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JahBit

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About JahBit

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  1. JahBit

    What am i doing wrong?

    Ok this is solved... yep. I'm not shure if the solution I am presenting is the correct one. Real simple: I had some extra 'Enters' or "breaklines" or whateveryoucallthem... I removed the spaces from here: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ... destrType=DestructNo;  animated=1;  Class Animations  { ... and here: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ... };  // End Animations  Class UserActions  { ... I also moved the comment lines to the end of the previous line (ie }; //comment). But this really doesn't make a difference... ? what I did: 1. Added the CfgModels -> no change 2.1 Added 'Vault_' prefix to doorR & doorL -> no change 2.2a. Removed class animations -> error message: ...'U' instead of '=' 2.2b. Removed class useractions too -> addon works. No anims... 3. kept fooling around with the config because you guys said it's basically ok -> removed some 'enters' -> it works!! Thanks for the encouragement guys!
  2. I'am trying to animate "sliding" double doors. The config.cpp should be okay atleast untill the animations are defined... I searched but didn't find any official definitions/documentation for making animations, so I imitated the animations config from AGS' industrial pack. The only difference I see is that I havent defined the CfgModels bit (never have - and things have worked before). I think my broblem is caused because I havent defined the "DoorR" and "DoorL" animation classes prior to using them... This is the error message I get when trying to start OFP (I've got the GOTY-edition): 'jpt_vault\config.cpp/CfgVehicles/JPT_Vault/Animations.Class': 'E' encountered instead of '=' The E is actually a D. Ie. DoorR, but I changed it for debugging... Here's the code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define private 0 #define protected 1 #define public 2 class CfgPatches { class JPT_Vault { units[] = {JPT_Vault}; weapons[] = {}; requiredVersion = 1.85; }; }; //End CfgPatches class CfgVehicles {  class All {};  class Static: All {};  class Building: Static {};  class NonStrategic: Building {};  class House: NonStrategic {};  class JPT_Vault: House  {   armor=2500000;   scope = public;   model="\JPT_Vault\m_p3d\JPT_Vault";   VehicleClass="Objects";   nameSound="building";   mapsize=5;   side=TCivilian;   displayName="Vault entrance";   destrType=DestructNo;   animated=1;   Class Animations   {    Class EoorR //(D->E for debugging) - this is where the error happens!    {     type="rotation";     animPeriod=10;     selection="DoorR";     axis="osa_Door";     angle0=0;     angle1=-0.029670;    };    Class DoorL    {     type="rotation";     animperiod=10;     selection="DoorL";     axis="osa_Door";     angle0=0;     angle1=0.029670;    };   };   // End Animations   Class UserActions   {    class OpenDoors    {     displayName="Open Vault Doors";     position="in_range";     radius=1;     condition="this animationPhase ""DoorR"" < 0.5";     statement="this animate [""DoorR"", 1]; this animate [""DoorL"", 1]";    };    class CloseDoors    {     displayName="Close Vault Doors";     position="in_range";     radius=1;     condition="this animationPhase ""DoorR"" >= 0.5";     statement="this animate [""DoorR"", 0]; this animate [""DoorL"", 1]";    };   };   // End UserActions  };  //End Class JPT_Vault }; // End CfgVehicles Oh and the problem is there when the 'EoorR' is 'DoorR' but the error messages E is D... so...
  3. ehheh well well... *blush* now I feel humble... I first tought that I'd made a typo in the message, and had ment 128 - naturally... but nope. I made the typo in Photoshop... too silly well anyway I changed the image size to 256x128 and voilá IT WORKS!! I can't believe it!! Well actually I can... oh shame on me well I quess this is what you get when you "work late" Oh and thanks.
  4. Yep, I can open it in textView... this is just too wierd. is there something special I should know about the 'picture="...";' ie. in the commented config it says that the class name is the default picture name or somesuch... I should be able put "whatever I wish" as the texture path right? at the moment it's just 'picture="\stalker\plasmarifle.paa"; Yes a plasmarifle! from Fallout - just goofing around!! so should it be picture="\addonPBOName\addonPBOName.paa"; ?? ...thought I tried that too... hmn... quite irritating really
  5. Ok I'am completely at a loss here... So, I made a gun. Nothing fancy with the model or the config.cpp yet. (actually I just copied the cpp of BRSSEBz's weapon tutorial ie. the Stalker) The model and the config are ok. !!! I can't get the custom image to work! Every time I open the gear/inventory section in the "notebook" (in game) I get a CTD - if the 'player' has my gun. The image is in 'paa' format. Converted from 32 bit tga file with textView. Image size is 256x126. Alpha channel works. I wont get a CTD If I remove the 'picture="\folder\SomeFileName.paa";' line from the config.cpp, but no inventory image either same goes if I just leave the original 'stalker' image in the pbo... This leads me to believe that the image file format I'm using is faulty... So can anybody share some light in the matter... Ps. I've only modeled a couple of static items and worked on a map, so I'am practically still a newbie at this configuration stuff... but this is so elementary - oh the shame
  6. add this line attendant = true; in the config.cpp of your NEW speznatz. at: class speznats : whatitsname { ... }; (ie just copy the original speznatz class configuration to your addons config.cpp... and so on)
  7. JahBit

