cervantes
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Everything posted by cervantes
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http://fr.youtube.com/watch?v=ADetZVIwc08 its my flashlight for my imbrella team men but for this you need rework a p3d reworks a animation for align a light point with a head. i d'ont known this script you said its possible to attach a light by script but you d'ont have this nice lightpoint effect and light d'ont folow a head move for this write this in script. _light = "#lightpoint" createVehicle (name of unit modelToWorld [0,0,0]); _light setLightBrightness 0.10; _light setLightAmbient[0.30000, 0.15000, 0.0000]; _light setLightColor[0.5000, 0.200, 0.0]; _light lightAttachObject [ name of unit [0,0,0]] this script attach a light on one men.
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farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
i have now updated a gore effect http://fr.youtube.com/watch?v=sSU2NxqR55w -
Goggles on and off
cervantes replied to Linker Split's topic in ARMA : CONFIGS AND SCRIPTING (addons)
yes its possible linker you need define a animation in class config model. for exemple: class CfgModels { class Default { sections[] = {"osobnost","Head_Injury","Body_Injury","l_leg_injury&a mp;a mp;a mp;a mp;a mp;q uot;,"l_arm_injury","r_arm_injury","r_leg_injury","clan ","google"}; sectionsInherit="";  class animations       {          class google          {             type="rotation";      source = "rotations";             animperiod=.01;             selection="Head";             axis="head"; minValue = 0; maxValue = 1;             angle0=0;             angle1=1.745; initPhase = 0;          };   }; }; and in class user action: class AnimationSources { class rotations { source = "user"; animPeriod = 1; initPhase = 0; }; };       class UserActions       {          class googleOn          {             displayName="Put on google";      onlyForPlayer = 0;             position="google";             radius=0.1;             condition= "this animationPhase ""google""== 0";             statement= "this animate [""google"",1]";          };          class googleOff          {             displayName="Take off google";      onlyForPlayer = 0;             position="google";             radius=0.1;             condition= "this animationPhase ""google"" == 1";             statement= "this animate [""google"", 0]"               };   }; if this d'ont working define this by a hidenselection hiden a google and enable a selection by script statement= "this animate [""google"", 0] and this exec ""googleon.sqs"""; and in googleon.sqs _this setObjectTexture [0,""]; _this setObjectTexture [1,"\myaddon\google.paa"]; _this setObjectTexture [2,""]; and identical for a google off and in googleoff.sqs _this setObjectTexture [0,""]; _this setObjectTexture [1,""]; _this setObjectTexture [2,""]; -
hi all i have found one very strange bug with a 1.12 and 1.14 update. when i select a binocular after select a hand gun and crouch me a binocular d'ont working. and when after this position i select a hand gun its a primary weapon he selected i have a hand gun in hand and a primary weapon on back. and when i fired its my primary weapon on back he shot very strange i have see this when i play one sniper.
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for this decompress a anim.pbo in you addons directories all animation of men he has listed for a hmw if you have a legal mlod watch a vehicle.cfg for see a vehicle animation define.
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a burst has one good idea but not realistic because if you add exemple 6 at you burst when you fired 6 cartridges has ejected of weapon
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UserAction - Condition - identifying the user
cervantes replied to [aps]gnat's topic in ARMA : CONFIGS AND SCRIPTING (addons)
have you test in this select 0 ? -
for this you need one script i works actually on this script a script working but i have one strange deflecting effect with a bullet if i shot in one short range.
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MP5 Mags use Pistol Ammo slots
cervantes replied to Mr_Tea's topic in ARMA : CONFIGS AND SCRIPTING (addons)
a type define has on class config magazine for define you magazine type and class weapon for define you weapon type -
yes its possible for exemple one house contains a doors animations and vehicle a doors and turret and other animations for this you need read one topic of one object animated and found one good exemple for you config cpp.
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farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
now i have reworks a pocket light for my umbrella men and a spot lightpoint follow a head moves its scared a spotlightpoint of my lantern follow a head moves also. this impossible project of add one pocket light on men has now solved. no longer of problem I have managed to exceed that limit engine. http://fr.youtube.com/watch?v=ADetZVIwc08 -
farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
for a sound yes i have just a cpp at modifiate. for the moment id'ont move with a lantern in hand thx for you information i check a slx config for move with this. sory johan its a youtube codecs on the original quality of vid we see corectly all things. -
Adding Damage to your addon - Tutorial
cervantes replied to [aps]gnat's topic in ARMA : CONFIGS AND SCRIPTING (addons)
thx for you very good tutorial i wait you general lee -
a rtm files has a animations its possible to use it by comand in one script. name of unit playmove "name of animation"; or name of unit switchmove "name of animation"; its also possible to change it by other animation in one config cpp file and change a path by you animation path for playing this without comand.
