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Jantemplar

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Everything posted by Jantemplar

  1. Awesome trying now m8 hmm i cant get it too work
  2. Awesome Tajin. Thanks for that, hopefully i will get better eventually.
  3. If any one has any ideas on how to get a cargo chute attached to a vehicle while it being ejected from the back of a c130 let me know, i have tried attaching humv's and all sorts using attachTo but yet it seems to attach to them but its on the ground and never in the air, any one got any ideas.
  4. Jantemplar

    Operation Flashpoint 2 officially announced

    Something will happen!!!!!! http://www.codemasters.com/flashpoint2/index.php#/video/
  5. Jantemplar

    The Unsung Vietnam war MOD

    As it says more pics to follow.
  6. Jantemplar

    ArmA Editing Guide - English Version

    Love this guide dude, Thanks for releasing it in English, i hope to see more stuff come out soon. Jantemplar
  7. Jantemplar

    FAV's Beta

    Im having reports that <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cannot load texture johns_buggy/dbuggy_co.paa Is coming up, can anyone else confirm this. i myself am not getting this error.
  8. Jantemplar

    FAV's

    All the issues have now been fixed, expect and video and a release by the weekend.
  9. Jantemplar

    Config help pls

    Thank you soooooooo much dude,
  10. Jantemplar

    FAV's

    Gday guys, Sorrry i have not updated this thread latlely but here is the WIP Report The FAV's are in game, but i am currently having problems with a few glitched in the FAV. If anyone can help the fav's can be released in the next few days. If anyone is able to help, post here with a way to contact you. The problems we are having: View on one of the seats is under the FAV, When you change to this particular seat you can not see the soldier in the seat either. The left front wheels and rear left wheels are not animating for some reason. so if anyone is willing to help, then thanks
  11. Jantemplar

    FAV's

    By the way the buggy is going there wont be a beta, more like a Release chip.
  12. Jantemplar

    FAV's

    I would now like to announce that the turrets are now officialy working. the buggy is very close to being released. A biiiiiiiiiiiiiiiiiiiiiiiiiiiiiiigggggg thanks to RavenDK who has helped us get the configs working for the turrets, there are just a few glitches to be smoothed out, then. woot. ill post a video soon
  13. Jantemplar

    FAV's

    once i have the FAV's done, then i might do the ALSV. But for now one project, or 5 at a time.
  14. Jantemplar

    FAV's

    i have just a solid 7 hours on this buggies config, and it still does not work, i also found out my memory points were wrong and re did them. It is getting there. If anyone with config knowledge or would like to config the buggy for us, contact me on PM.
  15. Jantemplar

