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simba

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Everything posted by simba

  1. simba

    Sabotage V.1.1 - SP Mission by AMS

    good mission ,thanks !
  2. simba

    airwolf cameras in ArmA

    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.
  3. simba

    Crosshair issue

    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.
  4. simba

    Elevators?

    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 .
  5. simba

    Elevators?

    from an expert of elevators scripting ....
  6. simba

    The Iraq thread 4

    do you have any article to elaborate?
  7. simba

    The Iraq thread 4

    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 !
  8. of course copy --> CTRL C paste--> CTRL V like in windows
  9. 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.
  10. simba

    USA Politics Thread - *No gun debate*

    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 ??
  11. simba

    OFP addons into ArmA!

    VITAPC pack is certainly a classic
  12. 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.
  13. simba

    Anti Tank barricade

    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
  14. simba

    Please fix the AI

    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...
  15. simba

    Radio in Car

    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}; }; }
  16. simba

    Radio in Car

    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[]={}; }; };
  17. simba

    Lost-World Returns

    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
  18. simba

    ARMA Script: CSL populate island v1

    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 .
  19. a quick variation of the same theme:
  20. simba

    Windows Vista or XP

    link If think I 'll stick to XP as long as possible
  21. first turret this MoveInTurret [yourVehicle,[0]] second turret this MoveInTurret [yourVehicle,[1]] more info
  22. simba

    Authentic sound & weapon Mod

    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 ?
  23. simba

    Authentic sound & weapon Mod

    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 ?
  24. simba

    Acog vrs Aimpont - update

    you must use Unrap from kegetys to unbin config link
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