miketim
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Posts posted by miketim
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I would agree that units should be either separate or somehow otherwise optional. *but in my opinion removing pbos is annoying*
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BI has said they are working on a SDK or something with vavle to have no file size limit for the arma mods, IDK if its been "released" yet
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It seems like the Cossak Cape map in VTN currently is an old version of your map Dead Kennedy, with that airfield and the brown grass, but I think that the pictures you are showing is a more finished version, so he mustve uploaded your old one , since the one in the mod seems like the one from the earlier WIP screenshots.
It is defenitley not an early version of beketov though, that much is clear.
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Thread locks are when a thread is locked, meaning it can no longer be posted in.
Now you never have to ask this again.
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Do you guys use the ancient A3MP mod? If so, dont use it... get AiA TP instead..
Old versions of a3mp had this "falling bug" but AIA TP (which is a better version of a3mp essentially) confirmed that they fixed the bug in their mod a long time ago.
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Alduric, may want to "revise the wording of your post".... (Quoting Abraham Lincoln , not my words :cool:)
Nobody is allowed to use any DayZ standalone stuff in a3, so hypothetically if you were to mention that, in theory, you may want to consider not doing so.
Also a illegally ported version of a V3s is useless when you can just use the arma 2 one from something like All In Arma standalone, or CUP vehicles once its released.
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Great news. I always like Duala, it also seemed to have a more "serious" vibe compared to some of the other IceBreakr maps.
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I dont get low textures on any soldiers as far as I can tell, its only specific stuff weirdly... I will try the manual install when I can. Thank you.
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I think that the problem is that its something that needs to be done in engine, and it wouldve been achieved by scripting if it was possible beforehand. (presumably because the groundwork to implement the eventhandlers by scripters was not feasible or present). Hence the petiton.
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Yeah but I still think something is installed wrong, since I am seeing random blurry textures on the roads and trees objects, also some rubble piles and parts of houses (but actually not every texture on the houses) are really blurry.
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But I got no config errors or anything, it was functional, but it seemed like it had some random textures low res(not just bad textures, clearly not supposed to be like this), nothing was "missing" as far as I could see
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I went on pws and dled the mods you said : "@CBA_A3,@IF,@LIB_DLC_1_lite,@IFA3SA,@ifa3m,@IFA3"
except, @IF was not there, but besides that I have the rest... And it works now,as opposed to before I had some broken shit (with only the IFA3 mod itself), but im getting a bunch of random low res textures and stuff.... as if its some missing dlc like in arma 2, where you had low quality pmc textures... Did I do something wrong with this installation?
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Just a really random thing here, but you know that building that has the red and white umbrella on top, can you replace that umbrella with the similar red and white one from a2oa, since its pretty much the same one but a better model/texture.
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Really? wow nice
Do you know if we can make skin textures? what would i title that jpg ?
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Farma... nice :)
You should throw a few patches of a2 weed plants in the map somewhere lol
Good to hear you did something with those lamps, i noticed only some worked.
Also, excuse me for ignorance, but I thought SMD had more types of enterable buildings?( like some of those apartment ones) are they not all worked in or something, or am I totally just wrong and not remembering right?
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Got crashes when using alot of the launchers here too.
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@agm support on weapons
Im trying to make a rhs - cup mag compat patch myself, ill see if i can work those simple bits in along in there
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Ok thanks guys, I will see if I can do it with the += just to see if that works, but let me ask another question
can i just pop the config.cpp in a pbo, and throw that pbo in a modfolder and add it like normal and it will work? or does this config.cpp have to be nested in a certain arangment of folders within the pbo or anything, or do I even have to do a pbo?
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I tried to sort of replicate loosley the look of those troops with the rhs stuff earlier today when taking screenshots : http://steamcommunity.com/sharedfiles/filedetails/?id=350320153
I used an Ak-12 though, and I am not sure thats even the correct helmet. :) lol
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I don't know if you already know this, but there is an actual "commander" mode using High command modules, but that may not suit your needs.
Also i don't believe you can hide the other stuff, I am pretty sure anything spawned during the mission (by scripts or otherwise) is gonna show up on zeus.
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BI isnt going to charge for bugfixes... clearly their method is paid content, free features for DLC...
