vader_21vb
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Posts posted by vader_21vb
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I did not see any less sliding due to heavy'er weight, the sliding disapeared with the correct markers for the wheels in memory lod.
The other effect I noticed was it needed longer takeoff due to more friction from the wheels, but takeoff speed was almost the same. Ones it's in the air, everthing behaves like before.
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Super thanx for the tip, It did the trick, + using "Placing markers for the wheels" description from you execelent tut.
It's so easy when you know what to do.
I got court thinking that it was only for Vehicles..
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I have this problem with a plane it just have no desent traction to the gound when I kind of TAXI out on the airfield.
I have the landcontact LOD in place, but I remember something about ShockAbsorbers or Dampers, but not able to find it again.
The Mass is 12000, and it Flys and Takes off nicely.
The only thing "hiddeing" the problem is lowing the NoseSterring sencitive.
The Plane is allso very hard to stop/brake, but changing the BrakeDistance from 100 to anything else, do not seams to affect the traction.
Anyone have an idea on wath I need to look into?? plz.
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thanx , it works, now I only need to find a way to get the Object name of my addon transfered to the script, cos "this" is not the same var anymore..
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I'm trying to add script to a Addon, but I can only execute script true "class UserActions", have any found a way to exec script in addon without haveing the player "activating" it true "class UserActions" in the ccp file ?
I was hoping to add i line int the CCP , like :
Initline="[this,""MH-6""] exec ""\Addonname\Sling.sqs""";
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ups,
here then, still on codemaster.
http://www.codemasters.com/downloads/getfile.php?downloadid=4889
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well, I not sure why the fuss about this release, cus on http://www.codemasters.com/downloads/getfile.php?downloadid=4889
it avail too..
but I do not dare to post a full link
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Don't leak
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And that about 2 doors in same building?
I'm not able to get Door 2 to work, but the door 1 is working.
class CfgModels
{
class Default { };
class 21VB_SHELTER: Default
{
sections[]={"dvere1","dvere2"};
sectionsInherit="";
};
};
class CfgPatches
{
class HouseClass
{
units[]={HouseTest};
weapons[] = {};
requiredVersion = 1.75;
requiredAddons[]={"BIS_Resistance"};
};
};
class CfgVehicles
{
class All {};
class Static: All {};
class Building: Static {};
class NonStrategic: Building {};
class TargetTraining: NonStrategic {};
class TargetGrenade: TargetTraining {};
class blockhouse: TargetGrenade
class HouseTest: TargetGrenade
{
irTarget = true;
model="\houseT\houseT.p3d";
displayName="HouseT";
nameSound="Bunker";
armor=4000;
cost=1000000;
accuracy=0.20;
class Animations
{
class Dvere1
{
type="rotation";
animPeriod=1;
selection="dvere1";
axis="osa_dvere1";
angle0=0;
angle1=1.6;
};
class Dvere2
{
type="rotation";
animPeriod=1;
selection="dvere2";
axis="osa_dvere2";
angle0=0;
angle1=1.6;
};
};
class UserActions
{
class OpenDoors1
{
displayName="Open Door1";
position="osa_dvere1";
radius=1.5;
condition="this animationPhase ""Dvere1"" < 0.5";
statement="this animate [""Dvere1"", 1]";
};
class CloseDoors1
{
displayName="Close Door1";
position="osa_dvere1";
radius=1.5;
condition="this animationPhase ""Dvere1"" >= 0.5";
statement="this animate [""Dvere1"", 0]";
};
class OpenDoors2
{
displayName="Open Door2";
position="osa_dvere2";
radius=1.5;
condition="this animationPhase ""Dvere2"" < -0.5";
statement="this animate [""Dvere2"", 1]";
};
class CloseDoors2
{
displayName="Close Door2";
position="osa_dvere2";
radius=1.5;
condition="this animationPhase ""Dvere2"" >= 0.5";
statement="this animate [""Dvere2"", 0]";
};
};
};
};
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And that about 2 doors in same building?
I'm not able to get Door 2 to work, but the door 1 is working.
