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DirtySanchez

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Everything posted by DirtySanchez

  1. @ski2060 No sir, im sorry for the delays. I have been awaiting several contributors completed work. Unfortunately the delays have now hit you guys that have done some work. I did mention in the last post about changing around the searchNreplace. I just got done doing something so lets take a look at that and change it out for auto-multimap support :)
  2. is it running on the server? that would be the first reason why it would not work. The server does the search and replace, not the client. And what map are you running is the next question. Currently only the maps that have been checked for all buildings have been added. Maybe I will edit the search N replace again and have it do a check for >0 buildings........
  3. Oh man, the quick turnaround there SKI!!!!! love it Thank you and I will add support for the map in the next update which should be in the next 24 - 48 hours as usual every weekend ;)
  4. @Redarmy, So glad you asked. On that note, I do encourage anyone with experience and the willingness to contribute to stop into our discord / website / teamspeak and say Hello! We do have several contributors to this project and they are starting to be added to the steam contributor / readme listings. I have a fixed model from @lolkij that i will be updating with in the next 24 to 48 hours. I also have some code optimizations from @NiiRoZz that I have to test and do a few modifications for some of my newer work.
  5. Thanks Foxhound and the rest of the replies. Being that we went into MultiMap and MultiMod support, I have provided a piece of code for the debug that will tell us if you have any qualifying buildings on your map. Storage = []; _checkBldgArray = ["Land_HouseV_1L2","Land_HouseV_1t","Land_HouseV_2I","Land_HouseV_2L","Land_HouseV_2T1","Land_HouseV_2T2","Land_HouseV_3I1","Land_HouseV_3I2","Land_HouseV_3I3","Land_HouseV_3I4","Land_a_stationhouse","Land_SS_hangar","Land_Mil_House","Land_Mil_Barracks","Land_Mil_ControlTower","Land_Mil_Guardhouse","Land_Mil_Barracks_L"]; { _bldgObjects = nearestObjects [(getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition")), [_x], 20000]; _countBldgs = count(_bldgObjects); Storage pushback [_x,_countBldgs]; }forEach _checkBldgArray; diag_log str (worldName); diag_log str (Storage); hint str (Storage); run that and tell us the results from your RPT. If you notice there are 2 diag_log lines. The first will tell us the map name and the second will give us an array. Just copy that info and get in touch with us on Discord, our Website or even here/steam. Have a great week guys/gals
  6. OCP will see an update today with many more fixes. [FIXED]House 3I1 - glass from back door did not move with opening of door [FIXED]Config errors - all 12 original configs were missing entries [FIXED]Ruins - all Houses were pointing to incorrect location of ruins models [FIXED]Models.cfg - 2 of these had an extra comma at the end of the selections Todays fixes now make the OCP compatible for terrain makers to use with their own terrains. Todays fixes also put us much closer to being done with correcting all the issues with Arguments original work. Again, Thanks to everyone for all their help and posts and well Community Spirit!
