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ADuke

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Everything posted by ADuke

  1. Is there any way to stop a sound that was started with PlaySound in a script? -AD
  2. Hi, I have been using the AllinArma mod with A3 so I can use A2 content. One thing that was bothering me was the A2 ammo does not have the correct tracer model associated with it. So I wrote a small replacement config, but it is not working, here is my config...... If anyone has any clue as to why this isn't working I would appreciate some tips. Thanks, -AD
  3. ADuke

    Vehicle Sound

    I am currently stumped on this as well. I added the same sound config entries from a new vehicle and plugged them into an old vehicle's config. The vehicle has no engine sounds though, just sounds of the tires passing over various terrain types. Wish I could get this working, love those A2 vehicles but it is distracting to have no sound. -AD
  4. Hi, So as my title states, I am trying to randomize the class of headgear that gets added to my unit. I am doing this in the config of the unit. I came to realize, after much trial and error, that headgear config entries can not take eventhandlers, otherwise I would have randomized hiddentextures, as is done so very well in the config of the Takistani Militia from Operation Arrowhead. So, what I am trying to do is take the following pieces of headgear.... and randomize which is given to the following soldier... Which is being done by the following script..... random_shemagh1.sqf But it is not working right, I have worked over both the config and script numerous times, but still no joy. If anyone more knowledgable than myself can shed some light on this I would appreciate it. -AD
  5. Hi, So, I am all set to rig my model with selections for use in A3, when I noticed.... My model is in the full "Jesus Christ pose" and not in the "relaxed Jesus Christ pose" that all of the ArmA series models are in (hands lowered to waist). My question is...... Is there an easy way to lower the arms at exactly the right spot? Or do I need to meticulously move each vertex to the right spot? :( Thanks, -AD
  6. ADuke

    Anywhere I can get a Stanag p3d?

    How about this one?........ http://www.armaholic.com/page.php?id=2804&highlight=SAMPLE%2BMODELS
  7. ADuke

    Anywhere I can get a Stanag p3d?

    Here ya go. http://community.bistudio.com/wiki/ArmA:_Sample_Models -AD
  8. I have not tried to add items to the legs yet, but I have made some chest rigs I can say with almost 90% certainty that it IS possible to add the leg stuff. Just as long as all of the selections are applied to them for the leg area that they occupy. -AD
  9. Thank you PuFu, I will try that with my next attempt. I also found a very informative set of videos here........
  10. I made the model via a video tutorial.......... It is a very simple model, but when I started it I hadn't realized the arms were at that slightly different angle. Thanks for your reply but I think I am going to have to just start over. -AD
  11. Different people will tell you different things.. Personally, I convert all of my TGA files to PAA myself (with TexView2) and just path all of the faces to my paa file, that way I can edit and view in buldozer without the interruption of conversion. -AD
  12. ADuke

