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Fortran

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Everything posted by Fortran

  1. Sure, Add this to the AH-1Z config: class UserActions { // FLIR class FlirON { displayName = "FLIR ON" position = ""; radius = 5; condition = "(player == gunner this) && (alive this)"; statement="this execVM ""\pathtoscript\scriptname.sqf"""; onlyForPlayer = true; }; }; Create a new SQF file in the same directory or in a new addon (target it in the statement line in the action above ^) In the SQF file create this: setaperture 24; ppColor = ppEffectCreate ["ColorCorrections", 1999]; ppColor ppEffectEnable false; ppColor ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, 0.0], [1, 1, 1, 1.0]]; ppColor ppEffectCommit 0; ppBlur = ppEffectCreate ["dynamicBlur", 505]; ppBlur ppEffectEnable false; ppBlur ppEffectAdjust [.5]; ppBlur ppEffectCommit 0; ppInversion = ppEffectCreate ['colorInversion', 2555]; ppInversion ppEffectEnable false; ppInversion ppEffectAdjust [1,1,1]; ppInversion ppEffectCommit 0; ppGrain = ppEffectCreate ["filmGrain", 2005]; ppGrain ppEffectEnable false; ppGrain ppEffectAdjust [0.02, 1, 1, 0, 1]; ppGrain ppEffectCommit 0; Only problem is the FLIR effect is still enabled when leaving the chopper, but I am sure somebody could fix that quite simply by triggering the following script when the player leaves the helicopter: (can also be used to add a new "FLIR OFF" action type) setaperture -1; ppEffectDestroy ppColor; ppEffectDestroy ppBlur; ppEffectDestroy ppInversion; ppEffectDestroy ppGrain;
  2. Fortran

    Action Toggle

    Oooh damn, sorry don't know how I managed to do that..posting at 8am in the morning i guess lol. Yes this should be in the A2 forums.
  3. Having a bit of a headache with this although I am sure it's quite simple. I am trying to toggle between the two versions of the FLIR effect via the same action menu action ("Inverse"). Everything works fine and I have ON and OFF actions for the FLIR which works fine. The trouble is with the toggle for inverting the BW/WB version. I want to be able to use the same action menu action to switch between the two version. If I use this: if (ppInversion ppEffectEnable true) then { ppInversion ppEffectEnable false } Then when I hit the "inverse" action it indeed inverts the FLIR. However obviously this only works just once. I then tried what I thought should be correct... if (ppInversion ppEffectEnable true) then { ppInversion ppEffectEnable false } else { if (ppInversion ppEffectEnable false) && (ppColor ppEffectEnable != false) then { ppInversion ppEffectEnable true } }; but that does not work. As soon as I add the "else" section it doesn't change any more. The original version I had was as follows: if (ppInversion ppEffectEnable true) then { ppInversion ppEffectEnable false } else { if (ppInversion ppEffectEnable false) then { ppInversion ppEffectEnable true } }; This did not work either, however hitting the "inverse" action when FLIR was turned off still switched the ppInversion on, which gives a kind of psychedelic effect (basically inversed shading in the normal view) which I didn't want. I added the != to try to say, if one of the other effects (ppColor) that makes up the FLIR was not turned off (ie. it was ON) then toggle, but if the ppColor effect was off (which occurs when I turn the FLIR off via my action) it would not invert. Basically to cut a long story short, how can I say in code (when using my inverse action): If ppInversion is ON (true) then turn it off (false) But If ppInversion is OFF (false) and only if ppColor is ON (true) then turn ppInversion ON (true). Thanks to anybody that can help me in the right direction.
  4. Fortran

    How to save in .sqs

    windows notepad ? Just File > Save As File name > myscript.sqs File type > All Files (otherwise it will make it a txt document)
  5. At the moment I am just simply adding a new user action to the vehicle config and using that to trigger an SQF file with the FLIR code.
  6. Hi guys, Have managed to implement a 2nd camera for the F117A by utilizing the same method found in the Ka-50 in ARMA1. The camera position is set in the model with a memory point I have named "PilotView2" which works fine. However I would like to rotate this to be looking downwards instead of forwards. ..... driverOpticsModel = "\ca\weapons\2Dscope_UAV.p3d"; driverOpticsColor[] = {0, 0, 0, 1}; memoryPointDriverOptics = "pilotview2"; .... class Viewoptics { minAngleX = -40; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initAngleX = -10; initFov=0.1; minFov=0.1; maxFov=1.2; }; I have tried making changes in the initAngle setting but it doesn't seem to effect the camera. I also tried rotating the memory point 90 degrees but that doesn't work either. Anybody know how I can set this 2nd camera view to look downwards at the ground instead of straight ahead? Many thanks for any assistance.
  7. Fortran

