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jens198

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About jens198

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  1. jens198

    VBS2/3 Discussion thread - the one and only

    Hi guys, I'm thinking about selling my copy of VBS3 Personal Edition. Bohemia recently updated the PE customers to the current 3.7 version. As far as I know they don't sell the Personal Edition anymore. The original price back was EUR 350,00 (about 400 USD). Is there any interest for it? Content Version 3.7 VBS3 website Jens
  2. NO!! I only used "exec" and not "execVM"!! That did the trick. Thanks mate. No it works as it is supposed to be. Jens
  3. Thanks for your input guys. I did a lot of reading on those functions that already come along with ArmA. Even as I can make my setup scripts much smarter with those functions, I'm still interested in solving my original problem. What I want to do, is to define a function in a script and use it in the same script. setupFT_Leader ={ [_this,"RH_m16a4",10] call BIS_fnc_addWeapon; [_this,"RH_m9",4] call BIS_fnc_addWeapon; }; setupFT_Grenadier ={ [_this,"RH_m16a4gl",10] call BIS_fnc_addWeapon; }; setupFT_Automatic_Rifleman ={ [_this,"LMG_mas_M249_F_a",10] call BIS_fnc_addWeapon; }; setupFT_Rifleman ={ [_this,"RH_m16a4",5] call BIS_fnc_addWeapon; }; FT1_1_Leader call setupFT_Leader; FT1_1_Grenadier call setupFT_Grenadier; FT1_1_Automatic_Rifleman call setupFT_Automatic_Rifleman; FT1_1_Rifleman call setupFT_Rifleman; Running this code, I get the following in the RPT file: 12:42:33 Error in expression <//FT1_1_Rifleman call setupFT_Rifleman;> 12:42:33 Error position: <//FT1_1_Rifleman call setupFT_Rifleman;> 12:42:33 Error Invalid number in expression 12:42:33 Error in expression <FT1_1_Leader call setupFT_Leader;> 12:42:33 Error position: <setupFT_Leader;> 12:42:33 Error Undefined variable in expression: setupft_leader 12:42:33 Error in expression <FT1_1_Grenadier call setupFT_Grenadier;> 12:42:33 Error position: <setupFT_Grenadier;> 12:42:33 Error Undefined variable in expression: setupft_grenadier 12:42:33 Error in expression <FT1_1_Automatic_Rifleman call setupFT_Automatic_Rifleman;> 12:42:33 Error position: <setupFT_Automatic_Rifleman;> 12:42:33 Error Undefined variable in expression: setupft_automatic_rifleman Jens
  4. I tried that, but goit the same result. Here's the actual code: //SETUP FUNCTIONS setupFT_Leader ={ removeAllWeapons _this; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addWeapon "RH_m16a4"; _this addMagazine "RH_15Rnd_9x19_M9"; _this addMagazine "RH_15Rnd_9x19_M9"; _this addMagazine "RH_15Rnd_9x19_M9"; _this addMagazine "RH_15Rnd_9x19_M9"; _this addWeapon "RH_m9"; }; setupFT_Rifleman ={ removeAllWeapons _this; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addWeapon "RH_m16a4"; }; setupFT_Grenadier ={ removeAllWeapons _this; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "30rnd_556x45_STANAG"; _this addMagazine "1Rnd_HE_Grenade_shell" _this addMagazine "1Rnd_HE_Grenade_shell" _this addMagazine "1Rnd_HE_Grenade_shell" _this addMagazine "1Rnd_HE_Grenade_shell" _this addWeapon "RH_m16a4gl"; }; setupFT_Automatic_Rifleman = { removeAllWeapons _this; _this addMagazine "200Rnd_mas_556x45_T_Stanag"; _this addMagazine "200Rnd_mas_556x45_T_Stanag"; _this addMagazine "200Rnd_mas_556x45_T_Stanag"; _this addMagazine "200Rnd_mas_556x45_T_Stanag"; _this addWeapon "LMG_mas_M249_F_a"; } FT1_1_Leader call setupFT_Leader; FT1_1_Rifleman call setupFT_Rifleman; FT1_1_Automatic_Rifleman call setupFT_Automatic_Rifleman; FT1_1_Grenadier call setupFT_Grenadier; exitWith{};
  5. Hi, probably a stupid question. I'm trying to make my unit-equipment-setup-scripts a little more efficient. My script looks like this: unit1 call setupLeader; unit2 call setupRifleman; unit3 call setupMachingunner; exitWith{}; setupLeader = {//do all the setupcode for Leader}; setupRifleman = {//do all the setupcode for Rifleman}; setupMachingunner = {//do all the setupcode for MG}; What it does, is that unit1 ends up with the MG-equipment and unit2 and unit3 are untouched. What is my basic problem here? Jens
  6. jens198

