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icecoolwrx

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Everything posted by icecoolwrx

  1. Hi guys i have the same problem but i need my script to be time sensitive. (I need Projectile coordinates as soon as its shot out from the weapon, all other scripting catches the projectile way after its fired except call. Can a delay be done in a call function?
  2. Hi all, I'm currently trying to figure out the custom hand animations method for weapons using the handanim[]. I browsed through all the forums and found http://forums.bistudio.com/showthread.php?127804-Weapon-hand-position&highlight=weapon+hand+position ... which branches off to other older posts that contain instructions but, all the sample files have gone MIA and I have also messaged the up-loaders of the files who unfortunately have lost the files over time or due to hardware failure loss. I am at the point now where I can do a custom hand animation, but I'm not sure im doing it the most correct or efficient way.? Right now i get the animation working to the right spot by using the biskeletion.p3d and dragging the hand parts all the way over to the weapon bone on the left and repeat the process over by going in game and back to get the position to where i exactly want it. This method seems to be crazy by detaching the hands and time taking at that, but in the end turns out ok... Any insight would be greatly appreciated. -icecoolwrx
  3. I redid my turrets configuration..... it seems fine now. Thanks for trying to help!
  4. Hi everyone, Been trying to see if this can be done... I need the ai to fire whenever it wants using the simulation=shotshell under the ammocfgs. Problem is it reacts just like normal artillery using "shotshell" and waits some time until it shoots again even though the weapon is capable of shooting constantly. I am unable to use "shotbullet" since i need a model for the ammo coming out. Any ideas would be greatly appreciated! Thanks in advance!
  5. Yeah i saw that... i did try it in the right spot with no results, Was able to test it a little bit more today. Instead of using my custom cfgweapons, cfgammo, and cfgmagazines. I used the D30 weapon and stuck in on my vehicle and the ai still shoots it slow compared to another ai d30 artillery. So now im thinking it has something maybe to do with my cfgvehicles or model even?
  6. I have tried those with no success. Maybe for shotshell simulation it has the delay hard coded in for the ai to wait to shoot again?
  7. Is it just me or does the rtm exporter for max make the animations move in opposite directions then you have set?
  8. icecoolwrx

    3DS MAX RTM Export Problem

    Hi everyone, I am currently using 3dsmax and the rtmexport plugin "rtmUtility095b" that has been around for awhile for animating. There is a problem that i have run into recently. When Exporting from 3dsmax to o2 the top views in 3dsmax and o2 are different (rotated 180, but the other views are the same (since both o2 and 3dsmax use different world coordinate systems. I have altered the rtmexport to compensate for the reverses. Now my problem when i export the 3dsmax animation to o2 its perfectly fine, but when it is in game the model that's being animated is 1/2 as small and the animations are way off. I have even tried saving the rtm again after importing it to o2 with o2 with the same results. I believe it is in the coding with the rtmexport but i have no idea how to fix that. Reason for that is that first world coordinate code i have to reverse has to be changed to a negative which makes the model go crazy and small in game. all the other coordinate changes dont create the chaos, so it must be the - in the first coordinate that makes the rtmexport code add something to the rtm file to make the rest of the animation smaller and throw it off? Thanks for any help in advance!
  9. Hi everyone!! Im trying to figure how or if possible to add objects with user actions to visitor maps and be able to use it in game. Exampe: Door of a building with useractions to open and close it. Thanks!
  10. icecoolwrx

    Map Icons for Custom Objects

    awesome! got it working. Thanks guys.
  11. I'm adding some custom objects to my map with visitor and was wondering how i can get them to show up on the map with their custom icons in game. (Example: how the bis water tower has the nice blue icon tower on the map.i looked at the config but dont see the icon defined there... somewhere else?) Thanks in advance!
  12. icecoolwrx

    What about the oil-pumps

    Still puzzled on how they defined the rtm file to the pump... looked at the configs and all and still have no idea. I know how to put rtm animations into configs for men but no idea on how to do it for objects. I want to transform like a house into something else and using the regular animation movements would be way tooo hard so i need a rtm.
  13. icecoolwrx

    What about the oil-pumps

    Anyone ever figure this out??? I Really want to add a rtm file to an object
  14. Hi All, I had made a working map in game awhile back about oh say 6 months ago and was side tracked. As you proably guess from this i started working on it again. When i go to run bull dozer to convert the files to paa.. it comes up with a command box saying... "converting resources, please wait ------------------------------------------------------------" which keeps going for awhile like that and thats it. I can see the textures and everything in bulldozer but no paa files or anything created. From what i remember you usally see the files in the command box while they are converting. Thanks in advance
  15. icecoolwrx