    Post nuclear war mod

    Yep I'll reskin some essential weapons... don't know which those'll be though (AK74 atleast) hmm... Turbo Plasma Rifle - oh yes, that'd be nice... Bronski: That'll be appreciated Â
  8. JahBit

    Post nuclear war mod

    Here's a little update: Three little photos of my "stuff": Photo1 - Photo2 - Photo3 Ok, after hard work I've been able to scratch together a new map (Elevations and textures done), new skin for the hummer, new tent, and a new unit (Vault Dweller - from V 13) - oh and the Nuka-Cola billboard. ... I think I'll get the hang of this - in a while. If you're wondering about  the V-13 camp, well I decided that the events will take place in between Fallout1 and Fallout2. Ie. after the 1st vaultie has been booted and some others follow soon after (that is IF I ever get around in making missions)
  9. JahBit

    Post nuclear war mod

    Ok... I'm gonna do this thing. at first I will make some new skins for the vehicles, weapons and persons... I'll also try to make an Super Mutant. This should not be too hard... ie. I'll pump up the soldier models muscles and scale 'em up to about 2.5m tall hehee  + new skin. I'll also try to make a vault... elevator on a mountain side (which teleports you inside a small fake "Island" which is hollow and contains a couple levels + the "real" vault door + another elevator that will teleport you back outside...) I'll post an update when I get the island and models done... This will take a loo-ong while, so we'll check the mission making later - right?
  10. JahBit

    Post nuclear war mod

    Modding bit as in: I tried the modeling with 3Dmax (skeleton model "borrowed" from 3Dcafe, so it'll atleast look "lifelike" - no .cpp for yet tough) I also tried to make an Island... well it's a part of death valley - taken from a DEM file... wrp edit refuses to function properly I know C++ enough to be able to read the code but lack the imagination to make usefull things with it Making mods with the tools in hand is hard - for a newbie
  11. JahBit

