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Found 472 results

  1. Matthew Aiken

    Shelter keeps resetting.

    The rap traps, box of herbs and crown tower were all altered intentionally with lowered max storage but higher production rates so that’s apparently normal. The shelter though is most definitely bugged, this most probably due to the fact that this would have been how many of those materials would have been stored at that level of shelter I’m willing to bet. Hopefully this bug will get fixed though!
  2. Hey Everybody, Currently working on a retexture for the mod Imperial Conquest - Warhammer 40k. I've retextured all of the uniforms and the .PAA files and mod structure are ready to go, but now I've gotten to the part that halts me every time I try to make a retexture mod for Arma 3, which is the config. Can anybody help me figure out why I'm getting an error when I try to convert my files into a PBO? This is the error I'm getting: <adding entries:...> config.cpp:compiling... In File C:\Eliteness\ICSN_cad_inf\config.cpp: circa Line 35 rap: missing inheritence class(es) Rapify error Config can be found below. Any help is much appreciated:
  3. It's not like your character in the middle of a firefight is gonna stop and listen to a song, much as he might like to. Perhaps a solution: instead of playing a few bars of any given song, maybe hear the old fashioned radio tuner scanning radio stations, similar to what you hear during Reservoir Dogs film. Maybe scan between three randomly selected songs or so, less than a bar or two, then a click or static or silence. Fancy bit of programming to be sure, but it could increase sonic ambience/realism. Same with radio broadcasts of sporting events, news broadcasts and the like. It doesn't always have to be music all the time. I could stand to listen to someone switch between Russian rap, Russian country music and Russian rock, Russian military music for example.
  4. So im working on a mod pack for a friend trying to modify some capacity's for certain items and when i try to edit the config.bin file all i get is a bunch of random characters and I cant figure out how to modify the values or how to view the file the correct way For example of what i am talking about - raP Qà CfgPatches Ä
  5. Janez

    Music Recommendations

    I remember these guys from late 90s - early 2000s, the glory days of rap and hip-hop, especially on war-torn Balkan. Times of great thefts and horrors but also incredible display of humanity and the Christian way. It is pleasant to see how they matured into what seems like a positive, much like this community I would like to think. For any kid of the 80s, if you understand Serbo-Croatian, you'll probably appreciate this. It kinda points out the obvious though, there is so much to talk about in life but unfortunately the music industry is focusing only... well, on just that, being an industry. Београдски синдикат - Данима or Belgrade Syndicate - ~Days
  6. Hello @Melody_Mik. Thanks for the answer) video from this author ( ). I have been to rewrite scripts, but I'm not very good at it, so it didn't work out for me.) The problem is that when I turn on the video, it goes like sound throughout the whole map and if I want to switch the video, then the sound from the first starts to go along with the second at the same time and I cannot turn it off at all, only by restarting the mission. Code "Action 1" tv setobjecttextureglobal [0,"TV\Youtube\Videos\action1.ogv"]; ["TV\Youtube\Videos\action1.ogv",[10,10]] spawn bis_fnc_playvideo; [/code] tv say3D 'bip'; "Open video" removeallactions tv; tv setobjecttextureglobal [0, "TV\Youtube\Pictures\screen.jpg"]; tv addAction ["Menu Screen", "TV\Youtube\Scripts\screen.sqf"]; tv addAction ["Close Youtube", "TV\close.sqf"]; tv addAction ["Watch FAIL ARMY", "TV\Youtube\Scripts\action1.sqf"]; tv addAction ["Watch Moe and ET Hood Pranks", "TV\Youtube\Scripts\action2.sqf"]; tv addAction ["Watch Funny Vines Compilation", "TV\Youtube\Scripts\action3.sqf"]; tv say3D 'bip'; And this plugin have "description" class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {rap,house,rock,bip,bip2}; // Definition for each sound class rap { // Name for mission editor name = "rap"; //Path of the .ogg file. since it's in the same folder just use the filename sound[] = {TV\Media Player\Music\rap.ogg, 1, 1.0}; titles[] = {}; }; class house { // Name for mission editor name = "house"; //Path of the .ogg file. since it's in the same folder just use the filename sound[] = {TV\Media Player\Music\house.ogg, 1, 1.0}; titles[] = {}; }; class rock { // Name for mission editor name = "rock"; //Path of the .ogg file. since it's in the same folder just use the filename sound[] = {TV\Media Player\Music\rock.ogg, 1, 1.0}; titles[] = {}; }; class bip { // Name for mission editor name = "bip"; //Path of the .ogg file. since it's in the same folder just use the filename sound[] = {TV\TV logo & beep\Sounds\bip.ogg, 1, 1.0}; titles[] = {}; }; class bip2 { // Name for mission editor name = "bip2"; //Path of the .ogg file. since it's in the same folder just use the filename sound[] = {TV\TV logo & beep\Sounds\bip2.ogg, 1, 1.0}; titles[] = {}; }; };
  7. mikeben

    Music Recommendations

    I would recommend you to listen Self care by Mac Miller. It is my favourite song. Mac Miller was a great artist and and exceptional rapper of his time. I used to collect Mac Miller caps and posters as a great fan of him. Sadly, he left this world so early but in such a short span if time he made his impact in the rap industry. Here is one of my favourite song of him would
  8. Pierre,  I am trying to change the appearance of this civilian group created in the code below.

