Jump to content

rocket

Former Developer
  • Content Count

    652
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by rocket

  1. rocket

    .mdl (FS2004) to .p3d?

    I think there is a bit of misunderstanding - my issue is that I think people new to modding should be very careful when using any 3d reference material, as it can end up being more work than actually making it yourself over the top of the reference. I took exception to labeling it as "easy". I haven't had any luck with 3d ripper myself, as I'm on DX10 and Vista 64bit, and the last version I tried didn't load at all. But I do use many 3d reference libraries in pretty much all my projects, as I'm fortunate to have access to many of these through work. So to labor the point... I think its dangerous to suggest its easy. In the hands of a skilled person? Yes, perhaps it is. Look at Gnat's piper. That aircraft inspired me to really get into trying to make good mods. But I started trying to make addons from the high poly reference I had... and I just couldn't get anywhere even with polygon strippers. Maybe my standards are too high when it comes to visual quality - but I found that the best result came from manually crafting it using highpoly as a base to draw nurbs and extrude polys over.
  2. rocket

    .mdl (FS2004) to .p3d?

    Well, in my case: I now work as a Producer at www.sidheinteractive.com, leading teams that make console games. I also do freelance work for IRIS Simulations, making FSX models. I started out modding ArmA and FS9, while I was an Officer in the RNZAF. It was my modding work and the clan website I run, that got me in the door as an AP. I was the first Producer they'd hired from outside the industry in their ten year history, and my modding work was a major part in the reason I was hired. So I'm living proof.
  3. You know there is a wiki, right? I mean, have you actually used it? Between a forum search, that wiki, and very occasionally PM'ing one of the more advanced folks on these forums... these is nothing I have not been able to find out quickly and easily. IMHO, the issue is... "new people" these days don't take the time to learn the basics. They jump straight in to making a 60 player, domination, 20 task, massive gigantamatron of a mission with bombs, planes, and tanks everywhere. They announce it to the world, then they want sample code all together in one go to achieve it all, complete with instructions. The biggest help to mission making for me, was the fact I learnt Basic as a child (on a C64), and the fact I can read through a wiki.
  4. rocket

    co07 Island Twilight (USEC)

    Please post any bugs you find, and how you found the specific location the targets met at. I'm open to updating the mission based on any testing results I can get my hands on.
  5. The harm is commercial. Companies generally don't share their source assets for free, because other companies could use them to generate their own assets. You can easily export 3ds files from Oxygen. It's quite unheard of for a company to do that, I can't think of another example of a game studio giving out its source assets. And I wouldn't assume that they absolutely will do that for ArmA2, as there may be some rights issues depending on where the source came from. I would imagine we will at least receive sample MLODs as we originally did with ArmA. Also, if I was BIS, I'd want to wait and see how well ArmA2 sold. If it sold very well, I'd either make my own expansion pack or sell the rights for someone else too (such as Queens Gambit). Releasing modding tools before this will potentially impact on that, and would be a hard sell to any investors.
  6. ((count ((markerpos "CheckSmoke") nearObjects ["SmokeshellGreen",50])) > 0) That will check if any green smoke has been dropped within 50 meters of a marker called "CheckSmoke". It will return the result true/false - so can be used in a trigger or waypoint
  7. If you download and unpbo my "Island Twilight" map, you'll see that I have a script to detect when a smoke is thrown, and the C130 drops ammo. Will work fine for waypoint detection also. Its about three lines of code. I'm at work at the moment, so I'll post the code later.
  8. I've created an initial version, based on a similar project I did for a spam project. it allows two things; 1. Upload Lists. Server admins can upload their ban.txt documents directly, this gives a SMALL weighting to ban scores. For example, if a player ID appears on several servers ban lists, then it is more likely to make the public ban list. 2. Incident Reports. Server admins can report serious incidents individually. These carry more weight in the risk weighting applied. Also; for the user: 1. If a user is banned, and register providing an email address, they can be removed from the ban list. If they subsequently appear on ban lists,incidents again - they will have harsher ban times applied to the list. If there are any server admins who are interested in checking out the test site, please send me a PM for more information urgently.
  9. rocket

    co07 Island Twilight (USEC)

    Damn s and n keys! so close together... well it is midnight here and its dark!
  10. Hey, whatever I can help you out with ... I'm all for! Your respawn script is what makes my missions!
  11. Could always try putting this in the init line of a vehicle placed in editor: That should work in that situation
  12. norrin, are you sure? I have never had that problem so long as I don't set the spawn position height. Thats a much more elegant solution. Try placing an empty jet in the editor, set to FLY. You will see that indeed, it does fly (for quite a while, till it crashes). Try my code sample above and you will see it is fine. You only get into problems if you set the spawn HEIGHT as above ground. If the engine spawns something as FLY, you should give a standard marker position reference and let the game engine do the rest. ---------- Post added at 02:42 PM ---------- Previous post was at 02:37 PM ---------- Nope, an aircraft spawned with the special placement setting set to FLY (as shown above) will spawn with the engine on, and forward speed according to the normal speed of the vehicle, regardless of whether there is a pilot or not. You don't need to do anything clever if you use that.
  13. Make sure its: And see if that works :) One thing I have noticed, is that ArmA2 seems to just carry on after code errors, so sometimes I haven't noticed small code formatting issues. ArmA was very obvious if you had screwed up some code formatting. ---------- Post added at 02:33 PM ---------- Previous post was at 02:31 PM ---------- Also, setVelocity should be in square brackets ie:
  14. Have you ensured there is a ";" at the end of the if statement?
  15. rocket