    Happy Thanksgiving

    A happy Thanksgiving to all of my fellow Americans!! ;) A happy Thanksgiving as well to all Canadians, Liberians, Puerto Ricans, and Norfolk Islanders. :) Enjoy the holiday!! -AD
  13. Congratulations on your release! A quality helo addon indeed! Look forward to using this in many a MP session! -AD
  14. Thank you for the info MadDogX!! -AD
  15. Hi, I am in the process of creating and releasing a multitude of addons for ArmA2 and even more when ArmA3 comes out. I had a few questions about hosting of addons and other things.. Is it legal for an addon maker to choose who gets to host the creator's works and then not allow it to be hosted elsewhere? I ask because the host would get google adsense profits form visits to the downloads page, so can the author choose who profits from it? My other question... If a modeler creates a model...purely from scratch, is it legal for the creator to sell the model in .p3d format, if it was created with the Oxygen modeling software? I would like to know the legal protocol here before I move forward. Thanks, -AD
  16. 48 hours later... no sleep.... still working on this.... I have a script that does this... _plane setVariable ["onTarget",false,true]; _wp1 = _newGroup addWaypoint [_planepos,0]; [_newGroup, 1] setWaypointType "MOVE"; [_newGroup, 1] setWaypointSpeed "FULL"; [_newGroup, 1] setWaypointBehaviour "CARELESS"; _wp2 = _newGroup addWaypoint [_targetpos,0]; [_newGroup, 2] setWaypointType "MOVE"; [_newGroup, 2] setWaypointSpeed "FULL"; [_newGroup, 2] setWaypointBehaviour "CARELESS"; [_newGroup, 2] setWaypointStatements ["true", "(vehicle this) setVariable [""onTarget"",true,true];hint ""Waypoint Reached"""]; _wp3 = _newGroup addWaypoint [_planepos,0]; [_newGroup, 3] setWaypointType "MOVE"; [_newGroup, 3] setWaypointSpeed "FULL"; [_newGroup, 3] setWaypointBehaviour "CARELESS"; [_newGroup, 3] setWaypointStatements ["true", "{deletevehicle _x} foreach crew (vehicle this);deleteVehicle (vehicle this);deleteVehicle this"]; waitUntil {sleep 1; (_plane getVariable ["onTarget", true])}; _bomb1 = "Bo_Mk82" createVehicle [(getMarkerPos "mk_mandoairsupport" select 0)-100,(getMarkerPos "mk_mandoairsupport" select 1)-100,(getMarkerPos "mk_mandoairsupport" select 2)+5]; sleep 2; _bomb2 = "Bo_Mk82" createVehicle [(getMarkerPos "mk_mandoairsupport" select 0)+100,(getMarkerPos "mk_mandoairsupport" select 1)-100,(getMarkerPos "mk_mandoairsupport" select 2)+5]; sleep 1; _bomb3 = "Bo_Mk82" createVehicle [(getMarkerPos "mk_mandoairsupport" select 0)-100,(getMarkerPos "mk_mandoairsupport" select 1)+100,(getMarkerPos "mk_mandoairsupport" select 2)+5]; sleep 3; _bomb4 = "Bo_Mk82" createVehicle [(getMarkerPos "mk_mandoairsupport" select 0)+100,(getMarkerPos "mk_mandoairsupport" select 1)+100,(getMarkerPos "mk_mandoairsupport" select 2)+5]; sleep 2; _bomb5 = "Bo_Mk82" createVehicle [(getMarkerPos "mk_mandoairsupport" select 0),(getMarkerPos "mk_mandoairsupport" select 1),(getMarkerPos "mk_mandoairsupport" select 2)+5]; sleep 1; _bomb6 = "Bo_Mk82" createVehicle [(getMarkerPos "mk_mandoairsupport" select 0),(getMarkerPos "mk_mandoairsupport" select 1)+50,(getMarkerPos "mk_mandoairsupport" select 2)+5]; sleep 3; _bomb7 = "Bo_Mk82" createVehicle [(getMarkerPos "mk_mandoairsupport" select 0),(getMarkerPos "mk_mandoairsupport" select 1)-50,(getMarkerPos "mk_mandoairsupport" select 2)+5]; sleep 2; _bomb8 = "Bo_Mk82" createVehicle [(getMarkerPos "mk_mandoairsupport" select 0)-100,(getMarkerPos "mk_mandoairsupport" select 1),(getMarkerPos "mk_mandoairsupport" select 2)+5]; sleep 1; _bomb9 = "Bo_Mk82" createVehicle [(getMarkerPos "mk_mandoairsupport" select 0)+100,(getMarkerPos "mk_mandoairsupport" select 1),(getMarkerPos "mk_mandoairsupport" select 2)+5]; The bombs don't drop, it seems so simple. I set the variable "onTarget" to false in the beginning.... I set the same variable to true in the waypoint... Then, I check to see if the variable is true, if it is, then drop bombs. Why is ArmA2 not cooperating with me? Sorry, I have been up for a long time. Please help, -AD P.S. I left out the part of the script where "_plane" is created, please don't be distracted by that, it gets created and flies to it's waypoints, trust me, that is not the problem. The bit that I posted is where the problem exists.
  17. Thanks for your replies guys.. It seems as though I was looking in the wrong place for the problem here, I was passing variables just fine it seems. The problem exists in the positioning for the bomb spawn positions... _bomb1 = "Bo_Mk82" createVehicle [(getMarkerPos "mk_mandoairsupport" select 0)-100,(getMarkerPos "mk_mandoairsupport" select 1)-100,(getMarkerPos "mk_mandoairsupport" select 2)+5]; You see, I was using Mando's CAS console to run this script through, that Marker only exists when the console is open... If I call the strike... then exit the console.. the script does not know where that marker is, so no bombs. The variable "_targetpos" however is being sent to this script from outside "_this select 1;" So, I just had to change to this... _bomb1 = "Bo_Mk82" createVehicle [(_targetpos select 0)-100,(_targetpos select 1)-100,(_targetpos select 2)+5]; By setting it up that way, I can have the console open or closed and the script is still able to find "_targetpos". So.. thanks -AD P.S. My reasoning for posting in "configs and scripting" and not "mission editing and scripting" was because most scripts that I write, I execute them from within the config of a unit via an EH. This saves me from having to edit thousands of missions in order to have this ability in every mission. Gets me into trouble sometimes when posting.
