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namreg

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Everything posted by namreg

  1. Ok, I did it, THX all guys, specially fasad.... I used this command: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this setpos (nearestbuilding this buildingpos 25) And works perfectly.... Thanks guys
  2. namreg

    UV Editor

    I found a page translator here --> PAGE LANGUAGE TRANSLATOR It works pretty good, but try to translate a paragraph first and in the next stage (where the paragraph's been translated) paste the page you want to translate in the [TRADUCIR UNA PAGINA WEB] wich means translate a webpage in spanish... Be sure you check what language you want to translate it from. The translation is sometimes a little messed up, but still helps a lot.... Hope it helped!!!
  3. Hi guys, I'm really excited about creating an addon for ArmA and that's why I'm making this turorials, Crate tutorial But I get stucked when it comes to adding materials, it shows a white surface all the time. The images come in *.pac file, when I load them, o2 says there's no texture loaded. Then I converted them to *.tga; it loads in the o2 viewports but not in bulldozer. I checked alpha channels and they are ok, the size is correct too, 256x256 24bit pixels. The tutorial was made for the first o2 program, but it shouldn't be a problem, shouldn't it??? I guess the commands should remain the same for both versions. In the other hand, when I load bulldozer the background image doesn't show splitted in erath and sky, but only in sky..... could this be fixed?? Thanks EDIT: I even used the UV Editor to map it and It still shows white surfaces.......
  4. ufff... I was trying to make the saboteur place a satchel charge near a bridge so he could blow it up but he turned crazy running all over the bridge from side to side, and sometimes he stopped in the middle of the bridge and did nothing. I created 4 waypoints, the first is a waiting waypoint that's activated by a trigger when the bridge's guards die, the 2nd waypoint is at the beginning of the bridge and then, my final solution, I placed a setpos command at that waypoint, so the unit doesn't have to run at it, it jumps in space to that location and places the satchel charge (actually I make him place 5 satchel charges to blow up the bridge) and then I retur him to the beginning of the bridge where is another waypoint that leads him out of the scene. So, to make it not look so weird I created a cutscene so you can't see the quantum leap happening And that's all hehe
  5. is there anywat to place satchel charges without using a unit to do so??? I know the commands to do it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">peperl Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"] and then to fire : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">peperl action ["TOUCHOFF", peperl] peperl is the name of my saboteur. But it takes him too long to place them... and sometimes it passes from 20 secs to 40 secs to place it.... so I wonder if there's anyway to create satchel charges in the correct place in fewer seconds and then touch'em off by a trigger THANKS
  6. namreg

    using custom squad in arma edit

    By custom squad you mean you want to create your own custom squad??? If that's so look at this Custom Squad You have to create an addon
  7. So, you mean I can add a satchel charge to a game logic and then blow it up whenever I want to?
  8. I tried to do the same with the P3DUtil (Texture Swap Utility) using the same path length for replacing the textures and continues crashing. And finally I did what you said... find all the instances for the same texture in the HEX editor and it works perfectly now.
  9. namreg

    ArmA modeling tutorials

    Here you can find some great tutorials Tutorials
  10. I want to create one if I can get the code to make it work as the NVGoggles so you can see at sun and not get blind and also get fashionable.
  11. I want to make a guy to uses sunglasses as if they were NVGoggles. So he can put them on and take them out whenever the action is clicked. Any suggestions???
  12. I did it by changing the name unit class in the mission.sqm file. First I created an empty object... such as an ammo crate or a road cone, it doesn't matter, it just needs to be an empty object. In the init field write this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addWeaponCargo ["M4",1]; this addmagazinecargo ["30Rnd_556x45_Stanag",1] Give it a name so you can find it in the mission.sqm file and save the mission. Alt+TAB and go to windows, open your mission.sqm file in the mission folder and find the empty unit you just created. You will see a field that its name is "EMPTY" and below it you will see the name of the empty unit you just created "ROADCONE" or "AMMOBOXWEST"... whatever it is, change it to "WeaponHolder" and in the init you will see what you just wrote in the begining. Save the mission.sqm file Alt+TAB to open ArmA, and load your mission again, you will see the weapon just where the road cone was before. It works just as an "invisible" ammo crate. If instead of using this code <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addWeaponCargo ["M4",1] you use this one <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addWeaponCargo ["M4",5]; this addWeaponCargo ["M240",2] You will see a lot of weapons on the ground Here is the list of the cfgVehicles for ArmA. Biki ArmA|cfgVehicles If you change the empty unit name for a building name.... you can place any building wherever you want in sahrani. Hope it helped!!!!
  13. I want my guys to land with little birds over a 4 floor building in Corazol and find Johnny at 2nd floor after looking after him in the floors above... and at that point I want Johnny to join my team so we can leave safely with the birds on top of the building... is that possible? To place a trigger not only in the XY axis but in Z too?
  14. You're so right.... this is when they say that you're so obsessed with something tnah the tree doesn´t let you see the whole forest. Thanks...
  15. Hi guys, I'm creating a mission and i want things to change when my unit runs out of ammo. I gave him 4 magazines of M24 ammo and I used this in the condition field of the trigger <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(sniperguy ammo "m24") == 0 Or something like that, I know it worked with a Ka-50 i used in another mission. But In this mission the trigger executes when I fire my 5 rounds of my first magazine.... so here is my question.. What do I need to activate the trigger when he shoots all the rounds and runs out of magazines???
  16. That's great man, it worked perfectly... thank you
  17. namreg

