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Elliot Carver

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Everything posted by Elliot Carver

  1. Vanilla ArmA 2 CO - version: 1.62.95248 HDS '13 - Road Furniture Pack (Unreleased)
  2. http://i14.photobucket.com/albums/a313/ElliotCarver666/lol-2.jpg >100kb! ...We'll make the ITV news with content like this :31: Great job! 'Go raibh maith agat'
  3. 'FOB дельта' Ace, Arma:CO, Csla, Thirsk
  4. Elliot Carver

    Arma 2 Addon request thread

    'Urination' (to be used with USMC)
  5. Elliot Carver

    Arma 3: Community wishes & ideas- NO DISCUSSION

    Working tools - to mod within a sensible non-community destroying time frame. Maybe provide them as a dedicated DLC.
  6. Elliot Carver

    Ragdolls = In .... Realistic wounds ???

    Its a tough line to walk, striking a balance between nanny state splerts of tomato sauce and gorecore postal blood baths. For me id like to see the balance met with realism. More emphasis on units dealing with casualties, team mates covering and rescuing team mates, bandaged wounds and different rules of engagement for medics. A key area for me is better damage mapping and damage values. I shouldn't be able to kill someone by shooting their right foot and someone with 5.62 lodged in their left eye shouldn't be smiling and talking to me ...
  7. Elliot Carver

    ArmA 2 Player Occupation

    hugh hefner Architect
  8. Hey well at least my right hand can talk to its left its good to know we'll all get a chance to play this :) thanks
  9. Elliot Carver

    WIP: Stuff you are working on 2!

    Its alright :) Uk mechanics garages, especially the older ones tend to be built like that in rural areas (where i live anyways lol) Ive been using these pics as inspiration for the walls and roof: http://static.howstuffworks.com/gif/build-pole-barns-1.jpg, http://www.haynesmotormuseum.com/commercial-services/images/haynes_049.jpg Hope that makes sense ^^ oh and to quickly point out ... the removed word was not 'black', thank you :)
  10. By denying access to what promised to be a great modification you have effectively closed CWR and by acknowledging what you are doing today as 'right' would give those who sought to destroy this community victory. Choosing who 'can and cant' use something in this community as if it is yours to control is not a direction i wish to see this community, that we all have been building for the past 10 years, be taken. As you can stop me from using your modification, i can stop you from using mine. Sadly i shall uninstall CWR and ban all CWR developers who helped create this mod from using my 'High Definition Scenery' mod (HDS) and all its addons past, present and future. This shall be written into my mods Terms and Conditions and will stand until CWR reverses its decision to 'go underground'. I hope others will consider doing the same for the sake of the community and the future of the game ... Carver :( edit: Read your own front page post: "Cold War Rearmed 2 is a complete community project. There is no "elitism", no limited signup." ... disgusting
  11. Elliot Carver

    WIP: Stuff you are working on 2!

    lo folks Running about in-game you could be forgiven for thinking everyone was <blatant racism removed>, you go into a house and anything not structurally vital appears to have been taken by the 'fleeing refugees' including the kitchen sink. So whilst confined to the laptop, moving house i'm working on a 'proof of concept' mechanics garage building that will be perfectionistically detailed and built inside and out using real life building methods whilst maintaining a playable frame rate. Yes that object in the roof is an immersion water heater complete with pipe work leading to radiators and sinks. At least civilians will no longer be cold! (in game pic, HDS11mod work)
  12. Elliot Carver

    WIP: Stuff you are working on 2!

    Gateway Farmers Barn Seaside Village Some HDS11 WIPs Vanilla ArmA2:CO 1.57.76815
  13. Hey folks, Im struggling to get custom object damage models working on a custom island. The damage model works fine when placed in the editor but when added through visitor it just rolls over when destroyed. From what i understand i need to add info to the islands config? Had a good search around for a fix but come up trumps so wondering if someone could point me in the right direction :) cheers
  14. Elliot Carver

