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gossamersolid

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Posts posted by gossamersolid


  1. I have initJIPCombatible.sqf executing Client_Init.sqf and all the code works until this part:

    //--- Set Player's Weapons
    [player] Call EquipLoadout;
    

    EquipLoadout

    Private["_player","_weapon","_ammo"];
    
    _player = _this select 0;
    
    _weapon = ListWeapons select 0;
    _ammo = ListAmmo select 0;
    
    removeAllWeapons _player;
    _player addMagazine _ammo;
    _player addMagazine _ammo;
    _player addMagazine _ammo;
    _player addWeapon _weapon;
    _player SelectWeapon _weapon;
    

    The code works in the Editor preview, but in a multiplayer environment, it doesn't error or anything, but it just doesn't execute.

    I'm not sure why it wouldn't work and I was wondering if anybody could help.


  2. Obviously ArmA's 1st and 3rd person model is the same but they have done it in Project Reality on the 3rd person models so it is possible.

    I don't remember Project Reality being on the same engine as ArmA2?

    When games run on a different engine, it's a whole other ball game and you can't even compare them.


  3. 	class p85_sov_Mi24_at : Mi24_P {
    	vehicleClass = "p85_SOV_air_vehicles";
    	faction = "P85_sov_Army";
    	scope = 2;
    	SIDE=0;
    	displayName = Mi-24 (AT);
    	crew = "P85_pilotsov";
    };	

    is what I have so far. I realized that if I added magazines/weapons to that, both the pilot and gunner would be able to fire them (without manual fire). Then I stumbled upon the douchebag known as turrets.

    So I found an example of a turret:

    	class Turrets : Turrets {
    		class MainTurret : MainTurret {
    			body = "mainTurret";
    			gun = "mainGun";
    			minElev = -60;
    			maxElev = 20;
    			initElev = 0;
    			minTurn = -60;
    			maxTurn = 60;
    			initTurn = 0;
    			soundServo[] = {"", 0.01, 1.0};
    			memoryPointGun = "machinegun";
    			gunBeg = "muzzle_1";
    			gunEnd = "chamber_1";
    			weapons[] = {"YakB", "AT6Launcher", "S8Launcher"};
    			magazines[] = {"1470Rnd_127x108_YakB", "4Rnd_AT6_Mi24V", "80Rnd_80mm"};
    			gunnerName = $STR_POSITION_GUNNER;
    			gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
    			gunnerOpticsEffect[] = {"TankGunnerOptics1"};
    			gunnerAction = "HIND_Gunner";
    			gunnerInAction = "HIND_Gunner";
    			gunnerGetInAction = "GetInHigh";
    			gunnerGetOutAction = "GetOutHigh";
    			primaryGunner = 1;
    
    			class ViewOptics {
    			initAngleX = 0;
    			minAngleX = -30;
    			maxAngleX = 30;
    			initAngleY = 0;
    			minAngleY = -100;
    			maxAngleY = 100;
    			initFov = 0.155;
    			minFov = 0.047;
    			maxFov = 0.155;
    			};
    		};
    };
    };
    

    I tried this and it said couldn't find classname Turrets. Then it I went through like 10 other steps and it still wouldn't work. So here I am asking for help on how to redefine the ammo an mi-24 uses with turrets.


  4. All ArmA2 files are binarized, with the exception of the sample models that are available somewhere on this forum.

    I don't know a list of models that support hiddenSelectionsTextures either. Easiest way to find out probably is to unpack the ArmA2s.pbos and have a look at the configs.

    so this is why vilas included a new model for the AH-1Z I guess. He retextured it there or allowed the model to be retextured


  5. @Banderas: cool, thanks!

    @GossamerS: The UH1 is not set up to use hiddenSelections. This method will not work. AFAIK hiddenSelections have to be set up in the .p3d. And as the Huey is binarized, we can not add that feature :(

    p.s.: you guys should decide on one developer forum...

    so is there no possibility to re-skin the Huey or MH-60s through configs? I don't really know how to do it any other way.


  6. sorry but i don't trust when someone lead forum and can cancel my posts , sorry :P

    simply i would like to be "safe" on "my addons" discussion forum

    no, impossible, if you do sound mod, you ONLY replace class of BIS weapon like AK_47_M for example

    so if there is vil_SKS : ... fire mode single : ....} than it won't work

    i understand what you would like to have, but engine limitation

    like every RPG has its own magazine

    in real life you can put any rocket to any RPG7

    but in game, for RPG7D, RPG7 ironsight, RPG7 scoped - you have different

    sorry, engine limits

    you can do sound mod for "vanilla" classes, you cant do it if something has other fire mod (AN94 with 2 burst, Groza with short 250 meters range, Vikr with 100 meters accuracy, AEK with AK ratio of fire and burst )

    As for the posting, you will have the same admin I do on that forum. The devs that will be working together have admin.

