combinedarms.de

  • Bohemia Interactive Forums wrote:


    http://cloud-4.steampowered.com/ugc/...11068A22A006C/ (873 kB)

    I simply have no clutter showing up in-game. I have been working at this issue to try and get some form of clutter in the past day, I've swapped out different p3ds, redone my cfgclutter.hpp, config.cpp and cfgsurface.hpp to no avail.

    Here are my files, I would appreciate if someone could diagnose any errors in them.

    config.cpp
    Spoiler:
    Code:

    #define _ARMA_

    //class config.bin{
    class CfgPatches
    {
    class AUS_Map_Kapooka
    {
    units[] = {"Kapooka"};
    weapons[] = {};
    requiredVersion = 1.0;
    version = "1";
    requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data"};
    //fileName = "TutorialMap.pbo";
    author = "Cole"; //Author Name
    };
    };
    class CfgWorlds
    {
    class CAWorld;
    class Stratis: CAWorld //replace later, just for quick testing
    {
    class Grid;
    class DefaultClutter;
    };
    class Kapooka: Stratis //as said, replace later, just for quick testing
    {
    cutscenes[] = {};
    description = "ARTC Kapooka"; //Name of the Islands
    worldName = "AUS\Kapooka\kapooka.wrp"; //location of .wrp file
    startTime = "12:00";
    startDate = "22/10/2014";
    startWeather = 0.2;
    startFog = 0.0;
    forecastWeather = 0.6;
    forecastFog = 0.0;
    centerPosition[] = {2560,2560,500};
    seagullPos[] = {2560,2560,500};
    longitude = 147.3021;
    latitude = 35.1521; //south is positive
    elevationOffset = 2000;
    envTexture = "A3\Data_f\env_land_ca.tga";
    minTreesInForestSquare = 2;
    minRocksInRockSquare = 2;
    newRoadsShape = ""; //<- Roads
    class SecondaryAirports {};

    /*
    class OutsideTerrain // Debug (?)
    {
    satellite = "jsp\abc_sample\Data\s_satout_co.paa";
    enableTerrainSynth = 1;
    class Layers
    {
    class Layer0
    {
    nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.paa";
    texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa";
    };
    };
    };
    */

    class Grid: Grid
    {
    offsetX = 0;
    offsetY = 5120;
    class Zoom1
    {
    zoomMax = 0.15;
    format = "XY";
    formatX = "000";
    formatY = "000";
    stepX = 100;
    stepY = -100;
    };
    class Zoom2
    {
    zoomMax = 0.85;
    format = "XY";
    formatX = "00";
    formatY = "00";
    stepX = 1000;
    stepY = -1000;
    };
    class Zoom3
    {
    zoomMax = 1e+030.0;
    format = "XY";
    formatX = "0";
    formatY = "0";
    stepX = 10000;
    stepY = -10000;
    };
    };
    #include "cfgClutter.hpp"
    class Names
    {

    };
    };
    };
    class CfgWorldList
    {
    class Kapooka{};
    };
    class CfgMissions
    {
    class Cutscenes
    {

    };
    };


    //SURFACES
    #include "cfgSurfaces.hpp"



    cfgsurfaces.hpp
    Spoiler:
    Code:

    class CfgSurfaces
    {
    class Default {};
    class gdt_dry_grass_surface : Default
    {
    files = "gdt_dry_grass*";
    rough = 0.1;
    dust = 0.03;
    soundEnviron = "grass";
    character = "DryLongGrass_Character";
    soundHit = "soft_ground";
    };
    };

    class CfgSurfaceCharacters
    {
    class DryLongGrass_Character
    {
    probability[]={1.0};
    names[]={"AUS_Tall_Dead"};
    };
    };



    cfgClutter.hpp
    Spoiler:
    Code:

    class Clutter
    {
    class AUS_Tall_Dead: DefaultClutter
    {
    model = "a3\plants_f\Clutter\c_GrassTall.p3d";
    affectedByWind = 0.4;
    swLighting = 1;
    scaleMin = 0.9;
    scaleMax = 1.3;
    };
    };



    layers.cfg
    Spoiler:
    Code:

    class Layers
    {
    class gdt_dry_grass_co
    {
    texture = "Kapooka\data\middle_mco.paa";
    material = "Kapooka\data\gdt_dry_grass.rvmat";
    };
    };

    class Legend
    {
    picture="Kapooka\source\mapLegend.png";
    class Colors
    {
    gdt_dry_grass_co[]={{0,255,0}};
    };
    };





    Quelle: forums.bistudio.com/showthread…-Clutter&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    CFB Skins is a mod that reskins some of the base arma units and weapons to add a flavour of the Canadian Armed Forces. An attempt has been made to keep the skins and the equipment as closely modelled as possible (within the confines of the existing ARMA equipment) to weapons and vehicles that are in use with contemporary forces.

