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hcpookie

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Everything posted by hcpookie

  1. I must say those animals look VERY impressive! Ice, did you ever incorporate random snakes and crocodiles into the island? Or is that a surprise? :)
  2. hcpookie

    Project CDF

    As you probably know I've coded the BRDM Improved units to have CDF units for all the models except for a few of the "rebel" versions. It would be sweet to have some different camo versions! In fact i've added an Independent faction so that there is both a CDF - BLUFOR and CDF - Independent faction for them. The idea being that in Takistan the UN units are actually CDF troops, on assignment, so at least now they have a little more than their white vehicles. Hopefully all that can help you out some :)
  3. After realizing the deep dark badlands need some light, I decided to make some! This addon adds a light tower commonly found at industrial and construction sites. Provides 6 spotlights on an extendable mast covering a large arc. I made this for use in areas where there is extreme dark due to no moon, etc. and had MP maps in mind. Ideal for use in FARPs and Bases! :cool: UPDATE: Version 1.2 now available! NEW: Added static stadium lights commonly found in sports stadiums. Behaves just like street lights that automatically turn on at night. Also uploaded MLODs! :) Download pook_lighttower_v1.2.zip Here: https://skydrive.live.com/?cid=5b54fc51a7917265#cid=5B54FC51A7917265&id=5B54FC51A7917265%212183 - The light mast starts out folded away for transport/towing. To activate, approach and select "Power On". This will start the generator that powers the lights. Then you may select "Raise Light Pole" and "Lower Light Pole" to raise/lower the lights. The light pole raises to about 5 meters height. - Once the mast is raised, the power generator may be switched back off when not in use. - Fully animated power lever, status light and damage. - Object Name for use in scripting is "pook_lighttower". - The Light Tower can be found in the editor under Empty > Objects > Light Tower. - Texture set uses "Camo1" hidden selection for the texture. The default texture is mapped to the BIS red locomotive texture. New textures can be easily made by changing the texture. To change, add this to the unit's INIT line and point it to a new texture: this setObjectTexture [0, "addonfolder\anothertexture.paa"]; - The is one problem that I can't fix, and that is I can't get the lights to shoot out. The config is there but they can't be shot. The generator body can be shot and it will destroy the lights. CHANGELOG: Light Pole stored for transport: Light Pole deployed: There are 6 lights total, but at some distances my system only displays 5 of them:
  4. hcpookie

    Iranian Forces Mod

    Played around with the ground vehicles last night - lots of good stuff there! That AA vehicle with the BMP chassis is really cool :D So the tank that looks like an M1 but really isn't - is that one of the Real Life Iranian MBTs? It almost looks like they imitated the idea of the M1 Abrams with whatever parts they could salvage. Overall good stuff! Can't wait to this incorporated to some MP missions! :D
  5. hcpookie

    UGV's

    I may do that - I'm pretty sure it is something with the model.cfg but darned if I can figure it out. I am using a modified model.cfg based on the Arma1 sample models, but darned if I can get it working properly. I don't want to focus on the weapons yet until I get that done. I may take another stab at it this weekend since my allergies are keeping me from doing any yard work right now. However IF it rains and washes away this pollen then I won't have any excuse to avoid the yard work :) Also I was planning on making "one each" of the SWORD vehicles based on available weapons in teh Arma1 sample models - M107, M249, M240, AA-12 (that's using a proxy), but I would also like to have one that has the "disarm mine/satchel charge" skill. Not sure how to add that "disarm" command to a vehicle.
  6. hcpookie

