11. Thanks man! I was just going to ask around about this and your reply is right at the end. Thanks a million! I am back to Arma now after getting married. Hope to catch up with the latest development and develop something more fun!
  12. All the UIs can be dragged and repositioned. My MOD is configured to suit 1080p resolution with small UI. I have not gotten around to tweak it to adapt to any other settings. =.=ll The outfit menu is only available with gear menu at the start of the activation and will be available through action menu for 1 min, after that it will disappear. You can get to those by requesting a supply drop or vehicle drop, then you will find those options available in action menu when u go near the weapon crate or vehicles you requested ---------- Post added at 05:54 ---------- Previous post was at 05:53 ---------- exactly. if you can hav any weapon or outfit at any time, that will be too much cheating. although u can change attachments all the time =P
  13. In data\hotkey\fnc_hotkey.sqf, comment out the case at line 26 like below. This will disable tab hotkey function for you. switch (_key) do { case 219: {}; //WIN Left case 42: {}; //Shift Left case 2: {}; //1 case 3: {}; //2 case 4: {}; //3 case 5: {}; //4 //case 78: {}; //NUM+ //case 74: {}; //NUM- case 201: {}; //PageUp case 209: {}; //PageDown case 57: {}; //Space //case 15: {}; //Tab case 200: {}; //Up case 208: {}; //Down case 203: {}; //Left case 205: {}; //Right default {_ignoreKey = true;}; }; ---------- Post added at 14:26 ---------- Previous post was at 14:25 ---------- hmm stripping all other functions right now is kinda troublesome. you can try disable all other functions at startup to leave only bullet time =P
  14. you have to place the folder in ARMA 3 root directory. As this is a unpacked mod, all scripts are used with a relative path to the ARMA 3 root folder, so changing name or location of the folder will not make the MOD work. ---------- Post added at 17:37 ---------- Previous post was at 17:35 ---------- Hey man, love you weapons MOD! =)
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