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lecks

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Everything posted by lecks

  1. Damn, I thought you were on to something then BadLuckBurt. I had significantly more redistributables in there than you have, but uninstalling the extra ones didn't help. before: http://snag.gy/uLHe2.jpg after: http://snag.gy/KMZQM.jpg Same stuff in the log after fixing it to look like yours. I have also tried all sorts of compatibility modes including Windows 7/Windows 8.
  2. @Uro1: I hadn't thought of that but I just tried 'repairing' them all (just doubleclicking on all the files in arma 3 tools\_commonredist) but it made no difference :(.
  3. I have deleted the whole arma tools folder (as well as tried uninstalling it) and let steam redownload it, but unfortunately it didn't help. I also tried copying the Arma tools folder from the Virtualbox PC (where it launches successfully), and that doesn't fix the issue. Just to be sure, does anyone else run Terrain Builder on Windows 8.1 64 bit?
  4. I think this is the key to your problem. Does it say the MBG addon didn't load or your mod didn't? Where does this pop up (when the game is loading or when the mission/map is loading?). It might be worth searching your rpt file in %localappdata%\arma 3 for the error to see if there's any extra details.
  5. Thanks for the suggestion, I hadn't tried that but I just did now and it didn't work (nothing happens when I click the shortcut).
  6. Thanks for the response. I believe I have the P drive set up correctly. It works using the same P drive when launching Terrain Builder from the virtual machine. Pretty much the only things I haven't eliminated (because I'm not sure I can) are: - My steam folder setup? Having Steam on a separate drive to Arma 3 Tools/Arma 3. I have tried with arma 3 tools in my normal steam folder with the same result. - Some bad registry entry somewhere? I tried deleteing all the bohemia/arma ones I could find and starting from scratch to no avail. - Some kind of permissions issue? I generally run Steam and Arma 3 in adminstrator mode. I've given full permission to arma 3 tools, arma 3, and P: drive to 'Everyone'. - Windows 8.1 issue? If you have any other ideas, please let me know. Edit: I have followed that video from scratch too.
  7. Just want to mention side effects of this.. -It probably won't work when you destroy the chopper (not sure what would happen.. didn't matter for our mission). -As mestoth mentioned, you can see the still rotor blades of the copy of the chopper. the setHit was an attempt to break them but didn't work. -Might look weird close up. The relevant parts of the code for forcing the lights on are (assuming _this == the chopper): _type = typeOf _this; _copy = _type createVehicle getPos _this; _copy attachTo [_this, [0,0,0]]; _copy setPilotLight true; _copy setCollisionLight true;
  8. I'm trying to create a camera separate to the player and have a picture in picture in the corner of that camera. My issue is that when I create the normal camera first, creating the picture in picture camera seems to destroy that normal camera (or switch back to my player camera). When I create the picture in picture camera first, it works until the normal camera is created at which point the picture in picture goes black. Test scripts of the 2 cases are below ready to paste in the debug console. You need to restart the map in between times (BIS_fnc_LiveFeed doesn't seem to work twice). You also need to close the debug console (return to the game) after clicking 'local exec' because the camera commands don't work with it open. With this one the camera appears for 2 seconds, then when the live feed appears it goes back to normal first person. [] spawn { sleep 2; _camera = "camera" camcreate position cameraon; _camera campreparepos position cameraon; _camera campreparetarget ((position cameraon) vectorAdd [0,5,5]); _camera camcommitprepared 0; _camera cameraeffect ["internal","back"]; sleep 2; [(position player) vectorAdd [0,5,5], player, player, 0] spawn BIS_fnc_LiveFeed; }; With this one the live feed appears properly for 2 seconds, then when it switches to the camera the live feed goes black. [] spawn { sleep 2; [(position player) vectorAdd [0,5,5], player, player, 0] spawn BIS_fnc_LiveFeed; sleep 2; _camera = "camera" camcreate position cameraon; _camera campreparepos position cameraon; _camera campreparetarget ((position cameraon) vectorAdd [0,5,5]); _camera camcommitprepared 0; _camera cameraeffect ["internal","back"]; }; Note that it's not a problem with BIS_fnc_LiveFeed as it does the same thing when creating the rendertarget manually (I just used BIS_fnc_LiveFeed here for shorter samples). Is this a bug or am I doing it wrong?
  9. lecks