    UGV's

    Yes I am! I figured out that the weight settings I had was causing the model to literally "bounce around" on its axis making it look like it was spinning in place. Due to the Arma engine's gravity, you have to weigh everything on what appears to be an inaccurate scale of weight. Otherwise it simply flips over if it hits a rock or a tree. SOOOOOO..... to make it work it has to be as heavy as a tank. Meaning it can plow down any tree it hits! Kind of funny but what can you do. The issue I have right now is that the skeleton seems to be incorrect. Everything "sags" to the ground on the damper (shock). Which is frustrating beyond belief. EIther an animation is incorrect in the cfgModels or the skeleton inheritance is wrong. It gets frustrating making changes repeatedly. Real Life keeps distracting me I haven't even gotten to the remote control part yet. RIght now it is still a very small tank that only drives around very slowly. So I could release it but you wouldn't like it :)
  7. I think something is hard-coded and it only looks for those two entries (but I'm hoping not!) so I think it is accidental. Something to do with the thoughts that a mine is technically a vehicle (like static guns) that is activated by another vehicle. If I borrow a page from the JTD Mines playbook and make the mine inherit from "Thing", it becomes a static object that does nothing. If I make the mine inherit from the "BuoySmall" object, it becomes a mine-shaped buoy and has no explosive interaction with anything. If I add the "vehicleClass = "Mines";" to the config and it doesn't inherit from the "MineGeneric" weapon vehicle, it will AV with nothing in the report. >>> This is what leads me to guess there is something hard-coded or otherwise a non-config issue. EDIT: As I'm typing this I thought of a hack that might work as a suitable workaround - using an init script to "attachto" a default mine to it. I'm not sure if it needs the "put" action to arm it but that should be scriptable. Here's the RPT from my config that inherits directly from the MineMine vehicle. Same AV whether it inherits from "MineMine", "MineMineE", or "MineGeneric". It allows you to place it in the editor, then AV's to desktop when you try to preview. The first few "no entry" is perhaps the most telling - note that it says "no entry" for the MineMine vehicle, which I copied directly out of the BIS config. Warning Message: No entry 'bin\config.bin/CfgVehicles/pook_watermine.simulation'. Warning Message: '/' is not a value Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/pook_watermine/ Warning Message: No entry 'bin\config.bin/CfgVehicles/pook_watermine.simulation'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/MineMine.simulation'. Warning Message: '/' is not a value I removed the AV details from the dump:
  8. hcpookie

    Light Tower Addon

    Update! Added static stadium lights commonly found in sports stadiums. See first post.
  9. Update to v1.2! See first post.
  10. hcpookie

    Diving Under Water

    Good news and bad news... The good news is that I made a model for a water mine: The BAD news is that I can't get the config to work as a mine object! It is in the game right now as a buoy object. I guess a trigger would work to activate it, but I really would like to see it work with "native" support as a mine. I don't want to hijack your thread, so I am going to post a help request in the modelling section! ;)
  11. hcpookie

    Iranian Forces Mod

    Nice looking BRDM there ;)
  12. hcpookie

    Diving Under Water

    I got your PM, I'll look into it. Is that mine from the SC9 Ships addon? There's only one other underwater mine I found from the OFP "Floater with attitude" thread but its a dead link. I have a thought on making that mine undetectable to AI. If you have the MLOD I could take a look at it. If you don't have the MLOD, then perhaps I'll just have to build a mine layer ship this week :)
  13. hcpookie

    Diving Under Water

    Nice looking boats you blew up in that vid :cool: What other kinds of underwater "things" do you need? I can make wreck models of those boats. Obviously we need BIGGER wreck models to explore :) What about underwater mines? The big round ones with spikes on them. I thought I saw one but not sure if it is in use? De-arming those would be an interesting mission. What about those little bullet-shaped diving engines like this one: I'm also thinking about retrieval missions where you must go find the "secret files" but is a briefcase suitable for underwater missions? What other underwater gizmos need to be modelled?
  14. hcpookie

    GITS Evolution (new main thread)

