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Everything posted by granQ
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Alouette II for South Sahrani forces.
granQ replied to granQ's topic in ARMA - ADDONS & MODS: COMPLETE
yeah.. first BIS need to sort it out aswell.. lowered my settings now I can't get the shadows back. So I have arma without shadows == impossible to work.. Ive managed to get low res shadows working on the RKSL Harriers. And i seem to remember somthing about using a specific Lod. It might have been Kegety or Shadow that posted it. If I find it i'll let you know. yeah lod 10 000, a simpel model thats tringlate.. read about it, understand it, cant do it I am not so good with models and O2 that I wish I was :/ -
Alouette II for South Sahrani forces.
granQ replied to granQ's topic in ARMA - ADDONS & MODS: COMPLETE
yeah.. first BIS need to sort it out aswell.. lowered my settings now I can't get the shadows back. So I have arma without shadows == impossible to work.. -
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Library { libTextDesc = $STR_LIB_M9; }; If I use a something from my own stringtable i dont get it work, anyone know if this is only work with the "main" stringtable, use a custom stringtable in my addon, and it works fine with the displayname but the description text doesnt work.
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Koh Pulau, the concept (island, addons, mission)
granQ replied to granQ's topic in ARMA - ADDONS & MODS: DISCUSSION
i might actually skip the solar plants.. because they dont generate so much. The airport will be in the north west corner, before coimg into the biggest town. -
Koh Pulau, the concept (island, addons, mission)
granQ posted a topic in ARMA - ADDONS & MODS: DISCUSSION
This project is for ArmA. One island, a few addons and a special mission type is what you can expect sometime in 2008-2009. Screenshots Latest two screenshots are shown here. <a href="http://granq.se/content/blogcategory/17/88/" target="_blank">For more screenshots check the projects homepage </a> Drug plant Alouette II Medevac In short 1 island 1 mod 2 types of missions. x addons. Current stage Mission is working, MP testing left (waiting for my copy to arrive). Some addons have been started. Mod, no start and no need for it either. A Mod ? I always done addons because you can do almost anything you need, however with this project that is mostly done for me and to play with my friends I wish to have as much creative control as possible. Maybe change the music, add a new interface and colors. Sofar nothing special planned. First the mission, then the addons last the mod. In detail Based on my experience when I travelled around southeast asia I wished to create an OFP/ArmA world based on that. With a history based on Lao mixed with culture from south of thailand and malaysia I came up with Koh Pulau, the island itself is based on Koh Lanta with the basic road network, town location while some things will be added for gameplay and story such as the soviet funded airport. Two missions will be the backbone for this mod, with the goal of creating a fair game with two diffrent groups. One equipt with the latest and one rebel group. Inspiration comes from my first MP mission for OFP, "snatch" that was played alot in the early days with the #ofpec community and also inspiration is the CR-Cti. Vehicles will use a system that already work and isnt complicated yet allow for alot of dynamics. More on that later on. Vehicle system Both side got vehicle credits, this can be diffrent for each side but lets say it start with 20. The prices for vehicles are: Truck 2 credits Landrover 5 credits MH 6 10 credits UH60 15 credits So you have the option to buy either two landrovers and one MH 6 or maybe on UH60 and 2 trucks. When a vehicle is destroyed the team get its credits back. Some ideas that can be played around. How much credits When a vehicle is destroyed only get half the credits back. If your team destroy a vehicle, earn credits (the other half?) Bonus credits for mini missions. Adding more credits after 15, 30 and 60 mins play so the conflict can escalate. -
Koh Pulau, the concept (island, addons, mission)
granQ replied to granQ's topic in ARMA - ADDONS & MODS: DISCUSSION
completly diffrent... howevever BWmod's model looks better. This one is made by Ugga, textures and arma coding by me. Right now in temporary textures, might get a standalone release later. About the name and island, here are the facts. The history is based on Lao, (former french colony, then communist dictatorship but more "friendly" then its neighbour cambodia). The name is based as it says, "Koh", the thai word for island and Pulau the word in "malay" (feel stupid now, cant remeber what the language is called). If you look on a map you will see how thai island names are like: Koh Chang, Koh Tao..while in malaysia its Pulau X, Pulau Y.. The geography of the island and roadnetwork so on will be based on the thai island "Koh Lanta" http://andaman-island-hopping.com/maps/aih_lanta.jpg The scale will be keept in ArmA, while some changes will be made, adding an airport and other things to make it "Koh pulau" and not "Koh Lanta". -
Koh Pulau, the concept (island, addons, mission)
granQ replied to granQ's topic in ARMA - ADDONS & MODS: DISCUSSION
Made this small update. Its working in arma, rotors and stuff. What is needed is to make some damage textures and see if I can fix the self shading feature. -
Ok, it works now.. n00b misstake <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> LANGUAGE,English STR_RC_DN_AK4,AK 4 STR_RC_LIB_AK4,"AK4 stands for <i>Automatkarbin 4</i> and is the Swedish designation for the HK G3A3 rifle. It was used by the army almost until the end of the coldwar.<br>The rifles was then passed to homeguard units that used them for 10 years without any modifications. Early in 2000 the homeguard ordered reddot aimpoints."