  7. class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class SlotInfo; class CowsSlot; class MuzzleSlot; class PointerSlot; class UnderBarrelSlot; class WeaponSlotsInfo; <-- Add this here to fix the popup issue class CfgWeapons { class WeaponSlotsInfo; <-- This is the culprit and why the popup happens @massi and developers of NATO weapons I have Private Messaged Massi again and have found fixes for even more bugs. check PM for fix info
  8. Again thanks foxhound for the update on armaholic :) Yes all charnarus variants, napf and now podagorsk are supported. JBAD if loaded should replace as well. If you have single player missions that don't pop and it has a dedicated missionName I'm sure we can work it in for those wonderful arma 3 community players ;) Please we are very open to making this work in every way possible, just need the rest of ya to get involved and get some info over to us. Discord is the best place for quick communication and teamspeak for more info or a chat. Have a great Sunday everyone
  9. Yeah there are a few good answers for ya as you learn more. Several things to consider: The Norwegian units probably have load outs preconfigured with their character, so yes going into the editor and loading a character it gets its default load out every time. Great job fixing your issues with the load outs above Ace uses some classnames from arma 3 and converts them, for example an arma 3 first aid kit when used with ace becomes 3 ace medical items. Good luck on your future projects, I'm creating a community for communities this year and a lot of good minds are popping in, you are more than welcome to join our public discord
  10. The current Multimap multimod addition does support chernarus winter map
  11. @ohally, i have not been in game with the new buildings and AI. I will get to that this week when we go live with another project. @everyone If you are interested in adding to the MultiMap/MultiMod support in the search N replace script, you can use this code to speed up the process and pull the info from your RPT. Storage = []; _checkBldgArray = ["Land_HouseV_1L2","Land_HouseV_1t","Land_HouseV_2I","Land_HouseV_2L","Land_HouseV_2T1","Land_HouseV_2T2","Land_HouseV_3I1","Land_HouseV_3I2","Land_HouseV_3I3","Land_HouseV_3I4","Land_a_stationhouse","Land_SS_hangar","Land_Mil_House","Land_Mil_Barracks","Land_Mil_ControlTower","Land_Mil_Guardhouse","Land_Mil_Barracks_L"]; { _bldgObjects = nearestObjects [(getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition")), [_x], 20000]; _countBldgs = count(_bldgObjects); Storage pushback [_x,_countBldgs]; }forEach _checkBldgArray; diag_log str (Storage); hint str (Storage);
  12. Update released with new key(ATTN OWNERS/HOSTERS) [Added] MultiMap / MultiMod support for Chernarus and napf / JBAD [Fixed] Surface and Penetration and Texture PopUp errors [Fixed] All ca\data paths in models adjusted to compatible arma 3 a3\data_f paths GAME ON!!! @Foxhound, i have updated the main listing news page for the new update, but didnt see how to edit the actual pages. :) thanks for all your hard work. Ive pushed them both to 0.7 status now that they have MultiMap MultiMod support built in without causing issues on other maps that people want to run and do their own custom searchNreplace. @everyone, New maps with error free searchNreplace can be added to this mod if you provide the tested work. :)
  13. Aphex26, this does not have any requirements for a specific map, it is made as its intended for Chernarus, but does not stop you from using it on other maps, RangeCreed thanks again, however please post all bug reports in my community forums so that they can be handled appropriately. I have replied to you 3 times in the steam comments, I have added you on steam, I have added 1 of your bug reports to my forums manually and have resolved it in last night's update. If you have seen my replies and are willing, I ask again please report the bugs properly if you intend to help, if you are not here to help go play your favorite map on your favorite server in your favorite game ARMA 3!
  14. Hey guys sorry for the delay in responding. It was a late night and I was unorganized for such a release and update to where its at. I did however in all the other threads, have them modified to show Arguments Credits. I have also updated the current dev version to show full credits to the modeling work to him as well. Thanks for your support, Thanks foxhound for the push to Armaholic so quickly :)
  15. Added second version with JBAD requirements and a search and replace script including the JBAD buildings such as:
  16. First version: Added search and replace pbo that runs postinit on serverside only :) Added a new version Open Chernarus Project + JBAD requirement This one has the search and replace with JBAD's buildings as well
  17. Update published on Steam with Pictures as well as Keys folder for hosting your own server with OCP
  18. DirtySanchez

    wip buildings of russian village

    Hey everyone, I like to fart around alot and i have been following this thread for quite some time and then I stopped.... I found out about a week ago from ComatoseBadger that this thread had a set of released files. Well they were here as source and they needed plenty of work. PBOs have been created Signatures have been created Testing in secure signature checking server success Many errors were removed during this process but there are still some issues that can be fixed. THIS IS AN ALPHA RELEASE AND ANYONE CAN HELP FIX IT :) http://steamcommunity.com/sharedfiles/filedetails/?id=786777307 https://youtu.be/-uSt693nbWs
  19. Hey I've private messaged massi, but to no avail have not seen a response back. Is anyone here authorized to make a change to the mod and upload to steam? I have fixes for the pop up errors present in this version.