    A-10 Pylons

    Not sure if thats actually possible at the moment. I presume, if they are anything like the Hydra tubes, that the Vikhir tubes are part of the actual model and not just added via the weapons[] = / magazines[] = config lines like missiles are. Obviously you could have it firing Vikhirs now, but there would be no pods on the pylons. You will probably have to wait until Bis release the Arma2 Mlod models so you can edit the SU25 yourself to add the Vikhir tube models im afraid. The only reason I could edit the A10 was that its the exact same model (minus the changes to the pylons) as in ARMA1, so could use the ARMA1 Mlod model to edit it.
  8. Been doing a bit of work on it myself for my upcoming F117A. Is quite simple to implement (as its already all there in ARMA2) and the post processing part of the engine is very customizable.
  9. Fortran

    Action Toggle

    Ah magic ok thanks mate will give that a go. Its techincally the right forum (I think) as I am test running it via sqf scripts in a mission at the moment. Will be moving it to vehicles after I get something decent going. Thanks again, will try your suggestion out mate.
  10. Tiny update, just wanted to test the mesh in-engine and make sure my scaling was correct.
  11. Nice work Irish! Looking good mate. Just a small update, finished work on the body pretty much, just need to get the cockpit done now and I should be good to move onto UV work and texturing.
  12. Got a 5 part question, big thank you to anybody that can help out: 1: The GBU12 (LGB) is supposed to be laser guided but I don't see where in the config the laser targeting part occurs ? class Bo_GBU12_LGB : LaserBombCore { hit = 5000; indirectHit = 1100; indirectHitRange = 12; soundHit[] = {"Ca\sounds\Weapons\explosions\explosion_large1", db29, 1, 1900}; model = "\ca\air\gbu12fly"; proxyShape = "\ca\air\gbu12_proxy"; trackOversteer = 1; trackLead = 0.95; maneuvrability = 20; CraterEffects = "BombCrater"; explosionEffects = "BombExplosion"; explosionTime = 2; fuseDistance = 35; whistleDist = 24; }; Other missile types have the locking or tracking code here but the GBU12 doesn't seem to have it although it is able to track a laser target ? 2: The explosion effect for the GBU12 is "BombExplosion" where are these effects defined and can I edit them or simply scale them? 3: If I wanted a larger splash damage for the bomb, would it just be a matter of increasing the indirectHit and indirectHitRange values to get a kill in a larger radius ? 4: A slightly unrelated question, but is it possible to trigger an animation in a missile/bomb once it has been fired ? For example I am working on a GBU-27 PavewayIII for the F-117A and the GBU-27's guidance fin's flip out from the body once the bomb has dropped away from the aircraft. Is there any way to mimic this behaviour ? I thought either via the firing of it or by it reaching a certain speed maybe ? 5: If I wanted to implement a downward looking camera to mimic the F-117A's downward FLIR cam, is it possible for the pilot to have multiple cameras ? I know its obviously possible for the gunner (eg the AH-1Z and others) but is this accessible by the driver/pilot of a vehicle ? And if so, what happens to the vehicle whilst this camera is implemented ? Would it be as though there was no pilot ? Or would the vehicle still respond to control from the pilot ? Or would it just continue on it's flight path but control could be restricted ? Also would it be possible to fire off a weapon from this view (as the pilot)? Any links to reading material on this area would be appreciated. Thanks to anybody that can help with these questions.
  13. Currently 1024x1024 but that can be knocked down to 512x512 if necessary. Can always go down..just never up lol :p
  14. Great stuff, many thanks for the replies guys, especially SirSmok@lot, appreciate it greatly.
  15. Thanks for the links/info Irish, appreciate it mate :). Started working on the textures for the GBU-27. Still WIP.
  16. Thanks Adumb and Commando84. IrishDeviant! good to see you here bro :)! You going to be moving the mod to A2 ? Or you just working on some single addons yourself ? @Commando84: I am not quite sure yet, obviously as a jet the F-117A isn't that "useful" for the ARMA gameworld as it is only capable of carrying 2 bombs, so it's a matter of whether I am going to make it unrealisitic and give it armament that would be good in-game, or if I am going to go for a mirror of the real-life jet and try and define a new kind of bomber-only role for ARMA2. Am playing with several ideas at the moment but was thinking of giving it 2 x GBU-27 Paveway III 2000lb bombs like these I have modelled: ..and making it impossible to laserlock the F-117A, so no ground targets could lock it (like in RealLife), but it would still be susceptible to air2air missiles and obviously cannon fire. The thing is the F-117A literally only carries 2 bombs, has no cannon and no AA missiles and the countermeasure system is still secret so I am unsure at this point. Once I get it in-game I will see what works best.