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgWeapons { class Default; // External class reference class PistolCore; // External class reference class RifleCore; // External class reference class MGunCore; // External class reference class LauncherCore; // External class reference class GrenadeCore; // External class reference class GrenadeLauncher; // External class reference class CannonCore; // External class reference class Launcher; // External class reference class MGun : MGunCore { }; class Rifle : MGun {}; class RC_AK4 : Rifle { scope = 2; value = 0; model="\RC_ak4\RC_AK4.p3d"; displayName = $STR_RC_DN_AK4; optics = 1; modes[] = {"Single", "FullAuto"}; magazines[] = {"20Rnd_556x45_Stanag"}; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; class Library { libTextDesc = $STR_RC_LIB_AK4; }; class Single : Mode_SemiAuto { sound[] = {"\ca\Weapons\Data\Sound\AK47_2_SS_A", db20, 1}; reloadTime = 0.1; recoil = "RC_AK4Recoil"; recoilProne = "RC_AK4Recoil"; dispersion = 0.0025; minRange = 2; minRangeProbab = 0.1; midRange = 250; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.04; }; class FullAuto : Mode_FullAuto { sound[] = {"\ca\Weapons\Data\Sound\AK47_2_SS_A", db20, 1}; reloadTime = 0.1; ffCount = 30; recoil = "AK74Recoil"; recoilProne = "AK74Recoil"; dispersion = 0.005; minRange = 2; minRangeProbab = 0.1; midRange = 30; midRangeProbab = 0.7; maxRange = 60; maxRangeProbab = 0.05; }; }; }; and the stringtable: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> LANGUAGE,English,French,Italian,Spanish,German,Czech STR_RC_DN_AK4,AK 4 STR_RC_LIB_AK4,"AK4 stands for <i>Automatkarbin 4</i> and is the Swedish designation for the HK G3A3 rifle. It was used by the army almost until the end of the coldwar.<br>The rifles was then passed to homeguard units that used them for 10 years without any modifications. Early in 2000 the homeguard ordered reddot aimpoints." The displayname works fine, but not the libdesc.
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reading your post i was thinking "oh really i got it working?".. small correction needed, the turret is working fine with mouse movements, however the bullet exit point isnt following. incase anyone wonders.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons { class Car; //Define base class. class RC_SuperSonicBones: Car { isDiscrete=1; skeletonInherit = ""; //Inherit all bones from class Car. skeletonBones[]= { "pravy predni","", "levy predni","", "pravy zadnii","", "levy zadni","", "OtocVez","", "OtocHlaven","OtocVez" }; }; }; class CfgModels { class Car; //Declare base class. class RC_SuperSonic: Car { sectionsInherit = ""; sections[] ={"OtocVez","OtocHlaven","pravy predni","pravy zadni","levy zadni","hatchGunner", "zadni svetlo","clan"}; skeletonName = "RC_SuperSonicBones"; class Animations { class RC_SuperSonicOtocVez { type = "rotationY"; source = "mainTurret"; selection = "OtocVez"; axis = "OsaVeze"; memory = true; sourceAddress = "loop"; minValue = -1; maxValue = 1; angle0 = 0; angle1 = "rad 360"; }; class RC_SuperSonichlaven { type = "rotationX"; source = "mainGun"; selection = "OtocHlaven"; axis = "OsaHlavne"; memory = true; sourceAddress = "clamp"; minValue = "0"; maxValue = "1"; angle0 = "-rad 12"; angle1 = "rad 65"; }; }; class RC_SuperSonicFrontWheelR { type = "rotationX"; source = "wheel"; selection = "pravy predni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class RC_SuperSonicFrontWheelL { type = "rotationX"; source = "wheel"; selection = "levy predni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class RC_SuperSonicFrontWheelRTurn { type = "rotationY"; source = "drivingWheel"; selection = "pravy predni"; axis = ""; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 25"; angle1 = "rad -25"; }; class RC_SuperSonicFrontWheelLTurn { type = "rotationY"; source = "drivingWheel"; selection = "levy predni"; axis = ""; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 25"; angle1 = "rad -25"; }; class RC_SuperSonicRearWheelR { type = "rotationX"; source = "wheel"; selection = "pravy zadni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class RC_SuperSonicRearWheelL { type = "rotationX"; source = "wheel"; selection = "levy zadni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; }; };
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there is a thread to suggest new addons/mods http://www.flashpoint1985.com/cgi-bin....t=57329 and, good thing with TD, Redalert, TS.. they all use same system.. if get the premission from the TS mod shouldnt be that hard to make a red alert mod, a td mod.. whatever you like. I would even prefer if it was included in the TS mod.
