simba
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Everything posted by simba
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good mission ,thanks !
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It's not hard at all. 1° for personnal use I suppose Airwolf mod would'nt mind, but maybe ask them if you can use their model. 2° extract the pbo made for ofp. 3° find the model,open it with O2 , and if needed first you must convert it with odol explorer. 4° make a little config for it, and define it as static object/building (if that's what you want) you can use this code I made for my stuff, just modify it for your needs. <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 TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class CABuildings { units[] = {"Shed", "Fortress1", "Camp", "CampEmpty", "CampEast", "CampEastC", "ACamp", MASH, "Grave", "GraveCross1", "GraveCross2", "GraveCrossHelmet", "Table", "Tablemap", "Chair", "ChairX", "Wall1", "Walldoor", "Wallend", "Wallhole", "Land_radar",tower2,MyBuildings}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData"}; };}; class CfgVehicles { class Thing; class Building; class Strategic; class NonStrategic : Building { class DestructionEffects;}; class HouseBase; class Land_VASICore; class House : HouseBase { class DestructionEffects;}; class Ruins; class Church : NonStrategic { scope = protected; displayName = $STR_DN_CHURCH; nameSound = "church"; accuracy = 0.25; simulation = "church"; armor = 1000; class DestructionEffects { class Smoke1 { simulation = "particles"; type = "HouseDestructionSmoke"; position = "destructionEffect1"; intensity = 0.15;interval = 1; lifeTime = 0.05;}; class Smoke2 { simulation = "particles"; type = "HouseDestructionSmoke2"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class Smoke3 { simulation = "particles"; type = "HouseDestructionSmoke3"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class Smoke4 { simulation = "particles"; type = "HouseDestructionSmoke4"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.01; }; class HouseDestr { simulation = "destroy"; type = "DelayedDestruction"; position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; class YourCamClass : Strategic { scope = public; model = "\PBOName\ModelName"; icon = "\Ca\buildings\Icons\i_camosmall_CA.paa"; displayName = MyCamera; animated = false; vehicleClass = "Object"; nameSound = "bunker"; accuracy = 0.2; typicalCargo[] = {}; destrType = "DestructBuilding"; transportAmmo = 0; transportRepair = 0; transportFuel = 0; mapSize = 11; cost = 0; armor = 800; }; } 5° recompress the pbo, with all textures in appropriate folder. That's it ! ps.Don't espect the camera to be enterable,animated , or have any particular feature, this will only be good looking at best , because there might be some textures issues due to the conversion.
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I also think the crosshair could be easily made less accurate , if it has a circular shape , since nobody can determine precisely where the center is , aiming gets unaccurate. Maybe a very blurry point would do the job as well.
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yes it does but the soldier won't be stable on the platform (at least that's what I experienced ), that's why in ofp totally unscripted lifts can hardly be done. However better collision detection and translation movements should hopefully make elevator realisation much easier in Arma .
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from an expert of elevators scripting ....
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do you have any article to elaborate?
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EVERYBODY even Bush know that sending more troops won't have much influence , Bush and his team just want to save their ass as long as they can (and eventually prepare even more to " remote control " Irak), so the only way to stop US occupying Irak is to force Bush to understand that his situation is gonna be even worse if he doesn't pull out quickly !!! here is the plan: 1°capture Jeff Gannon: 2°once Bush comes to rescue him , force Bush to go in Irak as a grunt. 3°Since the only way for Bush to leave is to stop the war , that's what he will do. or more seriously, GET UP americans, like you already did !
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placing units/objects inside of buildings
simba replied to icehollow's topic in ARMA - MISSION EDITING & SCRIPTING
of course copy --> CTRL C paste--> CTRL V like in windows -
placing units/objects inside of buildings
simba replied to icehollow's topic in ARMA - MISSION EDITING & SCRIPTING
the quickest way is to place the target on the building , then type in the activation field the usual : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this setPos [ getPos this select 0, getPos this select 1, (getPos this select 2) + 0] just tried it ,works perfect. it also allows to place the object on the level of your choice. -
he he that's funny walker , so Bush would be gay now ?? I doubt this could be possible because in the list of his youth excess (alcohol , women) homosexuality has never been mentionned , and this is so obvious ! Bush is a total nervous breakdown , he needs to relax sometimes . Bush a warrior ??
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VITAPC pack is certainly a classic
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how to start units off with a animation...
simba replied to icehollow's topic in ARMA - MISSION EDITING & SCRIPTING
L key -
how to start units off with a animation...
simba replied to icehollow's topic in ARMA - MISSION EDITING & SCRIPTING
if you want an animation to be performed by the player place in the "on act" field of a trigger : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> player switchMove "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHigh" list of movements if you want to take nice pics or movies , place in the same on act field <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player exec "camera.sqs this is the free camera , to take screenshots , use Fraps. -
class entry must be missing in sickboy editor update , send him a e-mail or do it yourself , the only difficulty is to fing the good model
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if arma AI is better than ofp Ai , It's not obvious . *helo won't attack soldiers (worst than ofp , maybe config related). *soldiers hardly find their way. *you engage them , they don't engage you. *they don't hide or search for cover. *they hit the floor, way too often. *they hardly stay in formation, except in desert area. *AI car driver , when ordered to turn , first slow down , then turn . and the list goes on...
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it does not find the sound because it is not properly defined in the config , if you search a little more i'm sure you'll find the solution from sounds.pbo config :<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgMusic { class ATrack6 { name = "01 Street Combat"; sound[] = {"\ca\Sounds\Music\aa_rock_theme_vi.ogg", db0, 1.0}; }; }
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it is probabbly possible to play a sound direcly from your mission folder , but a workaround would be to place all the songs you want to use in a PBO with a little config containing these lines. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSounds { class song1 {name="song1"; sound[]={"\PboName\song1.ogg",80.000000,1.000000};titles[]={}; }; };
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Looks very good but I wonder , did you use normal mapping for your textures or not , because dinausors seem to be a little out of place ? can't wait for the release
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ARMA Script: CSL populate island v1
simba replied to ColonelSandersLite's topic in ARMA - MISSION EDITING & SCRIPTING
just take the entire folder named "populate%20island%20v1.Sara" and place it in "C:\Documents and Settings\YourUserName\My documents\ArmA" this is actually the folder where your home made missions are stored . -
a quick variation of the same theme:
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link If think I 'll stick to XP as long as possible
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Moveingunner for 2nd UH60 minigun?
simba replied to Falken's topic in ARMA - MISSION EDITING & SCRIPTING
first turret this MoveInTurret [yourVehicle,[0]] second turret this MoveInTurret [yourVehicle,[1]] more info -
Authentic sound & weapon Mod
simba replied to ThePredator's topic in ARMA - ADDONS & MODS: DISCUSSION
very good soundpack , thanks alot. Since you are editing the config , could you make the m4 fire rate automatic and not burst for next version ? -
very good soundpack , thanks alot. Since you are editing the config , could you make the m4 fire rate automatic and not burst for next version ?
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you must use Unrap from kegetys to unbin config link