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Everything posted by eddyd
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go you make navy ammocart too ?
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i working on lights for the my shelters in config but i want them work like streetlights , only shining down on the ground not hull building most light up , only on one spot some one help me with that ?
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Lights for shelters like streetlights
eddyd replied to eddyd's topic in ARMA : CONFIGS AND SCRIPTING (addons)
hmm no one know about that , ok what about spotlights , someone ? -
i have remove the first shelter and put 2 new shelters in the first post for download
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i have a big problem , i cant load TGA files in O2pe anymore get a error (unable to convert texture,pac2pal error) is that a .dll file messing it up ?
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CWR need a greencamo A-10 tank killer like in the old days of ofp like this one that i make . i still have the paa files if you want it ? pm ,i do noting with it
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thx sgt.Ace i will tested out , looking good
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thx bk1276 but , still one door is working not the rest , i dont why ? are they working by you , bk1276 ?
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why not ask you too mapfacts team for reskin self ?
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no thats is not the problem this is a config for one door and no problem with that /* eddyD_BORDER_HAS by eddyd 08.11.07 */ #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class eddyD_BORDER_objects { units[] = {eddyD_BORDER_HAS}; weapons[] = {}; requiredVersion = 0.10; }; }; class cfgVehicleClasses { class eddyD_BORDER_objects { displayName = "eddyD_BORDER_objects"; }; }; class CfgSkeletons { class hangBONES { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "doorL","", }; }; }; class cfgModels { class Shelter; class eddyD_BORDER_HAS: Shelter { skeletonName = "hangBONES"; sectionsInherit=""; sections[]={doorL}; class Animations { class doorLanim { type="rotation"; animPeriod=1; source="doorL"; selection="doorL"; minValue=0; maxValue=1; axis="doorlaxis"; angle0=0; angle1=-0.08; }; }; /* Animation class end */ }; }; class CfgVehicles { class All {}; class Static : all {}; class Building : Static {}; class Strategic : Building {}; class Shelter: Strategic{}; class eddyD_BORDER_HAS: Shelter { model="\eddyD_BORDER_HAS\eddyD_BORDER_HAS"; attendant=1; scope=2; transportAmmo = 300000; transportFuel=50000; transportRepair=20000000; accuracy = 0.300000; mapSize=35; vehicleClass="eddyD_BORDER_objects"; displayName="eddyD_BORDER_HAS"; class AnimationSources { class doorL { source = "user"; animPeriod = 2; initPhase=0; }; }; class UserActions { class Open_Gate { displayName="Open Gate"; position="handle1"; radius=30.000000; onlyForPlayer = false; condition="this animationPhase ""doorlanim"" < 0.3"; statement="this animate [""doorlanim"", 1]";}; class Close_Gate { displayName="Close Gate"; position="handle1"; radius=30.000000; onlyForPlayer = false; condition="this animationPhase ""doorlanim"" > 0.3"; statement="this animate [""doorlanim"", 0]";}; }; }; }; so how do i with 4 doors ?
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ok,still have the same error what do i wrong
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the first door is working fine but door 2 ? i get a error when start Arma file eddyd_border_has\config.cpp,line132:'/cfgvehicles/eddyd_border_has/UserActions,';'{'encountered instead of '=' this my config -------------- /*  eddyD_BORDER_HAS by eddyd 08.11.07 */ #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class eddyD_BORDER_objects { units[] = {eddyD_BORDER_HAS}; weapons[] = {}; requiredVersion = 0.10; }; }; class cfgVehicleClasses {     class eddyD_BORDER_objects     {         displayName = "eddyD_BORDER_objects";     }; }; class CfgSkeletons {  class hangBONES  {     isDiscrete=1;     skeletonInherit = "";     skeletonBones[]=     {       "doorL,doorR","",       };  }; }; class cfgModels {  class Shelter;  class eddyD_BORDER_HAS: Shelter  {     skeletonName = "hangBONES";     sectionsInherit="";     sections[]={doorL,doorR};     class Animations     { class doorLanim { type="rotation"; animPeriod=1; source="doorL"; selection="doorL"; minValue=0; maxValue=1; axis="doorlaxis"; angle0=0; angle1=-0.08; }; class doorRanim { type="rotation"; animPeriod=1; source="doorR"; selection="doorR"; minValue=0; maxValue=1; axis="doorRaxis"; angle0=0; angle1=0.08; };     }; /* Animation class end */  }; }; class CfgVehicles {     class All {};   class Static : all {};   class Building : Static {};   class Strategic : Building {};   class Shelter: Strategic{};   class eddyD_BORDER_HAS: Shelter { model="\eddyD_BORDER_HAS\eddyD_BORDER_HAS"; attendant=1;         armor=2000; scope=2;         transportAmmo = 300000;         transportFuel=50000;         transportRepair=20000000;         accuracy = 0.300000;         mapSize=35; vehicleClass="eddyD_BORDER_objects"; displayName="eddyD_BORDER_HAS";  class AnimationSources { class  doorL { source = "user"; animPeriod = 2;  initPhase=0; }; }; class UserActions { class Open_Gate { displayName="Open Gate"; position="handle1"; radius=30.000000; onlyForPlayer = false; condition="this animationPhase ""doorlanim"" < 0.3"; statement="this animate [""doorlanim"", 1]";}; class Close_Gate { displayName="Close Gate"; position="handle1"; radius=30.000000; onlyForPlayer = false; condition="this animationPhase ""doorlanim"" > 0.3"; statement="this animate [""doorlanim"", 0]";}; { class doorR { source = "user"; animPeriod = 2; initPhase=0; }; }; Class UserActions { class Open_Gate { displayName="Open Gate"; position="handle1"; radius=30.000000; onlyforPlayer = false; condition=this animationPhase ""doorRanim"" < 0.3"; statement=this animate [""doorRanim"", 1]";}; class Close_Gate { displayName="Close Gate"; position="handle1"; radius=30.000000; onlyForPlayer = false; condition="this animtionPhase ""doorRanim"" > 0.3"; statement=this animate [""doorRanim"", 1]";}; }; }; };
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oh yeah i can use that , thank you bk1276
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old screenshot , they casting shadows now i have not test them for bombing on the shelters yet lastninja9 you can better ask gnat for the carrier i did only the texture for the carrier and sended too gnat now back too this topic
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@old bear i will do rails texture by next update if you want rearm , turn off your engines or you still refueling
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nice f/a-18E , you still work on that addon ? or is ready testing for beta releast ?
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i love your island but i miss some things on the airfield , some like this that i work in the missions editor taxiways for planes and parking spots
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have probem with ladder that not working ingame i have follow brsseb building tutorial but not working do someone know how do it or work this only in config ?
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here is a new link :  filefront put all the pbo's in your addons folder or mod- folder in editor empty/eddyD_ammocart           eddyD_gbu12cart           eddyD_misslecart still a beta , use on you own risk eddyD
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little update on one of the shelters i go make this one for rearm , repair and refuel shelter still lots work on it cya later eddyD
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have remove the first link and make a new link too filefront download in 5 sec
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ok guys new link on the first post from filefront
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they rearm the planes and choppers
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update on the Ammocarts
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now you can take ammo from the ammocart for your planes and choppers and one of the shelters go do the same for ammo , refuel and repair , still many things to do cya later