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deanosbeano

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Everything posted by deanosbeano

  1. Hey all . i have set up 3 turrets on a chinook (thanks to rksl and marco p chinook config) ok i am realy early in learning process and i am at the stage now where every fix is giving a little step forward but 1/2 step back. so the things i need to know and for people to see where i might be going wrong is as follows right side turret working left side turret enterable gunerpos ok bullet exit ok not moveable rear turret same as left turret but bullet exits at front of chopper i have named all selections on eachgun the same except for adding either an l for leftside or r for rear. the config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Animations : Animations { class mainTurret { type = "rotationY"; source = "mainTurret"; selection = "otocvez"; axis = "osaveze"; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class mainGun { type = "rotationX"; source = "mainGun"; selection = "otochlaven"; axis = "osahlavne"; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class myTurret { type = "rotationY"; source = "myTurret"; selection = "otocvezl"; axis = "osavezel"; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class myGun { type = "rotationX"; source = "myGun"; selection = "otochlavenl"; axis = "osahlavnel"; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class myTurretr { type = "rotationY"; source = "myTurretr"; selection = "otocvezr"; axis = "osavezer"; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class myGunr { type = "rotationX"; source = "myGunr"; selection = "otochlavenr"; axis = "osahlavner"; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; }; }; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Turrets { class MainTurret: NewTurret { startEngine = 0; outGunnerMayFire = 1; commanding = -1; gunnerName = "left Side Gunner"; memoryPointsGetInGunner = "pos_gunner"; memoryPointsGetInGunnerDir = "pos_gunner_dir"; memoryPointGun = "machinegun"; memoryPointGunnerOptics = "gunnerview"; selectionFireAnim = "zasleh"; castGunnerShadow = 1; viewGunnerShadow = 1; gunnerAction = "UH60_Gunner"; gunnerInAction = "UH60_Gunner"; weapons[] = {"M2"}; magazines[] = {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"}; minElev = -45; maxElev = 15; initElev = 0; minTurn = 40; maxTurn = 130; initTurn = 90; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = 0; }; class myTurret: MainTurret { body = "myTurret"; gun = "myGun"; animationSourceBody = "OtocVezl"; animationSourceGun = "OtocHlavenl"; animationSourceHatch = ""; selectionFireAnim = "zaslehl"; startEngine = 0; outGunnerMayFire = 1; commanding = -2; gunnerName = "right Side Gunner"; memoryPointsGetInGunner = "pos_gunnerl"; proxyIndex = 2; memoryPointsGetInGunnerDir = "pos_gunner_dirl"; memoryPointGun = "machinegunl"; memoryPointGunnerOptics = "gunnerviewl"; castGunnerShadow = 1; viewGunnerShadow = 1; gunnerAction = "UH60_Gunner"; gunnerInAction = "UH60_Gunner"; weapons[] = {"M2"}; magazines[] = {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"}; minElev = -45; maxElev = 15; initElev = 0; minTurn = -150; maxTurn = -30; initTurn = -90; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = 0; }; class myTurretr: NewTurret { body = "myTurretr"; gun = "myGunr"; startEngine = 0; outGunnerMayFire = 1; commanding = -3; gunnerName = "rear Side Gunner"; memoryPointsGetInGunner = "pos_gunnerr"; proxyIndex = 3; memoryPointsGetInGunnerDir = "pos_gunner_dirr"; memoryPointGun = "machinegunr"; memoryPointGunnerOptics = "gunnerviewr"; selectionFireAnim = "zaslehr"; castGunnerShadow = 1; viewGunnerShadow = 1; gunnerAction = "UH60_Gunner"; gunnerInAction = "UH60_Gunner"; weapons[] = {"M2"}; magazines[] = {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"}; minElev = -45; maxElev = 15; initElev = 0; minTurn = 40; maxTurn = 330; initTurn = 190; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = 0; }; }; the p3d proxy:\ca\temp\proxies\m2\gunner.01 << mg1 proxy:\ca\temp\proxies\m2\gunner.02 <mg2 proxy:\ca\temp\proxies\m2\gunner.03 << mg3 could the problem be that the last 2 proxies dont exist ? i dont get any errors and the man is sat in the right place, i cant use the uh_60 proxies they set the gunner in space.
  2. deanosbeano

