Aqu
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Everything posted by Aqu
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Making objects with lights attached. How hard is it?
Aqu replied to chris330's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Well in vehicles at least you can make the lights putting Reflectors class into the custom class in CfgVehicles (i.e if your object is MyDiscoBall)... class CfgVehicles { class MyDiscoBall { //... class Reflectors { class Left { color[]={0.800000,0.800000,1.000000,1.000000}; ambient[]={0.070000,0.070000,0.070000,1.000000}; position="L svetlo"; direction="konec L svetla"; hitpoint="L svetlo"; selection="L svetlo"; size=1; brightness=1.000000; }; class Right { color[]={0.800000,0.800000,1.000000,1.000000}; ambient[]={0.070000,0.070000,0.070000,1.000000}; position="P svetlo"; direction="konec P svetla"; hitpoint="P svetlo"; selection="P svetlo"; size=1; brightness=1.000000; }; }; //... }; }; Left and Right can be any freely chosen names...Afaik they are not limited in count. I don't know how you could limit the spread, but you could try adding some limiting object(s) into the shadow lod so that each light shines through a small hole only. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Where have you seen it is no longer in works? At least I have been making stuff all the time. Trucks for US (cckw), Brits (Bedford QLD), armoured cars (sdkfz 222,...), Karl Gerat, me-163, Catalina, ships (config and anims to Alper's Scharnhorst and VIIB type U-Boot), Lancaster has working manned turrets... -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
What is dead? The arma1 version is no longer updated, that's for sure. -
:confused: - If you mean should you use quads (4 vertices) or triangles (3 vertices), it doesn't matter. Actually in O2 (or any editor) I prefer keeping it mostly in quads (i.e 'squarised'), because that means less lines in the editor windows and it is easier to understand the shape of the object when it gets big and complex in shape. Only use tris if it is really needed. The game converts them into tris automatically anyway. Only in shadow lods you have to have it triangulased. - How to apply. Use the primitives from the create menu as the basis as much as possible. E.g. if you make a simple cardboard box, better make it with the box tool, rather than first create 8 vertices and then connect them with 6 faces (quads). You can then use the editing tools to modify the object if needed. If that didn't answer the question, I try to give a small example: I use the cylinder primitive frequently. Eg to make a flower vase (simplish). 1) create a cylinder with N (e.g 8) segments in length (segmentsZ) and and M (e.g 16) in radius 2) use the scale tool to shrink and widen the each circle of vertices (the segments in Z direction, to make it look like a vase. By moving those points you can make some segments longer or shorter. 3) If you want to make the vase hollow, you could use the extrude tool. This is a good way to generate simple tube like interior. If you really want it to look realistic inside too then... delete the faces at the top of the vase (only the faces, not vertices - press D), make the exact copy of the outside (copy and paste), reverse the faces (press w when faces selected) and scale it bit slimmer and connect it to the mouth (manually create faces around the mouth). 4) By default the surface lines should be smooth (if not press I). For those parts which have sharp edges between faces (e.g. usually where the bottom meets the walls) select the bottom and other lines (the vertices) and presss U. The sharp lines are drawn widened in the editor when faces selected. It was already mentioned you should keep the section and face count as low as possible. To make it clearer...section count is (mostly) the number of different texture and rvmat combinations you have used. To keep the face count down, make the rarely seen parts quite simple (like bottom of a car). In the above example the inside of the vase could be just a cylinder. Small objects and bumps like nuts, bolt and rivets is better to be left for the normal map. The parts you cannot see in the game don't have to modelled at all (inside walls of a house you cannot get in). You should use arma2 tools for arma2 projects.
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Mmmm...someone's been spying me? ;) I have tryed/prototyped that a little bit. I used a script to handle the sailing system. It automatically sets the sails to the best position and calculates (or estimates) how much it should push the boat and to what direction. Basicly I just poke it forward and the game fights back trying to stop it. Unfortunately the game fluid dynamics are not so sophisticated so to make it behave nicely is another thing (e.g. I don't think the game handles drifting much at all). For example to make the boat swim deep enough (and not to bounce on the waves) I had to put lot of weight (into the keel mostly). That means turning the sail beam (or what it is called) sideways doesn't really change the attidude of the boat tilting to that side. That would require I move something heavier, like the ballast same time with the sails. Yeah, I was thinking a pirate mod, but there are lot of problems to solve. 1) how to make it allow realistic walking on a _moving_ ship 2) how to make usable swords (in a realisticly looking way) - new animations and make AI understand it has to club the enemy with the thing 3) The 17th century military requires totally new AI tactics 4) Ride a horse? ...