    Texture problem

    Ok, I can confirm, that in my case the paa-texture files them self were the source of the problem. I changed my custom made texture into texture from Altis/Stratis and the shadow was gone. Jens
  7. jens198

    Texture problem

    Where was something similar some time ago. http://forums.bistudio.com/showthread.php?173753-Problem-with-texture Funny thing is, that I have the some problem as well for some days. Couldn't figure out what to do. So if you find a solution, I'm more than interested ... Jens ---------- Post added at 12:27 PM ---------- Previous post was at 12:02 PM ---------- Ok, I got rid of the shadow problem. Problem was my sat_mask. It is a very high resolution file (10240x10240). I downsized the file to 1024 x 1024 and resized it to 10240 x 10240. Before the resizing it was very fine grained and that was probably the problem. Ok, problem still exists. Jens
  8. Ok, I checked and rechecked the rvmats. They were ok. But as the problem still existed, I rewrote the rvmats from scratch. And guess what? Everythings fine. *sigh* Jens
  9. Where can I check settings for lighting? Config.cpp? BTW: Has anyone some more infos on everything around all the settings in the rvmat-files and the texture-files (*mcs, *nopx, *ca etc.)? Jens
  10. Hi, some strange things happened to my textures and I can't explain it. Since a view days all my textures (ingame and bulldozer) are in a terrible (mars-like) reddish tone. I'm not aware I changed something into that direction (but who knows what I'm doing). Any ideas what could've caused that? Normally the textures are more white/yellow/sand like. The reddish tone is when you zoom close to the ground (j198_ntc_dirt00_co.paa) and when you zoom very far out (the sat-texture?). Jens
  11. Hi, back in ArmA2 days I made some fences with the WorldTools application. In addition I remember that there was some kind of script or function in V3 itself, that let you make e.g. 50 x fence_piece_1 in a row. What are the best ways to make proper fences in ArmA3? Any experiences? Jens
  12. Hi, I'd like to make a desert surface for some parts of my map. Therefore I'd like to produce the vehicles driving over it a lot of dust. Has anyone experience with the "dust" value in the config? The "rough" attribute seems to work pretty fine. Set it to 1.0 and things get bumpy. Sadly I see no effects when I raise the dust parameter. Jens class j198_ntc_desert_Surface : Default { files = "j198_ntc_desert_*"; rough = 0.3; dust = 1.0; soundEnviron = "sand"; character = "j198_ntc_desert_Character"; soundHit = "hard_ground"; };
  13. OK, I finally got everything working again. As Bushlurker already suggested, the texConvert.cfg was missing/not correctly registered. I tried some copying and manual tinkering around. What actually worked, was to remove/uninstall everything by hand, reinstall the tools and running ArmA3p again. Anyway, I'm back in business.... Jens
  14. Ok, I reinstalled the tools completely, did not run Mikero's ArmA3p, loaded one of the sample maps and still get these strange results as seen in the screenshot above??? Nobody seen this before? Jens
  15. Hi folks, another problem I can't find a solution for. The road to success is really hard when you work with TB & friends. - 51200 x 51200 m terrain - sat and mask come from 4096x4096 jpg images - everything seems to be setup as it should be When I start bulldozer for the first time, I don't get the usual DOS window where U can see all the new layer files that are produced. Instead I can only see this: After a few seconds the DOS window disappears and bulldozer shows an untextured terrain. WHat's strange is, that when I do the same with another terrain, I get the same error. And for this terrain it worked just fine in the past. I'm clueless. Any ideas? Jens
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