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gobi42

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Everything posted by gobi42

  1. So he is what I don't get. I changed the recoil on the sig assault rifles(even added it to the scar lk(another dead mod that hasn't been updated since before 1.24 update)) and both those work fine. But I still get that array error when dealing with the pistol.
  2. I'm still working on it. But so far I get it to work but the dialog you got pops up. I'm going to pm dark giver and see if he can update the mod. As I'm guessing there is something in the mod conflicting with the new code. And I can't change the mod as I don't have the source files.
  3. gobi42

    EricJ Release thread

    Hey Eric just downloaded the update off of play with six and some of the black scars are missing a texture, gun is white, I know it happens on the black scar-p and scar - SD. And the Lwrc doesn't fire. Tried both ammo types as well.
  4. gobi42

    EricJ Release thread

    Hey Eric no worries on the non kill flash version. I got use to it :-)
  5. No worries man. a simple mis-communication. :)
  6. If you had read previous post you would have seen that I am the author of the joint rails config. Which is the config that I was referring to. I will try to get to updating the config later this week or weekend.
  7. I'll look into it. If I can fix it with the config file I'll do it. However it might be a few days as I need to fix a random freeze up error in my rig first.
  8. I have see the author of this mod around in a while. The vanilla optics showing is something than can be fixed with the config. The pistol maybe able to be fixed with a config as well just not sure how. (the pistol fix that is)
  9. gobi42

    EricJ Release thread

    That will be a fun toy as well
  10. gobi42

    EricJ Release thread

    No worries man. I got plenty to keep me busy till the time comes.
  11. gobi42

    EricJ Release thread

    You do a shorten barrel m4a1 one of these days :-)
  12. gobi42

    EricJ Release thread

    Man that mk12 spr looks good man. :-)
  13. gobi42

    FHQ Accessories pack

    I made this config fix to take care of it until you get around to the next update. @FHQ_MRT_hint_fix Keep up the great work man. :)
  14. gobi42

    ASOR Vehicle Selector

    I ended up finding what i needed, just needed to be pointed in the right direction. On line 308 i changed it to this colorBackground[]={0,0,0,1}; and that gave me a black background behind the list of vehicles and when away once i selected the one i wanted. keep up the great work man. edit: when i build my mission with pbo project and check the radio box next to "check all file references". It fails to build, and gives these errors in the log Warning: rapWarning: **********missing file(s)*************** Warning: Users\gobi\Documents\Arma 3\mpmissions\MercTrainingGrounds.Chernarus\ASORVS\menu.hpp Line 159: ASORVS\images\minus_ca.paa Warning: Users\gobi\Documents\Arma 3\mpmissions\MercTrainingGrounds.Chernarus\ASORVS\menu.hpp Line 258: ASORVS\images\plus_ca.paa Warning: Users\gobi\Documents\Arma 3\mpmissions\MercTrainingGrounds.Chernarus\ASORVS\menu.hpp Line 326: A3\ui_f\data\gui\Rsc\RscDisplayArcadeMap\icon_exit_cross_ca.paa Warning: Users\gobi\Documents\Arma 3\mpmissions\MercTrainingGrounds.Chernarus\ASORVS\menu.hpp Line 387: ASORVS\images\rotate_right.paa Warning: Users\gobi\Documents\Arma 3\mpmissions\MercTrainingGrounds.Chernarus\ASORVS\cfgfunctions.hpp Line 12: ASORVS\config.sqf rapWarning: **********missing file(s)*************** I checked the 1.4 version i downloaded and there is no images folder in it. If i uncheck the box it builds and runs and your stuff doesn't mess up or anything. Hope that is helpful.
  15. gobi42

    ASOR Vehicle Selector

    thanks for the reply. :) of course i didn't see that till i edited my post, But i'll use that info as well :)
  16. gobi42