Also, as per "but real fixes in game performance/mechanics need to come from BI. "
.... Where else would they come from?
Perfomance fixes (at least the few we get): all come from BI
Mechanics: Also coming from BI (sling load, ffv)
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Ok, so i am attempting to make that compatiblity mag patch between RHS and CUP
So, I figure the only entry I have to change is the magazines[]; one
So far I did this: just for one gun
////////////////////////////////////////////////////// // RHS - CUP : Compatiblity Patch .01 by MikeTim///// //////////////////////////////////////////////////// #define _ARMA_ class CfgWeapons { class CUP_arifle_M16_Base: Rifle_Base_f { magazines[] = {"CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_G36","CUP_30Rnd_TE1_Red_Tracer_556x45_G36","CUP_30Rnd_TE1_Green_Tracer_556x45_G36","CUP_30Rnd_TE1_Yellow_Tracer_556x45_G36","CUP_100Rnd_556x45_BetaCMag","CUP_100Rnd_TE1_Red_Tracer_556x45_BetaCMag","CUP_100Rnd_TE1_Green_Tracer_556x45_BetaCMag","CUP_100Rnd_TE1_Yellow_Tracer_556x45_BetaCMag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Yellow","CUP_20Rnd_556x45_Stanag,rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red","rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Green","rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Yellow"}; } }
Pastebin: http://pastebin.com/2XHLckzd
Is that the correct way that I should be doing this?? I thought I might need more in this file or something, I never do configs :confused:
Thanks :cool:
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OH OK... thank you so much... .I do some java coding so my brain was like, rationalizing this a different way.
After thinking about this the same way I thought about some INI thing once.... now I understand thank you.
And yes I heard that += operator was bugged in the SQF, I will have to stay away from it then.
Thanks, my brain just ascended to a new level of function right there, I suddenly made a mental connection between the configs and some other stuff I did once :)
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I believe you can use AllInArma for the same "effective" purpose since it has the maps too, but all in arma terrain pack are the maps in a standalone dedicated fashion, im not sure if SMD sahrani may use some files or data specifically from all in arma TP tho... because all in arma tp had some extra implementations of smd stuff (or at least was planned to) ... so it may make a difference.
Cifordayzserver can tell you the right answer to this though, I am not sure.
Also, @andersson
Thanks, since OFP i always thought it was a requirement...(I thought they made it different in arma 3 for some reason) hmm, armaholic how to install mods sticky accidental brainwashing I guess :D
[WIP] The Isles Of Scilly - Geo-specific UK Terrain
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
I think those white radar domes in the map kind of break up the whole feel of it, maybe try using some water towers and some industrial stuff instead of those big white radar domes, I feel like they take away from the "custom" feeling of the map and give me Altis flashbacks :(
Also, there is some like,,, one of those research dome housing things,(http://steamcommunity.com/sharedfiles/filedetails/?id=356750045) its surrounded by sugarcane so I actually think it looks pretty good, but what is it supposed to be? It sort of looks like some agribusiness thing, maybe if you took one of those big white warehouses, but the version missing walls and just sunk the floor into the earth, and filled the inside of the building with sugarcane plants it would look cool, and have like a pipe running through or something. (just a suggestion) (also I liked those little portable research buildings you put there, really made it feel like some shady agriculture facility i just walked in. (ps : place a rusty old guardtower there maybe?)
Some bugs:
Also, the scale on some buildings is off:
http://steamcommunity.com/sharedfiles/filedetails/?id=356747369
That building ^ is way too big.
You can clip through the phone booth,
http://steamcommunity.com/sharedfiles/filedetails/?id=356747991
It appears to have no physics at all.
This building:
http://steamcommunity.com/sharedfiles/filedetails/?id=356748994
Is floating, its hard to see, but trust me it is :)
These sunflowers are fullbright/no shadows or anything ( at least, seems to be...):
http://steamcommunity.com/sharedfiles/filedetails/?id=356749247
On this "research dome" ... it appears to be clipped into another one or something???:
http://steamcommunity.com/sharedfiles/filedetails/?id=356749590
To me it looks like its clipping with another similar model here... not sure if its just the model or what.
Great job on the map, good to hear its being worked on. Awesome work!
Also ps: I think this island is really cool and will be hugely successful, you should do the full island chain like you said you considered :cool: