simba
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Everything posted by simba
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RHS T-64 MBT pack v.0.9 ( Preview )
simba replied to Shadow NX's topic in ARMA - ADDONS & MODS: COMPLETE
I'd rather say you leave in a dream, I'm slowy getting sick of russians being "hated" by everyone, this isn't true at all, if they still feel appart from the rest of the world, it's 90% their fault. This "everyone hate us" last resort belongs to isrealian, you can't use it sorry... Arma t-72 is very good, few people on this forum are able to do such nice textures. Everyone knows those textures aren't top notch, it has been said in this topic. Your behaviour isn't encouraging Kenji to do a better work, you are the perfect example of total not constructive criticist. -
Vehicle Internal audio
simba replied to SouthSaturnDelta's topic in ARMA : CONFIGS AND SCRIPTING (addons)
insideSoundCoef cfgvehicle biki page -
^ don't try to texture a double sided poly with 2 different textures, in case that's what you are doing.
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Detecting When Multiple Weapons Are Fired
simba replied to ArmaVidz's topic in ARMA - MISSION EDITING & SCRIPTING
biki this would work, just add a counter so your sound isn't triggered at the first shot. you can detect if east or west is firing trough their ammo type. see also the other links at the bottom of the page, you might find those commands usefull. -
I think you shouldn't try to make too many features for it, just give it some ammo, correct turret rotation and elevation, better placed proxy and everyone will enjoy it !
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hi all, I'm trying to animate a turret to simulate somehow the recoil on a machinegun, this isn't the main turret but the second one. here are the relevant parts : cfgvehicle : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class AnimationSources { class recoilPK1 { source = "reload"; weapon = RHS_PK1; }; class changeMagPK1 { source = "reloadMagazine"; weapon = RHS_PK1; }; }; cfgmodel : If I understand correctly, every time the gun reloads (not the mag but the gun chamber), animation should be played. minvalue and maxvalue parameters represents the timing of the animation, in this case each time the gun reloads "recoilBackw " then "recoilForw" should be played and this in one reload of the chamber. My problem is that everyhing works perfecly except that the minvalue and maxvalue correspond to the magazine state and not the gunreload state, in clear it means that during the first half of the magazine it will play recoilForw and for the other half it's gonna be recoilBackw. So instead of having a gun that quicly recoils forward then backward, I'm gonna have a gun that recoils many times forward then as much backward. An other thing is that the magazine doesn't dissapear at magazine reload, however the animation works perfecly it's just the controller that seems to be unable to do his job. I know this could be done via "fired" eventhandler, but doing this direcly in cfgmodel is always better. An other solution is to simply make to anim that automatically returns to initial state, again I didn't find any way to achieve this. any help is welcome ! simba
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custom animations on turrets
simba replied to simba's topic in ARMA : CONFIGS AND SCRIPTING (addons)
not 100% sure about that, but it seems that fired eventhandler doesn't detect ammo from secondary turret. edit : no it works -
sol·dier n. 1. One who serves in an army. 2. An enlisted person or a noncommissioned officer. 3. An active, loyal, or militant follower of an organization. 4. 1. A sexually undeveloped form of certain ants and termites, having large heads and powerful jaws. 2. One of a group of honeybees that swarm in defense of a hive. I think that's the right definition no seriously, marines are soldiers, who cares about the marines jargon.
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it's fixed
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got a link mecha ?
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for example in the air.pbo, the config contains the cfgVehicle but no cfgmodel. I need to find it, to see how are done gear animations, selections,... is it stored in the model ? if so how can I access it ? any help is welcome.
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Need help from BIS for Airwolf AddOn
simba replied to xpetit's topic in ARMA - ADDONS & MODS: DISCUSSION
hello XPETIT, defining some of your sounds in cfgradio instead of cfgsounds might help. for the flight enveloppe more here http://www.flashpoint1985.com/cgi-bin....t=67914 if you tell more precisely what kind of shining you need, I can help you. -
BBC series "walking with dinausors" could be a good source of inspiration for sounds, anims and textures.
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making an hawk is an excellent idea, fits perfecly to arma. touchdown with nicely working dampers was pure pleasure to see. keep it up !
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true face of Arma is shoing up,... awesome.
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^ just made some testing and it takes 2 M-136 to make it explode, one is enough to down it, thanks for reporting. that's very interesting Mandoble, but to hard to implement, I made a new flare script wish is only eye candy, the usual spoof missile scipt will be triggered at missile lauch and according to several params (height, speed, special heli exhaust) the hind will have less or more chances to dodge the missile. The more I think about it, the more I like it, combined with the RWR script I wrote, and true flares like you did, the player could actually think a real strategy and not only fly fast and low... I'll think about that.
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Mandoble, bdfy is right, if you could provide some kind of template for addonmakers, your scripts would be used much more.
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Beretta AR7090 by PedagneMOD
simba replied to arremba_san_zorzo's topic in ARMA - ADDONS & MODS: DISCUSSION
I love it too, weathered textures, original weapon with many variations if sounds, anims and config are well done should be a very cool rifle -
for shadowlod, geometry and not vertices has to be closed, so once you search for "non closed" geometry it will show all vetrices that should be connected, you just have to create the missing faces. Once everything is closed, you must triangulate the entire model, then everything should be ok for your shadow. I don't see any option in O2 to automaticaly close vetrices.
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cool
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if you wanna be sure that the conversion is ok, convert from .tga to .paa direcly in o2. you can also convert straight from .jpg too .paa in Texview2 (except for alpha tex)
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yes, looks like they burried it too deeply.
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How do I mport a jpeg, and export it as a paa?
simba replied to hypno toad's topic in ARMA - ADDONS & MODS: DISCUSSION
Texview2 does the conversion .jpeg----> .paa if you got a loading error, you probably haven't the right proportions, you must use power of 2 numbers. (128*256;128*512;16*16;...) -
checking animation did the job. problem solved.
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Hi all, I need to check what weapons a unit is goind to shoot or has in hand, is there any existing command ? thanks for your help.