DPS -CCCP-
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Posts posted by DPS -CCCP-
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Do you add Emissive to your shining RVMAT?
If not, just do it:)
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Any chance you can share your config. I have a door model that when destroyed i want to show a ruin model of the door. I too am not getting any model showing up when the door is destroyed - any help greatly appreciatedI'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]";
};
};
};
};
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@ Mar. 05 2008,15:32)]Didn't think about that "land_" in name can affect something...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!
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General Barron
Wow! It's work! Thank you:)
Didn't think about that "land_" in name can affect something...
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try to put<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">type=\ca\OWP_cb\ruins\OWP_CB_b1_ruins.p3d;
No changes:(
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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.
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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.
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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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Indeed, this is a very, very, very nice addon!!! Â Great work again!!!But one question: Why don't you guys binarize your addons? It would reduce size and make up some performance...
Binarize addon, pbo it without any compressions, make a rar file out of it > finished...
Is it possible to deactivate all scripts on the chopps? For MP to save performance...
Looking forward to your next release!
LMS
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?
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Of course with informational support with sites like ofp.info and flashpopint.ru of course, but I think this not needed before both movies finished. I'm talk just about an method of election of winner.
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i'm wating what DPS will say about his idea for competitionHere the idea (you can name them rules ) :
1) Short (5-7 minutes)
2) Only OFP based video (no others game video and novideo from films)
3) Any addons are welocme:)
4) Any story line.
5) I think that custom sound work not needed, just only the music (to decrase production time)
6) Winner will be elected by open poll in Bohemia Interactive OF forum.
7) Looser must eat his hat. Joke:) Award is "Prize of spectator sympathies" (priz zritelskih simpatiy )
Do you agreed?
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oOoIoOo
Yes of course there be more Mil's in the future pack, with resistance and US Mi17 versions.
MrZig
Polycount in heghter LOD in most detailed chopper ((G)Mi-8MTV) is about 10000. You cannot open it because it protectd:) Someone has crack it allready:)
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Maybe you want some competition?
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it's gonna be mixed with real videoMaybe you shouldnt do this?
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the use of missile class to create a chain gun is brilliantNice screen:)
Actually, the idea with chaingun on missile class was developed long time ago, u can watch this on Mi-2 (NSK gun)
Theres the same in Mi-8, but we also add drop effects to simulate tracers.
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@ Dec. 09 2005,14:15)]i have made all my MaxRiga's videos on Celeron with Fraps ... ÂNow I'm understood why they are so low quality...
yep (((
it was cel 1.9, 64 ge force 4mx, ram 256 .... sure it was laggy as hell ... but i so wanted to film it )))
So maybe you need upgrade your oldie computer?
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tried out the editor examples and they where nice but i couldn't get the mi8 to fast rope people down when its taking a fire pk shots   i tried everything like allowfleeing 0 and putting waypoint to careless and never fire but it just then flow to nearby of the enemy troops and hoovered above the ground not dropping of the troops ÂVery strange... I don't have such problem.
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i have made all my MaxRiga's videos on Celeron with Fraps ... ÂNow I'm understood why they are so low quality...
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hidden_spectre
Wow nice pics! Thank you!
River in ArmA 2??
in ARMA 2 & OA - GENERAL
Posted
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