FA Dalai Lamar
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Everything posted by FA Dalai Lamar
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Hey guys, I have recently begun our RACS pilot character mdel for the upcoming Project Racs mod....Textures done but when i went to create the Normal maps of the uniform for the new RVMATS the wrinkles are far to shallow. I am using photoshop and the NVidia plugin for normal mapping. Any tips on how to get the wrinkles more bis-like in depth. I have gone over the tutorial by linker Splitter but it doesn't go into depth about character models. any help on this would be appreciated. Lamar
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Here's what we got.....The kings Division will be the Airborne and elite element og the RACS....The majority will be a small regular army and a large conscript/militia force+ a well eqipped police force. As far as tanks ther will be no change...Kings division gets the m60-2000 regular gets the m60a3 and the conscipt force gets an m60a1 and the bis t72 racs version (captured). Pretty much all the rest of the vehicles will be wheeled APCs, landrovers, trucks and a few M113 variants to keep with a small nation. @gnat.. We would love to have the piper be part of our mod if you would be so kind.....I use that addon every day for missions. I have been dreaming of that skin for ages. What a great multi role utility craft for a small island nation. BTW that ranks as one of the seminole addons in my pnatheon of important addons for ARMA. TY Gnat! @eveyrone else!....I think the DC3 will be a likely candidate for air transport....however it will be only a skin job as we have no access to MLODS for QG. I agree that air transport is indeed important for an Archipelego, though i think a C-130 craft is a bit over kill for RACS. Sheridan will not be RACS i'm afraid . Anyoone with a Shorts Skyvan model let me know as this is my favorite light transport ever...no idea why...I just love that plane. To those wishing to be beta testers please don't worry as we will most likely release the alpha to the public. We will most likely test our own creations as well. So pleas stop asking...I know you are excited...we are too...but we really need more qualified scripters and other talents. I hate to say but unless we get more people on board we will be a while releasing this as I have a job at the helm of a company and we are about enter our most crazy part of the year (I am the only scripter)....Anyway I really appreciate your entusiasm as it makes me more amped...We will try our hardest to get you some toys soon...We love this community and ant desperately to give back to it. Thanks for all you contributors and mentors out there ...you know who you are...We will not disappoint! Best Rgards Lamar!
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Normal Mapping Character clothing Tips
FA Dalai Lamar replied to FA Dalai Lamar's topic in ARMA : O2 MODELLING
@Da12th, Messiah and Cameron! Thanks a million guys....I really do love this community. You guys have been tremendously helpful and generous. I really wish I could offer more than my thanks for your generosity. I do promise some worthy content for your hard drives though!! My experience thus far has been with non-fluid textures as well. Best Regards, Lamar -
Normal Mapping Character clothing Tips
FA Dalai Lamar replied to FA Dalai Lamar's topic in ARMA : O2 MODELLING
Thanks UKF Messiah and da12th, but i'm afraid it is just too crisp still (but better for sure than it was)....dangit! I think I have gone through every damn trick I know but just cannot simmulate te duller wrinkles...I can't thank you enough for trying to help me guys and I must say your WIP is making me drool. I am a HUGE fan of British kit and own a bunch myself. Looks like my ETENARD pilots will look like they need a good uniform steaming for now. There has to be a trick to this. Best Regards, Lamar -
Normal Mapping Character clothing Tips
FA Dalai Lamar replied to FA Dalai Lamar's topic in ARMA : O2 MODELLING
rger that Messiah, Been tinkering around with that ....I assume I am doing that correctly but I am still not getting the wrinkles right. They seem to crisp and when I jack up the settings the the normal is too detailed. If you can clue me in on what the plugin settings for you guys are for optimal clothing textures. I really do appreciate this. I know my settings for vehicles are like 0-15 on the depth. BEst Regards, Lamar -