     

    THIS CODE WORKS TO SPAWN GROUPS. SO GOOD TILL HERE.

     

    hint parseText "<img size='6' image='images\rap.paa'/><br/><t align='center' color='#b80406' shadow='2' size='2.75'>WARNING</t><br/><t align='center' color='#FFFFFF'>------------------------------</t><br/><t align='center' color='#FFFFFF'> Suicide Bombers Have Been Detected.</t><t align='center' color='#b80406'></t><br/><t align='center' color='#f6d140'> Stay On High Alert!</t><t align='center' color='#b80406'></t>"; playSound "nukewarn";

    private ["_k_unit","_grp","_ksound","_chasep","_distep"];

    if (!isServer) exitWith {};

    _origin = _this select 0;
    _no        = _this select 1;
    _ksound = _this select 2;
    _chasep    = _this select 3;
    _distep    = _this select 4;

    if (_no>0) then 
    {
        _nr_k = 0;
        while {_nr_k<_no} do 
        {    
            _grp = createGroup civilian;
            _type_k = ["C_Man_casual_6_F_afro","C_man_1_1_F","C_Man_casual_1_F_asia","C_man_1_3_F","C_man_polo_1_F","C_man_polo_1_F_afro","C_Man_casual_3_F_asia","C_man_polo_1_F_asia","C_man_polo_2_F","C_man_polo_2_F_afro","C_man_polo_2_F_euro","C_Man_casual_4_F_euro","C_man_polo_3_F","C_man_polo_3_F_afro","C_Man_casual_5_F_euro","C_man_polo_3_F_asia","C_man_polo_4_F","C_man_polo_4_F_afro","C_man_polo_4_F_euro","C_man_polo_4_F_asia","C_man_polo_5_F","C_man_polo_5_F_afro","C_man_polo_5_F_euro","C_man_polo_5_F_asia","C_man_polo_6_F","C_man_polo_6_F_afro","C_man_polo_6_F_euro","C_man_polo_6_F_asia","C_man_p_fugitive_F","C_man_p_fugitive_F_afro","C_man_p_fugitive_F_euro","C_man_p_fugitive_F_asia","C_man_hunter_1_F","C_Orestes","C_Nikos","C_Nikos","C_man_sport_2_F_afro","C_man_sport_3_F_asia"] call BIS_fnc_selectRandom;
            _type_k createUnit [getMarkerPos _origin, _grp, "[this,_distep,_ksound,_chasep] execvm 'Scripts\kam.sqf'",1];
            _nr_k = _nr_k +1;
            sleep 1;
        };
    };

     

     

    I added these three lines of code below to try and  change just the uniform and headgear

     

    _uniformTypes = ["U_I_C_Soldier_Para_1_F"];
    _type_k_unit addUniform (_uniformTypes call BIS_fnc_selectRandom);
    _type_k unit addHeadgear "H_ShemagOpen_tan";

     

    SO NEW CODE LOOKS LIKE THIS NOW

     

    hint parseText "<img size='6' image='images\rap.paa'/><br/><t align='center' color='#b80406' shadow='2' size='2.75'>WARNING</t><br/><t align='center' color='#FFFFFF'>------------------------------</t><br/><t align='center' color='#FFFFFF'> Suicide Bombers Have Been Detected.</t><t align='center' color='#b80406'></t><br/><t align='center' color='#f6d140'> Stay On High Alert!</t><t align='center' color='#b80406'></t>"; playSound "nukewarn";

    private ["_k_unit","_grp","_ksound","_chasep","_distep"];

    if (!isServer) exitWith {};

    _origin = _this select 0;
    _no        = _this select 1;
    _ksound = _this select 2;
    _chasep    = _this select 3;
    _distep    = _this select 4;

    if (_no>0) then 
    {
        _nr_k = 0;
        while {_nr_k<_no} do 
        {    
            _grp = createGroup civilian;
            _type_k = ["C_Man_casual_6_F_afro","C_man_1_1_F","C_Man_casual_1_F_asia","C_man_1_3_F","C_man_polo_1_F","C_man_polo_1_F_afro","C_Man_casual_3_F_asia","C_man_polo_1_F_asia","C_man_polo_2_F","C_man_polo_2_F_afro","C_man_polo_2_F_euro","C_Man_casual_4_F_euro","C_man_polo_3_F","C_man_polo_3_F_afro","C_Man_casual_5_F_euro","C_man_polo_3_F_asia","C_man_polo_4_F","C_man_polo_4_F_afro","C_man_polo_4_F_euro","C_man_polo_4_F_asia","C_man_polo_5_F","C_man_polo_5_F_afro","C_man_polo_5_F_euro","C_man_polo_5_F_asia","C_man_polo_6_F","C_man_polo_6_F_afro","C_man_polo_6_F_euro","C_man_polo_6_F_asia","C_man_p_fugitive_F","C_man_p_fugitive_F_afro","C_man_p_fugitive_F_euro","C_man_p_fugitive_F_asia","C_man_hunter_1_F","C_Orestes","C_Nikos","C_Nikos","C_man_sport_2_F_afro","C_man_sport_3_F_asia"] call BIS_fnc_selectRandom;
    _uniformTypes = ["U_I_C_Soldier_Para_1_F"];
    _type_k_unit addUniform (_uniformTypes call BIS_fnc_selectRandom);
    _type_k unit addHeadgear "H_ShemagOpen_tan";
            _type_k createUnit [getMarkerPos _origin, _grp, "[this,_distep,_ksound,_chasep] execvm 'Scripts\kam.sqf'",1];
            _nr_k = _nr_k +1;
            sleep 1;
     


        };
    };

     

    After doing this now the AI Groups do not spawn. Any Ideas why.... any help appreciated.