  18. Thanks Panther, You actually helped me out a lot with another script I was writing... I was trying to calculate the distance of an aircraft (flying at 1000m altitude) to a position. The script wasn't working because it could not calculate the z coordinate for some reason. So I used your method of forcing the script to ignore the z coordinate and it worked! So thanks, -AD
  19. Has anyone ever had any luck with calling a MOAB (Myke's MOAB) drop through the MMA console? Having a hard time scripting one. -AD
  20. Hi, So, I created these attack helicopters about a year ago, no big deal just an MH60, with 8x AGM-114s. Everything works great, except for that fact that about 1x out of 20 when launching an AGM-114, the missile hits something (not sure what just yet) on the aircraft... destroying it mid-flight. When I first encountered this, the obvious first place that I looked was in the Hit-Points section on my model. I have moved all hit-points within the LOD well away from the launch point of the missiles. I even deleted the hit points regarding the main rotors, thinking that maybe the missile was moving through the rotors during banked turns. All of this was to no avail, this still happens. This happens often enough that it would be horrible for it to happen in a mp mission when providing CAS to guys on the ground (thank god this hasn't happened yet). Has anyone had this happen to them? Might you have implemented a solution in the past that fixed the problem? If so... please let me know what you did. -AD P.S. I do use Mando Missiles for launching AGMs from this aircraft, not sure if that matters, I think MMA launches missiles very similar to the way the game launches missiles by default
  21. Hello, I am on the lookout for a script to execute on a vehicle (via addaction) that would allow the player to unlock the vehicle, then when the crew count of the vehicle is equal to 0, the vehicle locks and the action to lock the vehicle is added again. Does anyone know of such a script that exists already? or... Does anyone know how to script such a thing? I want something like this because I like to use UPSMON in missions but don't want my groups vehicles to be stolen. Thanks for your help! -AD
  22. Hello..... again, I have done everything I can possibly think of. I have read every thread imaginable on both clutter and Key Points. Yet neither of these things show up on my island in-game. :( Here is all the info relating to my island... The config... #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class ad_durkadurkastan { units[] = {"ad_durkadurkastan"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"Takistan"}; version = 2009-9-1; fileName = "ad_durkadurkastan.pbo"; author = "ADuke"; mail = "aduke823@gmail.com"; }; }; class CfgWorlds { class CAWorld; class Takistan : CAWorld { class Grid; class DefaultClutter; }; class ad_durkadurkastan: Takistan { description = "Durka-Durkastan"; worldName = "\ad_durkadurkastan\ad_durkadurkastan.wrp"; pictureShot = "\ad_durkadurkastan\data\dds_Picture_ca.paa"; centerPosition[] = {2720, 2462, 500}; cutscenes[] = {""}; seagullPos[] = {2720, 2462, 500}; longitude = 30; latitude = -45; ilsPosition[] = {1024, 1024}; ilsDirection[] = {0.5075, 0.08, -0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; minTreesInForestSquare = 2; minRocksInRockSquare = 2; class SecondaryAirports {}; class OutsideTerrain { satellite = "ad_durkadurkastan\data\dds_satout_co.paa"; enableTerrainSynth = 1; class Layers { class layer0 { nopx = "ad_durkadurkastan\data\dds_layer0_nopx.paa"; texture = "ad_durkadurkastan\data\dds_layer0_co.paa"; }; }; }; class Grid : Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = 000; formatY = 000; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; class Clutter { class dds_AutumnFlowers : DefaultClutter { model = "ca\plants2\clutter\c_autumn_flowers.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class dds_GrassCrooked : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.4; }; class dds_GrassCrookedGreen : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.3; }; class dds_WeedDead : DefaultClutter { model = "ca\plants2\clutter\c_WeedDead.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.75; scaleMax = 1.1; }; class dds_GrassDry : DefaultClutter { model = "ca\plants_e\clutter\c_GrassDesert_GroupSoft_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class dds_GrassDryLong : DefaultClutter { model = "ca\plants_e\clutter\c_GrassDryLong_EP1.p3d"; affectedByWind = 0.85; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class dds_GrassGreen : DefaultClutter { model = "ca\plants_e\clutter\c_GrassGreen_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; class dds_GrassGreenLong : DefaultClutter { model = "ca\plants_e\clutter\c_GrassGreenLong_EP1.