Jump to content

cervantes

Member
  • Content Count

    406
  • Joined

  • Last visited

  • Medals

Everything posted by cervantes

  1. cervantes

    new zombies mod

    i see 200 zombies you has crazy its sure if you kill 200 zombies in head you listen 200 head shot sounds its for this i add in future released one comand for disable this but in a beta version this comand d'ont working because i have d'ont add this comand in this beta version. for one scenarised mission with a count zombies spawn this sounds create one zombies arcade game style but me d'ont spawn 200 zombies i spawn it 12 by 12. for a gore effect a bones has include in explosion of zombies wika_woo i d'ont add a leg or other body parts because the model legs and arms is the same for all zombies. i d'ont like this its not a bad exploding effect made in mortal kombat we see on this movie but bones and guts fly with blood particles effects. its gore
  2. cervantes

    new zombies mod

    its not possible on this beta this has possible for a next released of mod
  3. cervantes

    new zombies mod

    very strange this theghost913 wait a next released a zombies has shoting by all mens and all weapons ok Commando84 i understand a probléme and fix it in future addons released thanks to you for this information. one litle preview of one futur single player mission http://fr.youtube.com/watch?v=Vn6yMv_dTVI
  4. cervantes

    new zombies mod

    normal theghost913 you play at the beta its not implemented this comand has for a next version of the mod Â
  5. cervantes

    new zombies mod

    for a next released we have rework all zombies script systém and config the zombies has now very dangerous and d'ont stop curse and use a news find target systém. theghost913 if you d'ont like a arcade sounds its you opinions an others players like this sounds for a released i repeat me its possible a disable this by simple comand. for the moment its just one litle beta. this offert a choice at mission maker. Commando84 whats a name of server use this addons? if the server name has cervantes farmland or moi sur computer its normal we test a released addons with a farmland team and a mod now count 19 addons. have you all adons required when you conect you on a server?
  6. cervantes

    fixed range nightvision

    a pvs 22 has a generation2+ night vision device? a game base nvg has generation 3 its actualy night vision employed by the law enforcement a pvs 7. a pvs 22 has best no? in you picture its gneration2+ render effect if its you project create one generation2+ device very good job. the sensitivity create all generation device effect
  7. cervantes

    Hidden selections

    just after you skeleton define. Posted on April 05 2008,11:48 -------------------------------------------------------------------------------- Hi, Skeleton thanks. One question: where in skeleton config i must place #define MYWOUNDS wounds[]={""}; ? I.E.: /////////START OF FILE///////////////////////////////////////// #define MYWOUNDS wounds[]={""}; class CfgSkeletons { class Default; // External class reference class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { ".............................................................." }; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = "Head"; skeletonBones[] = {"..................................................."}; }; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = {"stozar","","vlajka",""}; }; }; class CfgMovesMaleSdr; class BI_PeopleMoves : CfgMovesMaleSdr { skeletonName = "OFP2_ManSkeleton"; collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"}; collisionGeomCompPattern[] = {1, 3, 6}; }; class CfgModels { class Default { sections[] = {here}; sectionsInherit=""; }; class flag_vojak : Default { sections[] = {"latka"}; }; class Head: Default { skeletonName = "Head"; sections[] = {"swap_hhl","hide_eyewear"}; sectionsInherit=""; }; class asz_personeit: Default { skeletonName = "OFP2_ManSkeleton"; sectionsInherit="Head"; sections[] = {"....................................... "}; class OFP2_ManSkeleton: asz_personeit{}; class CC_blu1_sqleader: asz_personeit{}; }; #define MYWOUNDS wounds[]={""}; and after in class CfgVehicles model=""; vehicleClass = ""; accuracy=5; displayName= ""; picture = ""; Icon = ""; weapons[]={""}; hiddenSelections[]={""}; magazines[]={""}; MYWOUNDS (here)
  8. cervantes

    Swat units release

    i like this unit its a very scared addon and i create one addon based on you black swat model i present you hunk of umbrella corporation a 4th survivor of resident evil. http://fr.youtube.com/watch?v=fS9fZq0Q9Dw its one very nice model for works this survivor its possible at activate a gaz mask and desactivate this and mask protect you of gaz script maked by me. for watch this gaz script in game watch this. http://fr.youtube.com/watch?v=RoXQjvZt_xg i add one this model a umbrella corporation team with gaz mask and no helmet this addons has for my next relesead of my zombies mod for the moment its just a personal addons because i want you permission for add you model reworked i add one weapon pack with a two shotgun one mosberg and one remington with one incredible chevrotine ammo effect and cartridge effect when fired a real swat unit use this shotgun type mp me if you want add this shotgun in you next swat relesead
  9. cervantes