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Floating Planes and Helicopters
Aqu replied to rocket's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I never managed to make the canFloat property work for any other vehicles than cars or tanks in ArmA. Some properties are just not working for every type of object, which is bit sad. I haven't tryed the said property in ArmA2 yet, but somehow I have a feeling the situation is still the same. I think it might be tied to the simulationType property. When I made a flying boat (a float plane) in ArmA, I had to make a second object which kept the plane floating (the plane was resting on it when on water). That required bit of scripting. When I was thinking converting it into Arma2 I tested first if an attached boat under a plane would make it float...sadly any attached objects do not affect the 'carrier' object. -
You need to use the attachTo command. Now you are just creating (or trying to) something at the world position [0,0,0] (top left corner of the map). I think you are trying to do this... _vehicle = _this select 0 _rear_end = "Rear" createvehicle (getpos _vehicle) _rear_end attachTo [_vehicle,[0,0,0]] That requires you have defined a vehicle class "Rear" (in CfgVehicles).
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Are you saying you loaded a campaign save from 1.02 and run it in 1.03? I think it is mentioned somewhere earlier saves do not work in 1.03. No reason to blame arma2 for this - it is the same in 90% of games patches. I could send you my campaign save (DoW, 1.03) which you could restart in the last mission if I first figure what to send (PM if you want it).
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How can I prevent an abandoned vehicle from exploding?
Aqu replied to dontknowhow's topic in ARMA 2 & OA - GENERAL
I think this could be because of some of the modules. Like trash collector or something. That is if the mission uses them...not checked. The game should not remove any vehicles otherwise (what I have observed). The salvage trucks salvage any vehicles which are damaged. Own, enemy and even civilian. The requirement is (afaik) that they are empty (nobody alive). If your vehicle is damaged (even slightly) leave a team/group member into the vehicle and problem solved. If you leave him in the driver position you might want to order him to stop too. Imo Bmp-2 might work better than a truck...put all the stuff there and move the normal crew to turret and back while driving it yourself. Then you could leave it and the crew mannning the guns stay there killing any enemies. Truck means more challenge of course. -
It definately works in Arma1. Not looked at it in arma2.
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Speedlimit for landvehicles
Aqu replied to Tobie's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I think the 120km/h limit for land vehicles is prolly to make the collision detection not so heavy. Car going 120km/h travels over 33 meters (109ft) in a second. That is so much you can actually pass trigger zones w/o activation if they are bit too small. There are lot of tokens in the config, but sadly many of them work only for a limited type of vehicles. Looks like the code makes lot of assumptions based on the vehicle class. For example a 'Plane' inherited vehicle cannot float (with a little bit of script magic it can float). Also a tank can go as fast in a swamp than on a highway (terrainCoef has no effect for tanks). Neither can you make it turn slower (turnCoef doesn't seem to work). What comes to plane speed, I have observed it is kind of absolute max speed. In level flight the max speed is lot slower or at least it climbs very slowly. In a dive the max speed is what you put in the config. It is problematic if you know a plane can do e.g 1200km/h at sea level level flight. If you wanted to be able to reach it, you would need to put maybe 1600 in the config. That is what I have noticed in Arma1. Not done so much arma2 modding yet. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Like I said in the Armaholic forum, I'm not the best person to answer that question. What I have seen or heard, there are some new tanks (firefly etc), some new infantry, some naval units. I only made some fixes to the Lancaster and added the proper bombs. There are now c 10 different loadouts - mostly different HE bomb combinations, then 2 target marking and 2 fire bombing. The incendiaries should be MP compatible technically but not very recommended. Especially the clustered 4lb'ers can kill low end PCs. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
The new Lancaster and another new toy in a vid... -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Have to correct a bit...the last post first pic is a pile of target indication (TI) markers dropped into the same spot. They come in four different colours. The light is useful in night time and smoke for daylight. These were dropped by path finder planes before the main bomber force. The flares were used mainly to illuminate the target area. These were used by path finders too, especially before the TI markers were available. Flares came in clusters (usually four) and again in four colors (at least). -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I think the main goal is to put everything together for the phase 1 release. I guess the focus is bit different for every modder. For example I'm now texturing the US 2.5ton CCKW truck which was badly needed for the ww2 warfare. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Why not? If I only had more time to finish the German S-Boot into this phase. I would also have something useful flying equipment specifically for naval war originally intended to the pacific phase (hint: it 'purrs' :p). -
You can add lines into the user action menus by... 1. Calling the AddAction command 2. Adding one into the UserActions class in the addon config. If you are making the addon yourself the 2nd option would be more convenient, but it seems to be much less flexible. At least for these I haven't found a solution when using the UserAction class... - How the get the person trying to access the menu ('this' is the object to which the menu is tied)? - How to hide menu item from showing automatically when approaching? Should I start putting AddAction commands into the init event handler? :confused:
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Well, just looked your code... "radius=0.10000;" That's 10cm, right? The default radius is something bigger (1-2m?). The annoying thing is that the UserActions class and the addAction are not fully interchangable. For example addAction cannot be given that radius. If you wanted that, you would have to code it into the condition but BIS left that out too (VBS2 addAction has it) :( In your case that assumption sounds reasonable, but you cannot expect e.g. the house with an open door action to be the caller. In the UserActions condition 'this' seems to point the object where the action is attached to. In the addAction you get an array like [target,caller,menu id] into the script. I guess mostly you can live with just the 'target' (e.g. hardly maters who opens the door - which door is much more important). In some cases, like an ATM machine, both are needed in an action "insert card".
