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Found 2 results

  1. I am working my mod that adds placeable objects to the editor. I am adding objects that reference model paths in the Tanks DLC files. class MAAWS_HE_dec6_F : ThingX { scope = 2; class SimpleObject { eden=1; animate[]={}; hide[]={}; verticalOffset=1.3609999; verticalOffsetWorld=0; init="''"; }; displayName = "MAAWS HE shell."; editorCategory = "ArmaGoodies"; editorSubcategory = "ArmaDeco"; model = "\A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HE_F.p3d"; simulation = "house"; }; class MAAWS_HEAT_dec6_F : ThingX { scope = 2; class SimpleObject { eden=1; animate[]={}; hide[]={}; verticalOffset=1.3609999; verticalOffsetWorld=0; init="''"; }; displayName = "MAAWS HEAT shell."; editorCategory = "ArmaGoodies"; editorSubcategory = "ArmaDeco"; model = "\A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HEAT_F.p3d"; simulation = "house"; }; But I get a missing files error with PBO Project. Missing File Summary config.cpp : \A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HE_F.p3d config.cpp : \A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HEAT_F.p3d config.cpp : \a3\Weapons_F_Tank\Ammo\rocket_spg9.p3d Is there a way around this? Do I need to wait for the Tanks DLC ebo files to be changed to pbo to use this, or can I force the Mikero tools to ignore the missing files and create the pbo. All of the other parts of my mod are working, I just cannot reference Orange DLC and Tanks DLC assets as they are in ebo files and cannot be read. Thanks.
  2. BI said that everyone will have data from Apex dlc so that all people can enjoy Community made terrains and missions that use Apex assets while Tanoa alone will remain locked for non apex owners. With that in mind,is there any chance that vegetation_f_expansion.ebo could be decrypted in order to use jungle trees and vegetation for custom terrains? I've seen a few terrains that do use Apex vegetation but i've heard it's only possible if you subscribe to Mikero's tools for 35e. Is this true?
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