class CfgModels
{
class Default { };
class 21VB_SHELTER: Default
{
sections[]={"dvere1","dvere2"};
sectionsInherit="";
};
};
class CfgPatches
{
class HouseClass
{
units[]={HouseTest};
weapons[] = {};
requiredVersion = 1.75;
requiredAddons[]={"BIS_Resistance"};
};
};
class CfgVehicles
{
class All {};
class Static: All {};
class Building: Static {};
class NonStrategic: Building {};
class TargetTraining: NonStrategic {};
class TargetGrenade: TargetTraining {};
class blockhouse: TargetGrenade
class HouseTest: TargetGrenade
{
irTarget = true;
model="\houseT\houseT.p3d";
displayName="HouseT";
nameSound="Bunker";
armor=4000;
cost=1000000;
accuracy=0.20;
class Animations
{
class Dvere1
{
type="rotation";
animPeriod=1;
selection="dvere1";
axis="osa_dvere1";
angle0=0;
angle1=1.6;
};
class Dvere2
{
type="rotation";
animPeriod=1;
selection="dvere2";
axis="osa_dvere2";
angle0=0;
angle1=1.6;
};
};
class UserActions
{
class OpenDoors1
{
displayName="Open Door1";
position="osa_dvere1";
radius=1.5;
condition="this animationPhase ""Dvere1"" < 0.5";
statement="this animate [""Dvere1"", 1]";
};
class CloseDoors1
{
displayName="Close Door1";
position="osa_dvere1";
radius=1.5;
condition="this animationPhase ""Dvere1"" >= 0.5";
statement="this animate [""Dvere1"", 0]";
};
class OpenDoors2
{
displayName="Open Door2";
position="osa_dvere2";
radius=1.5;
condition="this animationPhase ""Dvere2"" < -0.5";
statement="this animate [""Dvere2"", 1]";
};
class CloseDoors2
{
displayName="Close Door2";
position="osa_dvere2";
radius=1.5;
condition="this animationPhase ""Dvere2"" >= 0.5";
statement="this animate [""Dvere2"", 0]";
};
};
};
};
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I'm very new in codeing cpp files for object and have a simple (maybe stupide Q):
I have a Working Door on a building, and like to add a sound for Open/Closeing the door.
Have anyone seen this done?
I allso plan for a DoorAlarm sound triggering on OpenDoor Only!
My first try:
class OpenDoors1
{
displayName="Open Big MF Door";
position="osa_dvere1";
radius=5.5;
sound[]={"\myaddon\sound\DoorOpen.wav",0.000500,1};
condition="this animationPhase ""Dvere1"" < 0.5";
statement="this animate [""Dvere1"", 1]";
};
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I'm very new in codeing cpp files for object and have a simple (maybe stupide Q):
I have a Working Door on a building, and like to add a sound for Open/Closeing the door.
Have anyone seen this done?
I allso plan for a DoorAlarm sound triggering on OpenDoor Only!
My first try:
class OpenDoors1
{
displayName="Open Big MF Door";
position="osa_dvere1";
radius=5.5;
sound[]={"\myaddon\sound\DoorOpen.wav",0.000500,1};
condition="this animationPhase ""Dvere1"" < 0.5";
statement="this animate [""Dvere1"", 1]";
};
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I'm very new in codeing cpp files for object and have a simple (maybe stupide Q):
I have a Working Door on a building, and like to add a sound for Open/Closeing the door.
Have anyone seen this done?
I allso plan for a DoorAlarm sound triggering on OpenDoor Only!
My first try:
class OpenDoors1
{
displayName="Open Big MF Door";
position="osa_dvere1";
radius=5.5;
sound[]={"\myaddon\sound\DoorOpen.wav",0.000500,1};
condition="this animationPhase ""Dvere1"" < 0.5";
statement="this animate [""Dvere1"", 1]";
};
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After following this post for a couple of days, I think there is no way I can Tweak our Clan Dedi server to perform better.
I think the way for us is to upgrade the server with main focus on CPU pref.
The CPU NEVER drops under 100% when playing!
Current HW: P4 1.7GHz 512Mb SDram / Connection 2Mb
Over 16 player is problematic.
Will upgrade HW to P4 2Ghz 512 DDR ram.
I will monitor the change in pref. with the DDR ram Board.
and post my results, if any :-)
Lt. Vader
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In the folder on the Dedi Server find at Server User folder, in the folder open UserInfo.cfg file
and ADD LINE
diff3rdPersonView[]={0,0};
now the server disables 3rdPersonView in bout Cadet/Veteran games
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Commandline option only (I think)
ex:
FlashpointServer.exe -dplay -port=2234 -config=serverDP.cfg
this starts up the server in DirectPlay on port 2234 with you config file
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I'm able to start our dedicate server (resistance 1.75) in ether Sockets or DirectPlay mode, BUT?
Is there actual any performance deference in this.
I know that Sockets solves som firewall issues, but our online playlist do not work with Sockets,so!
Do the Socket version Preform gameflow/client-updates better or ?
lt.Vader [21VB]
Selection for teams flags
in OFP : O2 MODELLING
Posted
Im not able to have the clan logo show up on a Plane, but on a tank it's ok.
The problem is the CfgModels part.
Can anyone who was able to put clan logo on a plane post an exsample of the CfgModels part ?