uiox
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Everything posted by uiox
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Ok.
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I've done a new M2 in 2 differents models link with a proxy, work well like the bis M2. In mine I have several animations in the weapon/proxy and other in the maingun (the model with the proxies), animations in maingun work not in the proxy. it's possible my own animations and hiddenselections in proxy with O2 and old CFG models? I use old tools of course. BTW it's a method for having a turret without bug exactly like in the game My configs: Model <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class cfgSkeletons { class All; // External class reference class Land; // External class reference class LandVehicle : Land {}; class StaticWeapon : LandVehicle {}; class NonStrategic; // External class reference class uiox_M2L_Mg_Skeleton : StaticWeapon { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "OtocVez","", "OtocHlaven","OtocVez", "RearmW","OtocVez", "reculW","OtocVez", "CanonReculW","OtocVez", "AnimTriggerW","OtocVez", "CoverW","OtocVez", "usti hlavne","OtocVez", "konec hlavne","OtocVez", }; }; class uiox_M2L_Skeleton : StaticWeapon { isDiscrete=1; skeletonInherit="uiox_M2L_Mg_Skeleton"; skeletonBones[]= { "OtocVez","", "OtocHlaven","OtocVez", "AnimBande","OtocVez", "recul2","", "usti hlavne","OtocVez", "konec hlavne","OtocVez", }; }; class uiox_M2TEject_Skeleton : NonStrategic { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "CoverAmmoBox","",}; }; }; class cfgModels { class All; // External class reference class Land; // External class reference class LandVehicle : Land {}; class StaticWeapon : LandVehicle {}; class uiox_M2L_Mg: StaticWeapon { sectionsInherit=""; sections[]= { "","","","","","1","2","3","4","5","6","7","8", "9","10","11","12","13", "OtocHlaven","OtocVez", "RearmW","reculW","CanonReculW","AnimTriggerW", "CoverW","OtocHlaven","OtocVez","konec hlavne","usti hlavne" }; skeletonName="uiox_M2L_Mg_Skeleton"; class Animations { class OtocVez { type = "rotationY"; source = "mainTurret"; selection = "OtocVez"; axis = "OsaVeze"; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = rad 360; }; class OtocHlaven { type = "rotation"; source = "mainGun"; selection = "OtocHlaven"; axis = "OsaHlavne"; memory = true; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = -rad 30; angle1 = rad 60; }; class uiox_Rearm { type="rotation"; source=""; selection="uiox_RearmW"; axis="axePoigneeRearm"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0=0; angle1=-pi/400; }; class recul { type="rotation"; source=""; selection="reculW"; axis="Axerecul"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0= 0; angle1= -pi/4000;  }; class CanonRecul { type="rotation"; source=""; animperiod = 0.05; selection="CanonReculW"; axis="AxeCanon"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0= 0; angle1= -pi/800;  }; class AnimTrigger { type="rotation"; source=""; selection="AnimtriggerW"; axis="axetrigger"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0= 0; angle1= -pi/4;  }; class Cover { type="rotation"; source=""; selection="coverW"; axis="axecover"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0= 0; angle1= -pi/2;  }; }; }; class uiox_M2L: StaticWeapon { sectionsInherit="uiox_M2L_Mg"; sections[]= { "Mag","Mag1","Mag2","Mag3","Mag4","1","2","3","4","5","6","7","8", "9","10","11","12","13","14","15","16","17","18", "19","20","21","22","23","24","25", "26","27","28","29","30","31","32","33","34", "35","36","37","38","39","40","41", "recul2","AnimBande", "OtocHlaven","OtocVez", "uiox_Rearm","recul","CanonRecul","AnimTrigger", "Cover","OtocHlaven","OtocVez","konec hlavne","usti hlavne" }; skeletonName="uiox_M2L_Skeleton"; class Animations { class OtocVez { type = "rotationY"; source = "mainTurret"; selection = "OtocVez"; axis = "OsaVeze"; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = rad 360; }; class OtocHlaven { type = "rotation"; source = "mainGun"; selection = "OtocHlaven"; axis = "OsaHlavne"; memory = true; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = -rad 30; angle1 = rad 60; }; class recul2 { type="rotation"; source=""; selection="recul2"; axis="Axerecul2"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0= 0; angle1= -pi/4000;  }; class AnimBande { type="rotation"; source=""; selection="AnimBande"; axis="AxeBande"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0= 0; angle1= -pi/800;  }; }; }; class NonStrategic; // External class reference class uiox_M2TEject: NonStrategic { sectionsInherit=""; sections[]={"CoverAmmoBox"}; skeletonName="uiox_M2TEject_Skeleton"; class Animations { class Couvercle { type="rotation"; source=""; selection="Couvercle"; axis="Axe couvercle"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0=0;       angle1=Pi/2;  }; }; }; }; NonAi (for declare proxy model) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgNonAIVehicles { class ProxyGunner; // External class reference class ProxyM2Gunner : ProxyGunner {}; class ProxyGoggles; // External class reference class ProxyLeftHand; // External class reference class ProxyNVG_Proxy : ProxyGoggles { model = "\ca\Weapons\NVG_Proxy"; }; class ProxyDalekohled_Proxy : ProxyLeftHand {}; class ProxyWeapon {}; class ProxySecWeapon {}; class ProxyM2_Static : ProxyWeapon { model = "\uiox_M2\uiox_m2L_mg"; simulation = "alwaysshow"; }; }; And finally the cfgvehicle (only M2 part) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class uiox_M2D : StaticWeapon { scope = 2; side = 1; crew = "SoldierWB"; model = "\uiox_M2\uiox_M2L.p3d"; picture = "\ca\Weapons\data\ico\m2_mg_CA.paa"; icon = "\Ca\weapons\Data\map_ico\icomap_M2_CA.paa"; mapSize = 4; sound[]={"\uiox_M2\sons\M2.wss",100,1}; reloadMagazineSound[]={"\uiox_M2\sons\ReloadM2base.wss",100,1}; displayName = $STR_uiox_M2fixe; nameSound = "mgun"; typicalCargo[] = {"SoldierWB"}; extCameraPosition[] = {0, 0.6, -0.7}; hiddenSelections[]={"Mag","Mag1","Mag2","Mag3","Mag4","1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16","17","18","19","20","21","22","23","24","25","26","27","28","29","30","31","32","33","34","35","36","37","38","39","40","41"}; // Phase 6 Try to connect Soldier's anims  ******** NOTE give up cause I think rtm of ofp are not compatible,will retry later getInAction = "ManActLying"; getOutAction = "ManActUp"; // OFP version was gunner instead driver //driverAction = "ManActuiox_AnimM2dem"; //driverInAction = "ManActuiox_AnimM2dem"; driverAction = "ManActCargo"; driverInAction = "ManActCargo"; class Turrets : Turrets { class MainTurret : mainturret { body = "OtocVez"; gun = "OtocHlaven"; gunAxis = "OsaHlavne"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev = -10; minTurn = -70; maxTurn = 70; initTurn = 0; //maxHorizontalRotSpeed = 0.5; //maxVerticalRotSpeed = 0.5; weapons[] = {"uiox_M2"}; magazines[] = {"uiox_M2Mag", "uiox_M2Mag", "uiox_M2Mag", "uiox_M2Mag"}; //gunnerAction = "ManActuiox_AnimM2dem"; gunnerAction = "AGS_Gunner"; }; }; class eventhandlers { init = [ _This select 0] exec "\uiox_M2\Scripts\events\Init.sqs"; Fired= [ _This select 0, _this select 1,_this select 2,_this select 3,_this select 4, "uiox_M2d",velocity(nearestObject [_this select 0 , _this select 4 ]), getpos (nearestObject [_this select 0 , _this select 4 ]),getDir (nearestObject [_this select 0 , _this select 4 ])] exec "\uiox_M2\Scripts\events\Fired.sqs"; }; // Convert Phase 5 // You need to define the animationsources param if you do your own animation in config models and define the anim period here class AnimationSources { class uiox_Rearm { source = ""; weapon = "uiox_M2"; animPeriod=0.1; }; class recul { source = ""; weapon = "uiox_M2"; animPeriod=0.05; }; class recul2 { source = ""; weapon = "uiox_M2"; animPeriod=0.05; }; class CanonRecul { source = ""; weapon = "uiox_M2"; animPeriod=0.05; }; class AnimBande { source = ""; weapon = "uiox_M2"; animPeriod=0.05; }; class AnimTrigger { source = ""; weapon = "uiox_M2"; animPeriod=0.05; }; class Cover { source = ""; weapon = "uiox_M2"; animPeriod=0.05; }; }; soundGetOut[] = {"\ca\Weapons\Data\Sound\m2gun_inout", 0.001, 1}; soundGetIn[] = {"\ca\Weapons\Data\Sound\m2gun_inout", 0.000316228, 1}; armorStructural = 10.0; };
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Nice. What else? Need more than dual 7900 gtx etc... for have a decent framerate? Try low, no. I return to trackmania united and my wii. Try a lesson at Nadeo  have to work. Good gameplay. intuitive. Nice M2