    Post nuclear war mod

    Nice idea... an Idea... I tried the modding bit and it does seem, mildly put; hard and challenging... I gotta try but this thing - might take a while tough... a long while... The lawyers are out to get me?!?! Â The mod would be made as an Fallout fan for the OFP community. It would naturally be a FREE mod which anybody could download... I always tought that it's ok to "borrow" stuff if you won't make any profit of it and remember to mention the source... How about I make some Fallout advertise posters scattered thruought the realm? (better yet: I don't mention my name and I delete these messages and - and make this mod available through, um some "third party" who knows nothing of me? ) Aw - who am I kidding, it's nice Idea but I cant make it happen - I'll try and I'll fail... 'tis the fate of all the Fallout mods.
  12. I'd really like to see a Fallout/Fallout tactics/Mad Max type mod for OFP... Anybody else? I've been planning to try and make (atleast) one Fallout-ish type mission. I bought the GOTY edition of OPF in nowember. And I'm Still playing the Resistance Campain. After I had finished the 'Cold War Crisis' campain I realised that the OPF-engine and a post-nuclear-war-world -similar to fallout or Mad Max would make a great pair! Here's my plan of the mod... not quite finished yet (the plan I mean... havent started editing yet!. I've tried to place everything within the limits of the OFP engine... Tough I've got no idea what the engine is capable of. Title: ??insert the title here?? Project name OFP:Fallout-ish --------plan-------- Story: Well what do you know - Gastowski and his buddies failed to stop Gubas' nuke launch. Thinking that the capitalists have launched an nuclear assault against them, the Russians launch their nukes shortly after they have spotted gubas nuke launch. US launch their counter attack only seconds after the first russian nukes had left their silos... and well - BOOM!! Intro video "War... War never changes. It happened as we all had expected. The nuclear holocaust wiped out..." Intro credits "...give me - a kiss before you leave me. And my imagination will thrive upon that kiss..." in the beginning... A. You would emerge from a Vault (naturally...) in Great Britain or somewhere in continental Europe. IF the super mutants are possible to add, then this campain would take place in the Northern America. You are set out on a "glorious" mission (perhaps to find a new water chip or a new source of water...) B. You would be a "mad" drifter called Max who's only goal would be to survive...at the ole' down under - Australia But would be guided - by fate, to help some poor "tribe" to fight off some bandits/ghouls!/Super Mutants!! etc... some side missions: - Capture an oil field + refinery (would make it possible to refuel the last entact hummvee you just happened to stumble upon.) - Find a car battery with some juice in it (Hey! now you can start the humvee!! - Gain the control of an oasis with fresh, radiation free water! - skrew the water chip! - Help someone called "chosen one" on his quest for something called gecko or whatnot... - Help establish a new goverment. - Help the brotherhood of "Monty" to find the holy hand granade of Antioch :-) - etc... all the "nice" missions  : like for example "the Bridge of Death" Stuff: - A vault could be done by abusing Kegetys' tunnel and by adding a "vault door" in the end... - Terrain would mostly be desert... with some pools of radiated/muddy water... - Lots of rocks and dead/burned trees. - Only wegetation would be the bushes... - Lots of destroyed and rusted cars and heavy war machines (Tanks & APC's) - People would mostly live in shanty towns, and wrecked buildings. - skeletons and radiation warning sings scattered around. - Most common weapon would be the AK74... others to be found also but the ammo would be hard to find... Creatures: - Super Mutants: their absence could be explained by the fact that Muties tredded in the US... - Ghouls: These fellers could be just reskinned civilians... - skeletons: these guys would be just laying around here and there "...not even the carrion eaters would touch your remains..." - Brahmins: well these are just a novelty item anyway... Problems/mods/addons/nice things to have: - The ability change clothes/armor!! To infiltrate an bandit camp or a religious vandals' base. 1. vault jumpsuit 2. leather jacket 3. leather armor 4. metal armor + tesla armor(no energy weapons so these are useless) 5. kevlar combat armor. 6. power armor<-not possible) The armors would have an increasing protective effect so that the player could withstand a couple more bullets to the body/overall. Clothes could be taken from dead people just like weapons. - The ability to save when ever desired... (well when next to a bed :: Kevin Foster has allready made a script for this! - Faster timeflow. (Again Kevin Foster has allready made a script for this.) - New inventory items: some quest items. Shovel::"dig/search" (to find a hidden weapon cache) - Dynamic missions/conversations... Ability to choose from atleast two possible answers to a question - Is this possible - the "vault" entrance = Kegetys' tunnel (it would be impossible to enter... because you're an outsider once you stepped outside;)). - object handling like in Resistance campain: Objects stay where you left them. - static model for the skeleton - Bigger inventory space needed definately... is it possible to modify the available inventory space? (by using the non-existing-"group member's" inventory) - lots of new destroyed/disabled vehicle objects/models - new rusted skins for the following vehicles: 1. Humvee (this would the main vehicle used) + a infinite storage space if possible. 2. M-60 tank. 3. M-113 APC. 4. Huuey chopper... none of the vehicles would have ammo! - Oil field + refinery - oasis + water pump (ratiation-free water source!!!! !!!!!!! !!!!!!! - Could the ocean level be lowered so that it would disappear alltogether? Then make a scipt for a "dehydration zone" >2km off of the "coastline". The player would just die because of "dehydration" If the player is not in an airborne or wheeled vehicle, or because of "radiation poisoning" if carrying a water bottle. -Several "islands" where you could go. The player would be transported to an "island" when he arrives at the "portal zone" !!!!!!! !!!!!!! Phew! That was a rather lengthy first post... Any suggestions? Anybody know if somebody is allready making a Fallout mod for OFP? Anybody know any existing mods that could be included (with permission and credits naturally). It would be nice to atleast create an addon pack including all the elements/skins/objects/scripts/sounds needed to create post nuclear holocaust missions with CRPG elements... -------------/plan------------------ I'd like to add that I have minimal editing skills, but I will try to create this fallout mod since Fallout is a the game I play thru atleast once a year
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