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farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
yes its one super addons sorry for a bad quality of vid a youtube encoding has one big shit. i test today if its possible have one best quality on dalymotion. -
MP5 Mags use Pistol Ammo slots
cervantes replied to Mr_Tea's topic in ARMA : CONFIGS AND SCRIPTING (addons)
you need define a magazine type #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 type=1 if is a primary weapon slot etc etc -
its possible? whats a method for this? its one good idea
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hi all i have updated a tcp animation pack with a news animation playable by actions. i have add a queen gambit animations for this update and queen gambit has not required for play with this new update. a surender action has possible for a mp funny game and count a surender unit in setcative unit. http://fr.youtube.com/watch?v=a9HUwM-cS-w http://fr.youtube.com/watch?v=6MO-Htl0YQQ my dreams has replace a punch by a combat strokegun animation if one animator has motivated for this
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buy windows xp   me i have a 9800 gx2 and only 2 gb of corsair ram memories arma has beautiful all setings has max without a terrains in normal seting and i have 100 fps and no freeze.
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hi all a farmland zombies has ready with animations 3 zombies type has add a slow ,a very slow and fast zombies http://fr.youtube.com/watch?v=-7LjYEVOwpw its a last preview of a mod with a animated zombies enjoy and fun.
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hi i want add one static animation in cpp but she d'ont working its one dead animation. i write in cpp: class TCP_CfgMovesMaleZombie: CfgMovesMaleSdr { class StandBase; class StatesExt { //walk class AmovPercMstpSnonWnonDnon: StandBase { actions = "CivilStandActions"; duty = -1; file = "\ca\Anims\Characters\data\Anim\Sdr\Mov\Erc\stp\non\non\AmovPercMstpSnonWnonDnon.rtm"; collisionShape = "ca\Anims\Characters\data\Geom\Sdr\Mov\Erc\stp\non\non\AmovPercMstpSnonWnonDnon.p3d"; showWeaponAim = 0; disableWeapons = 0; canPullTrigger = 0; speed = 10000000000.000000; relSpeedMin = 0.700000; relSpeedMax = 1.100000; leaningFactorBeg = 0; leaningFactorEnd = 0; aiming = "aimingCivil"; looped = 1; soundEnabled = 0; connectTo = {"AmovPercMstpSnonWnonDnon", 0.020000}; connectFrom = {"AmovPercMstpSnonWnonDnon", 0.020000}; interpolateFrom = {"AmovPercMstpSnonWnonDnon", 0.020000}; interpolateTo = {"AmovPercMstpSnonWnonDnon", 0.020000}; enableBinocular = 1; leftHandIKBeg = 1; leftHandIKEnd = 1; rightHandIKBeg = 1; rightHandIKEnd = 1; preload = 0; }; class AmovPercMwlkSnonWnonDf: AmovPercMstpSnonWnonDnon { actions = "CivilRunActions"; file = "\TCP_AnimPack_v0.1\zombie_stagger.rtm"; speed = 0.6; collisionShape = "ca\Anims\Characters\data\Geom\Sdr\Mov\Erc\Wlk\non\non\AmovPercMwlkSnonWnonDf.p3d"; duty = -0.700000; soundOverride = "walk"; leaningFactorBeg = 0; leaningFactorEnd = 0; soundEnabled = 1; connectTo = {"AmovPercMwlkSnonWnonDf", 0.100000}; connectFrom = {"AmovPercMwlkSnonWnonDf", 0.100000}; interpolateFrom = {"AmovPercMstpSnonWnonDnon", 0.100000, "AmovPercMwlkSnonWnonDfl", 0.150000}; interpolateTo = {"AmovPercMstpSnonWnonDnon", 0.100000, "AmovPercMwlkSnonWnonDfl", 0.150000}; }; //jog class AmovPercMrunSnonWnonDf: AmovPercMstpSnonWnonDnon { actions = "CivilRunActions"; file = "\TCP_AnimPack_v0.1\zombie_stagger.rtm"; //-1.9 m/cycle speed = 0.6; collisionShape = "ca\Anims\Characters\data\Geom\Sdr\Mov\Erc\run\non\non\AmovPercMrunSnonWnonDf.p3d"; duty = -0.500000; soundOverride = "run"; leaningFactorBeg = 0; leaningFactorEnd = 0; soundEnabled = 1; connectTo = {"AmovPercMrunSnonWnonDf", 