    Ack's Bank Robbers

    I have the same problem and one more.... anchorman has a default face so if you place more units... they look all alike... I guess that's why you created that one with a hood on. So my question is if there's a way of erase that information so ArmA aplies its own faces to the different units.
  18. Alright, I did everything you said.... I found all the files of the p3d file. I changed the one i wanted, put it in the data folder in my characters folder. I used the HEX editor you kindly gave me and changed the route with the exact 13 characters. I created the config file as M0lle taught us to and this was the result: I can see my unit in 1st person mode with my oufit. But if I go to 3rd person view I see the default textures.... it happens too if I place a second unit in the scene.... I see my new textures in 1st person camera but I see the other unit with the default ones Here I posted a video (XviD): Texture - VIDEO (XviD) And here is the config file: The target p3d is np_soldier_captive.p3d
  19. namreg

    Retexture of BIS vehicle

    Hi Com, I had the same problem and I'm trying to solve it with the help of DaanVS and W0lle here at this topic: http://www.flashpoint1985.com/cgi-bin....t=65007 Take a look, because I guess the Texture Swap Utility became obsolete with ArmA.. C'ya!!!
  20. Is it easy to use a hex editor??? How do I use it to change textures? could you give me some examples I could follow??? THX in advance mate __ And another question to W0lle: How can I make my new unit to appear in the UNITS CLASS at the MISSION EDITOR??? Because your config creates a brand new class and only my unit is in it....
  21. Well I tried that and my ArmA crashed saying that is out of memory.... I used the MikeShell's Texture Swap Utility to change the route of my new textures from the ca\characters\ directory to my directory in the addons folder and it crashed. If I didn't change textures, my new guys kept taking textures from that directory and no the ones I placed in the pboed file in the addon directory of ArmA. So I used MikeShell's Texture Swap Utility to change that and ....well you know...game crashed. Please....some advice?
  22. //EDIT// - Ok, my problem was that I downloaded a corrupted version from here at ofpec but I found a complete one in Tiscaili games . Finally, I swap textures and when I play the game and open my new unit and click preview.... Game crashes and says that there's not enough memory. It says: Out of memory (requested 2059105 KB) // 2 Gb!!?? I could play with my unit before with the new weapons added but with the original texture, and now this happens... what's wrong???, both image files weight the same... 1,33 mb //END EDIT\\ Hi mates, I just finished painting a new texture but I don't really knoe how to put it in the game. I've readed many posts and some tutorials and I have some idea about how it is done. However, I have some problems with the tools I have to use: P3D Texture Swap Utility its not working, whenever I double click in the exe file this comes up: Component 'COMDLG32.OCX' or one of its dependencies notcorrectly registered: a file is missing or invalid I placed this program in this folder: C:\Editing Tools\TextureSwap Could anyone help me???
  23. I'm completely new at 3D games modelling so could anyone tell me some tricks and tips about it? I'm making a car in Maya and I wondered if anyone could help me out with it.... THX
  24. Hi everyone.... I would like to know if someone has a tutorial to go step by step in building a new addon. I have some experience in 3D and I want to create a car for ArmA. Is there any tutorial that talks about LODs and how to apply textures and so on??? Any help would be great.... thx in advance!!!!
  25. And then??? When you have created all of your textures, how do you make an addon from it??? Do you have to PBO it??? Because I don't really know if you can create all of your textures and even modify the P3D file of your own addon, do you create them all in your own folder in the desktop??? and then ,PBO it and place them in the addons folder in ArmA? Sorry if this has been covered before, but DaanVS made the correct question and the answer was a strike one so... is there any tutorial that covers all the addon creating step by step? THX again
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