     

    Ant

    1. Show previous comments  1 more
    2. Antman2o1o

      Antman2o1o

      Thanks, Pierre that worked Happy holidays to you.

    3. pierremgi

      pierremgi

      Same. Happy holidays to you and your family.

    4. Antman2o1o

      Antman2o1o

      Thanks, brother appreciate all  you guys do for the community.

  9. I am creating a tool (in C++) which reads a mission (from SQF or PBO), parses the required mods (in the addons[] array) and compares those against a whitelist. This part works well, what I have trouble with is creating the whitelist automatically from the mods installed. My plan is: Crawl the directory for PBOs, read their config.cpp/config.bin to get the CfgPatches and collect all sub-classes therein, as those should be the names on the whitelist (is this correct? Am I getting this wrong?). This works reasonably well (my PBO parser works, my parser for binarized and non-binarized SQF works perfectly) for all but a rare few mods. One of my problems is Isla Duala (https://steamcommunity.com/sharedfiles/filedetails/?id=714149065), which seems to use some kind of "obfuscation" on the config.bin file, i.e. its not the default raP format. For example, the first bytes of the mentioned config.bin are "5F 00 72 61 50 00 01 00 08 05 00 FB F4 BB 0A 00 08 00 43 66 67 FF 50 61 74 63 68 65 73", from which we can plainly see the rap header is shifted by one byte and the rest of the header is mangled as well. Does anyone know - how to de-obfuscate this? (SERIOUSLY: I am not "stealing" something, I _need_ to know the name of the damn mod; how else would I get that; I understand people hiding their scripts/assets, but the main mod info, wth) - where the raP parser in Arma3 is located (location in the binaries), since I would love to replicate its behavior, since it seems to accept this ill-formatted file... If anyone has any pointers or insight, I'd be grateful. Once this is done, it will be published open-source on GitHub.
  10. Maxwell Kingston

    Music Recommendations

    As a rap music fan I love to listen lucid dream by Juice Wrld. He was a great rapper. I still remember I bought his Wrld 999 sweatshirt in my college days and listen this song. Unfortunately, He left us too early but made his name in such short time. Do listen this song! https://www.youtube.com/watch?v=mzB1VGEGcSU
  11. Dear Community.... Hello My name is Mero 🙂 New Here 🙂 I need grief help editing this wepaons.cfg file from OFP resistance PC game - for campaign-playing missions . the game's original cfg is unreadable like this( raP version Weapons items Item0 Unit side GUER idGroup id name Victor Troska weaponSlots “* Weapon0 Bizon Weapon1 RPGLauncher Weapon2 So i took another game folder's CFG - specifically the American cold war 1985 's game one. I load up the mission from resistance campaign and find out the handgun's slot + its magazines slots are gone...... so its like this in the file items=7.000000; class Item0 { class Unit { side="GUER"; idGroup=1.000000; id=1.000000; }; name="Amr Wayne"; weaponSlots=10769.000000; >>> WHAT's IS THE Correct number for this unit to have the Handgun visible + there magazines slots????.... class Weapon0 { name="M16"; }; class Weapon2 { name="Binocular"; }; class Weapon4 { name="CZ75"; }; class Magazine0 { type="M16"; ammo=30.000000; reload=0.115273; id=669.000000; }; class Magazine1 { type="M16"; ammo=30.000000; reload=0.130977; id=670.000000; }; class Magazine2 { type="M16"; ammo=30.000000; reload=0.131332; id=671.000000; }; class Magazine3 { type="M16"; ammo=30.000000; reload=0.122653; id=672.000000; }; class Magazine4 { type="HandGrenade"; ammo=1.000000; reload=1.424001; id=673.000000; }; class Magazine5 { type="HandGrenade"; ammo=1.000000; reload=1.344562; id=674.000000; }; class Magazine6 { type="HandGrenade"; ammo=1.000000; reload=1.381485; id=675.000000; }; class Magazine7 { type="HandGrenade"; ammo=1.000000; reload=1.458408; id=676.000000; }; class Magazine8 { type="SmokeShell"; ammo=1.000000; reload=1.456430; id=677.000000; }; class Magazine9 { type="SmokeShell"; ammo=1.000000; reload=1.325409; id=678.000000; }; class Magazine10 { type="CZ75Mag"; ammo=15.000000; reload=1.325409; id=679.000000; }; }; Thanks 🙂 Hope anyone can figure this out and help cheers mates
  12. vilas

