I.M.G.
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Everything posted by I.M.G.
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Installing the 2.5 Suite
I.M.G. replied to [aps]gnat's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
I did, i am though having issues, see http://forums.bistudio.com/showthread.php?t=120629 -
BinPBO within 2.5.1 pack - Not Saving Setting
I.M.G. replied to I.M.G.'s topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
nope, problem return after reboot -
BinPBO within 2.5.1 pack - Not Saving Setting
I.M.G. posted a topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
I've installed the new tools pack, binpbo refuses to save it's settings. ---------- Post added at 01:19 AM ---------- Previous post was Yesterday at 11:23 PM ---------- restarted machine the machine, all now appears fine. -
I would like to see an increase to the maximum altitude, say 150,000m.
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Persistent Missions & Database Stat Saving
I.M.G. replied to I.M.G.'s topic in ARMA 2 & OA - SUGGESTIONS
My thanks, this last post is what i was expecting from the community. Please note, i am a founding member of City Life and as such am aware intimately of the points you rasied. Hence this post requesting assistance from the game developer who is best positioned to provide the enviroment that with minamise the afore mentioned issues. peace, may the maths win -
one of the items at the top of my wish list is a user friendly, potentially integral method for saving mission stats (object positions, player stats etc) to a database. Anybody else agree?
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Persistent Missions & Database Stat Saving
I.M.G. replied to I.M.G.'s topic in ARMA 2 & OA - SUGGESTIONS
I see that 'Evil Echo' & 'That Guy' can not be part of the rpg community, coming from a Master Sergeant & Gunnery Sergeant i would have thought they would have seen the need for memory, or maybe the should think before responding -
I agree with this post, adding ArmA II was all about graphics, lets request a physics & functionality boost for ArmA III
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ArmaII Object class library
I.M.G. replied to armatech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As always, working hard ArMaTeC -
ArmaII Object class library
I.M.G. replied to armatech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As always, working hard ArMaTeC -
a copy of 'asf25.p3d' (ArmA I) with.. 'asf_new_co.paa' 'asf.rvmat' 'asf_new_nohq.paa' 'asf_new_sm.paa' RVMAT----------------------------------------------------------- ambient[] = {1.0,1.0,1.0,0.99}; diffuse[] = {1.0,1.0,1.0,0.99}; forcedDiffuse[] = {0,0,0,1}; emmisive[] = {0,0,0,1}; specular[] = {0.2,0.2,0.2,1}; specularPower = 300; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "cl_police\roads\asf_new_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {0.8,0.0,0.0}; up[] = {0.0,8.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {0.8,0.0,0.0}; up[] = {0.0,8.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage4 { texture = "#(rgb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {0.8,0.0,0.0}; up[] = {0.0,8.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage5 { texture = "#(rgb,8,8,3)color(1,0.2,1,1,SMDI)"; uvSource = "tex"; class uvTransform { aside[] = {0.8,0.0,0.0}; up[] = {0.0,8.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage6 { texture = "#(ai,32,128,1)fresnel(7.53,5.44)"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; CONFIG---------------------------------------------------------------- class cl_tarmac: Static { scope = 2; access = 1; cost = 0; mapSize = 29; faction = "CIV"; destrType = "DestructNo"; icon = "\cl_police\roads\tarmac_icon.paa"; model = "\cl_police\roads\asf25.p3d"; displayName = "Tarmac"; accuracy = 0.3; ladders[] = {}; vehicleClass = "cl_buildings"; };
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gac_train with script sample 0.8
I.M.G. replied to gachopin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Somebody had too, all we need from BIS now is access to raw models to animate level (railroad) crossings etc. & who will be first with a station building rather than helo pad. Gachopin, nice start -
You can then bring up user input / output window?
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Put it on the ground infront of you and use ammo crate anim?
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Just a minor comment, for me I found no relation to helicopter ascend / descend, ‘Q’ and ‘Z’ functioned for me, I can’t rem’ remapping so I’m not sure if this will be of assistance to others. Aside from that, congrat’s Spooner.