    Multiple Turrets

    Hey all . i have set up 3 turrets on a chinook (thanks to rksl and marco p chinook config) ok i am realy early in learning process and i am at the stage now where every fix is giving a little step forward but 1/2 step back. so the things i need to know and for people to see where i might be going wrong is as follows right side turret working left side turret enterable gunerpos ok bullet exit ok not moveable rear turret same as left turret but bullet exits at front of chopper i have named all selections on eachgun the same except for adding either an l for leftside or r for rear. the config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Animations : Animations { class mainTurret { type = "rotationY"; source = "mainTurret"; selection = "otocvez"; axis = "osaveze"; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class mainGun { type = "rotationX"; source = "mainGun"; selection = "otochlaven"; axis = "osahlavne"; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class myTurret { type = "rotationY"; source = "myTurret"; selection = "otocvezl"; axis = "osavezel"; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class myGun { type = "rotationX"; source = "myGun"; selection = "otochlavenl"; axis = "osahlavnel"; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class myTurretr { type = "rotationY"; source = "myTurretr"; selection = "otocvezr"; axis = "osavezer"; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class myGunr { type = "rotationX"; source = "myGunr"; selection = "otochlavenr"; axis = "osahlavner"; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; }; }; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Turrets { class MainTurret: NewTurret { startEngine = 0; outGunnerMayFire = 1; commanding = -1; gunnerName = "left Side Gunner"; memoryPointsGetInGunner = "pos_gunner"; memoryPointsGetInGunnerDir = "pos_gunner_dir"; memoryPointGun = "machinegun"; memoryPointGunnerOptics = "gunnerview"; selectionFireAnim = "zasleh"; castGunnerShadow = 1; viewGunnerShadow = 1; gunnerAction = "UH60_Gunner"; gunnerInAction = "UH60_Gunner"; weapons[] = {"M2"}; magazines[] = {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"}; minElev = -45; maxElev = 15; initElev = 0; minTurn = 40; maxTurn = 130; initTurn = 90; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = 0; }; class myTurret: MainTurret { body = "myTurret"; gun = "myGun"; animationSourceBody = "OtocVezl"; animationSourceGun = "OtocHlavenl"; animationSourceHatch = ""; selectionFireAnim = "zaslehl"; startEngine = 0; outGunnerMayFire = 1; commanding = -2; gunnerName = "right Side Gunner"; memoryPointsGetInGunner = "pos_gunnerl"; proxyIndex = 2; memoryPointsGetInGunnerDir = "pos_gunner_dirl"; memoryPointGun = "machinegunl"; memoryPointGunnerOptics = "gunnerviewl"; castGunnerShadow = 1; viewGunnerShadow = 1; gunnerAction = "UH60_Gunner"; gunnerInAction = "UH60_Gunner"; weapons[] = {"M2"}; magazines[] = {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"}; minElev = -45; maxElev = 15; initElev = 0; minTurn = -150; maxTurn = -30; initTurn = -90; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = 0; }; class myTurretr: NewTurret { body = "myTurretr"; gun = "myGunr"; startEngine = 0; outGunnerMayFire = 1; commanding = -3; gunnerName = "rear Side Gunner"; memoryPointsGetInGunner = "pos_gunnerr"; proxyIndex = 3; memoryPointsGetInGunnerDir = "pos_gunner_dirr"; memoryPointGun = "machinegunr"; memoryPointGunnerOptics = "gunnerviewr"; selectionFireAnim = "zaslehr"; castGunnerShadow = 1; viewGunnerShadow = 1; gunnerAction = "UH60_Gunner"; gunnerInAction = "UH60_Gunner"; weapons[] = {"M2"}; magazines[] = {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"}; minElev = -45; maxElev = 15; initElev = 0; minTurn = 40; maxTurn = 330; initTurn = 190; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = 0; }; }; the p3d proxy:\ca\temp\proxies\m2\gunner.01 << mg1 proxy:\ca\temp\proxies\m2\gunner.02 <mg2 proxy:\ca\temp\proxies\m2\gunner.03 << mg3 could the problem be that the last 2 proxies dont exist ? i dont get any errors and the man is sat in the right place, i cant use the uh_60 proxies they set the gunner in space.
  3. deanosbeano

    Ask a moderator about the forum and the rules

    please close this account. adios amigos , been a good 6 years.
  4. deanosbeano

    ArmA Public Beta Patch 1.05.5143

    thats the last time i will fucking read that shite , i am out of here , hae fun every one i dont waist my life to listen to bullshit or be part of some absolute pathetic statement like that. Deanos out..
  5. deanosbeano

    This game is boring

    the game is boring , its boring as fuck. i did it all since 2001 , i hate it. i hate it with a passion. wtf ? well thats my opinion i dont want to influence you or anyone else. so if you havent played it, at least you know its good for 6 years. and many still play and will play more. why am i here ? because i love the engine ,its physics ,its flexiility and the way that any question you could ever need is answered somewehere or will be . so there you go, i think the games boring and i have every right to say it , now i am not playing it i am trying to change it .
  6. deanosbeano

    ArmA Public Beta Patch 1.05.5143

    nice patch some much needed improvements in there , i am glad to see the fanboys who beat up on every bug reporter havent hindered the progress of arma and bis still manage to give arma what it needs. must admith tho, pls could you refrain from comments like this without prior warning "it is a betaversion and not proper tested release." . i was drinking coffee at the time i read that and nearly ruined my lcd screen. if it would have read "unlike patches 1.01 -1.05 this patch hasnt been propperly beta tested" i think i would have died on the spot from coffee on the lung. i dont know who does your betat testing but i have a piece of advise for you, sack` em , there shite. some of the things that got thru your ealier patches have been diabolical.but i gues you already know thathence the new style of release. inastantly noticeable major bug. mass of some objects are making tanks fly in air and spin like washing machines. i.e the jeep wreck at ne corner of rahmadi town when a moving tank colides with it , the tank goes crazy spin and becomes a flying fortress. also do go back to 1.02 or 1.05 wichever is your previous preefernce , you have to re install the old starforce shite.not a bug , just pointing that one out.
  7. deanosbeano