As someone whos family business sells the same bullet proof lexan glass in its drive-thru windows as is provided to the uparmored hummers (I was formerly in charge of that division before starting my own business) I will tell you that in fact its not really a tint, but just a product of the angle of the picture and the thickness of the glass. It does in fact look tinted but it is just the light being distorted by the thickness. close up the gless will appear clear and straight on up close it appears clear, but it is double thickness and that does affect the way light passes through it (prism like). I took a piece of ours today and took it in the sun and it appeared blueish when i tilted it. but inside the building under normal indoor office lighting it appeared perfectly clear. It should be noted as well that the sides of the glass are completely opaque and bluish gray....this I have no doublt would create that effect. However i trust WLD427 as he has spent 2 tours in Iraq in one of these and would know if perhaps a coating was added. I just know what I have seen and know that the manufacturer, who makes this stuff could not meet our demands for the glass at one point because of the uparmouring demand for IRAQ. Hope this helps. LaMar
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Just to give yall a hint...there will atually be 2 or 3 camo patterns for racs....Kings Division will definitely get their own...the regula army will have one very similar to the current Italian Desert uniform (I already Made it) and the reserves will probably have their own too....Tha remains up to discussion though. the reserves will not have kevlar helmets they will have M1s, everyone else will have the current in game helmet except spec ops guys which will have a different helmet. When I get done coding our choppers i will get working on our troops. Lamar
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a little upadate for you all on the etenard....did all the RVMATS, damage, added an HUD (trying to figure out the animation for it), a stick (lined up the proxie to actually hold it (gota animate that too) and some other junk very close to complete on this bird...we are rolling right along.....Navy pics coming soon! I think you all will be very pleased with all the stuff we got planned! DALAI LAMAR Pics of the etenard (plus a few bonus shots of things I cooked up to add to the pack SLA MILICIA (they will not have vests in real release) and a Landrover with 106mm Recoiless....don't worry early work...making a more realistic mount) IMG]http://i248.photobucket.com/albums/gg196/Dalai_Lamar/etenard.jpg[/img]
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Thanks everyone for all your support! we will post more and more soon as we get more coded. I have to get stuff configged and make model corrections, Wld427 is pumping out models and textures and EDDYD god love him is creating some sweet retexs of our retexs and some damn nice ones of his own. We will most likely release an alpha of these addons....We really need some help with combining textures and some remapping.....we also need a config guy to take my place when I have to go away on business....that would put a serious bite in progress as I am away for essentially a month. Anyway we are recruiting as this is turning out to be a serious load of work. @Mallick don't worry there will also be some balancing SLA troops and vehicles included in this pack...actually quite a few...We will leave the U.S./NATO stuff up to the likes of Johny, Ebud, Scars, Cameron and VILAS etc., they are doing amazing things. Our take on this is that while the RACS has some better epuipment (not too much better), the SLA have vastly superior numbers to overwhelm them. More types of equipment does not mean more equipment overall. Plus...the RACS was pretty realistically underequipped for an oil wealthy nation with disputed borders with an aggresive neighbors whose ideology is diametrically opposed. Not to mention the ethnic disparity between the 2 islands....I think that is a potential flashpoint too....Anyway...back to the configging salt mine! Lamar
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Hey guys, Having a problem with this config.....I hate huge configs, but EddyD wants these combined to release with project RACS...Any help would be most appreciated! Thanks in advance! Best Regards, Lamar /* CONFIG BY FA_DALAI_LAMAR (Project Racs) */ #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class Aircraft_Shelters { units[] = {iraq_has}; weapons[] = {}; requiredVersion = 0.10; }; }; class cfgvehicleClasses { class Aircraft_Shelters { displayName = "Aircraft_Shelters"; }; }; class Rotation { type = "translation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class WAR_HAS_Skeleton { isDiscrete=1; skeletonInherit = ""; skeletonBones[]={"doorr","","doorl","","doorrb","&q uot;,"doorlb","",}; }; class hangBONES { isDiscrete=1; skeletonInherit = ""; skeletonBones[]={"doorf","doorL","doorb",""}; }; class soviet_B_has_Skeleton { isDiscrete=1; skeletonInherit = ""; skeletonBones[]={"doorr","","doorl",""}; }; class soviet_has_Skeleton { isDiscrete=1; skeletonInherit = ""; skeletonBones[]={"doorr","","doorl",""}; }; class soviet_D_has_Skeleton { isDiscrete=1; skeletonInherit = ""; skeletonBones[]={"doorr","","doorl",""}; }; }; class CfgModels { class Shelter; class COLD_WAR_HAS : Shelter { sectionsInherit=""; sections[]={"doorr","doorl","doorrb","doorlb"}; skeletonName = "WAR_HAS_Skeleton"; class