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Alpha version only for test  & take a look. orange fuck you It's for fun not 4 playing, not 4 MP, it's 4 screenshot. Mega Thank to M9Ace, ace of ammo boxes pictures. Mega Thank to Deicide, ace of M2 pictures. A hell of scripts, animations, big textures, 10 k poly model, but OFP rocks, yeah.
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I'll do a lite version if aa demo has no editor clic for enlarge.
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Oh oh what do you mean? I have done the galix effect for the Leclerc of OFrP. For the most it's a hell of scripts and killer framerate. I like it. I'm alone but I don't care. For the moment i work on the m2, after i have a crazy other project with an other MG. Something like RTOFP. No time to waste, everything is in the scripts. If you want permission to use no problemo. So do yourself. PS: no permission for use what i do. No credit. Nothing. I don't want to write thank to Euclide or Pythagore
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galix is use Sweden tank only I think, maybe i'm wrong? PM me.
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What do you want about this? It's my work.
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I'm searching for ammo boxes for cal .50 M2HB : http://perso.wanadoo.fr/uiox/ammoboxe.jpg Thanks Deicide some of your pictures was very useful for this: http://perso.wanadoo.fr/uiox/m2progress2.jpg If someone have hight res pictures of the bottom and top of the body of the M2HB. The back of the cover group (mg open)
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I'm searching for ammo boxes for cal .50 M2HB : http://perso.wanadoo.fr/uiox/ammoboxe.jpg Thanks Deicide some of your pictures was very useful for this: http://perso.wanadoo.fr/uiox/m2progress2.jpg If someone have hight res pictures of the bottom and top of the body of the M2HB. The back of the cover group (mg open)
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Awesome screens! Impressive heli guns! For arma/VBS2 I think it's the same core, so same game. Differences are in the use. VBS2 dynamical MP with a powerful workshop, AA an immersive story for single player.
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Arme Dassault, it's for planes? Finally I like it, Rafale a good plane. PS: If you read this in french it's "weapondassault", Marcel Bloch was a great man... seriously. AA DSK AA engine AA like AA technology Short, easy and first
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10 rc is realistic : wheels not for direction, it's wheels, but work like tanks for turn...
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OFP2 and "armed assault" - what's up?
uiox replied to Cpt. FrostBite's topic in ARMA 2 & OA - GENERAL
Not Opération Flash Point 2. Always same old story. An engine/SDK is born, long life to it! Good luck! -
For a vehicle, a gunner (for driver replace gunner) In config vehicle: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> gunnerAction="ManActUKF_WMIKGunner"; Note manAct before the name <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgNonAIVehicles { class ProxyCrew {}; class ProxyGunner: ProxyCrew {}; class ProxyUKF_WMIKGunner: ProxyGunner {}; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicleActions { UKF_WMIKGunner="UKF_WMIKGunner"; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgMovesMC { class Default {}; class DefaultDie: Default {}; class States { class Gunner: Default {}; class UKF_WMIKGunner: Gunner { file="\YourAddon\anims\UKF_WMIKGunner.rtm"; speed=-10.000000; looped=1; connectTo[]={"UKF_WMIKGunnerDying",1}; interpolateTo[]={"UKF_WMIKGunnerDying",0.100000}; }; class UKF_WMIKGunnerDying: DefaultDie { actions="NoActions"; file="\ YourAddon \anims\ UKF_WMIKGunner_dead.rtm"; speed=-0.5; looped=0; soundEnabled=0; connectFrom[]={"UKF_WMIKGunner",1}; }; class UKF_WMIKGunnerDead: UKF_WMIKGunnerDying { actions="DeadActions"; file="\YourAddon\anims\ UKF_WMIKGunner_dead_stat.rtm"; speed=10000000000.000000; terminal=1; connectFrom[]={"UKF_WMIKGunnerDying",1}; connectTo[]={"DeadState",1}; }; };
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use KolL1 and KolP1 (2,3,n,n+1).