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Thanks for the comments. Already thought nobody knows or nobody cares. That showWindow is one of the things I was chasing :o The other thing...your case is bit different as it is tied to the person who is accessing it. In my case it is tied to a vehicle. It starts a script which needs both the vehicle and the person who selected it. I think I have to rethink it. The fact that nobody else sees your menu must be that you cannot get within 10cm of the person while he is alive (collision).
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
yep, but my point was that I haven't seen it been used together with the normal (early) versions schurzen. Maybe it's the pic but to me it looks like it is hanging on top of the normal schurzen. Anyway, they look good. That sounds bit like the marketing words which were used with the new Civic Type-R which sucked compared to the older version. My theory: They were also short on ball bearings -> remove the turret engine + add a new fuel tank + marketing -> everybody will be happy (except the guy turning the turret) :D I see. I got it working nicely too (driver,gunner,commander,loader(gunner) in StuG), except when I tryed the "scene" mode in the armory (where AI drives it around), it made my game freeze. I suppose the game couldn't figure out the crew system. I didn't want to risk it so removed the 4th guy. Too bad as it was the only place where I had problems :( -
Ammobox refil or infinity ammo in ammobox
Aqu replied to CrazyAce's topic in ARMA : CONFIGS AND SCRIPTING (addons)
yes, it refills the box in every 2 mins. It recreates the box only if it is destroyed. Note the "!" in the test. It inverts the logic. It can be written also as "not alive _boxname" -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Great Pz-Ivs. Is that "Drahtgeflecht" schurzen in the first pic? Never seen it on top of the plate schurzen...which of course doesn't prove anything. Also...you have a four man crew...when I tryed that (driver, commander and 2xgunner) it made the armory mode hang up (if having more than 1 gunner). Of course great if that works. -
Ammobox refil or infinity ammo in ammobox
Aqu replied to CrazyAce's topic in ARMA : CONFIGS AND SCRIPTING (addons)
The code in your post is not quite fully working. Besides it is supposted to respawn the box only when it is destroyed. The 1st line in the code (_boxname = _this select 0;) sets the _boxname as the first given parameter to the script. IF you set the "nul=[this] execVM "ammoCheck.sqf") into the init line of the ammobox (in the editor), _boxname is initalized with the boxname of the box ('this' is a reserved word meaning in that situation the object who's init line it is). The setdammage 0 in hte original script probably doesn't fix a destroyed box (at least it didn't fix a destroyed car when I tryed it once). In that case you have to delete the old one and make a new one. I fixed the code quickly (not tested so it might give errors) and in principle it should work like this... // YOU HAVE TO FILL THE PROPER WEAPON NAMES HERE!!! _West_weap = [ ["M16A4",12],["M4",8],["M4AIM",4] ]; // ... // YOU HAVE TO FILL THE PROPER MAGAZINE NAMES HERE!!! _West_ammo = [ ["30Rnd_556x45_Stanag",100],["1Rnd_HE_M203",50] ]; // ... _boxname = _this select 0; while {true} do { clearWeaponCargo _boxname; clearMagazineCargo _boxname; {_boxname addWeaponCargo [_x select 0,_x select 1];} forEach _West_weap; {_boxname addMagazineCargo [_x select 0,_x select 1];} forEach _West_ammo; // check the situation every 2-2.5 mins sleep (120+random 30); _boxname setdammage 0; if( !alive _boxname) then { _newbox = (typeOf _boxname) createvehicle (getpos _boxname); _newbox setpos (getpos _boxname); deletevehicle _boxname; _boxname = _newbox; }; }; Note that I changed the waepons and ammo lists/arrays so that they have ["weapon",count] and ["magazine",count] pairs, so that you can have different count for each type. I don't know ACE weapon names, but BIS names are here... http://community.bistudio.com/wiki/ArmA:_Weapons -
Ammobox refil or infinity ammo in ammobox
Aqu replied to CrazyAce's topic in ARMA : CONFIGS AND SCRIPTING (addons)
You are making a mission? Put a text file into your mission folder. Name it like ammoboxCheck.sqf Then into the init line of the ammo box in the editor nul=[this] execVM "ammoboxCheck.sqf" In the ammoBox.sqf you have the code bit like in the link you posted -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Aqu replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I would like to wait and see if ArmA2 gives a better system. That's why I'm not very interested in some partially working hack for ArmA1 before that.