Animations { class front_right { type = "translationX"; animPeriod = 4; source = "user"; selection = "doorr"; minValue = 0.000; maxValue = 11.000; }; class front_left { type = "translationX"; animPeriod = 4; source = "user"; selection = "doorl"; minValue = -11.000; maxValue = -0.000; }; class back_right { type = "translationX"; animPeriod = 4; source = "user"; selection = "doorrb"; minValue = 0.000; maxValue = 11.000; }; class back_left { type = "translationX"; animPeriod = 4; source = "user"; selection = "doorlb"; minValue = -11.000; maxValue = -0.000; }; }; }; class euro_has_1: Shelter { sectionsInherit=""; sections[]={"doorf"}; skeletonName = "hangBONES"; class Animations { class doorfanim { type="rotation"; animPeriod=1; source="doorf"; selection="doorf"; minvalue=0; maxvalue=1; axis="doorfaxis"; angle0=0; angle1=-1.57; }; }; }; class euro_has_2 : shelter {}; class euro_has_3 : shelter class euro_HAS_3: Shelter { skeletonName = "hangBONES"; sectionsInherit=""; sections[]={doorL}; class Animations { class doorLanim { type="rotation"; animPeriod=1; source="doorL"; selection="doorL"; minValue=0; maxValue=1; axis="doorlaxis"; angle0=0; angle1=-0.12; }; }; }; class euro_has_4 : shelter {}; class euro_has_5 : COLD_WAR_HAS class euro_has_5: Shelter { skeletonName = "hangBONES"; sectionsInherit=""; sections[]={doorf}; class Animations { class doorfanim { type="rotation"; animPeriod=6; source="doorf"; selection="doorf"; minvalue=0; maxvalue=1; axis="doorfaxis"; angle0=0; angle1=-1.56; }; }; }; class euro_has_6: Shelter { skeletonName = "hangBONES"; sectionsInherit=""; sections[]={doorf, doorb}; class Animations { class doorfanim { type="rotation"; animPeriod=1; source="doorf"; selection="doorf"; minvalue=0; maxvalue=1; axis="doorfaxis"; angle0=0; angle1=-1.57; }; class doorbanim { type="rotation"; animPeriod=1; source="doorb"; selection="doorb"; minvalue=0; maxvalue=1; axis="doorbaxis"; angle0=0; angle1=1.57; }; }; }; class euro_has_7 : shelter {}; class soviet_has : shelter { sectionsInherit=""; sections[]={"doorr","doorl"}; skeletonName = "soviet_has_Skeleton"; class Animations { class front_right { type = "translationX"; animPeriod = .5; source = "user"; selection = "doorr"; minValue = 0.000; maxValue = 8.1; }; class front_left { type = "translationX"; animPeriod = .5; source = "user"; selection = "doorl"; minValue = -8.1; maxValue = 0.000; }; }; }; class soviet_B_has : shelter { sectionsInherit=""; sections[]={"doorr","doorl"}; skeletonName = "soviet_B_has_Skeleton"; class Animations { class front_right { type = "translationX"; animPeriod = .5; source = "user"; selection = "doorr"; minValue = 0.000; maxValue = 8.1; }; class front_left { type = "translationX"; animPeriod = .5; source = "user"; selection = "doorl"; minValue = -8.1; maxValue = 0.000; }; }; }; class soviet_D_has : shelter { sectionsInherit=""; sections[]={"doorr","doorl"}; skeletonName = "soviet_D_has_Skeleton"; class Animations { class front_right { type = "translationX"; animPeriod = .5; source = "user"; selection = "doorr"; minValue = 0.000; maxValue = 8.1; }; class front_left { type = "translationX"; animPeriod = .5; source = "user"; selection = "doorl"; minValue = -8.1; maxValue = 0.000; }; }; }; class iraq_has : shelter {}; class soft_shelter : shelter {}; }; class CfgVehicles { class All; class Static : all {}; class Building : Static {}; class Strategic : Building {}; class Shelter: Strategic{}; class COLD_WAR_HAS: Shelter { scope=2; armor=90000; attendant=1; animated=1; vehicleClass="Aircraft_Shelters"; displayName="WAR_HAS"; model="\eddyd_shelters\COLD_WAR_HAS.p3d"; icon = "\eddyd_shelters\Icon.paa"; transportAmmo = 300000; transportFuel=50000; transportRepair=20000000; accuracy = 0.300000; mapSize=40; class MarkerLights { class WhiteBlinking { name="svet1"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; class WihteBlinking2 { name="svet2"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; class WihteBlinking3 { name="svet3"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; class WihteBlinking4 { name="svet4"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; }; class AnimationSources { class front_right { source = "user"; animPeriod = 1; initPhase = 0; }; class front_left { source = "user"; animPeriod = 1; initPhase = 0; }; class back_right { source = "user"; animPeriod = 1; initPhase = 0; }; class back_left { source = "user"; animPeriod = 1; initPhase = 0; }; }; class UserActions { class CDoor1 { displayName="Close Front Right"; onlyforplayer = false; position="doorraxis"; radius=25; condition="this animationPhase ""front_right"" < 0.5"; statement="this animate [""front_right"",10]; this say ""doorclose"""; }; class ODoor1 { displayName="Open Front Right"; onlyforplayer = false; position="doorraxis"; radius=25; condition="this animationPhase ""front_right"" >= 0.5"; statement="this animate [""front_right"", 0]; this say ""dooropen"""; }; class CDoor2 { displayName="Close Front Left"; onlyforplayer = true; position="doorlaxis"; radius=25; condition="this