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DPS -CCCP-

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Everything posted by DPS -CCCP-

  1. DPS -CCCP-

    River in ArmA 2??

    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
  2. Do you add Emissive to your shining RVMAT? If not, just do it:)
  3. 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.
  4. 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]"; }; }; }; };
  5. 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!
  6. General Barron Wow! It's work! Thank you:) Didn't think about that "land_" in name can affect something...
  7. DPS -CCCP-

    Animation problem

    You should create model.cfg More information at http://community.bistudio.com/wiki/Model_Config
  8. 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.
  9. DPS -CCCP-

    WinPBO tool relased

    [HA]Voyager has finished work on his WinPBO utilite. WinPBO is useful tool for work with *.pbo files (pack, unpack, view, patch). Interface is user-friendly and looks like popular archive programs. There is integrated final version of PBOPatcher - useful tool for addonmakers. Also there is included small packing/unpacking console tool. Features of WinPBO: - User-friendly interface - Fast speed of work (up to 10 times faster than similar programs!) - Better support of PBO files (than similar programs) - English and Russian languages supported - Hotkeys supported - Shell integration. You can associate all PBO files with WinPBO program - Possibility to view files inside of PBO archive - Possibility to delete any file in PBO archive - Drag&Drop support - Support both of compressed and uncompressed formats. Resistance PBO format also supported. - Integrated final version of PBOPatcher Download here (500kb) Contacts: [HA] Voyager:  E-Mail: voyager04@mail.ru  ICQ: 201992729 OWP project: E-Mail: dps@istel.ru  Forum: http://ofp.ussr-online.net/forum/viewforum.php?f=23  Site: http://ofp.ussr-online.net/nasheorujie
  10. Our Weapons project present: Soviet era Mi-8 addon pack. Version 1.0. Addon contains: -Mi-8T in two versions of camouflage -Mi-8MT in two versions of camouflage -Mi-8TV in four versions of camoulfage with different weapons loadout -Mi-8MTV in four versions of camoulfage with different weapons loadout -Civilian Mi-8 in "Aeroflot" paint scheme -Mi-8MT in UN paint scheme + -Mi-8 and Mi-17 without any scripts, based on original BIS Mi-17 config Some helicopters armed with: -Nose PKT machinegun -in-door PKT -2xPKT above pylons -UPK-23-250 automatic cannon -Ub-16/Ub-32 unguided missiles pods, with two types of ammo (C-5K and C-5M) -Fab 250/Fab-500 bombs Each types of choppers has their own abilities. Here is some of this: -Animated windows, doors. -Random board numbers, with save\load protection. -Additional weapons effects (tracers, flashes, casings and etc). -New dammage system, with voice and visual annotations of system failures and testing all systems at engine start. -Additional sound source - tail rotor. -Chassis suspension simulation. -Updated paradrop feature (some fx added in cargo space). -Additional animation of pilot, gunner and second pilot. -"Immideately disembark" feature, that allows to leave vehicle fast for all passengers and crew. -Second pilot can "take control" if first pilot is dead. -"Winch" feature. Unit can fire, when is being lifted. -"Fastrope" feature. Units can fire, when they move down. -All helicopters equiped with "Light Flare" device (for light up the ground at night;) ). There is 8 Flares restriction. -Reworked CMS system. There is 64 flares restriction. -Reworked armor system. Bigger protection against bullets up to 30mm, less protection against shells and rockets. Also there is detailed readme file in archive, with all-need-to-know to mapmakers and players. Here some screens: Mi-8MTV, "Green" camo, armed with 4xUB-32, 2x UPK-23-250, nose PKT Mi-8MT and Mi-8MTV in "Green" camo Loading in Mi-8TV Using winch Green light! Go