Gameer
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Everything posted by Gameer
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There was a hellavalot of cuffufle to begin with though, just check the first few pages...
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You might wanna check with whoever used to update the bistudio.com website 'cause I distinctly remember them making a news post about it. Not to try and prove you wrong o' mighty one... *backs off slowly [EDIT] Darn, nothing in the archives...Someone's out to make me look a fool! My apologies, my mind must be going [EDIT (Again)] Aha...The old cog-machine is just getting a little confused: It was flashpoint1985.com that had the announcement. It's the 3rd page back in the archives (28.8.2003)
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Even Black & White had it Good idea!
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They've removed the briefcase-man All you have to do now is enter the required information here: And c'mon Placebo, get us some shots of the BIS guys in their underwear!
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Hi, I've decided to just release these animations to the public as they've been sat on my hard drive for the best part of 4 months. I was going to make an animation pack like everyone else but i'm too busy at UKF now to do that, so instead I'll just release these and vanish for a while. The pbo consists of 3 animations - a start, a middle and an end. My apologies for the file size but i've not got time time to cut down the frames. http://www.project-ukf.com/Gameer/GME_Smoking_Anims.zip And no, the DPM pack isn't included Bugs that I know of: *There is no actual cigarette, obviously. *The animations start and end at the default civvy pose, not the default soldier-safe pose. My apologies but when I made these it was before I knew how to change it in Maya. Thanks
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Unbelievable... Best "addon" ever (In my eyes' opinion) Oh, and the nightvision is very farcry
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What is the french for va va voom? The french for va va voom is thierry henry.
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OFP -OFP is the best. True -OFP is scrubbable. -OFP is the definitive war game featuring infantry. Also true -OFP is inclined to allow the order to trade at the price that it demonstrates that the initial price the OFP set for the customer at the start of the. -OFP is a long time partner of the Canadian churches and a highly respected organization which began its work with women in poor communities in 1972 under. It is? -OFP is a payment plan that works for you. Arf! -OFP is run by a team of financial analysts and stock market information researchers. Hmm... -OFP is itself a major accomplishment. Amen! -OFP is 31MB. Urr...not quite. -OFP is still on. Again, true. -OFP is believed to be less toxic than polychemotherapy. I hope so!
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I suggest you just take the config from another addon and modify that to use for your own purposes, then it's gaurunteed to work.
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What that looks like to me is that the driver plays his animation for a very very long time then he'd automatically play the death animation, dead or not... For the gunner, it seems like he just plays his animation for 4 seconds, it loops and after a while it has nothing to do...IIRC looped doesn't make him loop it indefinetly for some reason. To be honest it looks like the whole cpp is reallly - try having a look at the BAS configs or others. Here's a snippet from the UKF Landy project: class CfgVehicleActions { UKF_DriverAll = "UKF_DriverAll"; UKF_Gunner = "UKF_Gunner"; }; class CfgMovesMC { class Default {}; class DefaultDie: Default {}; class StandBase: Default {}; class States { class Driver: Default {}; #define VEH_DIE_CONN(Name,anim,time) \ class Name##Dying: DefaultDie \ { \ actions = NoActions; \ file = anim##smrt.rtm; \ speed = -time; \ looped = false; \ soundEnabled = false; \ connectFrom[] = {Name,1}; \ }; \ class Name##Dead: Name##Dying \ { \ actions = DeadActions; \ file = anim##smrt2.rtm; \ speed = SPEED_STATIC; \ terminal = true; \ connectFrom[] = {Name##Dying,1}; \ connectTo[] = {DeadState,1}; \ } #define VEHIN_MOVES_VAR(Name,anim,vartime) \ class Name: Driver \ { \ file = anim##stat.rtm; \ speed = SPEED_STATIC; \ looped = true; \ variantsAI[] = {Name##V1,0.7,Name};\ interpolateWith[] = {Name##V1,0.5};\ equivalentTo = Name; \ interpolationSpeed = 1; \ connectTo[] = {Name##Dying,1}; \ } \ class Name##V1: Name \ { \ file = anim.rtm; \ speed = -vartime; \ looped = true; \ } #define VEH_MOVES_VAR(Name,anim,time,vartime) \ VEHIN_MOVES_VAR(Name,anim,vartime); \ VEH_DIE_CONN(Name,anim,time) VEH_MOVES_VAR(UKF_DriverAll, \UKFLR_90GS\Animations\UKF_DriverAll, 1, 5); VEH_MOVES_VAR(UKF_Gunner, \UKFLR_90GS\Animations\UKF_Gunner, 1, 0.1); All that needs changing is the very last part and the very first part Plus you need to have the animation, a static version (with the FIRST 3 frames of the animation), a death animation and a static death animation (with the LAST 3 frames of the animation). Name them: anim.rtm - normal animation animsmrt.rtm - death animation animsmrt2.rtm - static death animation animSTAT.rtm - static normal animation Hope this helps or even makes sense
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IIRC, this is a problem caused when the unit is playing a static anim but when the "time" has finished he has nothing to link to and so it goes to the default stick-animation. (at least that's what I think happens) To fix this, you could try changing the speed to "SPEED_STATIC" Ex. speed = SPEED_STATIC; If this fails to work, you should copy the animation and rename it to the same name but add STAT onto the end. Ex. gunner.rtm Copied + pasted then renamed to: gunnerSTAT.rtm Then in the config.cpp make a new animation move and link the first one to the second one using connectTo. Give the second animation speed "SPEED_STATIC" as above. If you don't understand this, sorry - i'm not sure I understand it myself Just pray DeadMeat finds this thread Good luck!