    Hidden selections

    ok i have d'ont understand all things but i test this in next time for a wound define this with this method jus after you skeleton config define a wounds #define MYWOUNDS wounds[]={""}; and after in class CfgVehicles define this wounds             model="";             vehicleClass = "";             accuracy=5;             displayName= "";             picture = "";             Icon = "";       weapons[]={""};             hiddenSelections[]={""};       magazines[]={""};             MYWOUNDS
  10. cervantes

    Hidden selections

    yes i have this probléme with one addons i want create an armored bus for my zombies mod and if i want add a config.cfg for animate all parts of vehicle i need binarise it if not i have one error when i launch a game. but when i binarise it i have this probléme and for the moment i d'ont understand why a pac textures has black i have break this project for the moment and works on addons working with a config.cpp not a config.bin if you found a solution write this in this post for other creators and me thanks
  11. cervantes

    new zombies mod

    after a firstaid kit addons i present you my last addons hunk of umbrella corporation a 4th survivor based on swat model. http://fr.youtube.com/watch?v=fS9fZq0Q9Dw its one very nice model for works this survivor its possible at activate a gaz mask and desactivate this and mask protect you of gaz script maked by me. for watch this gaz script in game watch this. http://fr.youtube.com/watch?v=RoXQjvZt_xg
  12. cervantes

    Hidden selections

    hi man i works actualy on hunk a survivor of resident evil i add a nbc gaz mask and i works with a hiden seletction you config has good but you need define a section in you class CfgModels { class Default { sections[] = {here}; sectionsInherit=""; }; after you selection has hiden
  13. cervantes

    new zombies mod

    When I hangs on something I move onto another i have now created a very great first aid kit for recorvered a health. http://fr.youtube.com/watch?v=WhA4I4NQhT4 its one very scared addons after a healing a first aid kit has removed of item slot
  14. hi all i search a add on my shotgun a shotgun script but this script Not working on arma if one scriptor known this script One would welcome conesil. in config cpp i write this class EventHandlers { fired = [(Nearestobject [_this select 0,_this select 4])] exec "\abg_870\shotgun.sqs" and a script has _Bullet = _this select 0 (TypeOf _Bullet == "chevrotine") _Bulletpos = getpos _Bullet; _BulletSpeed = Velocity _Bullet; _vx = _BulletSpeed select 0; _vy = _BulletSpeed select 1; _vz = _BulletSpeed select 2; _Counter = 0 #begin hint "glop"; _extbullet = "chevrotine" camcreate _Bulletpos; _extbullet setvelocity [_vx + random 200 - random 200,_vy + random 200 - random 200,_vz + random 200 - random 200]; ?(_Counter > 13) : exit _Counter = _Counter + 1; goto "begin" if you have one idea for work this I would be happy to be able to adapt. thanks you for read and helping
  15. cervantes

    new zombies mod

    its one idea but a ofp animations has d'ont compatible with arma because a selection of define bodies has d'ont = names. and for configure this i need one animator for the moment i search a add on my shotgun a shotgun script but this script Not working on arma if one scriptor known this script One would welcome conesil. in config cpp i write this class EventHandlers { fired = [(Nearestobject [_this select 0,_this select 4])] exec "\abg_870\shotgun.sqs" and a script has _Bullet = _this select 0 (TypeOf _Bullet == "chevrotine") _Bulletpos = getpos _Bullet; _BulletSpeed = Velocity _Bullet; _vx = _BulletSpeed select 0; _vy = _BulletSpeed select 1; _vz = _BulletSpeed select 2; _Counter = 0 #begin hint "glop"; _extbullet = "chevrotine" camcreate _Bulletpos; _extbullet setvelocity [_vx + random 200 - random 200,_vy + random 200 - random 200,_vz + random 200 - random 200]; ?(_Counter > 13) : exit _Counter = _Counter + 1; goto "begin" if you have one idea for work this I would be happy to be able to adapt.
  16. cervantes

    new zombies mod

    i have works a best weapon for kill a zombies contact a very nice and scared chainsaw look this ^^ http://fr.youtube.com/watch?v=uKGR1e8gejQ ok thanks i test a agamoth addons
  17. cervantes