animationPhase ""front_left"" == 0"; statement="this animate [""front_left"",-10.5]; this say ""doorclose"""; }; class ODoor2 { displayName="Open Front Left"; onlyforplayer = false; position="doorlaxis"; radius=25; condition="this animationPhase ""front_left"" < 0"; statement="this animate [""front_left"", 0]; this say ""dooropen"""; }; class CDoor3 { displayName="Close Back Right"; onlyforplayer = true; position="doorrbaxis"; radius=25; condition="this animationPhase ""back_right"" < 0.5"; statement="this animate [""back_right"", 10]; this say ""doorclose"""; }; class ODoor3 { displayName="Open Back Right"; onlyforplayer = false; position="doorrbaxis"; radius=25; condition="this animationPhase ""back_right"" >= 0.5"; statement="this animate [""back_right"", 0]; this say ""dooropen"""; }; class CDoor4 { displayName="Close Back Left"; onlyforplayer = true; position="doorlbaxis"; radius=25; condition="this animationPhase ""back_left"" == 0"; statement="this animate [""back_left"",-10.5]; this say ""doorclose"""; }; class ODoor4 { displayName="Open Back Left"; onlyforplayer = false; position="doorlbaxis"; radius=25; condition="this animationPhase ""back_left"" < 0"; statement="this animate [""back_left"", 0]; this say ""dooropen"""; }; }; class CfgSounds { class dooropen { name= "dooropen"; sound[]={"\eddyd_shelters\sounds\dooropen.ogg",1,1}; titles[]={}; }; class doorclose { name= "doorclose"; sound[]={"\eddyd_shelters\sounds\doorclose.ogg",1,1}; titles[]={}; }; }; }; class euro_has_1: Shelter { model="\eddyd_shelters\euro_has_1"; armor=300000; attendant=1; scope=2; icon = "\eddyd_shelters\Icon.paa"; mapSize=35; vehicleClass="Aircraft_Shelters"; displayName="euro_has_1"; class MarkerLights { class WhiteBlinking { name="svet1"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; class WihteBlinking2 { name="svet2"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; class WihteBlinking3 { name="svet3"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; class WihteBlinking4 { name="svet4"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; }; class AnimationSources { class doorf { source = "user"; animPeriod = 2; initPhase=0; }; }; class UserActions { class Open_Gate { displayName="Open Gate"; position="handle1"; radius=30.000000; onlyForPlayer = false; condition="this animationPhase ""doorfanim"" < 0.5"; statement="this animate [""doorfanim"", 1]"; }; class Close_Gate { displayName="Close Gate"; position="handle1"; radius=30.000000; onlyForplayer = false; condition="this animationPhase ""doorfanim"" > 0.5"; statement="this animate [""doorfanim"",0]"; }; }; class CfgSounds { class dooropen { name= "dooropen"; sound[]={"\eddyd_shelters\sounds\dooropen.ogg",1,1}; titles[]={}; }; class doorclose { name= "doorclose"; sound[]={"\eddyd_shelters\sounds\doorclose.ogg",1,1}; titles[]={}; }; }; }; class euro_has_2: shelter { model="\eddyd_shelters\euro_has_2"; attendant=1; scope=2; icon = "\eddyd_shelters\Icon.paa"; mapsize=25; vehicleClass="Aircraft_Shelters"; displayName="euro_has_2"; class MarkerLights { class WhiteBlinking { name="svet1"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; }; }; class euro_HAS_3: Shelter { model="\eddyd_shelters\euro_HAS_3"; armor=300000; attendant=1; icon = "\eddyd_shelters\Icon.paa"; scope=2; accuracy = 0.300000; mapSize=35; vehicleClass="Aircraft_Shelters"; displayName="euro_HAS_3"; class AnimationSources { class doorL { source = "user"; animPeriod = 2; initPhase=0; }; }; class UserActions { class Open_Gate { displayName="Open Gate"; position="handle1"; radius=30.000000; onlyForPlayer = false; condition="this animationPhase ""doorlanim"" < 0.5"; statement="this animate [""doorlanim"", 1]"; }; class Close_Gate { displayName="Close Gate"; position="handle1"; radius=30.000000; onlyForPlayer = false; condition="this animationPhase ""doorlanim"" > 0.5"; statement="this animate [""doorlanim"", 0]"; }; }; class CfgSounds { class dooropen { name= "dooropen"; sound[]={"\eddyd_shelters\sounds\dooropen.ogg",1,1}; titles[]={}; }; class doorclose { name= "doorclose"; sound[]={"\eddyd_shelters\sounds\doorclose.ogg",1,1}; titles[]={}; }; }; }; class euro_has_4: Shelter { model="\eddyd_shelters\euro_has_4"; attendant=1; scope=2; icon = "\eddyd_shelters\Icon.paa"; mapSize=35; vehicleClass="Aircraft_Shelters"; displayName="euro_has_4"; }; class euro_has_5: Shelter { model="\eddyd_shelters\euro_has_5"; armor=300000; attendant=1; scope=2; icon = "\eddyd_shelters\Icon.paa"; mapSize=35; vehicleClass="Aircraft_Shelters"; displayName="euro_has_5"; class MarkerLights { class WhiteBlinking { name="svet1"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; }; class AnimationSources { class doorf { source = "user"; animPeriod = 2; initPhase=0; }; }; class UserActions { class Open_Gate { displayName="Open Gate"; position="handle1"; radius=30.000000; onlyForPlayer = false; condition="this animationPhase ""doorfanim"" < 0.5"; statement="this animate [""doorfanim"", 1]"; }; class Close_Gate { displayName="Close Gate"; position="handle1"; radius=30.000000; onlyForplayer = false; condition="this animationPhase ""doorfanim"" > 0.5"; statement="this animate [""doorfanim"",0]"; }; }; class CfgSounds { class dooropen { name= "dooropen"; sound[]={"\eddyd_shelters\sounds\dooropen.ogg",1,1}; titles[]={}; }; class doorclose { name= "doorclose"; sound[]={"\eddyd_shelters\sounds\doorclose.ogg",1,1}; titles[]={}; }; }; }; class euro_has_6: Shelter { model="\eddyd_shelters\euro_has_6"; armor=300000; attendant=1; scope=2; icon = "\eddyd_shelters\Icon.paa"; transportAmmo = 300000; transportFuel=50000; transportRepair=20000000; accuracy = 0.300000; mapSize=35; vehicleClass="Aircraft_Shelters"; displayName="euro_has_6"; class MarkerLights { class WhiteBlinking { name="svet1"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; class WhiteBlinking2 { name="svet2"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; class WhiteBlinking3 { name="svet3"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; class WhiteBlinking4 { name="svet4"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; }; class AnimationSources { class doorf { source = "user"; animPeriod = 2; initPhase=0; }; class doorb { source = "user"; animPeriod = 2; initPhase=0; }; }; class UserActions { class Open_Gate { displayName="Open frontdoor"; position="handle1"; radius=30.000000; onlyForPlayer = false; condition="this animationPhase ""doorfanim"" < 0.5"; statement="this animate [""doorfanim"", 1]"; }; class Close_Gate { displayName="Close frontdoor"; position="handle1"; radius=30.000000; onlyForplayer = false; condition="this animationPhase ""doorfanim"" > 0.5"; statement="this animate [""doorfanim"",0]"; }; class Open_Gate2 { displayName="Open backdoor"; position="handle2"; radius=30.000000; onlyForPlayer = false; condition="this animationPhase ""doorbanim"" < 0.5"; statement="this animate [""doorbanim"", 1]"; }; class Close_Gate2 { displayName="Close backdoor"; position="handle2"; radius=30.000000; onlyForplayer = false; condition="this animationPhase ""doorbanim"" > 0.5"; statement="this animate [""doorbanim"",0]"; }; }; class CfgSounds { class dooropen { name= "dooropen"; sound[]={"\eddyd_shelters\sounds\dooropen.ogg",1,1}; titles[]={}; }; class doorclose { name= "doorclose"; sound[]={"\eddyd_shelters\sounds\doorclose.ogg",1,1}; titles[]={}; }; }; }; class euro_has_7: shelter { model="\eddyd_shelters\euro_has_7"; attendant=1; scope=2; icon = "\eddyd_shelters\Icon.paa"; mapsize=25; vehicleClass="Aircraft_Shelters"; displayName="euro_has_7"; class MarkerLights { class WhiteBlinking { name="svet1"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; }; }; class soviet_has: Shelter { scope=2; armor=90000; attendant=1; animated=1; vehicleClass="Aircraft_Shelters"; displayName="soviethas"; model="\soviet_has\soviet_has.p3d"; transportAmmo = 300000; transportFuel=50000; transportRepair=20000000; accuracy = 0.300000; mapSize=40; class MarkerLights { class WhiteBlinking { name="svet1"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.020000; blinking=0; }; class WihteBlinking2 { name="svet2"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.020000; blinking=0; }; class WihteBlinking3 { name="svet3"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.020000; blinking=0; }; class WihteBlinking4 { name="svet4"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.020000; blinking=0; }; }; class AnimationSources { class front_right { source = "user"; animPeriod = .5; initPhase = 0; }; class front_left { source = "user"; animPeriod = .5; initPhase = 0; }; }; class UserActions { class CDoor1 { displayName="Close Front Right"; onlyforplayer = false; position="doorraxis"; radius=25; condition="this animationPhase ""front_right"" < 0.5"; statement="this animate [""front_right"",8.1]; this say ""doorclose"""; }; class ODoor1 { displayName="Open Front Right"; onlyforplayer = false; position="doorraxis"; radius=25; condition="this animationPhase ""front_right"" >= 0.5"; statement="this animate [""front_right"", 0]; this say ""dooropen"""; }; class CDoor2 { displayName="Close Front Left"; onlyforplayer = false; position="doorlaxis"; radius=25; condition="this animationPhase ""front_left"" == 0"; statement="this animate [""front_left"",-8.1]; this say ""doorclose"""; }; class ODoor2 { displayName="Open Front Left"; onlyforplayer = false; position="doorlaxis"; radius=25; condition="this animationPhase ""front_left"" < 0"; statement="this animate [""front_left"", 0]; this say ""dooropen"""; }; }; class CfgSounds { class dooropen { name= "dooropen"; sound[]={"\eddyd_shelters\sounds\dooropen.ogg",1,1}; titles[]={}; }; class doorclose { name= "doorclose"; sound[]={"\eddyd_shelters\sounds\doorclose.ogg",1,1}; titles[]={}; }; }; }; class soviet_B_has: Shelter { scope=2; armor=90000; attendant=1; animated=1; vehicleClass="Aircraft_Shelters"; displayName="soviet_B_has"; model="\eddyd_shelters\soviet_B_has.p3d"; icon = "\eddyd_shelters\Icon.paa"; transportAmmo = 