    USA General

    what to say , criminals robe, loot, when police kill criminal people riot some groups instead of study, work - prefer being "gangsta" . people have ability to educate but some prefer listen to rap and say "i am poor", i have the same in my country, group called "dresy" (dres = sportswear), idiots wearing sportswear, listening to rap or techno, instead of go to school (which is free , free of charge) prefere to rob someone, to steal something, than go and drink , and have party and "i am poor, they must give me" - and they are white here and we have such groups, there is always in every society group of people dealing with criminal activity but i cannot imagine riots in defence of someone who had sentences , criminal is criminal for me, no excuse, no saint, if someone had several sentences ... i cannot imagine how people can defend criminals, for me it is unimaginable and than i read that some groups must be extra treated i think USA is great country especially states such as Tenessee , Arizona, Texas - you can defend your property when you study, work hard - you have results - but our generation is retarded - we (some of us) think that "i should get all free cause i deserve it" instead of "i must work, study, learn, work and than i have result" i always hated criminals, robbers, looters etc. i always stood for property rights, for taking care about right to defend property politicall correctness is new form of cenzorship that i know from communism - i hate communism
  13.  EO

    Ravage

    Regarding those issues with the loot search action I refer back to a post I made a few months ago... All of the above still happens in a vanilla Ravage environment, meaning running only Ravage/CBA while play testing on a vanilla map. I still don't think the Ravage loot search system should necessarily take the rap when it could be down to a clash/conflict with other external scripted features in a user made mission. The only thing that should be addressed, and was previously acknowledged by Haleks, is the deletion of empty weapon holders to be followed by the "empty" "nothing here" messages as has been suggested by @LSValmont
  14. Have a look on previous topics about that. https://forums.bohemia.net/search/?q=.raP
  15. Okay so I have broken a script while trying to change the mod dependencies because I opened it in in notepad and I did not unbinarize it first. The good thing is I made a backup of the file but the backup is a txt document. How do I fix this? I have downloaded arma tools and I have some of mikero's tools such as derap but I don't know what i'm doing from here. Any help would be greatly appreciated! When I try to load mission I am receiving a message that says mission.sqm, line 0: '.raP': " encountered instead of '='
  16. Started making this mission about 8 months ago, recently decided to go back and actually finish it. The mission had 2 dependencies that needed to be removed so I went in to the text document and tried to remove them (yes I know I'm a potato). Now whenever I try to open the file in the editor I get the whole "file (insert file location here), line 0: '.raP': ' ' encountered instead of '='". As I understand it I must have accidentally deleted some "invisible characters" (don't know how exactly that works but that's how it was explained to me) and now the whole think is borked. I have tried a system restore, the windows previous versions feature, and a data recovery tool (not total sure the one I used was very good) without success. I'm wondering if there may be a way to decompress the file in a somewhat damaged state because I"m pretty sure i could repair it from there or if I would be able to take out parts of the dependency list (the only part I edited) and that would fix it enough for me to open it with DeraP (I think that would be the right program). Overall pretty sure I've royaly screwed myself but if anybody could explain how i could fix this or has any creative ideas on how it might be possible to get the scenario back it would be much appreciated so that i don't have to spend another 15ish hours rebuilding the mission from memory. Also if needed I can provide screenshots, the mission.sqm or any other assets needed. Thanks
  17. Ok, I'm not very good at this stuff but here is some of my mission.sqm version=53; class EditorData { moveGridStep=15.697117; angleGridStep=0.2617994; scaleGridStep=1; autoGroupingDist=10; toggles=513; class ItemIDProvider { nextID=928; }; class MarkerIDProvider { nextID=6; }; class LayerIndexProvider { nextID=42; }; class Camera { pos[]={12413.854,76.453064,14243.263}; dir[]={0.67097497,-0.59618539,-0.44114903}; up[]={0.49812803,0.80288565,-0.32750764}; aside[]={-0.54939795,2.856832e-007,-0.83562636}; }; }; binarizationWanted=0; addons[]= { "ryanzombiesfunctions", "ravage", "A3_Modules_F_Multiplayer", "CUP_Creatures_Military_CDF", so how do I add your mission.sqm to mine if yours is like this: raP ‹ version 5 EditorData ± addons A3_Ui_F A3_Modules_F_Curator_Curator A3_Structures_F_Civ_Camping A3_Structures_F_Items_Electronics A3_Characters_F A3_Weapons_F_Rifles_MX A3_Weapons_F_Mark_Rifles_MX A3_Weapons_F_Acc A3_Weapons_F_Mark_Acc A3_Weapons_F A3_Weapons_F_Launchers_RPG32 A3_Weapons_F_Pistols_P07 A3_Weapons_F_Items AddonsMetaData Î randomSeed ¡* ScenarioData R Mission h ‹ moveGridStep €?angleGridStep ’ †>scaleGridStep €?autoGroupingDist Atoggles ItemIDProvider M MarkerIDProvider ` Camera s Î nextID _ ` nextID s pos dÜ€EÃ׎BHSƒEdir ìo»1T¿æk?up †…d»p[?