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LoupVrt started following chief_wiggum
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For everybody asking for the CBA-Fix: If you don't want to download zriel's version of the mod, simply put this into your init.sqf: ["Paddle Mod", "paddle_key_ropeOnOff", "ROPE deploy/retrieve", {_this call PADDLE_fnc_ropeOnOff}, {true}, [DIK_T, [true, false, false]]] call CBA_fnc_addKeybind; ["Paddle Mod", "paddle_key_ropeShorten", "ROPE shorten", {_this call PADDLE_fnc_ropeShorten}, {true}, [DIK_DOWNARROW, [true, false, false]]] call CBA_fnc_addKeybind; ["Paddle Mod", "paddle_key_ropeLengthen", "ROPE lengthen", {_this call PADDLE_fnc_ropeLengthen}, {true}, [DIK_UPARROW, [true, false, false]]] call CBA_fnc_addKeybind; ["Paddle Mod", "paddle_key_killSwitch", "Kill Switch ON/OFF", {_this call PADDLE_fnc_killSwitch}, {true}, [DIK_K, [true, false, false]]] call CBA_fnc_addKeybind; ["Paddle Mod", "paddle_key_paddleStop", "Paddle to a STOP", {_this call PADDLE_fnc_paddleStop}, {true}, [DIK_X, [true, false, false]]] call CBA_fnc_addKeybind; ["Paddle Mod", "paddle_key_paddleForward", "Paddle FORWARD", {_this call PADDLE_fnc_paddleForward}, {true}, [DIK_W, [true, false, false]]] call CBA_fnc_addKeybind; ["Paddle Mod", "paddle_key_paddleBackward", "Paddle BACKWARD", {_this call PADDLE_fnc_paddleBackward}, {true}, [DIK_S, [true, false, false]]] call CBA_fnc_addKeybind; ["Paddle Mod", "paddle_key_spinBoatLeft", "Spin Boat LEFT", {_this call PADDLE_fnc_spinBoatLeft}, {true}, [DIK_Q, [true, false, false]]] call CBA_fnc_addKeybind; ["Paddle Mod", "paddle_key_spinBoatRight", "Spin Boat RIGHT", {_this call PADDLE_fnc_spinBoatRight}, {true}, [DIK_E, [true, false, false]]] call CBA_fnc_addKeybind; ["Paddle Mod", "paddle_key_slideLeft", "Slide Boat LEFT", {_this call PADDLE_fnc_slideLeft}, {true}, [DIK_LEFTARROW, [true, false, false]]] call CBA_fnc_addKeybind; ["Paddle Mod", "paddle_key_slideRight", "Slide Boat RIGHT", {_this call PADDLE_fnc_slideRight}, {true}, [DIK_RIGHTARROW, [true, false, false]]] call CBA_fnc_addKeybind; Awesome mod!
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Addon Builder no longer wraps sqf files ?
chief_wiggum replied to Igitur's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
It always worked fine for me, and it still does. Try using this as 'List of files to copy directly': *.pac;*.paa;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.xml;*.hqf;*.rtm;*.rvmat;*.shp; Here's an image what it should look like: (You don't need to add the exact same data-types, but at least .sqf) Here's mine: *pac;*.paa;*.rtm;*.sqf;*.sqm;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.html;*.txt;*.wrp;*.bisurf;*.rvmat;*.hpp;*.ext;*.jpg;*.fxy;*.h; -
Addon Builder no longer wraps sqf files ?
chief_wiggum replied to Igitur's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Open Addon-Builder and go to Options. Add *.sqf; to 'List of Files to copy directly'. -
Would it be possible to add a hiddenselection for the benches, so we can retexture them? ~Chief
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Real World Terrain, L3DT to TerrainBuilder
chief_wiggum replied to chief_wiggum's topic in ARMA 3 - TERRAIN - (BUILDER)
Sorry for the late respond m8, haven't had much spare time the past days. Your document helped me a lot! You should make a forum post with it, if you didn't do already. Thanks, ~Chief -
Real World Terrain, L3DT to TerrainBuilder
chief_wiggum replied to chief_wiggum's topic in ARMA 3 - TERRAIN - (BUILDER)
Thanks m8, i'll try this out tomorrow. 1 more question: If i have a 64x64 heightfield which i resize to 1024x1024,isn't my island way to big then? -
Real World Terrain, L3DT to TerrainBuilder
chief_wiggum replied to chief_wiggum's topic in ARMA 3 - TERRAIN - (BUILDER)
I guess i'm to stupid for this. How do i select a square on the website? When i enter Xmin = 25.45 Ymin =38.5 Xmax =25.65 Ymax =38.7 the box should be a square right? But for some reason it isn't???? A step by step tutorial would be great. -
Real World Terrain, L3DT to TerrainBuilder
chief_wiggum replied to chief_wiggum's topic in ARMA 3 - TERRAIN - (BUILDER)
So, i download a big area from here:, http://opentopo.sdsc.edu/gridsphere/gridsphere?cid=geonlidarframeportlet&gs_action=raster&opentopoID=OTSRTM.042013.4326.1 open the .tif with L3DT, safe it as png, cut out the area i want with gimp, and import it as png in L3DT? -
Real World Terrain, L3DT to TerrainBuilder
chief_wiggum replied to chief_wiggum's topic in ARMA 3 - TERRAIN - (BUILDER)
Ok, i guess i've found the problem. My highfiled isn't a square, so i resized it and it looks fine in TB. But how can i make my hightfield a square without distorting my island? -
Real World Terrain, L3DT to TerrainBuilder
chief_wiggum replied to chief_wiggum's topic in ARMA 3 - TERRAIN - (BUILDER)
Which settings do you mean? -
Real World Terrain, L3DT to TerrainBuilder
chief_wiggum posted a topic in ARMA 3 - TERRAIN - (BUILDER)
Hey Guys, i'm currently trying to create my first real world island for Arma3. This is the island i want to create: https://www.google.de/maps/@38.564035,25.5948034,10708m/data=!3m1!1e3 (Psara, Greece) My Hightfield in L3DT looks like this: Unfortunately my hightfield looks like this, after importing it into TB: What did i do wrong? ~Chief -
Named Selections for Backpack
chief_wiggum replied to chief_wiggum's topic in ARMA 3 - MODELLING - (O2)
Thanks m8, works perfect now. ;) ~Chief -
Named Selections for Backpack
chief_wiggum replied to chief_wiggum's topic in ARMA 3 - MODELLING - (O2)
mmhh.. i don't really get this.. Guess I'll have to contact some modders if they would be so kind to hand me out one of their models as an example. You don't have one in stock by chance, do you? :) -
Hey, i just finished my really basic model of a riflebag. I exported it from blender to oxygen, but now i don't know, which 'named selections' i have to create, so that my model doesn't just stuck in the ground like this: My model in oxygen: I hope someone is able to help me. Thanks, ~Chief
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[GUI] line break in edit field
chief_wiggum replied to chief_wiggum's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ST_MULTI doesn't feature a enter function. It will just jump into the next line, when there isn't anymore space in the current line.