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great work. Cant say I am progressing as good, the shaders and shadow stuff got me bad.
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Converting OFP addons to ARMA
granQ replied to dentist guba's topic in ARMA - ADDONS & MODS: DISCUSSION
8 step guide on how you make it or atleast get a start. Check the zip file, aka read the guide. And you find all programs and stuff needed. -
people sure have alot of time to whine on other people that are busy trying to learn more about textuering and editing..
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Flaming and flamebaiting is not tollerated here. WL1 for you. *** Censored **** Anyway, I doubt there is many addon makers with a eye for details like that, esp since like been said most of the times in the field people look way diffrent. Issue same cloth to 5 diffrent people and let them spend one week in a tent and it will look like they have nothing in common. (Some people get very dirty, some are always clean, some adjust their clothing one way, some another). For more realism its not a correction of a model we need, we need variation, however I must say I personaly feel its good enough.
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great work, keep it up. I advice you to keep think about diffrent ways to sort things out, looks good now but what to do when FDF mod or something release german WWII units and soviet present day (if they make, just refering to OFP).. You dont have to answer me about this, just my advice to not stopping thinking you got the perfect system..
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this addweaponcargo ["m16", 1] Works perfectly in SP or in MP if done in the mission, however I wish to do this later on with lets say a script "sniperRiffle.sqs" it will be either on server only (noone can use it) or for all clients (more then one sniper rifle). I need it to be just 1 that can be picked up by any client.
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now this is an old thread. Anyway, looking for some information I couldnt find in the wiki, did a google and kinda ended up here. Would it be possible to give premission for all this tutorials to end up in the wiki?
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This project is for ArmA. One island, a few addons and a special mission type is what you can expect sometime in 2008-2009. The projects homepage
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Koh Pulau, the concept (island, addons, mission)
granQ replied to granQ's topic in ARMA - ADDONS & MODS: DISCUSSION
well, look who is home Check this first post for more information about the current stage on this project. -
Koh Pulau, the concept (island, addons, mission)
granQ replied to granQ's topic in ADDONS & MODS: DISCUSSION
well, look who is home Check this first post for more information about the current stage on this project. -
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">guy setpos [getpos player select 0,getpos player select 1,700] guy addweapon "SFP_Drugpack" guy action ["DROPWEAPON", guy ,"SFP_Drugpack"] ~3 guy setvelocity [0,0,0] guy setpos getpos baggyPos this works for now.. hope action doesnt fuck up. Anyone got some input on this or something?
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True. but there are little chances that any other els will make a DDAM_mg62.pbo with mg62.p3d in it that might be so, but if i make granQ_MaGic\mg62.p3d it will still conflict. the cfgmodels part.
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really nice addon, but dont forget to tag them. (seems to forgot on models name, mg62.p3d will overwrite if someone else use same)
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I would love to see more southeast asian stuff. once the tools get out and we can start edit the p3d files i would like to see one of these: http://www.koh-chang.com/images/title/p_21.gif and more civillian scooters. edit. And if someone could make a good Erythroxylum coca plant that would be awesome, esp if its opensource.