rstratton
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Everything posted by rstratton
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Taser Gun / Radar Gun - Require help with getting the models ready in-game
rstratton replied to Alternus's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
poly count is ok for 1st lod. have u uvmapped the model? -
SDP Shilka and Tunguska cannon fix
rstratton replied to Sudden Death's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
i put the m163 vulcan from arma1 into arma2 and the bullet spread on the m168 is insane -
heavy color correction and light film grain
rstratton replied to runforrest's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i tried to add the filmgrain effect to the nvg with this but i cant seem to get it to do anything class CfgPatches{ class NVGoggles { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"CAWeapons" }; }; }; class cfgWeapons{ class Binocular; class NVGoggles:Binocular { opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1","TankCommanderOptics1"}; }; }; -
Porting ArmA1 addons to ArmA2
rstratton replied to bugkill's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
yes. i just need to implement all of the new arma2 features. arma2 does accept arma1 odol format just fine -
Porting ArmA1 addons to ArmA2
rstratton replied to bugkill's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
ok well so far i have 2 littlebirds, a ka50 an m113 and vulcan in arma2. then im gonna do teh 5 ton trucks and strykers -
Porting ArmA1 addons to ArmA2
rstratton replied to bugkill's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
is it ok to use the mlod's bis released in arma2? -
Framerate-Friendly Island - porting stuff over?
rstratton replied to Helmut_AUT's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
arma1 islands work in arma2 no problem. look here http://dev-heaven.net/boards/37/topics/show/1172 -
The Advantages to Having Opening Cargo Doors
rstratton replied to An-225's topic in ARMA 2 & OA - SUGGESTIONS
from the c130j config class AnimationSources { class door_2_2 { source = "user"; animPeriod = 2.500000; }; class door_2_1 : door_2_2 { }; class door_1 : door_2_2 { }; class ramp_top : door_2_2 { }; class ramp_bottom : door_2_2 { }; }; -
Voice over Net produces Screeching Noises
rstratton replied to Yankee66's topic in ARMA 2 & OA - TROUBLESHOOTING
i had that problem today and it eventually ctd -
.paa plugin + photoshop work with Arma2?
rstratton replied to Baron von Beer's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
file sizes of the arma2 textures are kinda odd. its possible they are binarized or encrypted -
so 25 fps in chernogorsk missions - on normal and very high
rstratton replied to garack666's topic in ARMA 2 & OA - TROUBLESHOOTING
vertical sync on? -
In arma the max distance from the center was _x million meters about 10,000km x 10,000km , if you place yourself on a map and a unit called bob , then place this in a radio trigger , player setpos [10000000,10000000,0];bob setpos [-10000000,-10000000,0] the shit will hit the fan add another 0 and you cant even move, what happens in arma2 . ask Bert to try it plea
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model.cfg error kicking my ass.....
rstratton replied to wld427's topic in ARMA : CONFIGS AND SCRIPTING (addons)
i was having the same similar error and this is what i came up with that works class CfgSkeletons { class default; class 2K22MSkeleton: default { skeletonInherit=""; skeletonBones[]= { "kolL1", "", "kolL2", "", "kolL3", "", "kolL4", "", "kolL5", "", "kolL6", "", "kolL7", "", "kolL8", "", "kolP1", "", "kolP2", "", "kolP3", "", "kolP4", "", "kolP5", "", "kolP6", "", "kolP7", "", "kolP8", "", "podkoloL1", "", "podkoloL2", "", "podkoloL3", "", "podkoloL4", "", "podkoloL5", "", "podkoloL6", "", "podkoloL7", "", "podkoloL8", "", "podkoloP1", "", "podkoloP2", "", "podkoloP3", "", "podkoloP4", "", "podkoloP5", "", "podkoloP6", "", "podkoloP7", "", "podkoloP8", "", "koloL1", "podkoloL1", "koloL2", "podkoloL2", "koloL3", "podkoloL3", "koloL4", "podkoloL4", "koloL5", "podkoloL5", "koloL6", "podkoloL6", "koloL7", "podkoloL7", "koloL8", "podkoloL8", "koloP1", "podkoloP1", "koloP2", "podkoloP2", "koloP3", "podkoloP3", "koloP4", "podkoloP4", "koloP5", "podkoloP5", "koloP6", "podkoloP6", "koloP7", "podkoloP7", "koloP8", "podkoloP8", "ukaz_rychlo", "", "ukaz_rychlo2", "", "ukaz_rpm", "", "ukaz_radar", "", "hodinova", "", "minutova", "", "kompas", "", "ukazsmer", "", "damageHide", "", "podkoloL1_hide", "podkoloL1", "podkoloL2_hide", "podkoloL2", "podkoloL3_hide", "podkoloL3", "podkoloL4_hide", "podkoloL4", "podkoloL5_hide", "podkoloL5", "podkoloL6_hide", "podkoloL6", "podkoloL7_hide", "podkoloL7", "podkoloL8_hide", "podkoloL8", "podkoloP1_hide", "podkoloP1", "podkoloP2_hide", "podkoloP2", "podkoloP3_hide", "podkoloP3", "podkoloP4_hide", "podkoloP4", "podkoloP5_hide", "podkoloP5", "podkoloP6_hide", "podkoloP6", "podkoloP7_hide", "podkoloP7", "podkoloP8_hide", "podkoloP8", "OtocVez", "", "OtocHlaven", "OtocVez", "OtocVelitele", "OtocVez", "OtocHlavenVelitele", "OtocVelitele", "poklop_driver", "", "poklop_commander", "OtocVelitele", "poklop_gunner", "OtocVez", "damageVez", "OtocVez", "OtocVez", "dish", "OtocHlaven", "OtocVez", "OtocVelitele", "OtocVez", "OtocHlavenVelitele", "OtocVelitele", "poklop_driver", "", "poklop_commander", "OtocVez", "poklop_gunner", "OtocVez", "ukaz_mph", "", "nadkoloL1", "podkoloL1", "nadkoloL2", "podkoloL2", "nadkoloL3", "podkoloL3", "nadkoloL4", "podkoloL4", "nadkoloL5", "podkoloL5", "nadkoloL6", "podkoloL6", "nadkoloP1", "podkoloP1", "nadkoloP2", "podkoloP2", "nadkoloP3", "podkoloP3", "nadkoloP4", "podkoloP4", "nadkoloP5", "podkoloP5", "nadkoloP6", "podkoloP6", "damageVez", "OtocVez", "radar_dish","otocvez", "driver_seat","" }; }; }; class Rotation; class CfgModels { class default; class 2K22M: default { sectionsInherit=""; sections[]= { "zadni svetlo", "brzdove svetlo", "PasOffsetP", "PasOffsetL", "telo", "pas_L", "pas_P", "motor", "vez", "zbran", "clan", "clan_sign", "radar_dish" }; skeletonName="2K22MSkeleton"; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; class IndicatorSpeed { type="rotation"; source="speed"; selection="ukaz_rychlo"; axis="osa_rychlo"; memory="false"; animPeriod=0; minValue=0; maxValue=16.670000; angle0=0; angle1="rad -240"; }; class IndicatorSpeed2 { type="rotation"; source="speed"; selection="ukaz_rychlo2"; axis="osa_rychlo2"; memory="false"; animPeriod=0; minValue=0; maxValue=16.670000; angle0=0; angle1="rad -240"; }; class IndicatorRPM { type="rotation"; source="rpm"; selection="ukaz_rpm"; axis="osa_rpm"; memory="false"; animPeriod=0; minValue=0; maxValue=1; angle0=0; angle1="rad -340"; }; class IndicatorTurret { type="rotation"; source="user"; selection="ukazsmer"; axis="osa_ukazsmer"; memory="false"; animPeriod=1; minValue=0; maxValue=6.283185; angle0=0; angle1="rad 360"; }; class WatchHour { type="rotation"; source="clockHour"; selection="hodinova"; axis="osa_time"; memory="false"; animPeriod=0; angle0=0; angle1="rad 360"; }; class WatchMinute { type="rotation"; source="clockMinute"; selection="minutova"; axis="osa_time"; memory="false"; animPeriod=0; angle0=0; angle1="rad 360"; }; class Wheel_kolL1 { type="rotationX"; source="wheelL"; selection="kolL1"; axis=""; memory="false"; animPeriod=0; angle0=0; angle1="rad -360"; sourceAddress="loop"; }; class Wheel_koloL1: Wheel_kolL1 { selection="koloL1"; }; class Wheel_podkoloL1 { type="translationY"; source="damper"; selection="podkoloL1"; axis=""; memory="false"; animPeriod=0; minValue=-1000; maxValue=1000; }; class Wheel_kolP1: Wheel_kolL1 { source="wheelR"; selection="kolP1"; }; class Wheel_koloP1: Wheel_koloL1 { source="wheelR"; selection="koloP1"; }; class Wheel_podkoloP1: Wheel_podkoloL1 { selection="podkoloP1"; }; class Wheel_kolL2: Wheel_kolL1 { selection="kolL2"; }; class Wheel_kolL3: Wheel_kolL1 { selection="kolL3"; }; class Wheel_kolL4: Wheel_kolL1 { selection="kolL4"; }; class Wheel_kolL5: Wheel_kolL1 { selection="kolL5"; }; class Wheel_kolL6: Wheel_kolL1 { selection="kolL6"; }; class Wheel_kolL7: Wheel_kolL1 { selection="kolL7"; }; class Wheel_kolL8: Wheel_kolL1 { selection="kolL8"; }; class Wheel_kolP2: Wheel_kolP1 { selection="kolP2"; }; class Wheel_kolP3: Wheel_kolP1 { selection="kolP3"; }; class Wheel_kolP4: Wheel_kolP1 { selection="kolP4"; }; class Wheel_kolP5: Wheel_kolP1 { selection="kolP5"; }; class Wheel_kolP6: Wheel_kolP1 { selection="kolP6"; }; class Wheel_kolP7: Wheel_kolP1 { selection="kolP7"; }; class Wheel_kolP8: Wheel_kolP1 { selection="kolP8"; }; class Wheel_koloL2: Wheel_koloL1 { selection="koloL2"; }; class Wheel_koloL3: Wheel_koloL1 { selection="koloL3"; }; class Wheel_koloL4: Wheel_koloL1 { selection="koloL4"; }; class Wheel_koloL5: Wheel_koloL1 { selection="koloL5"; }; class Wheel_koloL6: Wheel_koloL1 { selection="koloL6"; }; class Wheel_koloL7: Wheel_koloL1 { selection="koloL7"; }; class Wheel_koloL8: Wheel_koloL1 { selection="koloL8"; }; class Wheel_koloP2: Wheel_koloP1 { selection="koloP2"; }; class Wheel_koloP3: Wheel_koloP1 { selection="koloP3"; }; class Wheel_koloP4: Wheel_koloP1 { selection="koloP4"; }; class Wheel_koloP5: Wheel_koloP1 { selection="koloP5"; }; class Wheel_koloP6: Wheel_koloP1 { selection="koloP6"; }; class Wheel_koloP7: Wheel_koloP1 { selection="koloP7"; }; class Wheel_koloP8: Wheel_koloP1 { selection="koloP8"; }; class Wheel_podkoloL2: Wheel_podkoloL1 { selection="podkoloL2"; }; class Wheel_podkoloL3: Wheel_podkoloL1 { selection="podkoloL3"; }; class Wheel_podkoloL4: Wheel_podkoloL1 { selection="podkoloL4"; }; class Wheel_podkoloL5: Wheel_podkoloL1 { selection="podkoloL5"; }; class Wheel_podkoloL6: Wheel_podkoloL1 { selection="podkoloL6"; }; class Wheel_podkoloL7: Wheel_podkoloL1 { selection="podkoloL7"; }; class Wheel_podkoloL8: Wheel_podkoloL1 { selection="podkoloL8"; }; class Wheel_podkoloP2: Wheel_podkoloP1 { selection="podkoloP2"; }; class Wheel_podkoloP3: Wheel_podkoloP1 { selection="podkoloP3"; }; class Wheel_podkoloP4: Wheel_podkoloP1 { selection="podkoloP4"; }; class Wheel_podkoloP5: Wheel_podkoloP1 { selection="podkoloP5"; }; class Wheel_podkoloP6: Wheel_podkoloP1 { selection="podkoloP6"; }; class Wheel_podkoloP7: Wheel_podkoloP1 { selection="podkoloP7"; }; class Wheel_podkoloP8: Wheel_podkoloP1 { selection="podkoloP8"; }; class podkoloL1_hide_damage: damageHide { selection="podkoloL1_hide"; }; class podkoloL2_hide_damage: damageHide { selection="podkoloL2_hide"; }; class podkoloL3_hide_damage: damageHide { selection="podkoloL3_hide"; }; class podkoloL4_hide_damage: damageHide { selection="podkoloL4_hide"; }; class podkoloL5_hide_damage: damageHide { selection="podkoloL5_hide"; }; class podkoloL6_hide_damage: damageHide { selection="podkoloL6_hide"; }; class podkoloL7_hide_damage: damageHide { selection="podkoloL7_hide"; }; class podkoloL8_hide_damage: damageHide { selection="podkoloL8_hide"; }; class podkoloP1_hide_damage: damageHide { selection="podkoloP1_hide"; }; class podkoloP2_hide_damage: damageHide { selection="podkoloP2_hide"; }; class podkoloP3_hide_damage: damageHide { selection="podkoloP3_hide"; }; class podkoloP4_hide_damage: damageHide { selection="podkoloP4_hide"; }; class podkoloP5_hide_damage: damageHide { selection="podkoloP5_hide"; }; class podkoloP6_hide_damage: damageHide { selection="podkoloP6_hide"; }; class podkoloP7_hide_damage: damageHide { selection="podkoloP7_hide"; }; class podkoloP8_hide_damage: damageHide { selection="podkoloP8_hide"; }; class damageVez: damageHide { selection="damageVez"; }; class MainTurret { type="rotationY"; source="mainTurret"; selection="OtocVez"; axis="OsaVeze"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; selection="OtocHlaven"; axis="OsaHlavne"; }; class ObsTurret { type="rotationY"; source="obsTurret"; selection="OtocVelitele"; axis="OsaVelitele"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class ObsGun: ObsTurret { type="rotationX"; source="obsGun"; selection="OtocHlavenVelitele"; axis="OsaHlavneVelitele"; }; class