0.020000}; connectFrom = {"AmovPercMrunSnonWnonDf", 0.020000}; interpolateFrom = {"AmovPercMstpSnonWnonDnon", 0.020000, "AmovPercMrunSnonWnonDfl", 0.025000, "AmovPercMwlkSnonWnonDf", 0.025000}; interpolateTo = {"AmovPercMstpSnonWnonDnon", 0.020000, "AmovPercMrunSnonWnonDfl", 0.025000, "AmovPercMwlkSnonWnonDf", 0.025000}; }; //sprint class SprintBaseDf: StandBase { file = "\ca\Anims\Characters\data\Anim\Sdr\Mov\Erc\spr\low\Rfl\AmovPercMsprSlowWrflDf.rtm"; speed = 1.800000; soundOverride = "sprint"; duty = 0.600000; showWeaponAim = 0; collisionShape = "ca\Anims\Characters\data\Geom\Sdr\Mov\Erc\spr\low\Rfl\AmovPercMsprSlowWrflDf.p3d"; leaningFactorBeg = 0; leaningFactorEnd = 0; relSpeedMin = 0.700000; relSpeedMax = 1.100000; enableAutoActions = 0; soundEnabled = 1; preload = 1; aiming = "aimingCivil"; }; class SprintCivilBaseDf: SprintBaseDf { file = "\ca\Anims\Characters\data\Anim\Sdr\Mov\Erc\spr\non\non\AmovPercMsprSnonWnonDf.rtm"; speed = 1.660000; collisionShape = "ca\Anims\Characters\data\Geom\Sdr\Mov\Erc\spr\non\non\AmovPercMsprSnonWnonDf.p3d"; preload = 0; }; class AmovPercMsprSnonWnonDf: SprintCivilBaseDf { file = "\TCP_AnimPack_v0.1\zombie_frantic.rtm"; //covers -2.9 m/cycle speed = 0.6; actions = "CivilStandActions"; connectTo = {"AmovPercMsprSnonWnonDf", 0.020000, "AmovPercMstpSnonWnonDnon", 0.025000, "AmovPercMrunSnonWnonDf", 0.020000}; connectFrom = {"AmovPercMsprSnonWnonDf", 0.020000, "AmovPercMstpSnonWnonDnon", 0.025000, "AmovPercMrunSnonWnonDf", 0.020000}; interpolateFrom = {"AmovPercMsprSnonWnonDfl", 0.025000, "AmovPercMsprSnonWnonDfr", 0.025000}; interpolateTo = {"AmovPercMsprSnonWnonDfl", 0.025000, "AmovPercMsprSnonWnonDfr", 0.025000}; }; class mrt : StandBase { actions="Deadactions"; file="\TCP_AnimPack_v0.1\mrt.rtm"; speed=1; looped=true; terminal=1; soundEnabled=0; aiming="aimingNo"; legs = "legsNo"; connectTo = {"AmovPercMstpSnonWnonDnon", 0.020000}; connectFrom = {"AmovPercMstpSnonWnonDnon", 0.020000}; interpolateFrom = {"AmovPercMstpSnonWnonDnon", 0.020000}; interpolateTo = {"AmovPercMstpSnonWnonDnon", 0.020000}; }; }; }; its a mrt.rtm where is error please?
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Independent NewView+Crosshair+healthbar
cervantes replied to hedcrusha's topic in ARMA - ADDONS & MODS: COMPLETE
good job  i like this health bar because i use it for my zombie mod for see a zombies damage and see a recorver health with my first aid kit congratulation for this pbo in addons directories he d'ont modifiate a original bin files  -
hi its a very big job for this animations very great job man Like all the world I have one stupecfation for this animations of zombies  I recognize well the talent of the author of the wolf on ofp and its very eazy for configurate this animation for a zombies with this original addons thx for a zombies fan i include this for a next released of a farmland zombie mod if you authorisate me.
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hi all i have reworked a nemesis zombies and delete a lag script i have add one debuging script for debug a value when she return objnull now a zombies d'ont lost a target i have create one incrédible arcade systéme on this zombies and very gore effect ecp blood has include on a zombies pbo and ofp y2k3 dismembers script has wel done on arma the beta has finiched and downloadable in next time on arma.info nemesis please join a farmland team for works with we contact D@ve its a farmland team coordinator and in farmland team one mission has include with addons in for see a posibility of this mod and she playable in multiplayer game a hel its my home
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its normal for the moment arma d'ont count a selection its one bug i wait one patch for corect this