    lbCurSel help

    You don't need to save it all to a separate array. To get the text you can use _text = _control lbText (lbCurSel _control); You can also use lbData or lbPicture instead of lbText to get those properties.
  10. lecks

    ASOR Gear Selector

    I didn't manage to find a problem with 1.42 with BWA3. What are you doing when it crashes? If possible, could you search your log file for ASORGS and paste anything that comes up here?
  11. lecks

    ASOR Gear Selector

    @oldy41: The only reason I can think of that the function mentioned wouldn't exist is if the cfgFunctions part of the description.ext isn't in. ---------- Post added at 11:22 ---------- Previous post was at 11:20 ---------- theebu: Will take a look at it, thanks for the report. I haven't done much with the whitelist because our clan doesn't use one. Are you using a single whitelist (just ASORGS_Whitelist) or faction/team specific ones?
  12. lecks

    ASOR Gear Selector

    @Sushi: It will be reset unless they open/close the Gear Selector. I hadn't thought of this to be honest.. not sure if there's a way to check for re connections like that. With our ops if you reconnect you spawn at the base, so it's not really an issue.
  13. lecks

    ASOR Gear Selector

    Hi ChuWie, thanks for the report. Have you tried this version? http://mods.asor.com.au/ASORGS1.411.zip I think it resolves the issue and if so I plan on releasing it later today.
  14. Here's a config.cpp (what you need) with a single vest: class CfgPatches { class YOUR_PBO_PREFIX { units[] = {}; weapons[] = {"YOUR_VEST_CLASSNAME"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F", "A3_Characters_F_BLUFOR"}; author = "Your Name"; }; }; class cfgWeapons { class V_PlateCarrier1_rgr { class ItemInfo; }; // External class reference class YOUR_VEST_CLASSNAME : V_PlateCarrier1_rgr{ scope = 2; displayName = "Your Vest Name"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"YOUR_PBO_PREFIX\BLUFOR\DATA\tacticalvest_police_co.paa"}; //you can leave this out to use the default .rvmat for V_PlateCarrier1_rgr hiddenSelectionsMaterials[] = {"YOUR_PBO_PREFIX\BLUFOR\DATA\tacticalvest.rvmat"}; class ItemInfo : ItemInfo { hiddenSelections[] = {"camo"}; //you can leave this out to use the default model for V_PlateCarrier1_rgr uniformModel = "YOUR_PBO_PREFIX\BLUFOR\equip_tacticalvest_black.p3d"; }; }; }; You set the PBO Prefix with the gear icon in PBO manager (it's generally the name of the PBO). I suggest getting acquainted with the config viewer in the game to see what's in various classes.
  15. lecks

    ASOR Gear Selector

    Faithnall: The problem with the gear selector getting stuck is (I hope) fixed in this version: http://mods.asor.com.au/ASORGS1.411.zip . I will have a look at BW Mod sometime next week. If any scopes can be put on a gun, they should show under Scopes just under the gun. If they're not, BW Mod must be doing something different to other mods, so I'll have to check it out. You should be able to have up to 5 spare attachments, I think this is enough? Maybe the gear selector already stopped working when you chose it?
  16. lecks

    ASOR Gear Selector

    SENSEII: I think this version may fix the error : http://mods.asor.com.au/ASORGS1.411.zip . Thanks for the report. I won't have time to test it properly and do a release for a couple of weeks. The problem is/was with attachments. I'm using attachments set [2, class] to set the scope, but sometimes the attachments is an empty array [], so that makes 0 and 1 = null.
  17. lecks