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Creating a new round and new magazine
I.M.G. replied to Kapyong's topic in ARMA : CONFIGS AND SCRIPTING (addons)
or perhaps this, (my complete taser config.cpp) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class Taser {  units[] = {};  weapons[] = {"Taser"}; }; }; class CfgVehicleClasses { class Recon_Weapons {  displayName = "Recon Weapons"; }; }; class CfgSkeletons { class taserbones {  isDiscrete = 0;  skeletonInherit = "";  skeletonBones[] = {}; }; }; class CfgModels {}; class CfgAmmo { class Default; class Grenade; class Mine; class BulletCore; class BulletBase; class stuncharge: BulletBase {  hit = 16;  indirectHit = 0;  indirectHitRange = 0;  model = "\ca\Weapons\shell";  cartridge = "FxCartridge_Small";  visibleFire = 0.01;  audibleFire = 0.01;  visibleFireTime = 1;  cost = 1;  deflecting = 10;  typicalSpeed = 350; }; }; class CfgMagazines { class Default; class CA_Magazine; class recon_mag; class Taser_Mag: recon_mag {  scope = 2;  type = 16;  model = "\Taser\Taser_mag.p3d";  modelMagazine = "";  modelSpecial = "";  displayName = "Taser Battery";  picture = "\Taser\Icon\taser_m.paa";  ammo = "stuncharge";  nameSound = "";  count = 10;  initSpeed = 350;  reloadAction = "ManActReloadMagazine";  maxLeadSpeed = 23;  class Library  {  libTextDesc = "Deployment Charge x 10";  }; }; }; class CfgWeapons { class M9; class Taser: M9 {  scope = 2;  model = "\Taser\Taser.p3d";  modelOptics = "-";  picture = "\Taser\icon\taser_w.paa";  displayName = "Taser";  sound[] = {"\Taser\sound\fire.ogg",1,1};  drySound[] = {"\Taser\sound\empty.ogg",1,1};  reloadMagazineSound[] = {"\Taser\sound\reload.ogg",1,1};  magazines[] = {"Taser_Mag"};  minRange = 2;  minRangeProbab = 0.1;  midRange = 30;  midRangeProbab = 0.8;   maxRange = 70;  maxRangeProbab = 0.04;  optics = 1;  distanceZoomMin = 50;  distanceZoomMax = 50;  dispersion = 0;  Dexterity = 3;  initSpeed = 365;  ffCount = 1;  aiRateOfFire = 0.35;  aiRateOfFireDistance = 50;  reloadTime = 0.1;  autoReload = 0;  opticsZoomMin = 0.32;  opticsZoomMax = 0.5;  magazineReloadTime = 2;  class Library  {  libTextDesc = "";  }; }; }; -
Within you will find two styles of road barrier, z bar & drum each of which is provided in both single & duel lane formats. Nothing else to say, these should be self explainitory, oh i suppose i should mention that if the control box on the drum barriers or the pivot point of the z bar barriers is shot, the barriers will open (this set dammage to 100%) closing any of these barriers will set their dammage back to zero. download here
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Nothing to special, but perhaps of variation from most other releases. No real animational innovation here, with this I ran with the maze concept, with the addition of factory ambience it does I feel make for a unique playing environment. This effect can be turned off on the second floor @ one of the control panels if one finds the on/off prompt. I should also mention the two hidden areas, I’ll leave them for you to discover. download here
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Constructor? Nope Yes some third party scripts, with heavy revision, primarily City Life unique scripts.
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Some of you may be aware of a new RGP currently under development, 'City Life'. I thought I would post a few WIP pictures to bring everybody up to speed. Firstly an animated Vending Machine, note all the products on sale are modelled individually to enable purchase & placement within map. Next, Parking Meters, again animated and integrated into the City Life fiscal script system. Lastly, a Spikestrip More to follow………………………………….
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Would not the interior lights negate the need for internal shadows?
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Time, the project killer.................. Yes, Nice work Sig'
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More, more, more.......LOL Sry, nice work, keep it up. If you feel like a change of scenery, and want to chip in to the RPG concept may be you’d like to add your view to the City Life project, we are normally on the [Recon] ts 72.36.212.90:8767, feel free to pop in
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Nice work, I look forward your next surprise.
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Yes my apologies, you will all probably guess i'm making this post to bring City Life back up the list so you don't forget us. We are still going, making reasonable progress, we've been testing for a few weeks now. All seems to be as dersired, I believe the end product will be some thing we will all enjoy. Check out the site over the next week or so, we are going to release a public beta pack which will be hosted for a few weeks only and will enable people to play on one of two servers (Recon or CAF) I'll keep in touch.........