Footmunch
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Everything posted by Footmunch
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Try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soundServo[]={"",1,1}; But I think this makes the flaps not make a noise as well. You could go for gearRetracting = false, but then you have to script the AI gear.
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Rock - The other thing to try is make the texture bigger to start with. The PAA/PAC is a 'compressed' file format, so it can smudge some details. Just make the texture twice as big (using resize in PSP/PS), and then make the mapping twice as small, and you should get more detail.
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Scud - No, the extra ; is just treated as a blank line. I often use it to separate the double-double quotes, and the end of the init string.
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Home again, home again, clickety click  Sorry peeps, been doing some Falklands work recently (with more on the horizon, for the moment) - plus some work for some other Mods. 'Public' releases are not expected for the next few weeks. Apologies. Coaler will have 'paratroop' and 'paradrop' versions. This is the only thing I don't think I've posted pictures of before: M-24 Chaffee (WW2 and Korea light tank) External only at the moment. No beta for a while. If anyone wants to help out/finish the addon, PM me.
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How is aircraft handling determined in addons?
Footmunch replied to havocsquad's topic in ADDONS & MODS: DISCUSSION
Basically, you need to reduce the moment of inertia in the axis you're interested in (ie concentrate the mass around the CoG, or reduce the mass at distances far from the CoG). Note that this does mean you will bleed speed more quickly during maneuvers (as bleed is determined by AoA). Mass is attached to each _vertex_ in GeoLOD, rather than per face or component. NoseDownCoeff is _very_ useful for making the plane 'feel' heavy or light. Also, make sure that the GeoLOD is correctly set-up by using: Component Convex Hull If you can, test with both joystick- and mouse- flight. It's _very_ hard to get a good balance between the two. -
Huckins 78' WWII Patrol Boat
Footmunch replied to Pappy Boyington's topic in ADDONS & MODS: COMPLETE
64 metre geometry limit  :grinds teeth: -
Diesel - I think you want 'flat' lighting in that dialog box. Also, the compass does need to be rotated 180 degress (probably easiest to do that with the texture, rather than re- mapping).
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dammageHalf & dammageFull on Planes
Footmunch replied to Trenchfeet's topic in OFP : CONFIGS & SCRIPTING
Could you check on the plane height and/or on the gear up/down status - maybe even on the z-component of the plane velocity? -
dammageHalf & dammageFull on Planes
Footmunch replied to Trenchfeet's topic in OFP : CONFIGS & SCRIPTING
I was thinking about doing this on a certain addon: make up some alpha-bit textures that show 'holes' and superstructure and place them as hidden selections on the wings and fueslage. Then, hide them and monitor the damage from a script. When the damage is at a certain point, turn the textures on (with some random-ness also). You'd still have the 'normal' skin underneath, but with the damage overlaid. If you're worried about script overhead, you could do this every second or so, rather than check 25 times a second. -
Have you tried adding a standard 'vrtule' to the model? If it's defined in CfgModels, it may work along with the boat engine. If not, then you'll probably have to do some spin-up/spin-down scripting: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_boat = this select 0 _phase = _boat animationphase "prop" _count =1 #SpinDown _phase = _phase + (0.01 / _count) _boat animate["prop", _phase] _count = _count + 1 ~.05 ?(_count < 30) : goto "SpinDown" exit
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Scud - Is the selection that's being animated also a part of vrtule (or any other anim)? If so, you can't 'get' the phase of a built-in animation like that, sadly. More details are required Â
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The only lock-down script I know of is the BAS Cargo stuff - each unit to be locked has to have a 'soldier' proxy defined, and this 'soldier' is then added to the cargo and removed/ replaced by the real unit when the lock is undone. Check TJ's scripting for the BAS Chinook for more details. Standing proxies: PBRDriver and PBRGunner are both standing, IIRC.
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Try: ViewGunnerInExternal =1; in the config.
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In the config, you want to play around with the destrType property: IIRC, setting it to zero in your CfgVehicles definition should stop it 'blowing-up'. The values are defined in the commented configs, I think. The other possibility is to give it an _enormous_ armor value.
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Component Convex Hull goes one better by finding all the components, and then making sure they are convex.
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Sounds like a sharp/smooth edge thing. Try creating a cylinder in O2. Select all the vertices, and then hit U to make all the edges sharp. You should get a 'polygon' rather than a 'smooth' cylinder. Select all and hit I. You should be back to a cylinder. Now select all the vertices on one end, and hit U. You should now have a cylinder with a 'flat' end. That's because the join between the curved part and the end of the cylinder is now _sharp_ If that is the problem, try selecting edges that you do/don't want that to happen to, and hit 'U' to sharpen, and 'I' to smooth - you should be able to see the difference in the normal (blue) lines.