300000; transportFuel=50000; transportRepair=20000000; accuracy = 0.300000; mapSize=40; class MarkerLights { class WhiteBlinking { name="svet1"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.020000; blinking=0; }; class WihteBlinking2 { name="svet2"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.020000; blinking=0; }; class WihteBlinking3 { name="svet3"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.020000; blinking=0; }; class WihteBlinking4 { name="svet4"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.020000; blinking=0; }; }; class AnimationSources { class front_right { source = "user"; animPeriod = .5; initPhase = 0; }; class front_left { source = "user"; animPeriod = .5; initPhase = 0; }; }; class UserActions { class CDoor1 { displayName="Close Front Right"; onlyforplayer = false; position="doorraxis"; radius=25; condition="this animationPhase ""front_right"" < 0.5"; statement="this animate [""front_right"",8.1]; this say ""doorclose"""; }; class ODoor1 { displayName="Open Front Right"; onlyforplayer = false; position="doorraxis"; radius=25; condition="this animationPhase ""front_right"" >= 0.5"; statement="this animate [""front_right"", 0]; this say ""dooropen"""; }; class CDoor2 { displayName="Close Front Left"; onlyforplayer = false; position="doorlaxis"; radius=25; condition="this animationPhase ""front_left"" == 0"; statement="this animate [""front_left"",-8.1]; this say ""doorclose"""; }; class ODoor2 { displayName="Open Front Left"; onlyforplayer = false; position="doorlaxis"; radius=25; condition="this animationPhase ""front_left"" < 0"; statement="this animate [""front_left"", 0]; this say ""dooropen"""; }; }; class CfgSounds { class dooropen { name= "dooropen"; sound[]={"\eddyd_shelters\sounds\dooropen.ogg",1,1}; titles[]={}; }; class doorclose { name= "doorclose"; sound[]={"\eddyd_shelters\sounds\doorclose.ogg",1,1}; titles[]={}; }; }; }; class soviet_D_has: Shelter { scope=2; armor=90000; attendant=1; animated=1; vehicleClass="Aircraft_Shelters"; displayName="soviet_D_has"; model="\eddyd_shelters\soviet_D_has.p3d"; icon = "\eddyd_shelters\Icon.paa"; transportAmmo = 300000; transportFuel=50000; transportRepair=20000000; accuracy = 0.300000; mapSize=40; class MarkerLights { class WhiteBlinking { name="svet1"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.020000; blinking=0; }; class WihteBlinking2 { name="svet2"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.020000; blinking=0; }; class WihteBlinking3 { name="svet3"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.020000; blinking=0; }; class WihteBlinking4 { name="svet4"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.020000; blinking=0; }; }; class AnimationSources { class front_right { source = "user"; animPeriod = .5; initPhase = 0; }; class front_left { source = "user"; animPeriod = .5; initPhase = 0; }; }; class UserActions { class CDoor1 { displayName="Close Front Right"; onlyforplayer = false; position="doorraxis"; radius=25; condition="this animationPhase ""front_right"" < 0.5"; statement="this animate [""front_right"",8.1]; this say ""doorclose"""; }; class ODoor1 { displayName="Open Front Right"; onlyforplayer = false; position="doorraxis"; radius=25; condition="this animationPhase ""front_right"" >= 0.5"; statement="this animate [""front_right"", 0]; this say ""dooropen"""; }; class CDoor2 { displayName="Close Front Left"; onlyforplayer = false; position="doorlaxis"; radius=25; condition="this animationPhase ""front_left"" == 0"; statement="this animate [""front_left"",-8.1]; this say ""doorclose"""; }; class ODoor2 { displayName="Open Front Left"; onlyforplayer = false; position="doorlaxis"; radius=25; condition="this animationPhase ""front_left"" < 0"; statement="this animate [""front_left"", 0]; this say ""dooropen"""; }; }; class CfgSounds { class dooropen { name= "dooropen"; sound[]={"\eddyd_shelters\sounds\dooropen.ogg",1,1}; titles[]={}; }; class doorclose { name= "doorclose"; sound[]={"\eddyd_shelters\sounds\doorclose.ogg",1,1}; titles[]={}; }; }; }; class EddyD_Hangar01: shelter { displayName = "Soft Shelter"; vehicleClass="Aircraft_Shelters"; model = "\eddyd_shelters\soft_shelter.p3d"; icon = "\eddyd_shelters\Icon.paa"; attendant=1; scope=2; mapsize=22; }; class iraq_has: shelter { model="\eddyd_shelters\iraq_has"; attendant=1; scope=2; mapsize=25; vehicleClass="Aircraft_Shelters"; displayName="iraq_has"; icon = "\eddyd_shelters\Icon.paa"; class MarkerLights { class WhiteBlinking { name="svet1"; color[]={1.000000, 1.000000, 1.000000, 1}; ambient[]={1.000000, 1.000000, 1.000000, 1}; brightness=0.010000; blinking=0; }; }; }; };
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Combing config problem
FA Dalai Lamar replied to FA Dalai Lamar's topic in ARMA : CONFIGS AND SCRIPTING (addons)