    Be 32K

    the ai are certainly hard work in choppers. i think maybe its a price were paying for something , i dont know exactly what tho. for instance 2 ai in chopper and you on ground your role :leader pilot is 2 gunner is 3 order = 3 target that m1a1(empty) result = bang bang , 3 rattles a few off with cannon then stops order 2 target that m1a1 result = 2 says 3 target that m1a1 ,boom boom 4 rockets and goodnight m1a1 weird city btw i have this little thing so far clicky >> here is a video << clicky
  8. deanosbeano

    turret class parameter

    sometimes my faith is restored in the "community" ; i swear a tear was rising , or was it the hd lighting in arma blinding me ?
  9. deanosbeano

    ArmA Photography I - No images over 100kb.

    may i present Mr desmond Hind
  10. deanosbeano

    Crysis Nukes

    what a beauty , reminds me of the arma videos thread . i reckon i could reproduce that nuke effect and tank smashing building in arma. i wish tools would come out tho , then we can see about the tyre popping shit too instead of the old rusting rubber effect. anyway give it till 2008 90 % of that will be in arma and that game wont even be out ah well back to the LAB.
  11. deanosbeano

    Crysis Nukes

    what a beauty , reminds me of the arma videos thread . i reckon i could reproduce that nuke effect and tank smashing building in arma. i wish tools would come out tho , then we can see about the tyre popping shit too instead of the old rusting rubber effect. anyway give it till 2008 90 % of that will be in arma and that game wont even be out ah well back to the LAB.
  12. deanosbeano

    Editing Mentor.

    try the recruitment depot at ofpec clicky for recruitment depot
  13. deanosbeano

    Armed Assault videos

    motorbiking i was bored so i went for some moto crossing whilst being chased by a hind clicky for looky <<<<< clicky
  14. deanosbeano

    Jet Fighters

    oh my lord you dont need any tools for that beauty imagine that and scars su and the hinds ,arma would be truly alive and well what you need tools for gux ? your having some problems /?
  15. deanosbeano

    Armed Assault videos

    cant wait for the pack infact couldnt wait so iconverted the bis one. clicky for looky original divx 7meg, limited time on liknkage
  16. i couldnt wait either so i converted the bis one. take a look here .
  17. deanosbeano

    Friendly AI..

    well story of my life that making everyone elses girls laugh i would make another ,but i dont want it to satart refecting bad on bis, they are funny tho and i have watched tha vid myself 100 times. maybe just one more lol keep ya eyes open
  18. deanosbeano

    Action menu question.

    put this in your vehicles init <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this addeventhandler ["getin",{_this exec "ishe.sqs"}] ishe.sqs = <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vehicle = _this select 0 ? (commander _vehicle == player): player action ["eject" , _vehicle] i dont know who you want to be able to command the vehicle but the above will eject any playe from commander pos. if you want certain units to command add a line like this underneath _vehicle = _this select 0 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? (commander _vehicle == nameof the unit you want to command here): exit
  19. deanosbeano

    Armed Assault videos

    the first logical step is rivers, gonna ask mandoble to looka setvectors see if he can get them to follow terrain
  20. deanosbeano

    Armed Assault videos

    there certainly is , that was uwar grass i was using to mask the terrian differnce ( for personal use only). but i am sure some bis grass can be used maybe also some clicky>>> QUICKSAND<<<clicky
  21. deanosbeano

    Armed Assault videos

    a seemingly innocent video that could become significant can ya tell what it is yet
  22. deanosbeano

    Bushmaster IMV

    yeh sorry bout that ,it wont crash if your in 3rd and get in. but maybe remove that <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">driverAction = "ManActTestDriver"; i had it working with 1st twice but i am too noob to know how i did it . i will just hope granq or rksl coes along puts you right . good luck also try with a civilian and 3rd person m8
  23. deanosbeano

    More than 3 factions?

    well you only need to change the condition of the trigger , the simplest way is to press f2 and drag a line to the -20001 unit thus grouping the trigger to him the more complicated you set an array rogue group =[r1,r2 etc way you make trigger anybody and repeat onactiv you get the activating units or unit to exec a script for ex check.sqs then in this script you ask if the unit or units in the trigger list are a part of rouge array . here you must count the units in the triggerlist one by one , becuase there maybe a rogu unit a civi and or another unit from bluefor or opfor. and if you want the trigger to effect every unit in the trigger that is only rogue, then you must eliminate the others. but alas i feel maybe this is leading to a dead end :0, its good you tried tho and found some new data .;)
  24. deanosbeano

    Animation Viewer

    the included mission for me heres the error i get if i dont try anim first pic of error
  25. deanosbeano

    Animation Viewer

    very nice job there should speed up the old film makers job as for it not working rommel . you seemingly have to run the anim script first before the music or faces will activate.or you get missing .sqf error or so i the case for me.
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