    new zombies mod

    a works in progress i works a great weapon pack for hunt a zombies i have works two hand gun and 4 rifles. a remington shotgun relesead, one mosberg shotgun, one old hunting riffle, one scoped hunting rifle, one desert eagle and one python 357 magnum. for see this weapon ingame watch this movie. http://fr.youtube.com/watch?v=4BQBsbVqZj0
  18. hi all i works on one shotgun for my zombie mod and i have now add a réalistic cartridge effect my amunition type and a eye point for shot with précision. a amunition picture has ready if this amunition has on vehicle cargo but i d'ont see this picture in my inventory. for this iuse a paa texture at 256by256 with alpha Layer. and i write in cpp file class CfgMagazines { class Default; // External class reference class CA_Magazine; // External class reference class Chevrotine_cartridge : CA_Magazine { displayName="Chevrotine cartridge"; picture="\abg_870\Remington870shells.paa"; ammo = "chevrotine"; count =7; }; }; i d'ont remember me the comand line in cpp file for see this amunition in inventory its not a weapon slot or magazinetype i need yous light for this ^^. look a released on this movie. http://fr.youtube.com/watch?v=is03a-3kIzs
  19. cervantes

    inventory magazines pictures

    yes its for all magazine created in one config cpp just define a scope and type of this magazine a type has used for select a slot in inventory this is a first primary slot 1*WeaponSlotItem; for a hand gun its other slot define, its type = 1*32; i create 3 primary weapon one shotgun, one old hunting riffle and one hunting riffle with scope. and two handgun weapon one desert eagle and one phyton 357 magnum i have a probléme with a slot in inventory with the handgun a magazine count 2 slot i d'ont understand why because i have define a number of slot for one magazine 1*32
  20. hi all i works actualy on one zombie mod and i have found one limit on zombies move a object Hinders movement of zombies. for this i want add a moveTo comand logic but for this i need return a position of the target at my zombies. in this logic [_human] has = at target and _x = zombies i have tested this: _logic=[_human]+setPosition; _x moveTo _logic; but a zombies d'ont move on a target position i have no error and d'ont understand why a zombies d'ont move on _human position. whats a solution for _logic return a _human setposition at a zombies?
  21. cervantes

    new zombies mod

    yes its one good thing its realistic if you want It made your help is welcome i noted a constructive critics for enhanced my zombies and Offered the posibility at disable a arcade sound or use it. but i d'ont known a others possibilitys a fsm script and other its for this Any offers to help has welcome ^^ because a zombies bug when he has grouped and when objects Hinders their paths. and a greats slowing zombies animations Be the best effect for this i need animator help
  22. cervantes

    new zombies mod

    one real romero zombies has already dead and a shot in body have d'ont effect on one zombies the only chance for kill one zombies has he kill him in head (explode a brain). george romero has for me and a old zombie fan a master of the zombies my mod has Inspired of this movies for a sound Out of the question at remove this but in the next relesead i repeat me its possible at disabled this by Simple command false
  23. cervantes

    new zombies mod

    hi all a work in progress i have finich a remington shotgun now a fx cartridge use a réalistic remington cartridge and a wiev point for shot with précision . and a shot exploding a zombies if you make a great shot look this movie http://fr.youtube.com/watch?v=is03a-3kIzs for a zombies its now possible a disable arcade sound and this sound use a logic. now a human target scream a sound when a zombies attack him thanks to Ryan for this logic.
  24. cervantes

    inventory magazines pictures

    i have found a solution for this i haved nedd define a scope magazine and type of magazines in class magazines i write an exemple for a future weapon modder. class CfgMagazines { class Default; // External class reference class CA_Magazine; // External class reference class Chevrotine_cartridge : CA_Magazine { scope = public; type = 1*WeaponSlotItem; displayName="Chevrotine cartridge"; picture="\abg_870\Remington870shells.paa"; ammo = "chevrotine"; count =7; }; }; see a scope define and type if you want a amunition use 2 slot its possible with change a number in type exemple type = 2*WeaponSlotItem; now a shotgun has finiched
  25. cervantes

    new zombies mod

    yes i have add one comande line for enabled or disabled a sound with arcade=true or false now just add arcade=false and sound has disabled. but fore me this sound d'ont kill atmosphere but in next released a mission maker have a choice for enabled or disabled this. for a repeat sound i have see this, a probléme of arma he has d'ont comand line for check if one sound has playing for no repeat this sound. for a marian animation its because i d'ont use a model i use by deffault a arma model its just one cpp for add a ann press in editor for intro mission im not animator. for animate corectly marian i need reworks all selections on 3d model because an original marian model d'ont have proxy hitpoint ,memories points,injury body and arms body define im not moder 3d its must to hard for me sory.
×