thank you general Barron...I did as you said...and found a few small errors more....when I did an H file the problem was very apparrent...I thank you as this was my first huge config...used to doing smaller ones where stuff is easy to find. This was also my first object config....I am used to doing vehicles and soldiers....Thank you tons. Sorry for the first post...I ususally figure stuff out and don't post here Sorry Gnat and everyone about the 10 page paper i posted...I will use that site now....very cool as it numbers your line and keeps it in the precise neat format. Best Regards, Lamar -
Combing config problem
FA Dalai Lamar replied to FA Dalai Lamar's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Thank you Q....That works much...much better! Sorry for the first paste...here is the link to the config...Any help would be appreciated...apparently line 143 does not agree with the ARMA God. http://pastebin.com/m6ed29dd2 Best Regards, Lamar -
hehe, Infantry on the way....I am the main configger right now and am way behind the eightball as I have a ton to config right now....but I have the models and some textures done already and i have everything mapped out on what will and won't be done. There will be new uniforms offered as a replacement, but it will be optional to those who are married to the BIS ones. Standard units will be BIS loadouts for multiplayer purposes, but there will be 3 other main infantry entities. 1) RACS Policia force both patrol and para-miltary Policia (basically a slightly heavier armed version of the Plocia) 2) Kings Division, Elite units with more modern weapons and equipment....this will include a special warfare unit and line infantry. very similar to the tiny standing regular force they will have uparmored versions of the BIS vehicles and a few better Armored pieces like the M60-2000...maybe a few better equiped choppers. They will get their own camo....I have one but would love to use SKAvens depending on permissions. 3) the conscript force.....bulk of the south's army will be armed and armored from a variety of stores....expect a mixture of past and present weapons and vehicles. Variety will be the order of the day here (this will be the most fun for me adn I think yall will really like these (No i nerceptor vests I assure you). Still coming up with a camo scheme for these. Weapons will have #s on the stocks as if they were issued by a quartermaster unit in case of call up. These units will still have capability but more outdated weapons (recoiless rifles, beat up FALS, G3s, m16A1s) the vehicles will primarily be riding in stock landrovers and light wheeled APCs ...If anyone has a German UR-416 modeled or can make one we would love this. I will have pics as I am freed up....I have a prretty demanding job IRL and this is my busiest season (60-70 hrs a week, baseball coaching and a family of 5), so will take some time as I am the sole config guy right now (any Config masters out there with spare time please contact me or WLD427 he will love not having to wait on me all the time:) ). Best Regards, Lamar
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Hey Snakeman, We are definitely interested bro thanks for the offer! Lamar
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Hey guys thanks for the feedback and support! @at itim_tuko....that truck looks GREAT and we would love some cooperation on this project...and yes those are V100s and V150s...US Army tends to call anything with armor and wheels LAVS (Light Armored vehicles) PM me or Wld427 and we'll get with you promptly. @Juan don't worry buddy...there will definitely be a European flavor to this addon...this is just the first series of vehicles we screened. There will be a reserve force armed with FALS for sure...also a police force armed with Eropean SMGS and rifles...Being an Ex Spanish Colony our RACS guys will be armed and armored in a Spanish flavor...we're just waiting on a few Mlods from our friends at FFAA...they have been very supportive of us....Expect The VEC series in RACS! and about those CZM landrovers we will ask The Sun if we can use them because we definitely want to...RACS Guard units. @Digital Centurian and Paratrooper....we totally agree with the AH1, but WLD47 and I love the way it turned out...We are thinking of changing the loadout though and definitely looking for other attack helicopters...We have huey's from FFAA with Attack loadouts that Wld427 just gave to me to code and they are mean looking....A Gazelle would be ideal! Gotta find one...Malvinas gave us theirs but we need to ARMify it. The M60 -2000 is real and is a poor mans M1 so to speak...M60 Chasis with an m1 turret. Also expect some UNIMOGS too....and Mercedes Trucks. Digital centurian we would love to help on the A-37...it would be perfect! and paratrooper don't worry we are making new units and EBUD and CWR have been absolute princes with their help....new camo under development.... to tell you the truth we were worried about community reaction to new uniforms because of Mission making. I will make a replacement pack and a stand alone infantry pack. We aims to please and I think this will be a useful addition to all your addons folders. Best Regards, Lamar and Wld427