  20. Desolation:Anarchy by DonkeyPunch Community Gaming Maps Tanoa - Early Alpha runs on Tanoa Altis Esseker Planned for 2nd wave Chernarus / Napf Community chosen The Big Four 1. No Side Chat 2. No Traders 3. No Safe Zones 4. No Rulez The Team MusTanG - Silly Goose I am DirtySanchez :) Booker - Modeling/Textures/Ports Yeager - Tanoa Content Eisaak - Altis Content Smok3 - Esseker Content Havoc - Modeling / Gameplay Balance DeltaDan - R&D / Gameplay Balance Squaw - R&D Foxtrotfear - R&D Odizzle - R&D Many more will play an integral role in the development of this from my community and I wish everyone the best as we move forward towards Anarchy! Database Account Player Alive Player Dead Player Domains Friends Vehicle Vehicle History Features Login Customization Screen (original Desolation spawn screen w/ new enhancements coming) http://plays.tv/s/Kw5bXlwsQJee Build / Attach / Detach systems using vector building. http://plays.tv/s/Kw5bO4Rk460_ http://plays.tv/s/Kw5bT2BE0Ooq 1,533 items have already been ported from Arma 3. http://plays.tv/s/Kw5bJ-AAX49B Cow and WildBoar ported in from Arma 2. -Hunting is in for all animals and meat raw and cooked is being configed up -Gut / Slaughter / Butcher -Skin(pelt or fur - future) Vehicles retextured - Booker Ported in from Arma 3 with new missing features built into Arma. -Rekey and Claim Vehicle - Implemented and working(Ace keys are in and new system being built for it). -Ace Locking with network sync http://plays.tv/s/Kw5c7Czh5PBW Weapons retextured from Arma 3 / HLC / Mas Weapons -New features will announce soon -Nifty retextured attachments for crafting system Uniforms retextured for Anarchy look and feel Ace Medical system with all treatments available and self bloodbag -Full medical UI from ACE functional for self and patients -Treatment anywhere for and from anyone is ON -Many treatments available: Morphine / Bandages / -Ace medical is currently undergoing the Persistance treatment and will be completed today http://plays.tv/s/Kw5bd7ElT_nc Ace movement allows for a regular type of climb, allowing for the player to get over shoulder height objects. All other ace features are currently activated and working. We are going through one by one making sure all settings and features needed are on. MOCAP melee is in and working. -Punch and Kick -Buttstock slam and more -Knock out a zombie and boogie to safety :) Extras Moving forward, we have many plans ahead and will be actively working on the project. We expect to start looking at the early alpha applications this week. We will be looking for experience, both in arma and gaming as a whole. Community managers/hosts are more than welcome to sign up for the early alpha and your input will be valuable in securing a position in the late alpha release opening up the mod for more owners to enjoy. Long time Arma players are especially welcome to sign up as your experience in game can distinguish between one of those lovely arma bugs that have been there for weeks if not months and something new that feels like it has to do with one of our features or configs :) So I hope everyone here has had a lovely read and soaked it all in. There is plenty that has not been shown or talked about and as these features are finished up and intially tested YOU will be the first to read about it! Back when I first started hosting Arma 3 servers I had only 1 server rule and that was "Dont be a douchebag!". Many people commented and heckled the lonely rule, well obviously ever server has an unwritten or even written rule that NO Hacking/Glitching/Cheating is allowed, but thats just common sense in a community driven server... But the population size spoke for itself and it was a good baseline as to what the players want. Over time a community developed and more rules and limitations were created as the voices were heard and listened to when the majority spoke. Community is great but in a survival world just like the mod, rules dont work. Populations came and left, frustrated by many factors bugs not being withheld ;) and especially quick end-games and easy-peasy loot systems. They grew tired of the mods quickly and the rollercoaster of population was realized. Anarchy plans to allow the player to do whatever, whenever, however they want. Realism should be at the core of everything that is done in game. Granted there will be aspects of the engine and the video gaming world that we just cant get passed but expect us to