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Syr3L

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About Syr3L

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  1. i hoped it wouldn't be nescessary ... thanks for the fast reply and information!!!
  2. I've modeled a Missile and applied some selections to it but when on the launcher it does not show the correct hiddenSelectionTexture for the Variants only the texture i've applied in Oxygen... They have a selection called type on it with a paa asigned to it AGM-114K (k.paa) AGM-114N (n.ppa) AGM-114L (l .paa) for some reason it only shows the k.paa despite me defining the other selections in the config under classes does the engine dont apply the config values of hidden selection textures? reson is to not use N times of the same .p3d-Model for only differences in the texture what am i missing?!? thanks for the answers greets Syr3L
  3. i prefer a vanilla aproach keeping my addons as few as possible but its nice to know
  4. Hy guys 'n girls! I've searched the past 2 hours to "access" terrain objects of a certain class name for later use in my project (for example all fuel stations on altis, or all atms on a specific map, or a bench, or whatever) Knowing it would not be easy i searched the sctipting category and so on what i came up with is: (btw findNearestObject and sorts wount work cause terrain objects dont have a class name to find ... ) _objArray = []; { _modelInfo = ((getModelInfo _x) select 0); if ( (_modelInfo find "model / part of filename you want to search for") > -1) then { _objArray pushBack _x; }; } forEach nearestTerrainObjects [[worldSize /2, worldSize/2],["HIDE"],worldSize/2]; { _editLogic = create3DENEntity ["Logic","ModuleEditTerrainObject_F",position _x]; } forEach _objArray; while its not super efficient it spawns you an Edit Terrain Object - Module at the position of you desired terrain object on the entire map (yeah i know the radius isnt the entire map *cough ... corners ... cough* How it works: If you know the class-name of your object you can go into the config viewer and search for the entry of the model (pressing ctrl + c to copy into clipoard btw). with the command nearestTerrainObject you are able to select what type of object it is ("HIDE" in case of a bench). With getModelInfo you get an array including the model.p3d name. with the command find you are able to search strings and if found it returns the position in a string. if not - it returns -1. This makes it suitable to filter the filenames and append them into an empty array for later reference. Now the real magic is done with: _editLogic = create3DENEntity ["Logic","ModuleEditTerrainObject_F",position _x]; This creates the Module to edit terrain objects (in the Attributes screen you are able to filter object types (for benches you use [...]. Now with this module you can give the object a variable name and therefor you can manipulate this object in certain ways like almost a normal object (i needed to store value in the object (for example the amount of money inside an atm-maschine, people on a bench...). "All" you need to do after spawning the modules is drag them onto the object you need (an atm f.e.) hope this helps others to create missions btw you can use the create3DENEntity to do all kinds of stuff inside the 3Ditor. Infos about create3DENEntity found here.... Happy Editing Syr3L P.S.: Mad Scientist of German (Austrian) Origin ...
  5. Syr3L

    Pylons weapon sample?

    Good Day everyone! I managed to get the new Pylon ingame and all seems fine except the fact that the weapons on the rack aren't hidden once fired ... and i know this has to be the revolving animation source - now i know that in the VBS 3 Manual it was nicely written - well it's offline now so that's that ... Basicly all my old resources are now kinda offline so - how do i manage to animate the weapons in the rack - I mean BI did hide / include their model.cfg of their pylonproxies (somehow). In their Documentation it is stated that you include the revolving.x animation source in the mode.cfg but as i am working on a big scale project including a vehicle and multiple pylons and so on i wanna split it in to junks of the same kind (like Weapons, Pylons, ..... ) sitting all in the same pbo package having only 1 patch class - so i can't do a model.cfg for each model and kinda don't want to have a endless model.cfg where i need to go to line 200656455646 to edit this one thingy i want to (if you get what i mean) - anyway i can't remember where i found an animationSource example of mamaverickweapon based model proxy (Revolving.X) It would be awesome if someone can hint me a little help here thanks Feel free to ask if something isn't clear enough
  6. Syr3L

    CfgMods?

