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csj

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Everything posted by csj

  1. Bugger, guess I will have to post the 'Christmas kangaroo' video again
  2. This feature is great for coastal areas but it does not suit rivers lakes etc. Yes I can use the pond texture for creeks and rivers which I have done but there are problems with that. AI do not recognise it as water. AI will not navigate a watercraft on the pond texture. AI will go prone under the water for any length of time with no ill effects. So if someone from BIS can explain how to disable this feature on a map I would be appreciate it.
  3. csj

    weather change

    These are the settings I have for one of my islands which starts with rain.
  4. Just checking You have Land_class maison_briques_1 : Strategic or class Land_maison_briques_1 : Strategic
  5. Correct and.. re the CH46. I will not be redoing a CH46 in the foreseeable future. I have lent my ofp/Arma CH46 model out to enough ppl within the Arma community that there should be one out there somewhere to use or one from another source.
  6. csj

    the FEW

    I have not even opened the folder since the last update. Too busy.
  7. Who was that masked man! :lurk:
  8. csj

    the FEW

    As I mentioned above I have not started on bombs yet but one sqs I use which works fine is this in init of each plane [plane,target,distance]exec"bombem.sqs"; plane = this target = name of a target or target marker distance = distance from the target to release the bombs All missions I have done I fly bombers at 800 to 900 alt so their init looks like "this setPos [(getPos this select 0),(getPos this select 1),(getPos this select 2)+800]; this flyInHeight 800;[this,factory,1800] exec "bombem.sqs""; distance = 1800 is ideal for this height I generally fly 2 squadrons of 8 to 12 bombers in each so the targets 99 times out of 100 will be destroyed. No quarantees with 1 or 2 bombers. Hope this helps, works for me. Obviously it can be improved on.
  9. A few people have asked about basic animations for models and what is needed. This model CSJ_DemoPlane.rar shows an example of basic wheel animation on an aircraft. Gear up - Gear down and wheels rotating, nothing else just those animations. I hope this helps some understand the setup. Includes , CSJ_DemoPlane.p3d, config.cpp and model.cfg Can be binned and played as is. Not very exciting though. Any questions please post here.
  10. This type of demo always assist me more then a page full of words. Also helps people see the conection between animated objects eg: wheels to gear
  11. For a Bis Herc, 900 m of tarmac would do.
  12. If I understand correctly try icon = "\ca\data\data\Unknown_object"; choose or create your own to suit mapSize = 8; how many meters in base size
  13. csj

    the FEW

    I use this script Put this in init of plane you want to be in [this,player,gunPos]exec"InGun.sqs"; gunPos is not working yet, so chosen gunPos has to be added in sqs atm. List of available gun positions "VARcheekRGun","VARcheekLGun","VARtopGun","VARbackGun","VARballGun","VARwaistLGun","VARwaistRGun","VARtailGun" Whichever gun you want to man goes in here. eg: top gun = _plane_Gun = _plane getVariable "VARtopGun";
  14. csj

    the FEW

    Updated Pilot Pbo for theFew_Ver_100525
  15. csj

    the FEW

    Commitments with other mods and lack of outside hands on interest with this mod has left almost zero time available for me to work on it. I have not looked at it for over a month so I thought I would post what updates I have now. All configs had a total overhauled. Should be no more mystery shootdowns. I have not addressed any sounds etc. I have included the B17 which is still WIP though it is playabe. Bombs need working on. I have a script which delivers the bombs fine ingame but it only works on the BOB island, BIS islands are too lumpy. Since BOB is not populated I have not included it in this update. theFew_Ver_100525
  16. A lot of people have been inquiring re the gyro for A2. It is ready for use on face value, though I have not spent the time I would like on preparing it for A2. Maybe later. (pics are from ArmA) Download csj_gyroac_V100501.rar with server key find in editor civ\csj_air\ No float model yet - old float scripts do not work in A2 and I simply do not have time to pursue this atm. link fixed
  17. The geo lod in this case should look very simular to the res lods. The named selections will be the same and the door panels should be separate blocks to the doorframe.
  18. csj

    the FEW

    No, sorry I think I deleted it. I will make another soon and repost it. It was only a simple dog fight setup with all planes playable, spits, hurri, 109e and 109g. This way you can jump from spitfire to 109 etc, and try them all.
  19. Small addon for a bit of different fun. Shark will cruise the water looking for food. Once it has sensed food it will the stalk its prey and then attack. Not all attacks will be fatal at first :D I have included a short shark_intro mission. Should last about 5 or 10 ten minutes. Depends on how soon you get eaten :p Updated csj_shark_V100501.rar with server key CSJ_Shark pbo goes in the addon folder Shark_intro mission goes in the Missions folder to be played in single player scenarios. Enjoy
  20. csj

    the FEW

    the FEW has got a good base map for mission building now. Perfect terrain for the planes but it has not been populated and atm with other projects I have put this on hold. The B17s work nicely in large formations because it is not overly hilly where as chenuras terrain kills any such missions. Otherwise I would have updated the mod by now.
  21. Oops, sorry X Almost forgot Big thanks to Warrior Xâ„¢ for help testing the serpants
  22. Snake has to be placed by the mission maker. Do not use emty. They will roam randomly in an area of 15 x 15 meters. The only sound they make is a quiet hiss or spat noise when biting. They do chase or hunt people. Unless I make a Nabau model then you will be in deep sh!t :p
  23. csj

    Shaaark!

    Must use civ\csj_animals not empty\csj_animals - empty animal = dead animal
  24. csj

    Shaaark!

    Changes since first release were removing of the sea spray waterEffect as shark swam and added server Key. I guess he would use a translation type animation which I have already applied and had working in buldozer but not in game. Maybe it is just a typo in my sqf? When I get back around to the model I will have a closer look. If I can help out I will but I do not finish off OP models.
  25. csj

    Shaaark!

    The way that the animations are set up for the tail, no afaik. The fin is under water most the time, why the need for going deeper?
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