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cervantes

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Everything posted by cervantes

  1. cervantes

    Old Flashlight Script?

    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.
  2. cervantes

    farmland works in progress

    i have now updated a gore effect http://fr.youtube.com/watch?v=sSU2NxqR55w
  3. cervantes

    Goggles on and off

    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,""];
  4. cervantes

    Patch 1.14 Troubleshooting

    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.
  5. cervantes

    RTM files

    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.
  6. cervantes

    Shotgun

    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
  7. have you test in this select 0 ?
  8. cervantes

    Shotgun

    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.
  9. a type define has on class config magazine for define you magazine type and class weapon for define you weapon type
  10. cervantes

    RTM files

    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.
  11. cervantes

    farmland works in progress

    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
  12. cervantes

    farmland works in progress

    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.
  13. thx for you very good tutorial i wait you general lee
  14. cervantes

    RTM files

    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.
  15. cervantes

    farmland works in progress

    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.
  16. 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
  17. cervantes

    Puny animation pack

    its possible? whats a method for this? its one good idea
  18. cervantes

    Puny animation pack

    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
  19. cervantes

    GeForce 9800 GX2

    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.
  20. cervantes

    Puny animation pack

    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.
  21. cervantes

    Puny animation pack

    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?
  22. 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 Â
  23. cervantes

    Puny animation pack

    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.
  24. 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
  25. cervantes

    new zombies mod

    its normal for the moment arma d'ont count a selection its one bug i wait one patch for corect this
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