    custom object damage

    Thanks dude, ill take a sneaky
  15. Hey folks, Been teaching myself how to make an addon from start to finish this week, ironing out the problems as i go. What im left with are a few issues that im gunna have to ask for a hand with (Been following Mondkalb's "How to create an Addon from scratch") 1. Cant get the animation to work in game but it works in Buldozer. 2. I managed to fix the damage and rvmat issue to make it solid but now when you shoot the addon it hard crashes back to the desktop lol (i only have O:A - destruction effect conflict?) 3. How to make the damage smoke effects smaller. 4. if your feeling generous how to attach a sound to the animation but i don't mind having a shot at that myself before asking here. From what i can tell i've ironed out the O2 side of business and the Stringtable.csv is correct. Appreciate the help chaps, top quality community. FPDR Carver model.cfg //The Class "CfgSkeletons" defines all moving objects. class CfgSkeletons { //Always create class "default" first. //Your actual config-entry should be a derivate of this. class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; //the derivate of your skeleton from claa "Default". class HDS_obj_skeleton : Default { isDiscrete=1; skeletonInherit=""; // The moving objects are here defined // If two selections are linked together // they can be written next to each seperated by only a comma // if they are not linked, they need to be // seperated by ,"", skeletonBones[]= { "Door","" }; // The last entry gets no comma }; }; // This class defines the actual moves class CfgModels { //load some bases from which you can derivate class rotation; // And again: class default class Default { sectionsInherit=""; sections[]={}; skeleton=""; class Animations {}; }; // Your own "class default" class HDS_obj { sectionsInherit=""; sections[]= {}; skeletonName="HDS_obj_skeleton"; // same as in cfgskeletons }; // The name behind the class // dhas to be the exact name of your .p3d // without .p3d class HDS_Door_3x3m : HDS_obj { sectionsInherit="HDS_obj"; sections[]={}; // the rotation animation class Animations { class Open_door : Rotation { // name of the animation type="rotation"; // Type of movement source="user"; // Trigger of the animation selection="Door"; // the thing that moves axis="Door_Achse"; // take a guess what this does... memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no angle0=0; // initial angle of the door in radians angle1=-1.6; // final position after playing the animation }; }; }; }; Config.ccp /* Declaration as Addon-Content.*/ class CfgPatches { /* "Hey ArmA2, this is an addon and it's named "HDS_Gate"*/ /* The name should be indentical to the folder's name*/ class HDS_Gate { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; /* The category in the editor like "Objects" or "Cars".*/ class CfgVehicleClasses { class HDS_GateVehicleClass { displayName = "HDS Gate"; }; }; /* This is where arma gets the information about a new object. */ /* Donät be confused by the "vehicles" in CfgVehicles*/ class CfgVehicles { /* everything between here and "Class Land_ ..." is important for the animation to work properly without any "lags". */ class All; class HouseBase; class Ruins: HouseBase {}; /* Again your very own basic definition*/ class HDS_Base_Object : All { scope = 0; side = 3; icon = "iconStaticObject"; nameSound = "object"; simulation = "house"; picture = "pictureStaticObject"; model=""; sound = "Building"; placement = "vertical"; ladders[] = {}; vehicleClass = ""; displayName = ""; coefInside = 1; coefInsideHeur = 0.25; mapSize = 7.5; animated = true; armor = 200; destrType = "DestructBuilding"; damageResistance = 0.004; class DestructionEffects { class Sound { simulation = "sound"; type = "DestrHouse"; position = "destructionEffect1"; intensity = 0.1; interval = 1; lifeTime = 0.05; }; class DestroyPhase1 { simulation = "destroy"; type = "DelayedDestruction"; lifeTime = 2.5; position = ""; intensity = 0.1; interval = 1; }; class DamageAround1 { simulation = "damageAround"; type = "DamageAroundHouse"; position = ""; intensity = 0.1; interval = 1; lifeTime = 1; }; }; }; /* Your very own base class for buildings*/ class HDS_Housebase : HDS_Base_Object { scope = 1; model = ""; icon = ""; displayName = ""; animated = true; vehicleClass = "HDS_GateVehicleClass"; nameSound = "house"; accuracy = 0.2; typicalCargo[] = {}; transportAmmo = 0; transportRepair = 0; transportFuel = 0; mapSize = 11; cost = 0; armor = 800; /*extern*/ class DestructionEffects; }; /* Everything between here and "Class All" (above) is important for the animation to work without any "lags". */ /* The "Land_" infront of all buildings is important for the destructioneffects to work properly. After the "Land_" the name of the .p3d (without the .p3d ending) has to follow!*/ class Land_HDS_Gate_3x3m: HDS_Housebase { model = "\HDS_Gate\HDS_Gate_3x3m.p3d"; /* path to the object */ displayName = "$STR_HDS_Gate"; /* entry in Stringtable.csv */ /* Important are the $ and the capital STR_*/ nameSound = ""; mapSize = 4; /* Size of the icon */ icon = "iconStaticObject"; /* Path to the picture shown in the editor. */ accuracy = 1000; armor = 450; /* "Lifepoints", if you like to call it that way.*/ destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */ scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */ class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\HDS_Gate\HDS_Gate_3x3m_Ruin"; /* path to the object*/ /* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/ position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; /* Same name as stated in the Class DestructionEffects, but an "Land_" added infront*/ class Land_HDS_Gate_3x3m_Ruin : ruins { scope = 1; model = "\HDS_Gate\HDS_Gate_3x3m_Ruin.p3d"; displayName = "Gate ruins"; }; /* Your doorsegment is derivated from the normal Gate.*/ class Land_HDS_Tur_3x3m: Land_HDS_Gate_3x3m { model = "\HDS_Gate\HDS_Tur_3x3m.p3d"; displayName = "$STR_HDS_Tur"; /* Arma needs to know, how the animation trigger is triggered*/ class AnimationSources { /* name must be identical to the one given by the model.cfg ("Open_Door")" */ class Open_door { source = "user"; animPeriod = 4; /* duration in seconds */ initPhase = 0; }; }; /* The entry to the actionmenu */ class UserActions { class Open_door { displayName="$STR_HDS_OpenDoor"; onlyforplayer = true; position="Door_knopf"; radius=3; /* visibility distance of the entry */ condition="this animationPhase ""Open_door"" < 0.5"; statement="this animate [""Open_door"", 1]"; }; class Close_door : Open_door { displayName="$STR_HDS_CloseDoor"; condition="this animationPhase ""Open_door"" >= 0.5"; statement="this animate [""Open_door"", 0]"; }; }; }; };
  16. Elliot Carver

