DPS -CCCP-
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I think I recognize that man and that lake:) p.s. Hi! Mod: Even thought it's the man himself, please don't qoute images. Thanks. Â
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Vehicle optics, rvmat and glow effect
DPS -CCCP- replied to sander's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Do you add Emissive to your shining RVMAT? If not, just do it:) -
Custom ruins models for custom buildings
DPS -CCCP- replied to DPS -CCCP-'s topic in ARMA : CONFIGS AND SCRIPTING (addons)
I'm not shure what exactly you mean, but here is a config, I hope it will help you. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 #define TRACERNO tracerColor[]={0,0,0,0};tracerColorR[]={0,0,0,0}; class CfgPatches { class OWPCB { units[] = {}; weapons[] = {}; requiredVersion = 1.00; }; }; class CfgVehicleClasses { class OWP_CB { displayName = "OWP civilian buildings"; }; }; class CfgVehicles { class Ruins; class land_OWP_CB_b1_ruins: Ruins { scope=public; vehicleClass=OWP_CB; model=\OWP_cb\ruins\OWP_CB_b1_ruins.p3d; displayName=P44 ruins; }; class HouseBase; class House : HouseBase { class DestructionEffects; }; class land_OWP_CB_b1 : house { animated=1; vehicleclass = "OWP_CB"; scope = public; model = "\OWP_cb\OWP_CB_b1"; ladders[] = {}; displayName = "P44"; reversed = "false"; mapSize = 74; Icon="\OWP_cb\data\build1_1_map.paa"; armor=1000; class DestructionEffects: DestructionEffects { class Ruin1 { simulation = ruin; type=\OWP_cb\ruins\OWP_CB_b1_ruins.p3d; position=""; intensity = 1; interval = 1; lifeTime = 1; }; }; class AnimationSources { class Door1 { source = "user"; animPeriod = 1; initPhase=0; }; class Door2: Door1{}; class Door3: Door1{}; class LightWindow1 { source = "user"; animPeriod = 1; initPhase=1; }; class LightWindow2: LightWindow1{}; }; class UserActions { class OpenDoor1 { displayNameDefault = $STR_DN_OUT_O_DOOR_DEFAULT; displayName = $STR_DN_OUT_O_DOOR; position = door1_axis; radius = 2.5; onlyForPlayer = true; condition = "this animationPhase ""Door1"" < 0.5"; statement = "this animate [""Door1"", 1]"; }; class CloseDoor1 { displayNameDefault = $STR_DN_OUT_C_DOOR_DEFAULT; displayName = $STR_DN_OUT_C_DOOR; position = door1_axis; radius = 2.5; onlyForPlayer = true; condition = "this animationPhase ""Door1"" >= 0.5"; statement = "this animate [""Door1"", 0]"; }; class OpenDoor2: OpenDoor1 { position = door2_axis; condition = "this animationPhase ""Door2"" < 0.5"; statement = "this animate [""Door2"", 1]"; }; class CloseDoor2: CloseDoor1 { position = door2_axis; condition = "this animationPhase ""Door2"" >= 0.5"; statement = "this animate [""Door2"", 0]"; }; class OpenDoor3: OpenDoor1 { position = door3_axis; condition = "this animationPhase ""Door3"" < 0.5"; statement = "this animate [""Door3"", 1]"; }; class CloseDoor3: CloseDoor1 { position = door3_axis; condition = "this animationPhase ""Door3"" >= 0.5"; statement = "this animate [""Door3"", 0]"; }; }; }; }; -
Custom ruins models for custom buildings
DPS -CCCP- replied to DPS -CCCP-'s topic in ARMA : CONFIGS AND SCRIPTING (addons)
land_ is also required if you want your visitor-placed objects to have a config. When you place a model in visitor, it will look for a config with the name land_(modelname). Note this only happens if the model has simulation=house or building in the named properties, I believe. Anyway, this is how you can have things like working doors or lights for visitor placed objects. Thank you for usefull info! -
Custom ruins models for custom buildings
DPS -CCCP- replied to DPS -CCCP-'s topic in ARMA : CONFIGS AND SCRIPTING (addons)
General Barron Wow! It's work! Thank you:) Didn't think about that "land_" in name can affect something... -
You should create model.cfg More information at http://community.bistudio.com/wiki/Model_Config
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Custom ruins models for custom buildings
DPS -CCCP- replied to DPS -CCCP-'s topic in ARMA : CONFIGS AND SCRIPTING (addons)
No changes:( -
Custom ruins models for custom buildings
DPS -CCCP- posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
Hello. I have created a building, and configured this, that when building is destructed, it's falling down and there is destruction (ruin) model that created in place, were building was before destruction. Like most of standart buildings in ArmA... But when I try to use my own created "ruin" model in config, I have no results in game (ruined model don't loading). Here a part from config, that should load ruined object after destruction: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class DestructionEffects: DestructionEffects { class CB_b1_ruins { simulation = ruin; type=\OWP_cb\ruins\OWP_CB_b1_ruins.p3d; position=""; intensity = 1; interval = 1; lifeTime = 1; }; }; Custom ruin object won't load (there is no difference what I have in custom model: complex model, simple box or just renamed one of original ruins model from ArmA, so the broblem is not in the model) But if I replace <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> type=\OWP_cb\ruins\OWP_CB_b1_ruins.p3d; with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> type=\ca\buildings\ruins\Panelak3_ruins.p3d; all works well with in-game ruin model. But I want use my own.. p.s. -
Mass and weight - model interaction
DPS -CCCP- replied to [aps]gnat's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Yeap looks like some engine limitation to the "water" classes. More geometry problems, when you using "ladder" object near your ship and want to climb up, your own "soldier geometry" will move off "ship geometry". Happens only when you use "water" as the base class. Another horrible limitation, that theres (as I know) no config string for "canfloat=true" for APC's and cars... So you floating APC or amphibios unit cannot move faster than 30 km/h on water:( Even when you trying to speed up it through "setvelocity" cycle script. -
Dont use any scripts with (BIS) Mi17 or use normal configured helicopter from pack:)
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(BIS) Mi17 using standart Mi17 seat animation, but start engine script replace them by custom animation.
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As I know Zil's is not binarised, because it was relased for a long time ago... 2 Lee_H._Oswald Yes, yesterday we tested that addon in MP and found a couple of bugs:) So you are not alone:)
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They binarized of course:) This two versions of choppers without any scripts in pack, named (BIS)Mi17 and (BIS)Mi8
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Yep the competition is only stimul to make some nice looking movie:) It is friendly fight:) Max, you know my ICQ, let the discuss the rules in that, and then copy to there:)
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What kind of prise? What it should be? I was think it about only as "Prize of spectator sympathies"... About who organise that...Maybe some one from community from this forum?