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hitman1987

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Everything posted by hitman1987

  1. hitman1987

    Animating In OFP

    Fighting means interaction: one kicks ans so another falls off. Also there must be an ability to catch, so it is pretty hard to do, and a deflection blocks... There is so much guns and a vehs so fist to fist combat is somwthing uncommon, unless you are a jedi :)
  2. hitman1987

    Animating In OFP

    I mean a replacement of an old models to some new ones.
  3. hitman1987

    Animating In OFP

    Why not a replacement?
  4. hitman1987

    Animating In OFP

    Does zoom works just like in default way? Is there some "free look", or it is always locked on a scope? Are firearms "shake" compared to the hands? What if you will sprint using this anim?
  5. hitman1987

    Animating In OFP

    If you can explain to me how those anims works, i'll do something about it. Maybe you can add modelspecial to a weapon model or a kinda additional scope texture. Also you can add a custom crosshairs 64*64. There may be a minimal zeroing for a 100m for a direct fire or 300-400 for a mortar-like. Can you switch between these and default-style textured sights? How do you catch a key hitting? There should be some script i guess.
  6. hitman1987

    Animating In OFP

    Every single one make his own mod. Okay, if we all will live, then we should mix all of these mods to get a great one. What about RPGs and underbarrel GLs sighting?
  7. hitman1987

    Animating In OFP

    Animation is called "combatsight" in the video. Without fwatch, it can be a kinda stance, isn't it? Hands with a gun proxy moves next to point of view, set degree of a free hand moving to zero, lowering a FOV to 0.35 (mRad) to get a default 1x ironsights magnification. BTW field of view is a magnification: divide 0.35 by a two and get the 2x magnification. HK has 1.25 magnification: 0.3 instead of 0.35. Min/max zoom are the magnifications and min/max zoomdistance are a zeroing distances. These settings allows to make some interesting things, but without a realistic ballistics they are obsolete.
  8. hitman1987

    Animating In OFP

    There is no predicted trajectory, it' ls dynamic. I am experimenting with some ballistics settings, it's adjustable. There also is a zeroing distance in cfgweapons, so the crosshair will be there(it shows where will be the bullet at a distance of zeroing). By the time bullet travels it's trajectory, it climbes and then falls, a good examples are some pistols: they are zeroed by default (300 meters), so they often hits slightly higher than the scope (by "v" key) is, unless the scope picture is edited. Those default scopes by "v" shows a zeroing distance in a center of a screen (again, by default, exept M21 i guess). Another case is a such situation, when you need to shoot farer than your zero: the scope may obscure the view so you need an adjustible sights or higher zeroing values or put a weapon models a little bit lower. These cases aren't a problems with a default ballistics, bullets fly too straight, compare to the real trajectories. I am working on a ballistics and have some results... And i want this animation now:)) It should be a new standard. Anyway, if you are need help with config, i may help.
  9. hitman1987

    OFP Addon request thread

    Hey, Mike! Do you have more of a Vietnam war setting vehicles? I also found M42, it's great!
  10. hitman1987

    Animating In OFP

    Whad do you mean "a trajectory"? What troubles you? Maybe i can help... Can you share a such animations?
  11. Maybe it's better to make a simple "boxes" for farer LODs? What is the point?
  12. Maybe it can be fixed if in O2light by setting "on surface" to the forests or just to some points. Also we can set the destruction type via model settings (destructno will be nice, or even destructtent with 2000 hitpoints). The answer is: "Give me all the models that need to be fixed".
  13. As for a swimming: does anybody tries to add a landcontact piont to the soldier and canfloat=1? UPD: Busted, engine does not handle it. BTW i took the saboteur(blackop) model and a landcontact with a point was already there. Now i am trying some other additions to the model to force our man to swim.
  14. Nice, but we can fix it and put here. The separate models for anyone who wants to change default ones. I want MLODs to fix them and somebody will binarize them for materials works, that's it. What do you think about it?
  15. The main weapon can fire ammunitions from slot "32" and the pistol can fire "256", that's 100% true and tested. Theory: the way to make the disposat LAWs is to make them grenades-like(throw is the skill to use ATs) and ammo in a proper slot. Not forget to do the "spent case"-thing effect. Shoot and drop forward a spent LAW, just like this... Rename the topic to "how to fool an engine" ;)) Need to go further with the swamp (not just dirt, space object with animated water, stones, plants) model. Shell impacts can be a little bulky to pass too... I want to see an addon, not a one in someone's mod but a separate one. I wanted to know how to make a sprite to make a 3d clouds. Tere are the default clouds models, they may be changed. Cloud shadows can be added (not those squares - a huge underlaying gradiental spots "on_surface" and sprite cones to affect not just the ground, but the objects too), affects the battlefield and air combats, occludes the sun and maybe affects the rain (script connected to the model's memory point). The best way to do the rain in my opinion is to use the bullets with a tracer or "thingeffect"(i'm not a prof). Put a default forests models MLODS here please and then some points to my reputation.
  16. They are the only way for me! I swear to not code when i was sixteen. I can't even get those scripting commands. Bye
  17. hitman1987

