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reyhard

BI Developer
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Everything posted by reyhard

  1. reyhard

    WWII MP Released!

    Alright, so here we go Download wwII Multiplayer Mod Download SP/MP missions for mod [29MB] Download wwII Extra Pack [147MB] Extra Pack includes island texture replacements that are recommended to play wwII (Sycylia is beautiful with Symbioth textures!). A lot of addons have to be temporarily turned off due to permissions thing. I hope that in future it will be possible to include all those addons in one pack, as it was original made. Also I would like to thank for all wwII mod teams (Liberation '41-'45, Invasion 44, WWIIEC and others) that work I used in this wwII pack. [more info to be added later] [edit 09.05.2013 - links updated]
  2. As I'm receiving plenty of PM regarding this issue here is quick instruction how to fix that. First of all, thanks for kju for giving me solution first. error example: Error: Bone weapon doesn't exist in skeleton OFP2_ManSkeleton Error: Bone launcher doesn't exist in skeleton OFP2_ManSkeleton Error: Bone rightarm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone righthand doesn't exist in skeleton OFP2_ManSkeleton First of all, you need derapified/debinarised rtm (if you open .rtm with notepad, unbinarised .rtm should start with RTM_0101). If your .rtm is already binarised you can always debinarise it using mikero tools. In second step you need to place model.cfg containing a3 skeleton definition into folder containing your .rtm file (so it's good to keep them all in one place). That's all, no rocket since over there :) Below is rar with debinarised .rtm+model.cfg http://reyhard.armacenter.pl/arma3/anims.rar
  3. reyhard

    RHS: Status Quo

    See this page https://community.bistudio.com/wiki/Arma_Reforger:Known_Issues#XBox-specific_Issues
  4. reyhard

    RHS Escalation (AFRF and USAF)

    those are not for dev builds (notice mention of RHSAFRFDEV) though. Changelogs for dev builds can be found in installation dir of mod - look for buildlog.md. You can open this file with any text editor
  5. Do you have any other errors in console log when you run this custom scenario in Workbench?
  6. reyhard

    RHS Escalation (AFRF and USAF)

    Most likely you also need AFRF loaded to use this feature at the moment. For development purpose, some of the classes which would normally duplicated between two mods, are stored just in one of them so the result can be iterated quicker.
  7. reyhard

    RHS Escalation (AFRF and USAF)

    Custom script most likely - on that video they are also using wrong trucks
  8. reyhard

    RHS Escalation (AFRF and USAF)

    There is no ready to use system for that and you would have to script it somehow. In real life you would use Kraz 255 truck to transport every segment of the bridge + BMK-T tugs (also transported on Kraz-255) to place those segments in place
  9. reyhard

    RHS Escalation (AFRF and USAF)

    Right now there is no such option due to difficulties in implementation of it Use static versions of PMP-60 pontoon which snaps to each other.
  10. Game scripts have to be located in Scripts/Game folder. You can see in the logs, where games is checking for scripts actually
  11. Where did you store that script? In any case, I've managed to compile and place that entity in game
  12. It seems you have some hidden unicode (right side is code that I've copy pasted from here) character over there. Try the code that I've attached below and check if its working [EntityEditorProps(category: "GameScripted/Badger", description: "Defines a spawn area for a given side", color: "0 0 255 255")] class SCR_Badger_SpawnAreaClass : SCR_SpawnAreaClass { }; class SCR_Badger_SpawnArea : SCR_SpawnArea { [Attribute("", UIWidgets.CheckBox, "Can this faction spawn if enemies are present in this area?", category: "Badger: Area")] protected bool m_bSpawnIfEnemyPresent; private bool m_bCanSpawn = true; FactionKey GetFaction() { return GetAffiliatedFactionKey(); } bool CanSpawn() { return m_aEnemies.Count() <= 0; } int GetSpawnRadius() { return GetSphereRadius(); } protected override void OnInit(IEntity owner) { super.OnInit(owner); // Supress messages out of playmode, order of things is not quite guaranteed here if (!GetGame().InPlayMode()) return; } };
  13. What happens when you try to readd project? Are there any errors?
  14. Do you have any kind of errors in the console log?
  15. Currently there is no such option and the only thing you can do is changing your mod to "Private". In future it might be possible to remove mod from the Workshop via dedicated option in the Workbench
  16. Did you hold alt key when doing that? https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics#Adding_entities_to_prefab
  17. Probably vehicle simulation is in sleep state - simulating everything all the time would be extremely expensive otherwise. You can use new script command to awake physx objects https://community.bistudio.com/wiki/awake
  18. https://community.bistudio.com/wiki/Arma_Reforger:Vehicle_Creation Here you can quite comprehensive tutorial about creating new vehicle
  19. reyhard

    Arma Reforger tools publishing error

    Out of curiosity, how big is you mod?
  20. and where did you put that? Weapons are not using turretInfoType. Perhaps you can share full config
  21. what IDC did you used for range control? How did you plugged that weapon UI?
  22. You are most likely using already existing animations which have different bone position than your weapon. At least weapon part of animations have to be made from scratch in order to have working animations (this also applies to other types of assets which are using .anm files to animate, like vehicles). Other, completely not recommended, option is to match skeleton of the weapon to the skeleton of weapon you are trying to take animations from. This will most likely fail since fire selector or trigger bone (which is used also as axis) will be at different location.
  23. interior variants of the door context where created manually. Those variants are using i.e. v_door_l01 as Pivot ID with some custom offset. This is engine bug which was fixed internally. Due to amount of things that were involved in fixing this issues, fix might appear in 0.9.6 version. Do you have any errors in Console Log? They should contain tips about what is going wrong. Your issue might be also caused by lack of animations and right now tutorial for setting vehicle animations is missing. You can verify if that is the issue by for example using sample car animations - those should at least allow you to start engine but beware that they might break your mesh visually.
  24. reyhard

    RHS Escalation (AFRF and USAF)

    Not necessarily, 2.10 features like TI improvements shouldn't cause any issues on current stable build. As for current version no idea, I hope that DEV build can be pushed to stable around 2.10 release but it all depends how much time I will have to finish FCS on Russian vehicles (like BMP-3/BMD-4)
  25. reyhard

    RHS Escalation (AFRF and USAF)

    Have you tried perhaps RHSAFRFDEV? There were quite a lot improvements to FCS and target tracking over there
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