Go Go! Using ropes Firing from pylons PKT's Upk-23-250 firing Mi-8TV in "Woodland" camo at night. Armed with nose PKT, pylons PKT's, Ub-16 and Fab-250. Some pic from evening battle:) Mi-8MTV fires C5 unguided missiles Fab-500 bombs explosion This addon presented in two versions of quality: hight and low. Hight version has textures resolutions up to 2048x2048 Lower version has textures resolutions up to 1024x1024 - that version is recomended for users with less than 512mb RAM and 64mb video memory. Download Links: OFP.INFO FTP#1 - hight quality, 23.81Mb OFP.INFO FTP#1 - low quality, 12.63Mb OFP.INFO FTP#2 - hight quality, 23.81Mb OFP.INFO FTP#2 - low quality, 12.63Mb Flashpoint.ru - hight quality, 23.81Mb Flashpoint.ru - low quality, 12.63Mb Our Weapons FTP - hight quality, 23.81Mb Our Weapons FTP - low quality, 12.63Mb For correct work you need Pilot's pack V 1.5: OFP.INFO FTP#1, 3.53Mb OFP.INFO FTP#2, 3.53Mb Flashpoint.ru, 3.53Mb Our Weapons FTP, 3.53Mb
  11. Good day, comrades!;) Our Weapons project proudly present: Mi-26 addon and pack of new pilots. You can download its there: Mi-26. 10,51 mb Pilots. 1,38mb. OFP.info mirror (tnank you, guys): Mi-26. 10,51 mb Pilots. 1,38mb. blackdog mirror (thank you:) ) Mi-26. 10,51 mb Pilots. 1,38mb. Screenshots: http://ofp.ussr-online.net/nasheorujie/Images/Mi26/battle1.jpg http://ofp.ussr-online.net/nasheorujie/Images/Mi26/battle1.jpg http://ofp.ussr-online.net/nasheorujie/Images/Mi26/break.jpg http://ofp.ussr-online.net/nasheorujie/Images/Mi26/ch47.jpg http://ofp.ussr-online.net/nasheorujie/Images/Mi26/inter1.jpg http://ofp.ussr-online.net/nasheorujie/Images/Mi26/inter2.jpg http://ofp.ussr-online.net/nasheorujie/Images/Mi26/para-tech.jpg http://ofp.ussr-online.net/nasheorujie/Images/Mi26/para-tech1.jpg http://ofp.ussr-online.net/nasheorujie/Images/Mi26/para.jpg http://ofp.ussr-online.net/nasheorujie/Images/Mi26/pilots.jpg http://ofp.ussr-online.net/nasheorujie/Images/Mi26/refuel.jpg http://ofp.ussr-online.net/nasheorujie/Images/Mi26/salon.jpg There is a part of Mi26 readme: And a part from pilots readme: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> This pack contains: -Pilot -Pilot in helmet -Pilot with headgear Features: -helmet put in and out animations -new models of heads and hands -pilots armed with APS pistol -There is also APBS featured in pack Have fun! P.S. Demo-missions pack, wich used this addon, will be aviable soon. P.S.2 oh... just forgot... Merry Xmass and Happy New Year!!!
  12. DPS -CCCP-

    Problem with OWP_Mi8 pilots

    Dont use any scripts with (BIS) Mi17 or use normal configured helicopter from pack:)
  13. DPS -CCCP-

    Problem with OWP_Mi8 pilots

    (BIS) Mi17 using standart Mi17 seat animation, but start engine script replace them by custom animation.
  14. DPS -CCCP-

    Mi - 8 pack v 1.0 relased

    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:)
  15. DPS -CCCP-

    Mi - 8 pack v 1.0 relased

    They binarized of course:) This two versions of choppers without any scripts in pack, named (BIS)Mi17 and (BIS)Mi8
  16. DPS -CCCP-

    OFP videography

    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:)
  17. DPS -CCCP-

    OFP videography

    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?
  18. DPS -CCCP-

    OFP videography

    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.
  19. DPS -CCCP-

    OFP videography

    Here 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?
  20. DPS -CCCP-

    Mi - 8 pack v 1.0 relased

    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:)
  21. DPS -CCCP-

    OFP videography

    Maybe you want some competition?
  22. DPS -CCCP-

    OFP videography

    Maybe you shouldnt do this?
  23. DPS -CCCP-

    Mi - 8 pack v 1.0 relased

    Nice 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.
  24. DPS -CCCP-

    OFP videography

    Now 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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