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class dds_BrushHard : DefaultClutter { model = "ca\plants_e\clutter\c_Brush_Hard_EP1.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class dds_BrushSoft : DefaultClutter { model = "ca\plants_e\clutter\c_Brush_Soft_EP1.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.75; scaleMax = 1.4; }; class dds_PlantsViolet : DefaultClutter { model = "ca\plants_e\clutter\c_Plants_Violet_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; class dds_PlantsWhite : DefaultClutter { model = "ca\plants_e\clutter\c_Plants_White_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; class dds_Weed1 : DefaultClutter { model = "ca\plants_e\clutter\c_Weed_1_EP1.p3d"; affectedByWind = 0.65; swLighting = 1; scaleMin = 0.65; scaleMax = 1.0; }; class dds_WeedThistle : DefaultClutter { model = "ca\plants_e\clutter\c_Weed_Thistle_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; class dds_Mountstone : DefaultClutter { model = "ca\plants_e\clutter\c_StoneMiddleGroupMount_EP1.p3d"; affectedByWind = 0.0; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; class dds_Stonesinglesharp : DefaultClutter { model = "CA\plants_e\clutter\c_StoneMiddleSharpSingle_EP1.p3d"; affectedByWind = 0.0; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; class dds_Stonesmallround : DefaultClutter { model = "ca\plants_e\clutter\c_StoneSmallRounded_EP1.p3d"; affectedByWind = 0.0; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; }; class Names { #include "ad_durkadurkastan.hpp" }; }; }; class CfgWorldList { class ad_durkadurkastan{}; }; class CfgSurfaces { class Default {}; class dds_desertGrassSurface : Default { access = ReadOnly; files = "dds_desertGrass_*"; rough = 0.1; dust = 0.8; soundEnviron = "dirt"; character = "dds_desertGrassClutter"; soundHit = "hard_ground"; }; class dds_greenGrassSurface : Default { access = ReadOnly; files = "dds_greenGrass_*"; rough = 0.1; dust = 0.0; soundEnviron = "dirt"; character = "dds_greenGrassClutter"; soundHit = "soft_ground"; }; class dds_riverRocksSurface : Default { access = ReadOnly; files = "dds_riverRocks_*"; rough = 0.1; dust = 0.0; soundEnviron = "dirt"; character = "dds_riverRocksClutter"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class dds_desertGrassClutter { probability[] = {0.25,0.25,0.25,0.25}; names[] = {dds_BrushHard,dds_BrushSoft,dds_Weed1,dds_WeedThistle}; }; class dds_greenGrassClutter { probability[] = {0.25,0.25,0.25,0.25}; names[] = {dds_BrushHard,dds_BrushSoft,dds_Weed1,dds_WeedThistle}; }; class dds_riverRocksClutter { probability[] = {0.25,0.25,0.25,0.25}; names[] = {dds_BrushHard,dds_BrushSoft,dds_Mountstone,dds_Stonesinglesharp}; }; }; ad_durkadurkastan.hpp.... class riverValley { name="River Valley"; position[]={11005.4,7240.39}; type="NameCity"; radiusA=107; radiusB=100; }; I don't know what I am doing wrong, I have changed my config a million times and nothing ever changes, been at this all day :( Thanks, -AD
  23. I seemed to have solved both of these issues... For the clutter problem I just took the capital letters out of my texture names, and changed the associated references to those textures to reflect the new names. For the key points I added 4 more key points, apparently there have to be at least 5 for them to show up. -AD
  24. Hi everyone, So I have this island/map I am making, I have created some waterways on a portion of the map, the effect I am going for is something like this picture from a river valley in Afghanistan. What I would like to do is edit my layermask.png with an accurate representation of my waterways so that I may use a "river rock" texture for the area underneath and around the water. But..... When I export my map as an image for editing in PS, I get this. The blue portion displayed in the pic is not very accurate and is very pixelated. So that you can see the difference, here is a pic of what the water looks like when I zoom in in Buldozer So, what way (if any) can I get a representation of my water areas, down to the last pixel? Thanks, -AD
  25. Hi, I recently started making a map and have 2 problems, I have been following this tutorial. I am at the step after I made my sat map and layer mask. After making my sat map, when I view my world in Buldozer, the ground is painted with an image of the sat map. I have heard that the sat map is supposed to display on the ground at long distances, but I can zoom right in on the ground and it is still covering the ground. Also, when I get to the point in the tutorial where I export my world, the "Export World" option under Project is greyed-out and I am not sure why. Any help is greatly appreciated and I can provide more information if need be. :) Thanks, -AD
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