    ASOR Vehicle Selector

    Nice script man, will be switching my mission over to it, in fact i'm in the process of doing that now, but where would one go to change the color of the text(names of vehicles)? Would like it to be a darker grey or darken the background more when the list of vehilces is ope to select one.
  17. hey man i've been using your vvs scripts for a while now. but just recently i've been getting an error. The error reads "Can not inculde VVS\menu.h" now i checked and it's in the mission folder everything is there. I'm using pbo project to build it. respawn="BASE"; respawnDelay=10; disabledAI=1; //changed from 1 to 0 disableChannels[] = {}; // {0} to disable global joinUnassigned = 0; enableItemsDropping = 0; weaponPool = 0; saving = 0; corpseRemovalMinTime = 5*60; corpseRemovalMaxTime = 15*60; wreckRemovalMinTime = 5*60; wreckRemovalMaxTime = 10*60; author="Gobi"; onLoadMission = "Death Squad Gaming"; onLoadName = "Mercs playground"; class Header { gameType=Sandbox; minPlayers=1; maxPlayers=32; }; #include "VVS\menu.h" class CfgFunctions { #include "VVS\Functions.h" }; #include "brs\defines.hpp" #include "brs\dialogs.hpp" the above code is my description.ext file, pbo project finishes with no errors but arma 3 throws the above error when ever i place the mission in the mpmission folder.
  18. Since the last update when trying to pack missions I have made I get build failded: result 1. After checking the log file I find this line AddonBuilder.tasks.packonlycfgtask.Writeaddoninfo(string path) Any idea what is causing it to throw this error or where I can fix it?
  19. Thanks for the advice, I'll check into that for sure.
  20. gobi42

    EricJ Release thread

    I downloaded the source code last night off of git. Not going to make any promises, but I'll see if I can't figure it out. New launcher is looking nice as well.
  21. gobi42

    EricJ Release thread

    Guess I should check out tmr seen the mod haven't used it tho
  22. gobi42

    EricJ Release thread

    I got you on the scope, if you can do something about it cool, if not no worries. I still use it :-). That sure is a pretty view ;-)
  23. gobi42

    EricJ Release thread

    Sweet. I'll be looking forward to that and that m4a1 cqc your going to make some day soon ;-) Edit: so I was using my dual scar setup when an idea came to me. So I use your m3lr scope and your m68 CCO. The m68 CCO red dot is perfect while the m3lr is messed up. The only difference is that flash suppressor layer. So the idea was this. If you could take the flash suppressor layer from the m68 CCO and apply it to the m3lr and see if that clears it up. Then you would just have to figure out to make the hexagons transparent. This is of course if that is even possible, and I'm not the only one having the red dot issue :-)
  24. gobi42

    EricJ Release thread

    A modded abr well of course I'll use it :-)
  25. So i asked this about a month ago in the tools thread but no one has responded so i though i would try asking here. Every time i try to build a mission i build from scratch i get build failed. [ResultCode]=1. So i check the log and find this 2015-01-11 15:16:44,772 [ERROR] 5: AddonBuilder.Builder.Run - System.ArgumentException: Value does not fall within the expected range. at AddonBuilder.Tasks.PackOnlyCfgTask.WriteAddonInfo(String path) at AddonBuilder.Tasks.PackOnlyCfgTask.ExecuteImpl() at AddonBuilder.Tasks.BuildTask`1.Execute() at AddonBuilder.Builder.Run() 2015-01-11 15:16:44,776 [iNFO] 5: AddonBuilder.Builder.Run - Build failed 2015-01-11 15:16:44,778 [DEBUG] 1: AddonBuilder.Packer.<Execute>b__2 - Build finished. [ResultCode]=1 I would fix this if i knew what i was looking for or even where to look. I have looked over both my init file and my description.ext file for syntax errors and the likes but found none. So just for kicks i tried starting a new mission saved the mission as nothing more than a blank map. no markers, triggers, not even a unit. Addon builder gives me the same error as above. Any idea's?
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