    ASOR Gear Selector

    Yeah, sorry it's been a while.. I've been working on it a fair bit so hopefully it works smoother and looks nicer than before.
  18. lecks

    ASOR Gear Selector

    quiet_man: Thanks for the suggestions. This is already possible by passing the squad member to open.sqf ( squadmember1 execvm 'asorgs\open.sqf'). It's up to the mission maker to decide how/where they want to call it. Note that this feature is largely untested as I don't really play with AI squads.. if you find any problems with it then let me know. Unfortunately this one would be pretty hard..I don't think I'll be able to implement it any time soon. The system is designed to replace your gear and will strip any items that aren't 'allowed'.
  19. Mikero: I've been working on blazenchamber's computer to try and get it going. The registry keys that SteamToolCheck.cmd looks for are present and correct. The PC has UAC turned off and therefore everything runs as an administrator. The P: drive and arma 3 tools all work as expected. All of your tools other than pboProject seem to work fine. Could you explain how pboProject finds the Arma 3 and/or Arma 2 tools so we can help it find its' way? There's no reason it should work any different for an administrator account.
  20. Thanks for explaining the issue Robalo, I guess it will only be a problem with that gun. Regarding inventory items, a cheap way of fixing it is to remove the _x from the UI pictures file name, in which case it will just show the same picture all the time.
  21. Great work on these AKs. We've replaced the CAF guns with them and they look and work much better. I have to admit I haven't read through all 40+ pages of this thread, but we're encountering 1 weird bug. If you try and add some weapons (ie hgun_p07_f) with this mod enabled, nothing happens. To reproduce, start vanilla arma and go into the editor. Drop your weapons and put the following in the debug console (local exec): player addWeapon "hgun_p07_f" As expected, you'll get a p07. Do the same with just @hlc_mods (just these AKs in our case) and @ASDG_JR, and you won't get anything. I'm not sure if it's a problem with other weapons/items as well.
  22. lecks

    (SMA) Specialist Military Arms

    We found the problem.. it seems if you don't have enough video ram it doesn't load the specular maps (SMDI files). If I load the game with '-maxVMEM=128' they show the same problem (and look pretty terrible). This is what it should look like: https://dl.dropboxusercontent.com/u/14576264/2014-08-01_00002.png Blazenchamber is considering options to fix it. Obviously we really don't want to cut the texture sizes. ---------- Post added at 11:53 ---------- Previous post was at 11:17 ---------- We had 1 tester who found that updating his ATI video drivers fixed the issue. Note he uses lower graphics settings: before: http://cloud-4.steampowered.com/ugc/67870869454796949/F5F6839B8EE74A718C2D570423E0119C8742A5D7/ after: http://cloud-4.steampowered.com/ugc/67870869455641325/D0529BC3EEF73E56274862E0813649574E65BDC0/
  23. lecks

    (SMA) Specialist Military Arms

    From what we can tell it seems like the specular maps aren't working for everyone :(. The HK416 and HK417 should look very similar (and should both be a similar colour/texture to the GL). For those that it's not working for, would you be able to turn up your graphics settings to see if it changes things dramatically?
  24. lecks

    (SMA) Specialist Military Arms

    @Corporal_Lib: Yep it supports (and I believe requires) ASDG_JR.
  25. NoWatermark.sqf // REMOVE ZEUS Watermark for Video Capture while {true} do { waitUntil { sleep 1; !isNull (findDisplay 312) }; disableSerialization; _display = (findDisplay 312); _ctrl = _display displayCtrl 15717; _ctrl ctrlSetText ""; // OR //_ctrl ctrlSetText "yourcustomlogo.paa"; _ctrl ctrlCommit 0; waitUntil { sleep 1; isNull (findDisplay 312) }; }; In the spectator unit's Init: if(player == this) then { _nul = execVM "scripts\NoWatermark.sqf"; };
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