    A few random thoughts about heli extractions. First - location. They should not be "curbside pickup" where the heli comes exactly to the player's position on the map. They should have the pilot move to the best position for a helicopter (in CLafghan that would mean "lowest altitude". If they are going to have a basket extraction then it wouldn't matter AS MUCH for the location, but if it is based on Norrin's fastrope scripts then it is a normal heli landing. Just pick a random point that is within X radius of the player and have it place a marker on the map for it. Presto the pilot has to walk to the landing site. Here's why this would matter - some logic would have to be configured to keep them away from the enemy AI. So if you get shot down within range of the enemy, the rescue chopper won't blindly fly to their doom. Perhaps a trigger for each waypoint that is activated after all the town's SAMs are destroyed? Something like: Condition: (!(alive) sam1) and (!(alive) sam2) and (!(alive) sam3); and let that determine if the player has permission to call in the rescue chopper. There needs to be a way to ensure that the waypoint is Y distance away from the enemy town center. I would say a MINIMUM of 2000m considering enemy ground fire from the closest side of the town center would start to shoot at the heli at about 1,000 meters. There will be PLENTY of time for the pilot to walk to that location so it isn't like it will distract from game play. Probably faster than a HALO drop :) To even think about making it work in Clafghan, you would have to have an if-then condition where "if selected waypoint > XXX heightASL, then exit with "Sorry, cannot fly to that waypoint. Please select a different loc ation that is lower in altitude". Not saying it will work in Clafghan or not, just throwing it out there. Oh and I believe it should randomly spawn an enemy foot patrol (lightly armed foot patrol only with no AA soldiers!) to make the extraction more interesting :)
  15. VERY NICE! Love the 2nd vid - I recognize that action from Blackhawk Down :) Question - are you using the default BIS flight model for the little birds? I hope you say no - if you say yes then that means I'm a REALLY bad little bird pilot! :D
  16. hcpookie

    GITS Evolution (new main thread)

    Simply - you get EXTRACTED from your situation... easiest way is via HALO respawn. Sure it would be nice to have an honest to goodness rescue chopper but I'm not sure how that would work in MP.
  17. Can a boat use a horn? I can't seem to make any default horns work on a boat.
  18. hcpookie

    Isla Duala

    If they are BIS objects, then the "new child" trick will suffice. Make a new config.cpp and inherit from a building, and point the model = to the radar model. Give it a new name and that should do the trick - you'll have a new "building" object that will behave as any other building - it will blow up and fall into the ground when it gets destroyed. Problem solved. Then edit the map to use the new building instead of the original.
  19. hcpookie

    Isla Duala

    That's due to the destrType value: http://community.bistudio.com/wiki/CfgVehicles_Config_Reference#destrType Buildings will sink down into the ground, if I remember correctly. The tip-over is for most all of the objects like signs, etc. Run into them, they tip over. Which as you observe is a problem when you can see "under" them. Only way to fix is to have them sink into the ground via changing this value, OR set the damage animations to "damage hide" parts. There's also a "wreck" LOD but I've never played with that so I don't know how it works. If you do the "damage hide" animation, it would mean you must edit the model and make many parts of it this animation. In addition you should change the class Damage value to give it one of the BIS damage textures - the ones that make any vehicle look like a burned-out wreck when it is destroyed. If you REALLY wanted to, you could break out part (or parts) of the dish and make little sections so that a damaged dish would look like it had chunks blown out of it. LOTS of work however... meaning longer time between updates ;) If for some reason you can't edit the original, then you could change the inheritance and basically make a copy of the original. Then you could change the destrType of the copy and simply let it sink into the ground.
  20. hcpookie

    Light Tower Addon

    Thanks Miller! :) Feint it looks like you've figured out all the tricks - I like it on those boats! :cool: The script plays the sound as a result of the switch animation: "while alive", when the switch animation is "1", play the sound. So to script this it should require only the power switch to be on (animated to "1") for the motor sound to play. That's how I get the sirens to play on the Improved BRDM2 police units. Activate the dashboard light switch, play the sound. I was on the fence about the sound volume. The motor sound volume is based on the sound of my backup generator for my house. They don't really try to quiet these down any. Last hurricane we had we got to enjoy the sounds of all the generators in the neighborhood every night. Turn on fans and you kind of tune out the sounds after a while. Remember the original Rainbow 6 game? That one map had these on them as well and I remember them being realy loud on that map. Made for difficult situational awareness when you had to defend the area. HOWEVER for a boat/building attachment it would make sense to have no sound because power would probably be from another battery source. I did quiet it down from the original sound by 50% I think it was. I am open to the idea of further reducing the volume. How much exactly would be a good level? Volume level of a tank or car perhaps? Edit to add - I'll release the MLODs for these soon.
  21. hcpookie

