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viper2511

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Everything posted by viper2511

  1. viper2511

    United States Air Force( 2015)

    No need to worry. I do see (and appreciate) what you're saying, but these guys won't get lost in the details, it is just a case of waiting...think of Christmas coming as a child, it'll be worth the wait! It will be released when they believe it is in a good enough state, and it'll be worth it. They are seriously busy in RL and do put time and effort in when and where they can. Keep the faith!
  2. viper2511

    Plz help me make it go away

    Arma 3 Launcher >> Parameters >> untick -showScriptErrors
  3. viper2511

    indiCam - independent camera mod

    This looks so cool! Great work.
  4. viper2511

    Geometry LODs not working.

    Not at home at the moment so I haven't looked at the files but has your model got a mass? It also needs to be convex, simple shapes. https://community.bistudio.com/wiki/LOD#Geometry
  5. Christmas again so soon? Sweet, downloading now!
  6. I believe the solution is here Poolpunk:
  7. This is one way, look at this:
  8. If I am understanding you correctly, I would just basically add more beach texture where required.
  9. viper2511

    [MP][CTI-COOP] Liberation (continued)

    Do you have space in your storage? I had this issue before and just needed to build more storage.
  10. viper2511

    Invade & Annex: Apex Edition

    Looking forward to this!
  11. viper2511

    Info: Infantry metrics

    Should be a sticky!
  12. viper2511

    [MP][CTI-COOP] Liberation (continued)

    Thank you, and sorry for not noticing that. I had completely missed/ignored the values array and was going with 0= Default, 1= None, 2= First Aid kit and 3= First Aid kit & MediKit. Note to self stop editing when tired! Thank you for your speedy response, and for going easy on me in your reply!
  13. viper2511

    [MP][CTI-COOP] Liberation (continued)

    I will eventually join the Discord channel and request the experimental files but at the moment I am having issues setting up v0.955 correctly. I know that I can change the mission presets at mission start, but wish to be able to do this server side and not every time we play. As there are only a limited group of us playing on my server we wanted to: Disable fatigue. Use complete arsenal. Allow revive for all players. Disable both Introduction and Deployment cinematics. Reading through the posts here I changed the following: mission_params.hpp kp_liberation_config.sqf The revive feature does not function as it should unless we disconnect and I then alter the settings in the parameter screen. The What am I doing wrong or what have I missed? The following screenshot shows the parameters screen on logging in as admin, after the changes to the files (file having been re pbo'd etc.): Preset image I initially thought that as I had made these changes after we had been playing for a few nights that maybe they were ineffective as a save game already existed, so I used the parameters to wipe the save and the results remained the same. Any thoughts?
  14. I am aware of TB's ability to export a shape file to imagery etc. (I have done this) and therefore have a very rough layout of my roads as part of my fictitious island's sat map. I have spent countless hours tweaking curves to try and get a 'near perfect' rendition of the final roads, anyone who has generated any size of terrain will appreciate how long this takes. I am trying to get my road shape file (and therefore my sat map roads) to follow more precisely (if not exactly!) the actual road curves produced by TB. Other than simplifying my proposed mountain switchback, which I am loathe to do (though I may have to at this rate), is there anyway to export from TB an exact shape file for the actually generated in-game roads? What is annoying is when flying and/or viewing roads from a distance the sat map doesn't quite match up with the curves. This doesn't bother the guys who have play tested the map, and it wouldn't be TOO noticeable whilst in battle etc. but it drives me crazy. If there is no other way than tweaking each curve until it matches then so be it, but rather than pull my hair out I thought I'd ask here.
  15. viper2511

    Exact road shape export

    Thank you, going forward I'll use the separate layers per road type too.
  16. viper2511

    Exact road shape export

    Thank you for your reply. I figured as much, and have been doing that, I was just wondering if there was an easier/quicker way. Cheers!
  17. viper2511

    Grass Problem

    This is done using Clutter. Follow this tutorial and it should see you right: http://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial
  18. I second that! I have been playing around with this for a few days now and love it! It's fantastic work, thank you. A query (a.k.a. feature request, if you will ) in the future, is there any possibility that we can look forward to the ability to add multiple texture files? Some island makers split the terrain texture (e.g. into four parts) in order to get better resolution on their sat maps.
  19. viper2511

    Light switch for custom house?

    These should help: https://community.bistudio.com/wiki/setLightColor https://community.bistudio.com/wiki/lightAttachObject
  20. viper2511

    Model works at Terrain Builder

    I agree with RoF, always use Mikero's Tools. A couple of things to check, though: See if you've added the Land Class. https://community.bistudio.com/wiki/The_Land_xx_class Make sure you have correctly set the Named Property in the Geometry Lod. https://community.bistudio.com/wiki/Oxygen_2_-_Manual#Properties https://community.bistudio.com/wiki/Named_Properties
  21. Looks fantastic! I am really looking forward to working with this, thank you.
  22. viper2511

    Textures for Arma 3 mods

    Check these out, they should point you in the right direction:
  23. viper2511

    Radio Message not found

    Sorry, I misunderstood, I thought it read intro then unit name...
  24. viper2511

    Radio Message not found

    Could it be where you have 'intro' here? I tried placing trigger as in your example and it produces an error. My example has nothing preceeding the unit name.
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