    Lads, need a hand with first addy

    I've got it set to "Open Gate" in the string table (see below) and it does appear. Ive just double checked the memory lod and its all there the Door_Achse, Door_Knoph and Door :) LANGUAGE,English STR_HDS_Tur,"Gate (3m) Openable" STR_HDS_Wall,"Gate (3m)" STR_HDS_OpenDoor,"Open Gate" STR_HDS_CloseDoor,"Close Gate"
  17. Elliot Carver

    HDS New Project

    <span style='font-size:11pt;line-height:100%'>English Countryside: Dorset</span> "A level of detail God would be proud of" Lo folks, In 2005 it was suggested to us that Operation Flashpoint was lacking an English island. High Definition Scenery (HDS) Mod was created and swung into action practising building detailed islands like Michelle. When Armed Assault was announced it was decided that the English Countryside (ECS) project would be shelved until the new game was released. Laura Island was developed to show the community what we were capable of. With the successes of Laura we went dark. Each buying copies of ArmA, we spent the winter testing and practising, discovering how far we could push the game engine. Re-emerging in the spring with a larger team we dusted off the ECS project and began compiling a depository of scenery objects. With news filtering through that tool release is eminent we have decided its time to go topside with our definitive project. Ladies and Gents, HDS presents the English Countryside Project. 4.3 x 3.1 miles of the Queens finest, greenest land. Utilising every resource available from Satellite data to OS maps, hundreds of photographs to area visits HDS aims to bring Armed Assault its first REAL environment copied from mother natures playground itself. From every field to under every branch no hedge, tree or log will be left out. What you see out your bedroom window will be what you get. If this doesn't scare you the startled animals will. God save the Queen! Awesome dude Gothic Paradise, our resident modeler, has been busy turning photographs of everyday objects into models. Below is a teaser of the work hes been pumping out. We aim to get as many English objects into game as possible. Gates, fences, telegraph poles, bins, greenery and wildlife we're producing a pack of each plus many more. These will be released shortly after our first ECS release goes live. Of course, we are working on animating as much scenery as possible. Gothic Paradise and Strabo are coding in animations for opening gates, working electric fences and much more. You can track our progress on our website www.freewebs.com/elliot_carver and we'll keep you posted on the ArmA.info forums. For now here are GP's pics and a few teaser shots from our finial testing work. *note* Better sized pics (links) can be found on my website HERE Cheers, HDS TEAM
  18. Elliot Carver

    Thank You BIS for the TOOLS!