ëT?aside ,€?Àwm´Ô‰;Î List Þ R items Item0 2 Item1 ¤ Item2 1 Item3 µ Item4 > Item5 Ä R className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com ¤ className A3_Modules_F_Curator name Arma 3 Zeus Update - Scripted Modules author Bohemia Interactive url https://www.arma3.com 1 className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com µ className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com > className A3_Weapons_F name Arma 3 Alpha - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com Ä className A3_Weapons_F_Mark name Arma 3 Marksmen - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com R author player h Intel ‡ Entities ƒ ‹ timeOfChanges áDstartWeather startWind ÍÌÌ=startWaves ÍÌÌ=forecastWeather forecastWind ÍÌÌ=forecastWaves ÍÌÌ=forecastLightnings ÍÌÌ=year ó day hour minute startFogDecay B`e<forecastFogDecay B`e<ƒ items Item0 × Item1 B Item2 c Item3 # Item4 Æ Item5 Å ‹ dataType Marker position {Ë€E @WT„E name respawn_west text Respawn type Empty id B dataType Logic PositionInfo ± id type ModuleCurator_F atlOffset #ÛµA CustomAttributes Ñ c position ÝK‚E#ÛÝAZ/„EÑ Attribute0 9 Attribute1 ë Attribute2 – Attribute3 ? Attribute4 ¸ nAttributes c property ModuleCurator_F_Owner expression _this setVariable ['Owner',_value,true]; Value ¡ ë data ± ë type Ö value #adminLogged ë type STRING ë property ModuleCurator_F_Forced expression _this setVariable ['Forced',_value,true]; Value U – data e – type value – type SCALAR – property ModuleCurator_F_Name expression _this setVariable ['Name',_value,true]; Value ü ? data ? type * value admin ? type STRING ? property ModuleInfo expression false Value y ¸ data ‰ ¸ type ¥ value ¸ type BOOL ¸ property ModuleCurator_F_Addons expression _this setVariable ['Addons',_value,true]; Value " c data 2 c type N value @@c type SCALAR c dataType Trigger position Ý€E @T„E Attributes Ä id ; type EmptyDetector # onActivation hint "press Y for ZEUS"; sizeA AsizeB A activationBy ANYPLAYER # dataType Object PositionInfo side Empty flags Attributes À id type Land_CampingTable_small_F Æ position ÌÀEi÷¬@Óe„EÀ Æ dataType Object PositionInfo < side Empty Attributes t id type Land_FMradio_F atlOffset È P?Å position WÆ€EéV¼@¬f„Eangles 1øK@ t init playSound3D ["a3\missions_f\data\sounds\radio_track_01.ogg", this]; Å dataType Group side West Entities Attributes … id < ‹ items Item0 , … dataType Object PositionInfo side West flags Attributes ½ id = type B_soldier_AR_F … position hÄ€EÊ @>U„E½ isPlayer Inventory á … primaryWeapon Ç secondaryWeapon handgun › uniform vest Ä backpack ñ map ItemMap compass ItemCompass watch ItemWatch radio ItemRadio goggles G_Combat hmd NVGoggles headgear H_HelmetB_grass … name arifle_MX_SW_F muzzle muzzle_snds_H flashlight acc_pointer_IR underBarrel bipod_01_F_snd primaryMuzzleMag I name 100Rnd_65x39_caseless_mag ammoLeft d name launch_RPG32_F › name hgun_P07_F muzzle muzzle_snds_L primaryMuzzleMag à name 16Rnd_9x21_Mag ammoLeft typeName U_B_CombatUniform_mcam_tshirt isBackpack MagazineCargo m ItemCargo ‚ Ä items Item0 « Item1 ß Item2 Item3 J ‚ name HandGrenade count ammoLeft ß name SmokeShell count ammoLeft name SmokeShellGreen count ammoLeft J name Chemlight_green count ammoLeft ‚ items Item0 Ÿ Ä name FirstAidKit count Ä typeName V_PlateCarrier2_rgr isBackpack MagazineCargo ñ items Item0 @ Item1 ‚ Item2 ¹ ñ name 100Rnd_65x39_caseless_mag count ammoLeft d ‚ name 16Rnd_9x21_Mag count ammoLeft ¹ name Chemlight_green count ammoLeft ñ typeName B_AssaultPack_rgr isBackpack MagazineCargo 8 … items Item0 U … name RPG32_F count ammoLeft … ‹
  18. Noks - Ohliger

    PboProject problem ---- rapify problem

    It's a good sugestion that you start making your own terrains, it's not that hard (check out this playlist of tutorials -> they are in german but you can understand just by looking at what theses guys do, anyway I'm sure you can find english tutos). If you really want to find what causes the rap error, uncheck the 'noisy output' button and copy paste us the 10-20 last lines of the output.
  19. Studying additions and after doing tests on "Encore" Dev version, have gave me some idea of further developments and an "Encore Plus" DLC. Navy - bring in Arma3 an updated version of Arma2 LHD with an open wet dock, - bring in LCAC - bring in small fast missile launcher patrol catamaran. Air - add grey camo for Navy helicopters - add slow flying COIN air plane based upon Caesar BTT Modules - extend SpawnAI factions and extend compositions groups list As I had explained before being lectured and getting a rap on the knuckles I am not speaking about a wish, or a simple idea, I am bringing in a concept. In the future, you will see that it's rather difficult for community dev to build a real full DLC. The beautiful job done by BRAVO ZERO ONE Studios for Jets DLC and upcoming Encore DLC is pro Devs jobs, the quality level for Arma3 being very high. I know that some Community members are working hard on their projects, nevertheless, making a complete DLC is full time work for a team. So as I say, I bring in a concept for the core of an other semi-official/ official DLC, no less, no more.
  20. Cosmo_D41

    missing inheritence class(es)

