Jump to content

silola

Member
  • Content count

    1041
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

1074 Excellent

About silola

  • Rank
    Master Gunnery Sergeant
  1. Ok ... thx for the infos. I will try to expand X-Cam with the WallBuilder function, but it will take some days. But you will know what that means ... a new tutorial ... and you have to watch it from the beginning till the end, otherwise you will not learn how to use this nice little tool ;-) Silola
  2. Hi, is there anything to consider if I switch to "addMissionEventHandler", because it's not working for me :( I've tried this so far: _ef = addMissionEventHandler ["EachFrame", xCam_fCamUnit]; _ef = addMissionEventHandler ["EachFrame",{ _this execVM "xCam\xCam_Cam_Unit.sqf" }]; Silola
  3. Hi, that's exactly why I left the Arma community. You invest hundreds of hours in an Arma project and somehow it just does not work anymore. The same problem is also common with VBS. Sometimes I ask myself ... is there a kind of quality control at Bohemia? I do not know. As I had already guessed, after I had a first test, the problem is with an EventHandler, which starts the control of the camera movements. Today I got 2 PM's which confirm my guess. For example, from AxiosODST: After the Latest update for Arma 3, a function was changed. Here is the fix if you would like to update. Removed BIS_fnc_addStackedEventHandler, and replaced by addMissionEventHandler. Thanks for the note, AxiosODST :) Next week, I try to find time to solve the problem. Please excuse the delay, but I still have other important things to do. Silola
  4. Sorry, but that's not possible without a respective function. Silola
  5. I'm not active atm, but I will think about it.
  6. Is there an official test server up for this map that's open to the public?

    1. Show previous comments  4 more
    2. 5niper

      5niper

      Ok Silola. Great! Here are some issues:
      On the southern airport, at the back entrance/exit, since the vehicles sinks you can come in just fine, but the vehicles crash trying to exit.
      https://steamuserimages-a.akamaihd.net/ugc/840332893618325616/ACFE284FF19F3FAC5D9B14FAF9B63EF62CB276B3/
      On our server, I fixed this "temporarily", by putting some concrete ramps just under the exit, so that vehicles can now exit the airport safely.


      Our Exile Taunus Server, is up, but pw protected until it's finished. If you or your team would like to come on, let me know and I can arrange to
      get you the pw. Server name is: RAW Exile Taunus Dev, server ip address is: 144.48.104.203:2390

      https://steamuserimages-a.akamaihd.net/ugc/840332893612325702/C59A2B9476B02A69FC51082949C290199FF89CDC/

    3. 5niper
    4. 5niper

      5niper

      Just a note...I've redone my Exile Taunus "lootpositions.hpp" about 4 times already, with more tweaking planned.
      Please note, I'm not complaining, merely pointing out some things that maybe no one noticed. :)


      1)The problems I have found, have been due to "repetition" of buildings, right next to each other. For exmple,
      I added loot positions for a single car garage, some older ones, some newer models. Then I've come accross
      sections of the map that have about 15 or so of these garages, lined up right next to each other.
      That's like a "gold mine" for anyone looting the area, because all they have to do is open up all the garages, 
      and it's like a "shopping spree"; LOL. So I've removed the building in question from my loot positions.

       

      2)It seems like many of the new buildings have been made up of "individual" parts. And when trying to add
      loot positions, "an individual" part has been picked up as the class name, instead of an entire building 
      class name. Then what happens, where ever that part is used, it spawns loot (the individual par),
      so you may come across a building that used that floor or wall, and find loot in the air for each of the
      wall pieces. A suggestion, would be to have a class name for some "shell" of a building, which is only
      used once in that particular building model, so it can be used as a class for the loot position.

       

      3)This one is more of a "aesthetic" issue. I've noticed that in an attempt to create a "different look", or the
      appearance of a "new building", some buildings have been placed "back to back" or joining another of the
      same building. Makes for "doors that lead to a wall",or just "doesn't look right". One instance is a church I saw,
      that was put back to back with another such church. It now has four of the church domes back to back to each
      other. It's not something an architect would design, not only looks wrong, but makes it very obvious that it's
      a duplicate building just back to back to make it look like a bigger structure.
      *Also, causes that building now to have twice as many spawn positions, since there's one right next to the other one.

       

      Thanks! I hope my comments and observations are useful. If you find they are not. Let me know...I'll "shut up". LOL

       

      Thanks again for the work you guys are putting into this project! 

  7. X-Cam-Taunus Version 1.1

    WOW ... Tommeh ... realy cool video !! Thanks man. But please thank not only me, but the whole X-Cam-Team ;-) Silola
  8. X-Cam-Taunus Version 1.1

    Thanks. What means "DMS" ??? Silola
  9. X-Cam-Taunus Version 1.1

    @skruis I understand your irritation, but if you have a closer look at picture 2 (that one with the blue circles) you have seen 2 roads with two gaps, but thats not right. This picture shows you 4 different roads without any gap. The different rows of numbers show this already. Some street gaps were actually created intentionally, but I do not want to rule out that there are some mistakes in terms of roads. Sorry for all your problems on Taunus :-( Silola
  10. X-Cam-Taunus Version 1.1

    Already tried, but without success...no dust effects :-( Silola
  11. X-Cam-Taunus Version 1.1

    Thanks for repoting cosmo. I hope there is a solution available soon. Silola
  12. X-Cam-Taunus Version 1.1

    That's not a special Taunus problem ... please try the same quick-mission with default arma units and default sounds and without any other mod. I've played many hours @Taunus with some DAC missions without any problems. Silola
  13. I'm speechless R.I.P. Bushlurker !
  14. Of course server and each client.
×