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Oyman - Noooooooooooooooooooooooooooooooo. Â The new class in CfgModels is the _p3d_ file name, _not_ the addon name. So: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgModels { class Default {}; class Vehicle: Default {}; class Tank: Vehicle {}; class UKF_TripodWeap: Tank {}; }; Instead. Also, the addon name should be listed in the units array in CfgPatches. The patch name itself (PUKF in my post above) doesn't do anything, IIRC. So, the _full_ cpp will look like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { Â Â class PUKF Â Â { Â Â Â Â units[] = {UKF_SF}; Â Â Â Â weapons[] = {}; Â Â Â Â requiredVersion = 1.85; Â Â }; }; class CfgModels { Â Â class default{}; Â Â class vehicle:default{}; Â Â class tank:vehicle{}; Â Â class UKF_TripodWeap: tank{}; }; class CfgVehicles { Â Â class All{}; Â Â class AllVehicles:All{}; Â Â class Land: AllVehicles{}; Â Â class LandVehicle: Land{}; Â Â class Tank: LandVehicle{}; Â Â Â class APC: Tank{}; Â Â class M113:APC{}; Â Â class M2StaticMG: M113{}; Â Â class UKF_SF: M2StaticMG Â Â { Â Â Â Â Â model="\UKF_SF\UKF_TripodWeap"; Â Â Â Â Â displayName="GPMG Sustained Fire"; Â Â Â Â Â weapons[]={}; Â Â Â Â Â magazines[]={}; Â Â }; };
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If that's the whole config.cpp, you'll need to add a CfgPatches at the top as well: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { Â Â class PUKF Â Â { Â Â Â Â Â units[] = {UKF_SF}; Â Â Â Â Â weapons[] = {}; Â Â Â Â Â requiredVersion = 1.85; Â Â }; };
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Define the proxies in O2 as: 'proxy:dsl_mk82.01' and change the proxy in the config.cpp to: 'class ProxyDSL_MK82: ProxyWeapon' This makes sure that the proxy is 'attached' to the new bomb you've defined.
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Also, make sure that the Landcontact points are below _any_ geometry. You could remove the wheels from the GeoLOD (but keep them in the fireGeo if you want the blown tires thing to work). Increasing the overall mass can stop the shakes, as well as re-distribution.
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Check the selection and axis settings in the anim. The selection value should be the _exact_ name of the selection defined in the resolution LODS of the model. The axis value should refer to 2 points in the Memory LOD.
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Edejl - What is the actual problem? In the 3d model in O2, is the ramp in the 'up' or 'down' position? Do the "Ramp Up" and/or "Ramp Down" actions appear in the menu when you approach the unit? Does selecting one of them cause something to happen, or does nothing happen? (You can delete any line that starts with \\, as that is just a comment).
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You want to move the "};" (without the quotes) just above "animated=1" to the end of the file. The error message indicates that the 'scope' is wrong: a 'scope' in this context is a line of declarations surrounded by opening "{" and closing "}" brackets. Because the class aalc ends too early (before animated=1), the scope is in CfgVehicles, where it shouldn't be. Are you sure you want <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">vehicleClass="Armored" instead of <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">vehicleClass="Ship" Also, change the driver action: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">driverAction=ManActPBRDriver; and you driver will stand up. The proxy doesn't matter - it's over-ridden by the config. (I don't think you need driverinaction, as you can't turn in on a boat, IIRC).
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In the CfgVehicles section: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class TAGMyAddon : class [...] { [...] animated =1; class Animations {    class RampAnim    {       type ="rotation";       animPeriod =5;       selection ="ramp_selection";       axis ="ramp_axis";       // Angles in _radians_       angle0 =0;       angle1 =1.53;    }; [More anims here] }; class UserActions {  class RampUp  {     displayName ="Ramp Up";     position = "doors";     radius =6;     condition = "this animationphase ""RampAnim"" < 0.1 ";     statement = "this animate [""RampAnim"",1];";  };  class RampDown  {     displayName ="Ramp Down";     position = "doors";     radius =6;     condition = "this animationphase ""RampAnim"" > 0.9 ";     statement = "this animate [""RampAnim"",0];";   }; [More User Actions] }; [...] // End of TAGMyAddon class }; This is all from memory, so there may be a bug or two.