    Check out the wiki: https://github.com/astruyk/CFB_Skins/wiki

    Or the GitHub project: https://github.com/astruyk/CFB_Skins

    Download

    CFB Skins 1.0.0

    Changelog

    Changelog is available here.

    License

    This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/




    Quelle: forums.bistudio.com/showthread…e-thread&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    Im not sure what the problem is, but everytime I set the resolution lower than my native, it goes into a smaller box, leaving a black lines on all four sides of my screen, I dont know what the problem is, How can I make it so it still is stretched across the full screen? This problem is very annoying.




    Quelle: forums.bistudio.com/showthread…l-screen&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    i want to put this into unit(unplayable ai) initialization via script how?
    so i just need to copy the script into each unit init, how?

    sorry im new to scripting, usually do it inside the editor, please help me.
    can you guys tell me the step to do it?

    this allowfleeing courage;
    this enablefatigue false;
    this addEventHandler ["HandleDamage",
    {
    _object = _this select 0;
    _damage = _this select 2;
    if((damage _object) + _damage > 0.9) then {0.9} else {_damage};
    }];




    Quelle: forums.bistudio.com/showthread…ript-how&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    i want to put this into unit(unplayable ai) initialization via script how?
    so i just need to copy the script into each unit init, how?

    sorry im newbie in scripting, usually do it inside the editor, please help me.

    this allowfleeing courage;
    this enablefatigue false;
    this addEventHandler ["HandleDamage",
    {
    _object = _this select 0;
    _damage = _this select 2;
    if((damage _object) + _damage > 0.9) then {0.9} else {_damage};
    }];




    Quelle: forums.bistudio.com/showthread…ript-how&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    Arma's current scoring system is let's be honest a little simplistic and outdated.. console like even. It doesn't reward other players who for example pilot aircraft or drive armed vehicles; the gunners are the only ones to rack up kills when it's a 50/50 effort by both the gunner/pilot/driver, so it begs the question why should the gunner solely be given the kill point. If BIS developed a more sophisticated scoring algorithm other than the current 1 kill = 1 point system it would without a shadow of a doubt totally change how people strategically play Arma. It would undoubtedly encourage a lot more team play and give people a more immersive gaming experience. Of course, snipers would be exempt... or would they? A sniper could be rewarded with a better score if they played alongside a spotter for example, and the spotter likewise could potentially score the same. In real life it's the spotter who plays a significant part on setting up that lethal shot.

    A scoring algorithm could potentially be as complex as BIS wanted it to be. Points could be dynamic, meaning points deducted for more than just a team kill. If for example a player decided to go lone wolf (out of a specific range) when part of a team, and as a result their actions left his team exposed thus killed. The absconder who caused the weak link so to speak could be deducted a 1/4 of a point say for every team member killed as a result of their actions. I'm sure percentages of a scoring point could be implemented through memory.

    What I'm saying is a potential new scoring mechanism could totally change the way every person played Arma and for the better IMHO. Could there be any downsides to this?




    Quelle: forums.bistudio.com/showthread…lgorithm&amp;goto=newpost
  • Bohemia Interactive Forums wrote:


    http://i.imgur.com/is87ESH.jpg (252 kB)


    Two Zeus' battle head to head over a corridor of Chernarus. Allowing real time orders via a commander unit with access to Zeus, allowing for a unique experience every game both on the ground, and top down. Utilising RHS release for a RU vs US all out battle.

    Running from the inspiration for my other Zeus game mode, I had previously developed a TvT mode only on Stratis, running from the inspiration of one of the BI original game modes. In essence using this as a template I will open this up to a full scale war in a corridor of battle in Chernarus, by foot, track, wheel, and air. Utilising RHS: Escalation conversion mod as a baseline standard of awesomeness.

    Picture this: 1 Zeus on each team, playing a commander role, pitched head to head over a 20x5km corridor of battle, ground forces (players) have to take and hold areas in the area of operation to gain greater tickets and more resources for the Zeus' to use. Zeus' can also spawn AI units to defend towns (at specific costs) so real time players can move on to the next objective. And much much more - with calculated costs of course.

    This will be a ticket based conquest like mode with sector control in several hotspots of the map. Players can't just run up the map and capture a town next to the enemy base of instance, they must progress in a line of presidency (i.e. to capture C&D you must have A&B, to capture AO you must have C&D) - this concentrating the battle in the specific areas of operation, influence on objectives is key to capturing.

    We currently are hosting 2 versions of the mission. One is a large scale that covers several towns from Bolata to the NWAF, and a CQB style mission that covers one of the cities.

    We have a Repo to download the addons with ease...just be sure that you are logged in with Play With Six!

    http://soclan.co.uk/ Click the 'Join Button' under the RHS ZvZ banner to get connected and download the mods. Hop on our TS if you have any questions and we will help get you sorted and well on your way. See you on the front!




    Quelle: forums.bistudio.com/showthread…utcomes)&amp;goto=newpost
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