    Well, as the error-message states: In File myfirstmap\cfgClutter.hpp: Line 3 rap: missing inheritence class(es) In your Line 3 you are calling the class "DefaultClutter" but didnt define it anywhere before. What you need is a definition of the class first, i.e. something like: class CfgWorlds { class Stratis; class DefaultClutter; Otherwhise it wouldnt know from where to take this class you are referring to in your clutter configs.
  21. I tried to pack my map and encountered a problem. In File myfirstmap\cfgClutter.hpp: Line 3 rap: missing inheritence class(es) My config.cpp #define false 0 #define true !false class CfgPatches { class myfirstmap { units[] = { "myfirstmap" }; weapons[] = {}; requiredVersion = 1; requiredAddons[] = { "myfirstmap" }; }; }; class CfgWorldList { class myfirstmap_{}; }; class CfgWorlds { class Stratis; class myfirstmap: Stratis { cutscenes[] = {}; description = "myfirstmap Terrain"; worldName = "myfirstmap.wrp"; author = "PMC"; pictureMap = "myfirstmap\data\yourtag_yourproject_pictureMap.paa"; pictureShot = ""; newRoadsShape = ""; centerPosition[] = { 2560, 2560 }; ilsDirection[] = { 0, 0.08, 1 }; ilsPosition[] = { 0, 0 }; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = false; class SecondaryAirports{}; class ReplaceObjects{}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; minTreesInForestSquare = 2; minRocksInRockSquare = 2; class Subdivision{}; class Names{}; }; }; #include "cfgClutter.hpp" class clutter { class myfirstmap_AutumnFlowers: DefaultClutter { model = "ca\plants2\clutter\c_autumn_flowers.p3d.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class myfirstmap_GrassCrooked: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.7; scaleMax = 1.3; }; class myfirstmap_GrassCrookedGreen: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class myfirstmap_WeedDead: DefaultClutter { model = "ca\plants2\clutter\c_WeedDead.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.1; }; class myfirstmap_GrassDryBunch: DefaultClutter { model = "ca\plants2\clutter\c_deadGrassBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.5; scaleMax = 1.0; }; class myfirstmap_grassDryLongBunch: DefaultClutter { model = "ca\plants2\clutter\c_grassDryLongBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.6; scaleMax = 1.1; }; class myfirstmap_HeatherBrush: DefaultClutter { model = "ca\plants2\clutter\c_caluna.p3d"; affectedByWind = 0.15; swLighting = 1; scaleMin = 0.8; scaleMax = 1.8; }; class myfirstmap_WeedSedge: DefaultClutter { model = "ca\plants2\clutter\c_weed3.p3d"; affectedByWind = 0.2; swLighting = 1; scaleMin = 0.5; scaleMax = 0.85; }; class myfirstmap_WeedTall: DefaultClutter { model = "ca\plants2\clutter\c_weed2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.1; }; class myfirstmap_WeedDeadSmall: DefaultClutter { model = "ca\plants2\clutter\c_WeedDead2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 0.9; }; class myfirstmap_BlueBerry: DefaultClutter { model = "ca\plants_E2\clutter\c_blueberry.p3d"; affectedByWind = 0.05; swLighting = 1; scaleMin = 0.85; scaleMax = 1.3; }; class myfirstmap_FernAutumn: DefaultClutter { model = "ca\plants2\clutter\c_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.6; scaleMax = 1.2; }; class myfirstmap_GrassTall: DefaultClutter { model = "ca\plants2\clutter\c_GrassTall.p3d"; affectedByWind = 0.15; scaleMin = 0.75; scaleMax = 1; }; class myfirstmap_GrassCrookedForest: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedForest.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.4; }; class myfirstmap_MushroomsPrasivka: DefaultClutter { model = "ca\plants2\clutter\c_MushroomPrasivky.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; }; #include "cfgSurfaces.hpp" class CfgSurfaces { class Default {}; class myfirstmap_beach_co_Surface:Default { files = "myfirstmap_beach_co*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class myfirstmap_grass_green_co2_dry_grass_Surface:Default { files = "myfirstmap_grass_green_co2_dry_grass*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "Empty"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class myfirstmap_gravel_co_Surface:Default { files = "myfirstmap_gravel_co*"; rough = 0.12; maxSpeedCoef = 0.8; dust = 0.4; soundEnviron = "drygrass"; character = "Empty"; soundHit = "soft_ground"; lucidity = 3.5; grassCover = 0.04; }; class myfirstmap_marsh_co_Surface:Default { files = "myfirstmap_marsh_co*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "Empty"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; }; class myfirstmap_mud_co_Surface:Default { files = "myfirstmap_mud_co*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; class myfirstmap_rock_co_Surface:Default { files = "myfirstmap_rock_co*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; class myfirstmap_seabed_co_Surface : Default { files = "myfirstmap_seabed_co*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; class myfirstmap_strconcrete_co_Surface : Default { files = "myfirstmap_strconcrete_co*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; class myfirstmap_strforest_pine_co_Surface : Default { files = "myfirstmap_strforest_pine_co*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class myfirstisland_GrassClutter { probability[] = {0.7,0.1,0.1,0.01}; names[] = {"c_GrassCrookedGreen","c_GrassCrooked","c_AutumnFlowers","c_WeedDead"}; }; class myfirstisland_gardenClutter { probability[] = {"1"}; names[] = {"c_GrassCrooked"}; }; class myfirstisland_gravelClutter { probability[] = {0.01,0.03,0.05,0.03,0.02}; names[] = {"c_AutumnFlowers","c_grassDryLongBunch","c_weed3","c_WeedDead","c_WeedDead2"}; }; class myfirstmap_marshClutter { probability[] = {0.1,0.3,0.05,0.03,0.02}; names[] = {"c_AutumnFlowers","c_grassDryLongBunch","c_WeedTall","c_WeedDead","c_weed2"}; }; class stu_beachClutter { probability[] = {}; names[] = {}; }; class myfirstisland_forestClutter { names[] = {"c_GrassCrookedForest","c_GrassCrookedGreen","c_GrassTall","c_fern","c_MushroomPrasivky"}; probability[] = {0.2,0.1,0.2,0.001,0.003}; }; }; My cfgClutter.hpp class Clutter { class myfirstmap_AutumnFlowers: DefaultClutter { model = "ca\plants2\clutter\c_autumn_flowers.p3d.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class myfirstmap_GrassCrooked: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.7; scaleMax = 1.3; }; class myfirstmap_GrassCrookedGreen: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class myfirstmap_WeedDead: DefaultClutter { model = "ca\plants2\clutter\c_WeedDead.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.1; }; class myfirstmap_GrassDryBunch: DefaultClutter { model = "ca\plants2\clutter\c_deadGrassBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.5; scaleMax = 1.0; }; class myfirstmap_grassDryLongBunch: DefaultClutter { model = "ca\plants2\clutter\c_grassDryLongBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.6; scaleMax = 1.1; }; class myfirstmap_HeatherBrush: DefaultClutter { model = "ca\plants2\clutter\c_caluna.p3d"; affectedByWind = 0.15; swLighting = 1; scaleMin = 0.8; scaleMax = 1.8; }; class myfirstmap_WeedSedge: DefaultClutter { model = "ca\plants2\clutter\c_weed3.p3d"; affectedByWind = 0.2; swLighting = 1; scaleMin = 0.5; scaleMax = 0.85; }; class myfirstmap_WeedTall: DefaultClutter { model = "ca\plants2\clutter\c_weed2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.1; }; class myfirstmap_WeedDeadSmall: DefaultClutter { model = "ca\plants2\clutter\c_WeedDead2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 0.9; }; class myfirstmap_BlueBerry: DefaultClutter { model = "ca\plants2\clutter\c_blueberry.p3d"; affectedByWind = 0.05; swLighting = 1; scaleMin = 0.85; scaleMax = 1.3; }; class myfirstmap_FernAutumn: DefaultClutter { model = "ca\plants2\clutter\c_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.6; scaleMax = 1.2; }; class myfirstmap_GrassTall: DefaultClutter { model = "ca\plants2\clutter\c_GrassTall.p3d"; affectedByWind = 0.15; scaleMin = 0.75; scaleMax = 1; }; class myfirstmap_GrassCrookedForest: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedForest.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.4; }; class myfirstmap_MushroomsPrasivka: DefaultClutter { model = "ca\plants2\clutter\c_MushroomPrasivky.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; }; My cfgSurfaces class CfgSurfaces { class Default {}; class myfirstmap_beach_co_Surface:Default { files = "myfirstmap_beach_co*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class myfirstmap_grass_green_co2_dry_grass_Surface:Default { files = "myfirstmap_grass_green_co2_dry_grass*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "Empty"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class myfirstmap_gravel_co_Surface:Default { files = "myfirstmap_gravel_co*"; rough = 0.12; maxSpeedCoef = 0.8; dust = 0.4; soundEnviron = "drygrass"; character = "Empty"; soundHit = "soft_ground"; lucidity = 3.5; grassCover = 0.04; }; class myfirstmap_marsh_co_Surface:Default { files = "myfirstmap_marsh_co*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "Empty"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; }; class myfirstmap_mud_co_Surface:Default { files = "myfirstmap_mud_co*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; class myfirstmap_rock_co_Surface:Default { files = "myfirstmap_rock_co*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; class myfirstmap_seabed_co_Surface : Default { files = "myfirstmap_seabed_co*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; class myfirstmap_strconcrete_co_Surface : Default { files = "myfirstmap_strconcrete_co*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; class myfirstmap_strforest_pine_co_Surface : Default { files = "myfirstmap_strforest_pine_co*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class myfirstisland_GrassClutter { probability[] = {0.7,0.1,0.1,0.01}; names[] = {"c_GrassCrookedGreen","c_GrassCrooked","c_AutumnFlowers","c_WeedDead"}; }; class myfirstisland_gardenClutter { probability[] = {"1"}; names[] = {"c_GrassCrooked"}; }; class myfirstisland_gravelClutter { probability[] = {0.01,0.03,0.05,0.03,0.02}; names[] = {"c_AutumnFlowers","c_grassDryLongBunch","c_weed3","c_WeedDead","c_WeedDead2"}; }; class