jezpops
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Custom ruins models for custom buildings
jezpops replied to DPS -CCCP-'s topic in ARMA : CONFIGS AND SCRIPTING (addons)
Solved the problem, here is the new config should anyone else have the same problem: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 #define TRACERNO tracerColor[]={0,0,0,0};tracerColorR[]={0,0,0,0}; class CfgPatches { class bunkerdoor { units[] = {bunkerdoor}; weapons[] = {}; requiredVersion = 1.00; }; }; class CfgVehicleClasses { class bunker_door { displayName = "bunker door"; }; }; class CfgVehicles { class Ruins; class land_bunker_door_ruins: Ruins { scope=public; vehicleClass = "bunker_door"; model="\ca\pointeduhoc\objects\ruins\bunker_door_ruins"; }; class HouseBase; class House : HouseBase { class DestructionEffects; }; class land_bunker_door : house { animated=1; vehicleclass = "bunker_door"; scope = public; model = "\ca\pointeduhoc\objects\trench\bunker_door"; ladders[] = {}; armor=1000; class DestructionEffects: DestructionEffects { class Ruin1 { simulation = ruin; type=\ca\pointeduhoc\objects\ruins\bunker_door_ruins.p3d; position=""; intensity = 1; interval = 1; lifeTime = 1; }; }; class AnimationSources { /*class Door1 { source = "user"; animPeriod = 1; initPhase=0; }; class Door2: Door1{}; class Door3: Door1{}; class LightWindow1 { source = "user"; animPeriod = 1; initPhase=1; }; class LightWindow2: LightWindow1{}; }; class UserActions { class OpenDoor1 { displayNameDefault = $STR_DN_OUT_O_DOOR_DEFAULT; displayName = $STR_DN_OUT_O_DOOR; position = door1_axis; radius = 2.5; onlyForPlayer = true; condition = "this animationPhase ""Door1"" < 0.5"; statement = "this animate [""Door1"", 1]"; }; class CloseDoor1 { displayNameDefault = $STR_DN_OUT_C_DOOR_DEFAULT; displayName = $STR_DN_OUT_C_DOOR; position = door1_axis; radius = 2.5; onlyForPlayer = true; condition = "this animationPhase ""Door1"" >= 0.5"; statement = "this animate [""Door1"", 0]"; }; class OpenDoor2: OpenDoor1 { position = door2_axis; condition = "this animationPhase ""Door2"" < 0.5"; statement = "this animate [""Door2"", 1]"; }; class CloseDoor2: CloseDoor1 { position = door2_axis; condition = "this animationPhase ""Door2"" >= 0.5"; statement = "this animate [""Door2"", 0]"; }; class OpenDoor3: OpenDoor1 { position = door3_axis; condition = "this animationPhase ""Door3"" < 0.5"; statement = "this animate [""Door3"", 1]"; }; class CloseDoor3: CloseDoor1 { position = door3_axis; condition = "this animationPhase ""Door3"" >= 0.5"; statement = "this animate [""Door3"", 0]"; }; };*/ }; }; Thanks for the help -
Custom ruins models for custom buildings
jezpops replied to DPS -CCCP-'s topic in ARMA : CONFIGS AND SCRIPTING (addons)
Still no joy ! Here is the config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 #define TRACERNO tracerColor[]={0,0,0,0};tracerColorR[]={0,0,0,0}; class CfgPatches { class bunkerdoor { units[] = {}; weapons[] = {}; requiredVersion = 1.00; }; }; class CfgVehicleClasses { class bunker_door { displayName = "bunker door"; }; }; class CfgVehicles { class Ruins; class land_bunker_door_ruins: Ruins { scope=public; vehicleClass=bunker_door; model=\pointeduhoc\objects\ruins\bunker_door_ruins.p3d; }; class HouseBase; class House : HouseBase { class DestructionEffects; }; class land_bunker_door : house { animated=1; vehicleclass = "bunker_door"; scope = public; model = "\pointeduhoc\objects\trench\bunker_door"; ladders[] = {}; armor=1000; class DestructionEffects: DestructionEffects { class Ruin1 { simulation = ruin; type=\pointeduhoc\objects\ruins\bunker_door_ruins.p3d; position=""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; }; Any clue?? I haven't given the object a class name in the named properties, i have also tried using default ruins but dont get anything when the door is destroyed ?? -
Custom ruins models for custom buildings
jezpops replied to DPS -CCCP-'s topic in ARMA : CONFIGS AND SCRIPTING (addons)
Thanks will try this out ! -
Custom ruins models for custom buildings
jezpops replied to DPS -CCCP-'s topic in ARMA : CONFIGS AND SCRIPTING (addons)
Any chance you can share your config. I have a door model that when destroyed i want to show a ruin model of the door. I too am not getting any model showing up when the door is destroyed - any help greatly appreciated -
I thought as much ! Was trying to add it into my model. The door to the underground bunker: Blowing the door: No Door !!! I'm goin' in !
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Is there a way to implement a door on a building being able to be destroyed without the whole building being destroyed aswell?
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Is it possible to override the lighting class to have per object lighting? ie nighttime for an underground bunker etc or is there another way to darken the environment except alwaysinshadow (which isnt dark enough)
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How can you stop a shadow from a default object being cast on a custom one? For instance i have a room where a barbed wire fences shadow outside the building casts through the wall on to the rooms floor. Also is there a way to darken the shadows cast in the shadow geo on my own model, it does not make rooms such as basements dark enough? Any help greatly appreciated
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I have tried the above methods and i do get shadows but still the room is not dark enough, its supposed to represent an underground bunker and all the shadows do is represent where the sunlight hits it at an angle which would never happen as its underground - is there another way to darken the room and tunnels?
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Thanks mate, another prob i have is with making geo lod convex - it always seems to fill up the door space, any tips on a easier way
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Can anyone point me to a tutorial on how to make animated doors for custom buildings, cant find anything anywhere
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how to make object texture match terrain texture
jezpops replied to jezpops's topic in ARMA : MAP EDITING (VISITOR)
So far the problem exists when are close to the trench: http://img297.imageshack.us/img297....MG] I have varied the named properties in the geometry lod but so far no joy. I have renamed the travijah.paa so i can use it seperately with a seperate rvmat (got some weird results there i can tell you, everything from bright red to black!!http://forums.bistudio.com/oldsmileys/wink_o.gif' alt='wink_o.gif'> I will carry on with the trial and error for now. Are there any good shadow volume tutorials out there? One thing i did try which was quite interesting was to colour the trench the same as the colour used in the mask_lco and layers config then import the sattellite and mask again, for a split second the trench was textured the same as the terrain before buldozer crashed..hmm interesting -
how to make object texture match terrain texture
jezpops replied to jezpops's topic in ARMA : MAP EDITING (VISITOR)
Yes, i thought the same ! I have used o2 to add the rvmat and all paths to the nohq, co and mco files are correct, and i am using the default travajih_detail.paa files that came with the BIsamplemap, i may just have to live with it for now -
Thanks, great tutorial...
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Problem solved. I didn't delete the png files from the data folder before i tested in game.