    I don't quite get what you are saying with the sounds. I'll have to do some testing so I can better understand.

    EDIT: Ah I saw dmitri's post. That makes a lot of sense now... well we'll have to figure out a new way to solve the issue.


  7. I fear that won't work.

    The sound mods that I know don't replace any vanilla sound files (that would be very bad practice).

    Instead, they contain replacement configs that link existing weapon classes to their new and added custom sound files.

    That means: even if you replace all P'85 sounds with vanilla BIS sounds, sound mods will only work with P'85 weapons that inherit from BIS weapon classes. Any classes that had to be defined anew will not work.

    So, long story short: For sound mods to work properly, a replacement config is a must. Changing P'85's config will not suffice.

    That's the point. Think for a second here, you WANT p85 to use vanilla sounds so that people can USE whatever mods THEY want. I'm not including HiFi Weapons within P85. I'm making P85 use vanilla sounds so I can go and load HiFi in my shortcut to ArmA2 myself and have HiFi sounds.

    Understand now?

    ---------- Post added at 05:00 AM ---------- Previous post was at 04:59 AM ----------

    http://www.createforum.com/vilas/ <<< it is free as i see :)

    concerning "any" sound mods - they all replace BIS class

    if my AK is BIS class inheritance (new model only) than all sound mods work

    if there is other fire mode (burst etc) it uses defined sound line and no sound mod work

    http://69.165.165.192/p85warfare/

    use that URL instead. I hate those "free" forum hosting sites, never trust worthy :)


  8. First off, I'll host a real forum script after (not a free site hosting :))

    EDIT: http://69.165.165.192/p85warfare/index.php

    second, I believe if you check BIS' original config files you can see what sounds the guns use and then you would put the gun sounds of P85 in our config to those ones. That would make it use vanilla sounds (allowing people to load their own sound mods as they do in vanilla matches).

    I might be wrong here as I'm not too experienced in addons yet, but I believe that is how it's done.


  9. aaaa P85 :D

    i agree that sound should be better

    but i had no time to deal all myself

    if there are people who have good sounds and time (mostly time issue) , please help

    and with Dmitri config knowledge P85 can be updated again (than new sounds, updated weapons textures, updated vehicles shaders/bug fixed etc)

    simply i had no time to do all myself and personally i never cared about sounds cause (it may sound weird) i don't play games

    i just do addons as hobby, but i even not play :]

    i play very rarely, my hifi is very silent so i don't look at sounds as much as people who have good sound card :)

    i think P85 sounds can be changed with community help without any problems

    sound addon and new config - not a problem , but please help and spend some time, cause now i must finalize Russian weapons and Polish packs

    I will volunteer, with your permission of course, to update the P85 config with better sounds, more variations of vehicles (4 different A-10s for more varieties for players) and do other stuff.

    I am already updating the config for usage in my Warfare Mod of Project '85.


  10. SKS has as i remember BIS AK 7.62 sound

    There might be some confusion in what I'm talking about. I'm talking about your P85 content. Here's a video I just took of the SKS firing. This sound is not found ANYWHERE within ArmA 2:

    TyVh8ZnRIm4

    This is taken directly from the config file currently on your first post

    sound[] = {"\P85_wpn3d\sounds\sks.WAV", 10, 0.95};
    

    That is not a BIS file either.


  11. how many times i have to type this - there are BIS sounds used (i told it few times in past, it only brings new models to game, not changing gameplay, balistics etc. )

    1 ) there are used only BIS sounds - fully compatible with game

    this addon brings only new MODELS, not changing BIS class of weapon characteristics

    2 ) there are used only BIS sounds - fully compatible with game

    this addon brings only new MODELS, not changing BIS class of weapon characteristics

    3 ) there are used only BIS sounds - fully compatible with game

    this addon brings only new MODELS, not changing BIS class of weapon characteristics

    i wonder how it is possible to hear different sound in this addon (cause few people told to use BIS sounds), cause there is only new model:

    there is no custom sounds used here in this addon, only one sound file there is "reload bolt" of SV98

    on most of weapons sound mods should work, but on weapons that have defined fire mods like burst - no, cause sound mods overwrite only orginal BIS AK_xx/Mx classes

    in future i will try to find from Youtube some sounds, but at the moment finding all bugs is most important and i hope now all bugs are found after those last reports

    APS animation - Udaloy wanted his best - but okay i will change it to default Makarov

    AKMSB fixed right now

    fixing now and replacing, 40 minutes left

    So what about the FAL and the SKS for example? Those are NOT BIS sounds.


  12. I also have another issue that a few people have pointed out

    The sounds are really weird in this mod. A lot are low quality (should use BIS sounds so we can use our sound mods) and the distance to sound volume ratio are messed up. I like being able to hear gunfights 1 km away, but when a tank is 500m away, it shouldn't sound like it is beside me.

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