HatchCommander { type="rotation"; source="hatchCommander"; selection="poklop_commander"; axis="osa_poklop_commander"; animPeriod=0; angle0=0; angle1="rad 100"; }; class HatchGunner { type="rotation"; source="hatchGunner"; selection="poklop_gunner"; axis="osa_poklop_gunner"; animPeriod=0; angle0=0; angle1="rad 100"; }; class HatchDriver { type = "translationZ"; animPeriod = 1; source = "HatchDriver"; selection = "poklop_driver"; axis ="poklop_driver_axis"; minValue = 0.0; maxValue = 0.8; }; class nadkoloL1_damage: damageHide { selection="nadkoloL1"; }; class nadkoloL2_damage: damageHide { selection="nadkoloL2"; }; class nadkoloL3_damage: damageHide { selection="nadkoloL3"; }; class nadkoloL4_damage: damageHide { selection="nadkoloL4"; }; class nadkoloL5_damage: damageHide { selection="nadkoloL5"; }; class nadkoloL6_damage: damageHide { selection="nadkoloL6"; }; class nadkoloP1_damage: damageHide { selection="nadkoloP1"; }; class nadkoloP2_damage: damageHide { selection="nadkoloP2"; }; class nadkoloP3_damage: damageHide { selection="nadkoloP3"; }; class nadkoloP4_damage: damageHide { selection="nadkoloP4"; }; class nadkoloP5_damage: damageHide { selection="nadkoloP5"; }; class nadkoloP6_damage: damageHide { selection="nadkoloP6"; }; class poklop_commander_damage: damageHide { selection="poklop_commander"; }; class poklop_driver_damage: damageHide { selection="poklop_driver"; }; class poklop_gunner_damage: damageHide { selection="poklop_gunner"; }; class OtocVelitele_damage: damageHide { selection="OtocVelitele"; }; class radar_dish { memory =1; type ="rotationy"; animPeriod =0.015; minValue=0; maxValue=2; source = "time"; sourceAddress = "loop"; selection ="radar_dish"; axis = "radar_dish_axis"; angle0="0"; angle1="rad 360"; }; class DriverSeat { type="translation"; source="hatchDriver"; angle0=0; angle1="rad -100"; memory=1; selection="driver_seat"; axis="driver_seat_axis"; offset0=0; offset1=0.290000; }; }; }; }; -
its not always as easy as deleting pbo's when tweaking ace
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is it possible to put missile proxies on a land vehicle? i took a 5 ton truck and stripped the bed off of it and put a ciws gun system on the back. i am using stinger missiles. everything works fine even the missile proxies work.but when i fire a missile it comes off of the launcher and takes an immediate 90 degree turn to the left :confused:
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well at first the proxies were 90 degrees off so i moved them but the missile still takes a left turn
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maxHorizontalRotSpeed = 0.75; maxVerticalRotSpeed = 0.5;
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ArmA feedback thread - based on Beta Patch 1.16
rstratton replied to W0lle's topic in ARMA - GENERAL
i manually set my viewdistance to 15000 and and i still could not see pico de perez from the pariso airport -
ArmA feedback thread - based on Beta Patch 1.16
rstratton replied to W0lle's topic in ARMA - GENERAL
the fog seems alot worse with 1.16 since it was fixxed a few patches back. i run an 8600gts 512mb video card. 4500 meter viewdistance i can barely see the mountains southeast of pariso from the pariso airport -
why get so mad? this kind of shit has to be expected
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ace has game logics u put down in the editor to disable the bleeding effects and such
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Arma2 AI the most advanced in the world?
rstratton replied to quicksand's topic in ARMA 2 & OA - GENERAL
they can and will go in a building to kill u if u use the DAC ai scripts -
unlimited ammo script
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Mission download breaks, but mission still launch
rstratton replied to welcome to hell's topic in ARMA - MULTIPLAYER
sounds to me like ur arma install is jacked up, or ur mising some addons -
the 3d model of the terrain is generated by the heightmap data