max75
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Everything posted by max75
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ARMA III FISHING Version 1.54 Fishing mod for Arma 3. The basic principles and ideas are taken from RF3 and partially from AF2. Requirements: @allinarmaterrainpack, @cba_a3. INSTALLATION Installation is standard: copy the @ARF folder in Arma 3 folder, launch as mod. Starting only with -filePatching option! FEATURES There is the marine fauna of north region of Black Sea (125 fish species) represented in the mod now. All fish, presented in mod, corresponds to the real prototypes what dwelling in this region. Habits of fish, depth of dwelling and preferable baits are observed. The nibble (it intensity, the preferred bait, depth, size of fish, etc.) is determined randomly for each day. Depends on the weather (optional). The mod includes the feed system, alternative gear system, system of purchase/sale, things wearing and also cooking system. DEFECTS, LIMITATIONS AND BUGS 1) lack of fishing animations, throwing and holding the rod; 2) because of an unfortunate oversight the correct dialogue displaying is possible only on "Small" interface size; *correction is possible, but it takes so much effort and time, that is much easier to politely ask you to switch to this size; 3) constantly get an error at civilian spawn with TPW-script (not found texture); 4) you have to launch functions manually (press "J") everytime you've loaded saved game. 5) small scripting errors and game bugs will take place for certain, everything can't be tracked alone. WARNING! You have to launch functions manually (press "J") everytime you've loaded saved game! (I'll try to solve this problem) THE NEXT PLANS A story. Credits & Thanks: Bohemia Interactive TPW (TPW MODS) reyhard (RDS Civ Pack) Szwedzik@Alduric (A3C - Name Tag Mod) The mod is under construction, please contact me about bugs, shortcomings etc. Training mission and blah-blah-blah VIDEO (English subtitles) DOWNLOAD (~520 Mb)
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corporal_lib[br], I'm going to make the opportunity to travel anywhere in the world in ONE campaign) And return home) There are many good Islands for Arma.
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Hey! I'm still alive! ;) https://forums.bistudio.com/topic/159566-arma-iii-fishing/
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You are a clear head! I missed the point when filePatching became necessary. I just use unpacked data. Great, great thanks!
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Dwarden, would you be so kind to show a specific example? For _ctrl htmlLoad "\@Mod\html\html.html" or compile preprocessFileLineNumbers "\@Mod\Scripts\script.sqf" supposably. It is very sad to realize, but after 10 years of modding my knowledge is no longer enough to do these simple things. Great thanks.
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All data (scripts, textures, html, config files) used in all missions are placed in mod folder wich contains a different non-pbo simple folders like "Scripts", "Textures" etc. Paths to these ones are "\@Mod\...". I used this way since OFP, ie more than ten years. I have started the game yesterday and ups... game over. I was shocked. Do you know any other way to launch scripts, html placed in "\@Mod\..." (not missions) folders? I will be very grateful to you for help.
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How do htmlLoad works now? I can not understand. My htmls placed in "myMod/textures/" folder. I call _ctrl htmlLoad "myMod/textures/myHtml.html" - it do not work now. What should I do now? And another. Changed: Disabled support for absolute paths in the pre-processorO, my God! Why?! With 1.52 all my 2 years work went down the drain. Please help with htmlLoad at least. I'm desperate.
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RaincoatHermit, mod is inoperative now. Please wait for a while.
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Corporal_Lib[bR], there is no water in Cherno ponds in A3MP I know. I do not wish to sacrifice freshwater fish) .kju, for some scripts and, most importantly, for some ideas there is a big difference what is used - AiA or something else, but... ok, I'll think about it. Thanks, guys.
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Dear friends! I stand before a choice: continue to use AiA (Arma 2 is required) or directly include Cherno in ARF. In the latter case it will be necessary to download additional 4GB. I incline to the latter, as many people have trouble with AiA launching. What do you say?
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It is fine. But Arma... is so f/// Arma) I work on Chernarus version 1.03.
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He-he, thanks to Great Slayer!:)
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Lite version for MANW contest. Stratis. Spinnings. Fishing from boat. The Tournament. SadisticSquirrel, I'm sorry I took so long to answer. I did not receive notification for some reason. Play on Stratis yet. I think of what to do with the old version.
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For those who are interested: I work on lite version on Stratis. There is no any additional addons will be required. The fishing on spinning, fishing from boat and other new features will be added. Thank for attention!
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Need for smoking. Our hero not only ex-alcoholic, but also heavy smoker) This is my whim.
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After the float twitch and will be disappeared press Space. Then LMB and RMB to draw out a fish.
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1. Fishing from a boat is planned. 2. I try to consider all factors - the behavior, the preferred bait, depth, habitat, etc. As far as it is possible, of course. Do not demand too much, please, this is a game. 3. Yes, probably I will make the light version. This is only the beginning! At this stage I need to ensure that the mod just works and I still have to create a basis for further development.
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If I understand you correctly - press Space to cut (sweep? oh, my English) a fish.
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fromz,thanks for sympathy, it really takes a lot of time) I take note about animations, before moving on it is necessary to wait a little. I'll let you know.
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If there are fishing animations will be - it will be possible to think of multiplayer.
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I place configs outside the PBO files for easy editing (as hpp-files in unwrapped folder within mod-folder). On my computer it works fine. But on the computers of other players the game can not find these hpp-files. For example, there is a PBO-file - "@Mod\addons\mod.pbo". Config.cpp in this file contains the line - #include "\@Mod\configs\cfgVehilces.hpp". In the folder "\@Mod\configs\" this file is present, and my computer sees it perfectly, the game starts and all is well. On other computers it does not work, and Arma just does not launch, did not finding cfgVehilces.hpp. Why?
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
max75 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've downloaded AiA. Ok. Let's play. "Circular addon dependency in 'AiA_A1Mapping' and game over... for what reason? -
Ammo count in crate's magazines
max75 replied to max75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tonic-_- , it returns count of all magazines types in box1, not ammo in magazines. -
Is there any way to get ammo count in magazines which are stored in boxes (crates)? We have functions "magazinesAmmo" and "magazinesAmmoFull" now, but it doesn't work with crates. "MagazineDetails" doesn't work with crates. On the other hand, in inventory dialog ammo count is shown in crate with green progress bar, and, for example, when you put half-filled magazine in ammobox you get back half-filled magazine also, hense, the game gets it someway. How to do it? In addition, how to ADD magazine with ammo count you want into crate? I have not found an answer in all existing "save/loadout" scripts I know. I will be glad for your help.
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Ammo count in crate's magazines
max75 replied to max75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe BIS (or other) functions? scripts? config changes? Nothing is impossible in Arma.

