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Sealife

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Everything posted by Sealife

  1. I think you need to do a third switchmove , cant recall the exact one maybe even "" or a setbehaviour , im sure a search will get you there sorry for being vague
  2. Haha all that Inteligencia and Historical background and you havent had the sense to read that IP is not handed over at all ? I suggest someone makes a MOD called Psimissm and Bullshit speculation ,because so far thats been the only thing declared by anyone since the Competition was anounced. You spent all that effort on BS but didnt feel like reading the QnA ? http://forums.bistudio.com/showthread.php?169584-make-ARMA-not-war-contest&p=2571887&viewfull=1#post2571887
  3. Sealife

    Model Config Animation Sources

    unless hardcoded such as wheel speed alt etc , the source that a model.cfg is reffering to is defined in the cpp
  4. Sealife

    Not so fast...

    exactly and yet they still released , they didnt hold back and again i repeat mods that were not even anounced have released post anouncement , Editing forums are full of questions and answer ,armaholic full of releases , greater than post competition. , so the points are moot the evidence is there , everything else is unanswerable speculation with little point.
  5. Sealife

    Not so fast...

    More Major mods have come out since the competition anouncement than before it conclusion : threads point is moot the competition has neither stalled already anticipated mods and moreover has allowed several non predicted additional mods to be released due to the amount of data released for the competition.
  6. Iirc bullets dont need a model but missiles usually have an on the plane model and a in flight model , I dont think this is forced upon an addon maker but iits possible the flight missile needs something even if its a simple empty geo lod All assuming its this at fault of course , im on the tablet at moment so guessing from memory , try configging as normal , if error goes away then mess with the model .
  7. Arma.rpt is first place always Second is post config here and highlight which weapin and which ammo on which vehicle Third is post binpbo log Fourth is sleep on it :) Y first guess would be the missile has no config for the proxy , which is defined in the ammo as a path to model and as a proxy in the cfgnonai section , see bis example for details
  8. Sealife

    @A3MP - ArmA 3 Map Pack

    Great job for all involved , I wondered if its possible to make a Lite Download in future itterations for those who have already downloaded the sourcefiles , meaning that if a pbo has only required a change of config and Models /wrp/ layers /rvmats remain the same , you could upload them as simple zip folders so we can add them ourselves to the sample files pbo and pack. just a thought on saving some bandwidth and allowing a bit more freedom of choice for the future. Cheers for the hard work.
  9. despite the legitimate and gathering concerns varying from timescale ,progress so far and well technical knowledge proof of the author , this thread has produced some quite interesting and plausible spin offs Over and above the obvious concerns i wont believe any of it myself until the Foundation stone has been laid and surely this must be in the form of Mel Gibson as : Insert character here .
  10. Sealife

    MV-22 Osprey Scripting

    Try the EngineOn eventhandler in the cpp , if it works link an animationphase of the fold and switch the engine off.
  11. Sealife

    the houses and ruins are the mp problem ...

    Im still not convinced the new window breaking method is not having a bad impact too , I plan to do a replacement config and remove the hitpoint and animation sources to test .
  12. Sealife

    Question about island .rvmats

    Great info All these years I thought the extra rvmats were because of the mountains and such lol For colours I guess these are linked to map legend and layers in conjuction with a 32 bit ? Lca (opposed to 24 bit lco for sat) texture for mask so possible when making in visitor 4 , 6 colours per section are ok .
  13. Wow never seen anything like that lol , I would try : Make sure weight of your vehicle is same as sample model Obviously add the wheel bound etc same as sample if not already Check the old model is not proxying something off center Center all in the old model in o2 if its not already Other thought would be the backanim start end but your using bis cpp and cfg .
  14. Sealife

    China soft lands on the Moon

    Great times and news Been 30 years of going up onlyto look back in , its exciting to see india and china have thier turn . I hope the Chinese look out for the Crangers and hope to see europe and the US join forces with them both in next decade so we can see some good come from it for all earth.
  15. See redpheonix posts on cars , that will help with the suspension and torque etc glad to see ya make progress TIP : always make sure Arma.rpt is checked before any attempt to fix ;)
  16. Arma.rpt is now your only hope :) to be honest its one of a few things likely A: you havent copied the files over during binarisation so them paa are simply not int he file or they have something wrong and cant be read B: path to file in cpp has \dingo\texture and maybe it needs to be dingo\texture ( IIRRC looking at allinone seems the first slash ) sorry cant confirm not on arma pc see if it works with this setobjecttexture [0,"#(argb,8,8,3)color(0,0,0,1.0,CO)"] in the mission editor . camo1 should go black . Arma.rpt should tell you whats up tho
  17. Sealife

    Particle Emissions from Terrain Textures

    Ambient class works on distances so simply create a class in the zone you want and the actual ambient thing be it an invisible square or whatever will allow you to do whatever you like check the configs to learn more about species and fsms and tie that with surfacetype and all your ingredients are present
  18. Sealife

    Particle Emissions from Terrain Textures

    Hi you can do it by Ambientclass ans surfacetype see Bis Wiki for surfacetype and Allinoneconfig for Ambientclasses
  19. the trick is and im afraid its a trick is to place your actual roads and lay your pseudo roads on top . remember that Ai will drive on your Psuedo bridge /road as long as it has a roadway and is not ( you will have to verify this cause its been a while) 0.5 meters above the surface of the terrain. so your roads show on the map , the Ai will follow them but in effect they drive on your built up psuedo roads No gaurantee with newer Ai i belive they act a bit shiddy under certain "status" in the editor . Hope it helps
  20. Sealife

    New o2 Issues

    i think the intention is that the P:drive requirement to have all the root pbos unpacked in there is going to be obsolete and this why now all core files can be in root and probably your own namespace on the root too so no need to have two lots of core files to refference .
  21. prolly wanna look at these Vs
  22. Glad ya sorted it Ive deleted the files FYI
  23. Sealife

    New o2 Issues

    i beleiev that in a2 tools when your exe and shaders didnt match , it would destroy one of the shader files , identifiable by it being 0kb in the bin folder on P, the new tools dont tell you that shaders havent matched it spits out the generic cannot attach viewer and simply goes on to run an empty A3 . best bet as above is to first check BIN folder for a dodgey shader file and or simply re unpack from steam/root and replace them all.
  24. Sealife

    New o2 Issues

    only three fixes / causes for that im aware of 1 : your game updated and you need to renew everything from the dta folder in the route to your P :drive ( ensuring bin and core are not left in dta on p but packed outside on P root) 2 : you originally copied an exe from stable to P but then went to dev or vice versa and the shaders no longer match ( solution same as above and swap ..exe for new) 3 : you went with P : bulldozer setup for the Viewer exe by copying it and renaming it to the p:drive on Windows 8 instead of pointin straight to arma3.3xe in steam/common. hope it helps
  25. No worries , i had a quick look before i shut down constitution has 109 sections in viewpilot lod and (2) 127 sections , thats will not be helping if its not the actual cause altogether , try reduce them first before moving onto the hidden selection thing. from memory these can be fixed a few ways and sometimes can be caused by alpha on texures when applied and simply the way a texture is applied manually. someone wrote a script i think or maybe the old export import.bic txt works , ill look around tomorrow evening.
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