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I like it I guess another feature could be getting interviews with mod teams like some of the other news sites... Or maybe have a small "classics" list at the bottom with the must-haves for OFP?
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Can't believe no one has mentioned toadlife yet. Toadlife!
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I assure you they take a lot of effort, but thanks My contributions: *Winters *The Avon Lady *Vektorboson *teaCup *Denoir *DeadMeat *bn880 *LCD All because they've helped me out in some way at some point, big or small.
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Don't worry, I'm sure we'll share the info with you guys as soon as we have the time, you can probably have the animation aswell.
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Bugger...my e-mail account appears to be disallowing me from accessing my messages. Send it to gameer_77@hotmail instead. And it appears as though you sent something too dusand, can you send it to my hotmail account too? Sorry, and thanks. And don't worry Skewballzz, I ain't changing it. [EDIT] Bugger, it appears to be working now...typical Yeah dusand that'd be great, i'll make a couple more pics but make sure you mention they're not static anims [EDIT2] Imshi, no I've got no e-mail I'm afraid. Send it to the above address.
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BIA stands for Bohemia Interactive Australia - they done VBS1 IIRC.
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Yeah but as far as I know you can't animate the binos (not in Maya at least, though there looks like there is a proxy but it's part of the model...) and as for the secondary weapon I don't have the models that have the handgun proxy in them and i wouldn't be able to start editing it with Maya like that as Maya is a complicated bugger and I don't think it's as simple as that.
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Thanks very much placebo, you caught me just in time - I was gonna order the amazon one today. Ta, you saved me a few quid and a long delivery... Woo!
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@@cero If you were to make a very simple script then you could make him do as many looped ones as you wanted. It'd only be a matter of waiting for the first and second animations to play (8.5+9 seconds if I remember correctly) then playing another looped animation, then again as many times as you like. It will automatically play the "end" animation after this. @dusand Yeah, I was hoping somebody could do it because i'm not very good with the drop command. If anyone does it well I'll add it to the zip and give you a pat on the back. @Schoeler That would probably involve making/editing a whole new soldier class and besides the lack of know-how it'd mean either doing them for both east/west/res/civ aswell as the different classes of units (spetznaz, black ops, medics, snipers, officers, women civvies), plus it'd be huge in file size. Creative suggestion though @Pang That brings us back to the soldier loosing the weapon he's carrying which is a pain in the arse. If I ever have any spare time I could maybe have a crack at importing a cigarette into Maya and pretend it's a LAW (less used than a primary weapon, right?) but i've never even made a weapon in OFP so I couldn't be able to handle 02 well. This is all only if I had any free time which I really don't ATM. Thanks for your suggestions all.
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@Schoeler Thanks, but as i can't think of any decent way to get the cigarette and pack to show in OFP animations, there's not much use for it. @tinitoon Lol, I forgot to add that disclaimer. @void_false I've really not got time to change the animations and the only reason I've released these anims now is because somebody got me to get off me arse and do it. And I think spitting out tobacco-grog is crossing the boundary into digusting IMO. And you might wanna double-check those warning labels on the packs before you turn it into a healing script.
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Not being a hardcore smoker you're gonna have to tell me what that means If you want him to take a "drag" (think that's what you call it) then it's a simple matter of scripting it to play every 8 seconds I think it was (in the readme).
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The link works for me, and there's a pic there. Here is a video for it, which ironically is smaller than the animation itself. Media Player Required - 315kb
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Hehe, any you want but quite how you'd get them to work I don't know - The only way i can imagine is making it a primary or secondary weapon then animating that but then you obviously won't be able to carry these weapons and it'd look pretty daft with an M16 instead of a ciggy.
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Damn, it's "GME_SmokeLoop", my mistake. Thanks for the kind words fellows.