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Oh they will buddy...and for the most part do right now...that's really really important to us too....these are very early pics. We do the parking lot color matching test all the time with BIS and ours hehe....Wld427 has done careful color matching...lighting does play a part as well as those pics were taken by 2 different people at no doubt different times in ARMA day. Stay tuned for more pics. Lamar
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Hey All, Well...we are embelishing history a little....or imaginary history hehe..... This is really any time period you want it to be...We are taking great care to equip the Racs with equipment they could realistically maintain and afford... Kind of 1st world hand me downs. You can use this project Racs to take on the SLA or post war Rebels. We will be releasing some Opfor units as well, both SLA and guerilla types....You get to choose. Wld427 and I just felt it was high time the RACS could at least begin to fight back on their own...don't worry no RACS F22 Raptors or anything....Think 2nd world as I say. We'll keep you posted.....Off to my configging hole! Best Regards, Lamar PS:We would Also like to thank Ebud, Vilas, Rellikki, Shadow NX, Obmar and CapMorgan for being first class gentleman! Cheers yall!
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I still get the "sections" error as previously posted....For all those that want better tracking....The MaxLeadSpeed needs to be upped to about 2000-2700 to track jets effectively. That should be done int the cfgmagazine btw. Lamar
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Mech Wld47 and I would be happy to look at it for you....Just PM me or Wld47 and we can take a gander at it. Between us I bet we'll get it back to you pretty quick. Lamar
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Hammer...I love you Man.....I was just sitting there thinking about the Ak-102 and the PARA Minimi....wow nice job. Hey i have been working on a Mk48 (M249 upped to 7.62) and an m240B...Any plans for those in your pack. If there are I will be glad to share anythng. Best Regards Lamar
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The reason for this  sthat you didnt rename all of the texture files....To make it truly independant you have to Mass rename all the texture files and move them to the new addon path...Sound file is probably not showing up due to being pathed to Johns buggies and some users not having that pack. Lamar PS: If you want i can probably fix this in a few minutes let me know
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Hey Vilas...Any plans to add Turnout feature on Tanks and APCs? I sent you a PM....Would love to help out if needed? LOVE THOSE BMP Models. Lamar
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The Suspension bar problem is due to the levy "prostredni tlumic" selection being defined along with the "levy zadni" selection...I do believe a simple redefinition of this will prevent this from happening. The selection of the tumlic of the preceding wheel will cause it to rotate like a wheel instead of bounce like a shock. I could be wrong but I do believe this is the case. Vilas Your redo of this pack is awesome btw...LOVE it. Thank you for this pack. Also noted is the UAZ Van...The Volant (steering Wheel selection) is also out of wack and the wheel tilts instead of turns. Vilas I have this fix for you if you need it. Anything I can do to help I will gladly do. Best Regards, Lamar
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RHS T-64 MBT pack v.0.9 ( Preview )
FA Dalai Lamar replied to Shadow NX's topic in ARMA - ADDONS & MODS: COMPLETE
@modemaik- I just did this and to no avail...If you had success could you tell me how you did it...Yes I am running Arma Effects but I was under 1.12 as well with absolutely no problems. Sorry I forgot to mention that to begin with. I might have implemented your fix incorrectly, but to tell you the truth I had already attempted something similar to that to no avail before your post. BTW thanks for your quick post and help. If you have any other suggestions they would be most helpful as I have a major Mission in the works on the new South island Map that relies heavily on a Guard Unit Tank Assault into the Oil fields (Epic Struggle between T64 and M60). Best Regards, Lamar -
RHS T-64 MBT pack v.0.9 ( Preview )
FA Dalai Lamar replied to Shadow NX's topic in ARMA - ADDONS & MODS: COMPLETE
Hey guys...Not digging this up arbitrarily...It seems the new patch has done something that has made this wonderful addon cease to work. Upon loading tis tank in the editor it reads an error message "unable to load RHS_T64B.p3d" and then it crashes to the desktop....Well dang....It worked perfectly yesterday.....Looks like Arma 1.14 has done this to several addons...Just putting this out there in case someone has a fix they would be able to share. Best Regards, Lamar