  17. Finishing up modelling work on my F-117A Nighthawk which I am hoping is going to be my first attempt at getting a working vehicle into the ARMA2 world. Just some quick clays for now. Currently sitting at 2911 polys. Still need to get the cockpit done, landing gear and bomb-bay and detailing, but its getting there slowly. Will start a WIP thread in the Addon discussion forum when I have it textured and ready to bring into 02. Do realize it's not the most "practical" aircraft for ARMA2 lol but I have been meaning to get this model finished for a few months now so am using this as my incentive to get it done.
  18. Thanks guys :) @Simon: eddyD posted some screens with a great mouth texture design here: http://forums.bistudio.com/showpost.php?p=1362488&postcount=18 he has offered them for me to use so once I get them from him I will try do one. @Kju: Actually working on a couple of things..first one is finish porting the BIS Mlod A-10 over and am also going to try incorporate the flight model demonstrator re-work into it done by RockofSL here: http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=70;t=73342;st=0 2nd: am actually working on an F-117A Nighthawk at the moment which will (hopefully) be my first foray into importing one of my own models into ARMA2 and getting it flying. Know it's not exactly the most practical aircraft for the ARMA world lol but I modelled it a while back and have been trying to find an excuse to finish it for something, so fingers crossed..although just from looking over the A-10 BIS model for a number of hours I can tell it's going to be quite a big job for somebody new to the engine. Anyway thanks again guys, and thanks again Kju for the config mate.
  19. Wow cool stuff Eddy! Love the mouth on the 2nd one. Wouldn't mind trying to incorporate that if you have no need for them anymore ? Updated first post with the new pack :). Download links in 1st post. If any mod's could possibly retitle this thread to "A-10 CamoPack - [9 New A-10 Textures]" would appreciate it. Have edited the title but its not showing.
  20. Thanks Kju, so if I run DSCreateKey key again with the same name it will still produce a different key ? Also do you mean have a separate PBO file for each texture ? (end user will just place whichever PBO he/she wants in addons directory) So in each PBO I will have camo1_a10_01.paa camo1_a10_02.paa config.cpp (such as the one you posted here http://dev-heaven.net/repositories/entry/oac/oac_replacements_a2_units/addons/oac_r_a10_a10camo/config.cpp)
  21. I just noticed this also....I packed it very late at night and forgot I had pasted it into the folder for some reason. I don't really know what to do now lol...big mistake. I think im going to release a bigger skinpack later today with several other variants so I will change my signing name and hopefully people won't mind re-downloading the new pack which will be signed differently. Will have a go at that in the next skin release. Didn't realize I should have done that, thanks for the heads up. Sorry is my first ARMA related mod release so I am still very new to working with the engine. Thanks for the config layout Kju will def. add this to the next release today ---------- Post added at 02:39 PM ---------- Previous post was at 02:09 PM ---------- A couple of new variants..will try upload several different ones (including the original) in a new texture pack for the A-10.
  22. Try with BinPBO with the binarized switch on. The CPP file will not be turned into a bin file unless you binarize the PBO while your creating it.
  23. Only via placing it. It has its own class CheytacSniper and its own unit which you can find in the list. Havent tried adding it via the init yet.
  24. Thanks very much Synide. Added that but unfortunatly no change so far. Will go take a closer look through my config and see if I have any other undefined items which might be causing this issue. Thanks for your input. In the meantime I am just going to use the packed A10 shaders to get around my problem until the new tools come out I think.
  25. Having a bit of a headache with this. If I pack my addon with the Binarize switch on then everything works correctly and no errors, however, I loose the specular/gloss/env effect on the glass/metal in some of my RVMAT files. I heard somewhere that certain RVMAT's shouldn't be binarized or this problem will occur. If I just pack the PBO without binarizing it I get model.cfg errors when loading the model in ARMA2, this is due to the config.cpp not getting binarized correct ? If I take out the config.cpp and binarize it on its own, extract that pbo and drop the config.bin back into my folder (removing the original config.cpp first) then pack the PBO without binarizing it I then get some other errors in the textures themselves and other problems such as some of the animations not playing. Which files MUST be binarized and which files MUST NOT be binarized ? I am getting kind of confused with this, have tried all sorts of ways but none seem %100 correct. My addon includes, the models p3d file, the model.cfg, the config.cpp and in the data folder all the RVMAT's and paa texture files. Also is there a way to binarize the file without packing it into the PBO also ? Say for example I have to binarize only certain files, is this possible without it also creating the PBO which I then have to extract to get the binarized file? I am using BinPBO from the BIS tools.
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