try our hardest to make it feel real. So this mods core feature is the fact there are no rules. If you wanted to take your found object or crafted object and block someones door, well so be it. In a survival environment, end of the world type life there are NO rules but the ones you make for yourself to keep you Sane, Healthy and Fit to compete with the Dog eat Dog world that you have just stepped into. Real Time will be used, coded in we will try to get the best setup for a primetime testing run. This means I will try to get the daytime and nighttime schedule to run so that both sides of the pond can get to experience both day and night during the early alpha test. So far the 3 maps being setup are Tanoa, Altis and Esseker. Tanoa will be the first early alpha test server as those with apex tend to be a more dedicated arma player than those without it at this point. We will expand into altis as soon as we can and the same goes for esseker! We are adding a few military areas around the map for PvP / military loot purposes. I want to thank all of the team so far for their work they have put into this in only a few weeks time. So remember we are still and will continue to accept Applications to get into the early alpha. Apply here: https://docs.google.com/forms/u/0/d/1uSQ0Nwf1ziY0UAB-6rffRxXTYZwOpgJgXh6yb5rgeJ8 Dont want to spoil too much more! Looking forward to going through these many applications this week GAME ON!!!! -sTanG
  21. PHEW, a few more long weeks have gone by. http://Anarchy.DonkeyPunch.INFOwill be the permanent portal for this mod. Forums are attached and will be available for all to discuss and criticize...LOL Early Alpha Test server has been put up for 12 hour runs. All testers are encouraged to join and play. If you have not gotten into the action, join our TS3 / forums or discord and get in. Also putting our heads out there for a few more Texture Guys. Looking to make rusted textures for the Arma 3 game in full or at least as far as we can get during the project! More info as we go :)
  22. Hey everyone, I figured it was time to start doing some work for ArmA itself rather than for these different mods I have been hosting the past few years. One of my addons has added a ton of ArmA objects to it and in my recent updates and upgrades, I noticed something in Arma 3 that doesn't get utilized. Anyone ever notice a door that isn't accessible, you just turn the handle and jiggle the door!? Well its a really nifty animation for a locked door and the system of variables ArmA has in place for it is simple. So I created a function to handle the toggle of the lock and unlocking of the ArmA doors. And created new actions for each door, LockDoor_* and UnlockDoor_* This allowed me to create this, I guess, Map Conversion....... Well anyhow, every door(as far as I can tell) has been placed into this system. Yes all 3 official maps! ALTIS, STRATIS and TANOA. Currently the ArmA 3 Door Locks addon is the base and has the needed function for locking and unlocking. If you are running tanoa and want to use the ArmA 3 Apex Door Locks, it will require the original a3dl in order to load :) I'm not a pro, hell I'm not even a programmer or coder. But I love ArmA and have had a blast learning all this good stuff. GAME ON!!! -sTanG DOWNLOAD: ArmA 3 Door Locks on Steam http://steamcommunity.com/sharedfiles/filedetails/?id=719972576 ArmA 3 Apex Door Locks on Steam http://steamcommunity.com/sharedfiles/filedetails/?id=719972989
  23. DirtySanchez

    Updated All in One Config Dumps

    Thanks Pennyworth, I do the same thing but lost my sqf's.... Gotta rebuild em again, will use yours as my base this time around
  24. as David doss recommended. use types and do removals for all turrets and magazines. You can use the config viewer to get the mags and turrets classnames for each vehicle you are trying to edit. Good Luck. ps. I know there is a post over at exilemod forums that shows this exactly but in a different form since that mod loads the vehicles with their own function, but I'm pretty sure you will be able to do the same from the vehicles init in sp
  25. very interesting work here. I have been playing with config for about a year now and dump quite a bit of info and this would make sense for queries dam loving it and can't wait. let me know if there is any testing needed. Currently I am writing desolation redux but will find the time.
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