    Bull Dozer Converting Problem

    Did it the manual way with converting the png and rvmats and everything works that way.
  16. icecoolwrx

    Bull Dozer Converting Problem

    Theres no paa files at all when i start bulldozer or after. Yup, I imported the cfg,sat, and mask before starting bulldozer. Only thing that changed from my last know working map was the update to version 1.14 along with the tool set for it. And Gnat, i never tried it in 02 can you import png textures into it? if so how would i go about doing it ? I remember awhile back how you couldnt convert some texture files with out the dlls for 02, but not sure how you would go about that with visitor
  17. icecoolwrx

    Bull Dozer Converting Problem

    Well the main problem is my bulldozer, its not converting the png files to paa when i launch if from visitor. I have the latest tool release.
  18. Ok heres the briefing: I am making a static unit with a turret for arma and i need to use dowatch position to control the position of the turret to an exact position. It works very good so far with every unit except when its targeting an enemy unit. it just ignores the dowatch position completely and just watches on its own. I have tried it on the vehicle and on the gunner like it was said in another post that it worked on the driver, but i dont see anywhere where someone tried it on a gunner and it worked. I have tried: -staticunit disableai "autotarget" -staticunit gunner disableai "autotarget" and all the other disableai commands at once and seperate and no go yet.. the only other thing i found was to make the target unit captive then the dowatch will work. Thanks in advance!
  19. icecoolwrx

    Disableai gunner?

    Played with this again after like 6 months and i have noticed that the disableai commands work in the map editor init field but no where else in a script or config int.
  20. icecoolwrx

    Mask and replaced textures

    ok now is the segment borders shown as the active grid on visitor 3 or is it something totally different? Thanks!
  21. icecoolwrx

    Mask and replaced textures

    aww crap... I have the same problem. when i take the fifth mask color out of the class legend everything goes back to normal. So you can only have 4 colors for the mask?? Anyway around this??
  22. icecoolwrx

    Visitor 3 Quick Tutorial

    ohhh that be why... I turned off the binarize for the pbo and now it works...was doubling the binarize?? Thanks for the great tutorial and reply!
  23. icecoolwrx

    Visitor 3 Quick Tutorial

    i get the same error as [CAS]Daniel, about not opening the material files in the game.. then no texture showing. The material files look like they are scrambled: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> raP    D   PixelShaderID Terrain1 VertexShaderID Terrain ambient fff? fff? fff?  €? diffuse fff? fff? fff?  €? forcedDiffuse ×£< ×£< ×£<  €? emmisive         specular         specularPower    Stage0 w  Stage1 ¸  TexGen3 ù  TexGen4  TexGen0   TexGen1 † TexGen2  Stage2 ˆ  Stage3   Stage4   D   texture mymap\data\Layers\S_003_003_lco.png texGen  ¸  texture mymap\data\Layers\M_003_003_lco.png texGen  ù  uvSource worldPos  uvTransform $   aside ÃÌL:     up     ÃÌL: dir   ÃÌLº   pos  2À  œ?    uvSource worldPos  uvTransform ª   aside ÃÌL:     up     ÃÌL: dir   ÃÌLº   pos  2À  œ?    uvSource tex  uvTransform +  † aside  €?     up    €?   dir      €? pos       † uvSource tex  uvTransform ¬   aside  A     up    A   dir      A pos        uvSource tex  uvTransform -  ˆ  aside  A     up    A   dir      A pos       ˆ  texture MyMap\data\pisekplaz_mco.png texGen   Â  texture MyMap\data\pisekplaz_detail_nohq.paa texGen    texture MyMap\data\pisekplaz_detail_co.paa texGen  D     Proably why it cant open it?
  24. icecoolwrx

    Weird Driver and Cargo Pos

    I am currently working on a unit in the helicopter class and came across this weird problem. i want to make the "driver get in command" inside the helicopter. so i put the driver pos point in the front area and the range for the action to show up for the player is like a centimeter only!!!... when facing towards the point... but when i turn the player around  and face away from the drive pos point the range is normal like it is suppose to be. So why is the range so different from facing and not facing the driver pos point??
  25. Hi guys once again was stumped on something and searched high and low and was wondering if it is possible..... First of all got the ammo crate filled with all these weapons and ammo from the cfg file...Now is there a way to tell how much of each weapon or ammo is inside the crate left still? I tired the weapons and magazines functions; guess it doesnt work on crates? Thanks!
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