myfirstmap_marshClutter { probability[] = {0.1,0.3,0.05,0.03,0.02}; names[] = {"c_AutumnFlowers","c_grassDryLongBunch","c_WeedTall","c_WeedDead","c_weed2"}; }; class myfirstmap_beachClutter { probability[] = {}; names[] = {}; }; class myfirstisland_forestClutter { names[] = {"c_GrassCrookedForest","c_GrassCrookedGreen","c_GrassTall","c_fern","c_MushroomPrasivky"}; probability[] = {0.2,0.1,0.2,0.001,0.003}; }; }; My layers.cfg class layers { class myfirstmap_rock_co { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "myfirstmap\data\myfirstmap_rock.rvmat"; }; class myfirstmap_beach_co { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "myfirstmap\data\myfirstmap_beach.rvmat"; }; class myfirstmap_strconcrete_co { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "myfirstmap\data\myfirstmap_strconcrete.rvmat"; }; class myfirstmap_grass_green_co2 { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "myfirstmap\data\myfirstmap_grass_green_co2.rvmat"; }; class myfirstmap_marsh_co { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "myfirstmap\data\myfirstmap_marsh.rvmat"; }; class myfirstmap_seabed_co { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "myfirstmap\data\myfirstmap_seabed.rvmat"; }; class myfirstmap_gravel_co { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "myfirstmap\data\myfirstmap_gravel.rvmat"; }; class myfirstmap_strforest_pine_co { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "myfirstmap\data\myfirstmap_strforest_pine.rvmat"; }; class myfirstmap_mud_co { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "myfirstmap\data\myfirstmap_mud.rvmat"; }; }; class legend { picture="myfirstmap\source\maplegend.png"; class colors { myfirstmap_rock_co[]={{0,0,255}}; myfirstmap_gravel_co[]={{0,110,0}}; myfirstmap_beach_co[]={{255,255,0}}; myfirstmap_strconcrete_co[]={{0,255,255}}; myfirstmap_grass_green_co2[]={{0,255,0}}; myfirstmap_marsh_co[]={{127,0,0}}; myfirstmap_seabed_co[]={{0,0,150}}; myfirstmap_strforest_pine_co[]={{0,100,0}}; myfirstmap_mud_co[]={{110,0,0}}; }; };
  22. G'day, I made a mission, it required a large mod that my friend didn't have (Project OPFOR, "po_factions_me"), in my confident ignorance I went and deleted all entries of said mod in the missions.sqm without debinarizing it, after doing so, I now get the error "line 0: '.raP:' ' encountered instead of' =" when trying to open the mission in the editor. I downloaded DeRap due to a suggestion, when I used the tool on the mission.sqm, it said something along the lines of: "deRap: unknown entry:" (I can check again if the exact wording of the error is actually important) Anyone have any ideas? it's a beloved mission me and my friend play very, very often. Here is the mission.sqm: https://pastebin.com/70ECMNgy Thank you so much.
  23. Thank you very much. I'm now getting used to them. Well I already got two: When using your tools the config won't compile with the following error: config.cpp In File P:\<path>\file.hpp: Line 337 bad eval/exec Rap or Derap error This is the line: tooltip = __EVAL( format ["Line 1%1 Line 2%1Line 3%1Line 4:""String in string""%1Line 5",toString [10]] ); //WORKS: tooltip = "Text"; And another error: Each time I try to start Eliteness.exe English (probably not correctly translated): The procedure entry point "??0CStringU@@QEAA@PEBD@Z" could not be found in the DLL "C:\Program Files (x86)\Mikero\DePboTools\bin\Eliteness.exe" Original (German): ------------------------------------------ Yeah I defined them elsewhere but didn't want to put the whole code in here for the sake of readability. Here they are: The GUI_GRID is the default grid which BIS uses for dialogs themselves. pixelH is a variable which is used by the engine just like safeZoneH and has been introduced with the 3den Editor I think (at least it uses those variables). I'm sorry but I'm kind of noobish when it comes to technical terms. What is game time? And what are those values? ------------------------------------------ I've got all my knowledge from the BIS site and the BISim site. Haven't found your documentation yet though. Thanks . I always wondered why a3's configs were looking so strange with all this free space in gui configs. Thank you for the time and sorry for the wall of text, 7erra
  24. It's a complex subject, and one that I can only truly approach from my own position, where it seems counterproductive. There is no question that you are one of the good ones here, Haz. If you feel it's in your best interest to obfuscate some of your work, that's your decision to make and I can absolutely respect that. I think the practice gets a bad rap from those who gladly take assistance from those like you, and maybe even "borrow" code from other people's missions, but have no intention to be a part of this fine little community.
  25. RoF

    packing problem

    The clue is in the error Line 83 Rap: duplicated token or class So looking at Line 83, you have "class DefaultClutter;" which is also ready there on Line 74. You also have it above all your other clutters! Remove them and keep line 74
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