    AC130 and question

    Sorry, i didn't get the nootification. Thanks for the answering and emprovements. Peronally i hate those fancy scripts, not familiar with. I can somehow understand how it's works, ingame and some code, anyway. As for a model: I think that the weapon may be the "tank" class so it will has the GUN and maybe a machinegun (rotary - scripted or "naturally" animated). Bofors will be a part of a turret (a dull). Commander needed too. Here's some C-130s already: http://www.flashpoint.ru/threads/Военно-транспортные-самолёты-ВВС-США-С-130.55501/ There may be more. Good Luck to you!
  18. I was shared a dirt addon, wanted to do some swamps with the models but can't do the models itself)) In the beginning there was an idea to put a trigger and make the script to slow down and submerge the vehicle (lying: submersion comes in mind just now), but i hate the scripts and SoldierEPilot propose the cfgsurfaces as a solution. He is a proficient with the scripts and some others aspects of modding. Am i in the right thread for a such prototypes? The feature is the flat object with edited cfgsurfaces parameter and proper model (just flat, textured with needed LODs), still a prototype yet. It's from my stash, i'll bring more.
  19. Even more unreliable, but the first thing i think is that this triangle may be divided to squares by the engine. It's just my tolds. The best way is to do the proper geometry. I can do it, just give it to me.
  20. There is an automatic option for finding and setting components. How about AI's spotting abilities and air assets then? It's better to add some polys and do several occlusion objects, so AI will spot aircrafts and vice versa. It's a good idea to do some custom forest objects. I want you to put here all the models that are in need of a tweak so anyone can take and rework it. It's easy to do but hard to find all needed models.
  21. It's a config values. I was surprised that the engine can handle this by itself, without any additional scripts or patches: 1.99-1.96 compatible and maybe even earlier versions. But i want to present a product, not a source. I experimented and find the way so i feel that i earn this. In the other hand is the fact that i gain most of the info and nice addons with the help of the community so i must to share. I will but not in the simply way. I want a feedback, a help. I wanted to share some demos and examples but i use some models that aren't mine so can't public demo. @Macser you are skilled in game modding so if you'll help i'll share with you and others, i'll be glad to, but first i want to get the job done. Now i'll share some minor thing that all of you may know: the ingame mine reacts to a weight. No scripts, but changing the mine model's weight can force it to react on a smaller weight, so we have antipersonnel mine. Note that it was there allways. The main thing i work on is a something that was there too, but we didn't know, yeah.
  22. I am not a prof in English. What do you mean? An evidence? Hmm... For one year i have some knowledge and i wanted to do some certain work with it. Otherwise every one will do some tests and that's it. I want a product, not just a knowledge. Not to put emprovements in your own addonpack, but do some great job to present new capabilities. Some people here knows what i am talking about, so if i'll screw up with it then they may share this information in time. Is it affordable to keep it in secret, or it's better to share and maybe get some feedback?
  23. I found out that some Arma2-3 values may work in good old OFP, even when biki says that they are cince Arma!
  24. In my opinion, work is for gain money so you'll pay for a hardware to gain it. And what about those who has a weaker platforms with single core processor or less than 2gb ram(which are some notebooks now)? It can run the game, and even win10 in a laggy way. I am in my retired pc, cuz' a newer one dies and i decided to use my ancient one from the garage: my work now isn't depends of my pc. I have not much time to spend on it anyway. So there's no need to support XP indeed.
  25. Someone of you coders finally must to look into sources and find out all of the config parameters to public the proper explanation of it. It can bring some new possibilities and helps to avoid some troubles (can't believe that there's no bugs).
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