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Camera should follow vehicle
uiox replied to BlueFlight's topic in OFP : MISSION EDITING & SCRIPTING
You can use a dummy target like this, it's the sqf of my move cam, you can adjust your points of view with the addon (or not) for use it call it in a loop with params. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private["_v","_x","_y","_z","_d","_p","_Cam2","_Rot","_HB" ,"_DistTg"]; _Cam2 = _this select 0; _v =_this select 1; _HB = _this select 2; _Rot = _this select 3; _x =_this select 4; _y =_this select 5; _z =_this select 6; _d = getdir _v; _p = getpos _v; _DistTg = 15000; _Cam2 camsettarget _v; _Cam2 camsetrelpos [_x,_y,_z]; _Cam2 camsettarget [(((getpos _v) select 0) + ((sin ((getdir _v) + (_Rot) Â ))* (_DistTg * cos _HB) )), ((getpos _v) select 1)+ (((cos ((getdir _v) + (_Rot) Â ))* (_DistTg * cos _HB) )) , ( ( (getPos _v) Â select 2) + _z)+ Â ( Â (sin _HB) * _DistTg) ]; _Cam2 camCommit 0; All of my code is free without credit, cause I don't want give credit to Pythagore, Thales, Marek, Snypir, (3 pages after), Euler, Bn880, and all forgotten. -
Camera should follow vehicle
uiox replied to BlueFlight's topic in OFP : MISSION EDITING & SCRIPTING
Try again your mission: Camtest You need the addon: OFrP_Objets (the addon is for showing the test dialog I have done for create easily cutscenes) -
It's array, so : Â [Chopper, [ s1,s2,s3,s4 ]] exec {\BWMOD_NH90\Scripts\AI\RappelAI.sqs}
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Some scripts for AI: For a group, 1 rope out, 2 rappel sequence for each member, 3 rope in: [_TheHelico, _AnArrayOfAI] exec {\BWMOD_NH90\Scripts\AI\RappelAI.sqs} Extract a unit on the ground with winch: [_TheHelico, _OneUnit] exec {\BWMOD_NH90\Scripts\AI\HelitreuillageIn.sqs} Insert (getout) a unit with winch [_TheHelico, _OneUnit] exec {\BWMOD_NH90\Scripts\AI\HelitreuillageOut.sqs}
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First Person Shooter Shoot Them Up Multi Player Sorry
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HL2 is not a FPS, it's the first MWY (Movie With You), it's strange after finish it my thinkings are like after a movie. More I have the same bad impression: wait for the III... I want next not for playing, for the story and be one more time mr Freeman. Strange and amazing... To be or not to be, it's now a producer question Why HL2 and not DoomIII? Faces expressions I think, mother language. So now creators have to learn bots theatre. In HL2 a robot is a robot and a human is human. Coherence of the world is other factor, rooms are poor but elements are correct (water, air and ground) CS : no change. MP with shoot them up no evolution, FPS MP STU evolution is finish.
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3DS max 6 = 1089 € per licence Oxygen = 0 € per licence OFrP exemple Mirage 2000 with O2 Jaguar with 3ds Puma with O2 Fennec with 3ds I doesn't see big difference, so I can say O2 is a good program. More visitor now. I only hope for OFP2 new tools (or solve some actual problems) cause it will be lucky to have this. All work of addons maker is free, I know, but it's not a reason for order BIS a release of tools.