    3Dsmax ArmA2 modding toolset

    Just wading in to say that I am looking forward to seeing the output from this, as I do the vast majority of my modeling in 3ds Max 2009. I believe this could cut down the time it takes me to produce a model by many weeks if not months!
  16. That probably means the driver isn't in the vehicle. Try adding Su25_InsPilot assignAsDriver Su25_InsCAS; before the move in command, see if that helps. Does anyone know what CAN_COLLIDE does? I havent seen that before. Following is a copy + paste from a mission script of mine: helo2 = createVehicle ["UH1Y", _spawn, [], 0, "FLY"]; _pilot = _helo2Group createUnit ["USMC_Soldier_Pilot", _spawn, [], 0, "NONE"]; _pilot assignAsDriver helo2; _pilot moveindriver helo2;
  17. rocket

    Arma2 servers are a problem

    I'd like to second that. I tend to rule our server with an iron fist, if I am online. That includes both our members as well as any civvies. Sometimes - someone is doing something that is going to cause a problem and there simply isn't time to explain the issue and its faster to kick them. In these situations, if someone rejoins, I will explain why we had to do what we did. It's nothing personal, and if someone rejoins I nearly always give them the benefit of the doubt. We locked our server down for ArmA with a password for most of the time, due to the tiresome cheaters. Some of the mods we used didn't allow us to have adequate sign protection, so we were open to exploit. Now that we're running things much more public, its safer to take a cautious approach and rule with an iron fist. After all - its costs hundreds or thousands of dollars a year to run such a server... people have alot invested in it. In summary, I feel bad when I kick someone and realize they didn't realize they shouldn't use that chopper. But sometimes, there just isn't time to explain if they're not on our teamspeak.
  18. Ooooh. Nice find, hadn't seen that command.
  19. I would be willing to create a web-based public ban system, and fund the hosting on my dedicated web server, but only if a suitable way of assessing bans was found. For the moment I'll term it "Public Ban List" for want of something better. I've had some experience setting up such processes for the sharing of Spam Ban lists between email server administrators so the same approach should work. I could make a website with the following: Register your server; Would require the addition of a unique tag to your server name with your registration ID added to it (i.e. "My Cool ArmA Server {PBL#123}" or "My Cool ArmA Server PBL#123"). This would ensure that the person who registered, was the administrator of the server, at that IP address. This would be manually checked regularly to ensure that the administrator of that server was the person registered on the website. Register a player ID; you can register to receive notification of a particular player ID is added to the list. Incident Notification; Any approved server administrator can notify an incident occurring for a player ID. They need to fill out a report with details. Multiple reports of incidents for a player ID, from several administrators might result in that player ID getting published in the Public Ban List for a period of time. Published Ban List; This ban list would be automatically published, weekly, and distributed by email to server administrators. This would be automatically generated. Server admins would be requested to include a note in their Message of the Day, outlining the release date of the list currently in use, and a link to a location where players can register for notifications against their id. Ban Periods; a series of rules could be used to define how long a ban would last, based on the reported incidents. After a period of time (week or two) the player ID would be dropped from the Public Ban List. If incidents began to be reported again, that user would be added back to the Public Ban List but with a harsher length. Appealing bans/incidents; Anyone can request a review, or post a comment directly to any data loaded on the server under any player ID. This could be taken into consideration, but largely publication on the ban list depends on "swarms" of incident reports rather than individual ones. I would need volunteers from some key established and trusted forum members to help check registrations. Anyone have any thoughts? Would this be useful?
  20. rocket

    time limit

    Remember, there is a new command in ArmA2 called EndMission And I have found that waitUntil offers better performance what while..do loops.
  21. The MLOD's will change extensively during the bugfixing process. So I wouldn't expect any release of any MLOD's until after bugfixing has been completed, and after new tools have been refitted and released.
  22. Thanks for the feedback, can confirm that finishing the B1B finally in ArmA2 is one of my top priorities. I have had excellent success with an updated version, although it does feel like overkill in ArmA2. Some other chap is kindly porting the F117, and I've given him the source files.
  23. rocket

    time limit

    Could put the following in your init.sqf, or any other script. _timeLanded = time; _minsWait = 10; //Minutes to wait before continue waituntil {((time - _timeLanded) > (60 * _minsWait) )}; endMission "END1"; //or whatever type of ending you want, i.e. loser.
  24. Each polygon can store texture AND material file information: *.paa - this is the format for textures. It's basically a form of DirectX texture. You can read about the different naming conventions. You need to save the original texture as a PNG or TGA (tga for any textures with alpha channel), following the right naming convention, and then convert it using the texture tools to a *.paa file. *.rvmat - this is the material file. You don't HAVE to have a material defined. More information on rvmat definition is on the wiki. With ArmA2 we have access to additional shaders, including the new "super" shader. I have to say, I think its a brilliant shader.
×