    Cheers for teh tools BI! although for future reference release them when they are ready, not when you need to ass kiss your fan base for kicking them in the face!
  19. Elliot Carver

    Why a harrier?

    lo folks, The Camel was in ofp too - BI lunch time play toy? :P Personally had enough of USAF all together. Would have been good to see a company daring to go British with RAF units like Tornado, Tuccano, Puma and Apache D. Could of still used Harrier but in a better Ground Attack role. Could of supported it with shipboard ops - Im sure they still have the carrier from 'Independence Lost' somewhere. Just because the US invading a country for its oil under the pretence of freeing a country from oppression story line is believable doesnt mean you have to do it Marek :P Rock on, Carver
  20. Elliot Carver

    PhD Research assistance greatly appreciated

    lo buddy, @Chipper  grow up? Dear vaifan_2007, That is a very interesting subject. I know of at least one other person other than myself who would probably be interested in taking part. Also a post of this sort HERE would yield a larger responce. As for myself id love to help out. I feel the portrail of war based games such as ofp/arma in the media is hyped. It would be nice to contribute my opinions and experiances. My email is luke_fitzpatrick@hotmail.co.uk Feel free to drop me an email anytime and we can take it from there. Cheers, Carver
  21. Elliot Carver

    PhD Research assistance greatly appreciated

    lo buddy, @Chipper  grow up? Dear vaifan_2007, That is a very interesting subject. I know of at least one other person other than myself who would probably be interested in taking part. Also a post of this sort HERE would yield a larger responce. As for myself id love to help out. I feel the portrail of war based games such as ofp/arma in the media is hyped. It would be nice to contribute my opinions and experiances. My email is luke_fitzpatrick@hotmail.co.uk Feel free to drop me an email anytime and we can take it from there. Cheers, Carver
  22. Elliot Carver

    HDS New Project

    lo folks, Next person to mention chavs gets bottled! Chavs will only be modeled into ArmA by us if someone mods in a spoon and a detailed gore mod. Later dudes. im off to let my gothic mistress tie me to her four poster and play with knives  yeah will do got the tools on their way sooo we'll start up soon rock on, Carver
  23. Elliot Carver

    HDS New Project

    lo folks, Cheers for the awesome responce ^^ The whole team is buzzing knowing there is a large interest from the community. We cant wait to get started once the tools get to us! As StryDa said, we release in 3 differnt versions. High, Medium and Low for the users corresponding PC specs. We may include a V.low version if its needed. We do this by creating the highest version first and then skimming off the background objects that dont serve a purpose on the island thus increasing the fps without losing to much eye candy! We have discussed, in team meetings, about legal and ownership problems we may face in modeling our area. As long as we are using information 'in the public domain' such as satellite imagery then we are ok. BIForums and ArmA.info will be kept fully up to date with news and pictures as we progress and of course our WEBSITE too! What i would ask the community tho is to be patient. What were attempting here is huge and will take some time. HDS hopes to make this not just single modular success but a whole community achievement, involving as many communty creations as possible. Id like to thank all those who took the time to email me and im going to reply to you right now ^^ Feel free to drop me an email: luke_fitzpatrick@hotmail.co.uk or leave a comment on our website. Cheers folks, Carver
  24. Elliot Carver

    HDS New Project

    lo folks, cheers for all the good stuff ^^ @Marines: HDS has spent alot of time over the Winter and Spring time testing how far we can push the envelope with reguards to objects and foliage. Here (scroll down) is some examples of what we've been able to come up with that does not effect gameplay. As with previous releases from HDS we provide high, medium and low versions of our islands for their corresponding users PC spec. Also were aiming for it to be real enough that taking 100 troops and 16 tanks through it wont be needed . Cheers dudes, Carver HDS TEAM
  25. Elliot Carver

    HDS New Project

    Final Tests Cheers
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