    Project RACS

    Outside the FARP at Fallujah - I cargolifted some armor assets down to the FARP and then landed on the hotel to lase for the A10. Shortly after that my buddy switched to the F15 War Eagle to keep the FARP safe from those blasted Su-25's! We keep the SA6 in reserve for the Ka-52's and their magic ninja SAM-dodging abilities. Larger pics in the links: https://public.bay.livefilestore.com/y1pXLes0hrq-EXPvBQq2T9QOxcZlRiM3pOBz6YpmNgbPiWLeBCg4vXRFfg5InzaWaIQ_2pactZ5qyYjiL5qjKe8PQ/pracs_fal1.jpg https://public.bay.livefilestore.com/y1pjExtnIFJG1OlUBvfWuw0t0lI3tc6Pl8NTsH9T_kOPfLZxTfJESrhvMzILjC5XU3jrjMfnDzWOQyz2DYjelp-jQ/pracs_fal2.jpg https://public.bay.livefilestore.com/y1pdPn0WnwtCZdJQHRGgDsxRWkkY49Nv_8Fb0Y0-AiyhGGygtfQfH0OL4qXfaleVT1zOvJT_UOjEFdWPX1ulRR4gA/pracs_fal3.jpg https://public.bay.livefilestore.com/y1piAkXq6J68Mz79rlxXXuPzzPFG0A0yRoIqiBsXx1A2BFiDqSEtXBamhVQkHAch8XndIAYvc9TaQFiBqA_51sMWQ/pracs_fal4.jpg
  22. hcpookie

    Light Tower Addon

    Miller, you don't have all my mods installed :D That's an oversight on my part; I thought I had scrubbed the textures/mats completely. I'll address that and update soon. ---------- Post added at 12:17 ---------- Previous post was at 10:59 ---------- FIXED! I just uploaded the update that removes dependencies on any other mods. Works 100% now with no errors detected.
  23. hcpookie

    Project RACS

    Sorry WLD, I wasn't fully awake when I posted - hopefully you'll find this to be more helpful. :) These issues are obviously very minor: The Pinzgauer and LAV APCs in particular. Here's a screenshot of what I mean. I had the same thing w/ my BRDM units, and I found that the only way to fix it was to delete the existing light polys from the LODs and copy/paste a known good one in their place. It seems like sometimes the light points and light polys simply don't work correctly. Even after copy/paste the base model to make a new one, I found several times that even doing that made the light polys stop working. Note that the light cone works fine: And here is the shadow issue. The shadow looks correct up close, so I'll go out on a limb to say the 2nd distance shadow LOD is the one w/ the problem. It looks either like the shadow LOD is .05 too high, or that it needs to be reduced to about 97% scale. To be honest I didn't notice for the longest time:
  24. hcpookie

    GITS Evolution (new main thread)

    Egg, I COMPLETELY forgot to mention this previously - noticed that the BM-21 Grad vehicle is often present in the enemy objectives. However, it does nothing. I have never seen a BM21 rocket attack, nor have I seen it do anything in-town other than drive around and blow up :) Is it supposed to do something other than occupy the town? Personally I would like to see that removed in favor of a more threatening AT vehicle (another BTR-90 perhaps). thanks again for the awesome missions! :cool:
  25. hcpookie

    GITS Evolution (new main thread)

    Yeah we like to wish big :) FYI - GITS RACS mission has UK flag (not RACS flag) at bases/FARPs. Possible bug report - ATVs and Pinzgauers at the airbase respawn "double" and it looks like there are 2 vehicles trying to occupy the same space. Not sure if it is a respawn issue or not... happened on a dedi server. So when you respawn at the airbase, the ATVs aren't able to be used because they are all locked together under that camo net. Now that I think about it, same thing happened to the HAWK missile battery and the M-1 155mm howitzer after the base was bombed by the ever-present Su-25 patrols. "... making random civ cars explode" - you got me thinking that maybe adding one of the IED modules/scripts would make things more interesting? It would make the EOD Engineer role much more valuable! :) There is enough random stuff on the side of the roads to make an IED script worthwhile. My buddy is wondering if there is a way to scale the enemy air patrols based on number of people on the server? If you only have 2-3 guys on the server it gets kind of hairy when you have Su-25/L-39 patrols bombing you back into the stone age. Conversely, if there is a server w/ more online, say > 8 people, could the patrols be scaled up to be more intensive? Maybe launch a Tu-22 strike after a town is captured in retaliation for beating them back :)
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