    It seems since a later update there where some changes done in cfgMods as the example of the Wiki does not contin the currently ruling cfgMods class (date is 17. July 2017) Currently it is also possible to implement an entry in the field manual: example (from the current currator cfgMods class): fieldManualTopicAndHint[]= { "Curator", "Curator" }; Give the mod a color with an array (decimal RGBA Color code): [Inside the DLC Browser Window visible] dlcColor[]={0.31,0.77999997,0.77999997,1}; attach a video: [Inside the DLC Browser Window visible on Mouseover of the Picture] video="\A3\Data_F_Curator\Video\preview_curator.ogv"; [Inside the DLC Browser Window visible below the description] class Multiplayer { class GameMaster { displayName="$STR_A3_moduleMPTypeGameMaster"; description="$STR_A3_moduleMPTypeGameMaster_overviewText"; overviewPicture="\a3\Missions_F_curator\data\img\mp_zgm_m11_overview_ca.paa"; }; class Defend { displayName="$STR_A3_moduleMPTypeDefense"; description="$STR_A3_MP_COOP_04_overviewText"; overviewPicture="\a3\Missions_F_curator\data\img\mp_coop_m05_overview_ca.paa"; }; class Seize { displayName="$STR_A3_moduleMPTypeSeize"; description="$STR_A3_MP_COOP_06_overviewText"; overviewPicture="\a3\Missions_F_curator\data\img\mp_coop_m06_overview_ca.paa"; }; class SectorControl { displayName="$STR_A3_moduleMPTypeSectorControl"; description="$STR_A3_MP_ZSC_m10_overviewText"; overviewPicture="\a3\Missions_F_curator\data\img\mp_zsc_m10_overview_ca.paa"; }; }; Also it is possible to enter some features to your mod with: [Inside the DLC Browser Window below the desciption] class Features { class Curator { displayName="$STR_A3_Curator"; description="$STR_A3_DLC_CURATOR_DESCRIPTION"; overviewPicture="\a3\Ui_F_Curator\Data\Logos\arma3_curator_eye_512_ca.paa"; }; }; When inside the config-viewer there are also some more subclasses possible as shown in other dlc's so far i saw: class SinglePlayer {}; class Assets {}; [All this is visible Inside the DLC Browser Window]
  7. its the throttle if you use the throttle it will get an input when the active ui changes (as example opening another gui like taw viewdistance, tfar radio gui, esc-menu, zeus .....) my only 2 solutions: if you are flying don't change the view (slingload cam included ^^) or disble the throttle
  8. Syr3L

    Ingame 9Liners & Notepad

    Thx for the info mate :)
  9. hey Fett_Li in den functions grpPlaced und objPlaced fehlen in den forEach-Schleifen die semicolons in den einzeilern
  10. Syr3L

    Ingame 9Liners & Notepad

    serverkey is broken ATM you get a wrong signature-warning of the pbo when trying to connect on a server i testet it with my own key and it worked the please can u resign your pbo and up your public key file of it please
  11. ok it seems that a daily reboot prevents the HC to crash
  12. Ok Mates this is for some geeks and of course for the devs! First to say this is something that will consume some time to read and i'm not sure if it will contain all needed information to solve the issue right away. So be warned :) I've set up a headlessClient on my root in a not so common way. I used wine to set up the arma3server to run on my ubuntu machine and the server runs just awesome. Now i started to host a headlessClient for a public domination server and as long as i'm there it just runs smooth. During this weekend we discovered a strange behavior during its useage. It sometimes crash on an unknown issue related to the dlcbundle. These crashes seem random once a day during 3 days of useage (means each day 1 time) The debug-rpt contains about 1536236 to 1158954 lines (yep that's because of user modified data allowed on the server). There is 1 thing in common and it says: Mods: dlcbundle Extensions: Distribution: 0 Version 1.42.130244 Fault time: 2015/04/12 10:08:42 Fault address: 00AD569D 01:006D469D C:\hcarma3\arma3server.exe file: Domination_132DSO_v1B2 (__CUR_MP) world: Altis Prev. code bytes: 8B 44 24 1C 8D 48 08 85 C0 75 05 B9 1C EA 47 01 Fault code bytes: 8B 45 40 8B 40 18 8B 40 04 85 C0 74 05 83 C0 08 Registers: EAX:036C6980 EBX:00000000 ECX:036C6988 EDX:00001500 ESI:EA91DB70 EDI:EA91D600 CS:EIP:0023:00AD569D SS:ESP:002B:01E3EE78 EBP:00000000 DS:002B ES:002B FS:0063 GS:006B Flags:00010202 and the "full" error contains about 500 lines and im not sure if its possible to post it in this threat. u can download both the rpt-file (56 MB of code) and the minidump-file i also attach the bidump on it so you have all i have too. I ask you to help me fix this issue and stabilise the headlessClient to get it running smooth Hope you may come up with some ideas to fix the crash Files: RPT-File: arma3server2015-04-1200-11-50.rpt BIDMP: arma3server2015-04-1200-11-50.didmp MiniDmp: arma3server_2015-04-12_00-11-50.mdmp if there are any questions feel free to ask
  13. @ militaerversand.at (it's Steinadlers webstore which was (and probably still is) a major supplier of our armed forces) you may can find good textures and maybe some inspiration or references of items including the K3 stuff in its glory gr33tz Syr3L
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