    FAV's

    the weapons are all from the released MLods Here is the code, note i deleted the weapons and ammo, i need the correct code for a m2 and m249. this is just currently a modifed version of johns buggies script, but in the end we will need 2 different ones,1 for US and the other for Chinese <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 class CfgPatches { class JOHNS_BUGGYS { units[] = {"buggy", "buggy1", "buggy2", "buggy3"}; weapons[] = {}; requiredVersion = 0.1; }; }; class CfgVehicleClasses { class JOHNS_BUGGYS { displayName = "JOHNS_BUGGYS"; }; }; class CfgSkeletons { class Car; // External class reference class buggy1Bones : Car { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {"pravy predni", "", "pravy zadni", "mainGun", "levy predni", "", "levy zadni", "", "ukaz_rpm", "", "ukaz_rychlo", "mainTurret", "volant", "", "lights", "obsTurret","","obsGun"}; }; }; class CfgModels { class Car; // External class reference class buggy1 : Car { sectionsInherit = ""; sections[] = {"brzdove svetlo", "damagehide", "pravy predni", "pravy zadni", "levy predni", "levy zadni", "L svetlo", "P svetlo", "volant", "zadni svetlo", "mainTurret", "mainGun", "obsTurret", "obsGun"}; skeletonName = "buggy1Bones"; class Animations { class buggy1FrontWheelR { type = "rotationX"; source = "wheel"; selection = "pravy predni"; axis = ""; memory = "true"; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class buggy1FrontWheelL { type = "rotationX"; source = "wheel"; selection = "levy predni"; axis = ""; memory = "true"; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class buggy1RearWheelR { type = "rotationX"; source = "wheel"; selection = "pravy zadni"; axis = ""; memory = "true"; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class buggy1RearWheelL { type = "rotationX"; source = "wheel"; selection = "levy zadni"; axis = ""; memory = "true"; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class buggy1FrontWheelRTurn { type = "rotationY"; source = "drivingWheel"; selection = "pravy predni"; axis = ""; memory = "true"; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 35"; angle1 = "rad -35"; }; class buggy1FrontWheelLTurn { type = "rotationY"; source = "drivingWheel"; selection = "levy predni"; axis = ""; memory = "true"; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 35"; angle1 = "rad -35"; }; class buggy1IndicatorSpeed { type = "rotation"; source = "speed"; memory = "false"; selection = "ukaz_rychlo"; axis = "osa_rychlo"; angle0 = 0; angle1 = "rad -240"; minValue = 0; maxValue = 30; }; class buggy1IndicatorRPM { type = "rotation"; source = "rpm"; memory = "false"; selection = "ukaz_rpm"; axis = "osa_rpm"; angle0 = 0; angle1 = "rad -270"; minValue = 0; maxValue = 1.1; }; class buggy1DrivingWheel { type = "rotation"; source = "drivingWheel"; selection = "volant"; axis = "osavolantkon"; memory = "false"; angle0 = "rad 180"; angle1 = "rad -180"; minValue = -1; maxValue = 1; }; class ammo_belt_rotation { type="rotationZ"; source="belt_rotation"; selection="ammo_belt"; axis="ammo_belt_axis"; memory=1; sourceAddress="loop"; minValue=0.000000; maxValue=0.010000; angle0=0.000000; angle1=-0.209440; }; class MainTurret { type="rotationY"; source="mainTurret"; selection="OtocVez"; axis="OsaVeze"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; }; }; class DestructionEffects { class Light1 { simulation = "light"; type = "ObjectDestructionLight"; position = "destructionEffect1"; intensity = 0.001; interval = 1; lifeTime = 3; }; class Sound { simulation = "sound"; type = "Fire"; position = "destructionEffect1"; intensity = 1; interval = 1; lifeTime = 3; }; class Fire1 { simulation = "particles"; type = "BarelDestructionFire"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 3; }; class Smoke1 { simulation = "particles"; type = "BarelDestructionSmoke"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 3.2; }; }; class buggy : buggy1 {}; }; class CfgVehicles { class Land; // External class reference class LandVehicle : Land { class AnimationSources; // External class reference }; class Car : LandVehicle {}; class Car_sedan : Car {}; class buggy : Car_sedan { vehicleClass = "JOHNS_BUGGYS"; side = TCivilian; displayName = "UnarmedUS"; model = "\JOHNS_buggy\buggy.p3d"; crew = "Civilian2"; soundEngine[] = {"\JOHNS_BUGGY\sound\buggy_engine.wav", "db+4", 1.8}; picture = "\JOHNS_BUGGY\icons\pic_ca.paa"; Icon = "\JOHNS_BUGGY\icons\icon_ca.paa"; transportSoldier = 2; selectionBrakeLights = "brzdove svetlo"; class Reflectors { class Left { color[] = {0.9, 0.8, 0.8, 1}; ambient[] = {0.1, 0.1, 0.1, 1}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.5; brightness = 0.25; }; class Right { color[] = {0.9, 0.8, 0.8, 1}; ambient[] = {0.1, 0.1, 0.1, 1}; position = "P svetlo"; direction = "konec P svetla"; hitpoint = "P svetlo"; selection = "P svetlo"; size = 0.5; brightness = 0.25; }; }; magazines[] = {}; acceleration = 2; cargoIsCoDriver[] = {"true"}; cost = 10000000; ejectDeadCargo = "true"; ejectDeadDriver = "true"; preferRoads = "false"; preferLand = "true"; maxSpeed = 1400; // max speed on level road, km/h driverAction = "sedan_Driver"; typicalCargo[] = {"Civilian5"}; }; class buggy2 : Car_sedan { vehicleClass = "JOHNS_BUGGYS"; side = TCivilian; displayName = "US Armed"; model = "\johns_buggy\buggy1.p3d"; crew = "Civilian6"; soundEngine[] = {"\JOHNS_BUGGY\sound\buggy_engine.wav", "db+4", 1.8}; picture = "\JOHNS_BUGGY\icons\pic_ca.paa"; Icon = "\JOHNS_BUGGY\icons\icon_ca.paa"; transportSoldier = 1; selectionBrakeLights = "brzdove svetlo"; class Reflectors { class Left { color[] = {0.9, 0.8, 0.8, 1}; ambient[] = {0.1, 0.1, 0.1, 1}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.5; brightness = 0.25; }; class Right { color[] = {0.9, 0.8, 0.8, 1}; ambient[] = {0.1, 0.1, 0.1, 1}; position = "P svetlo"; direction = "konec P svetla"; hitpoint = "P svetlo"; selection = "P svetlo"; size = 0.5; brightness = 0.25; }; }; class GPMGTurret2 { body = "mainTurret"; gun = "mainGun"; gunBeg = "muzzle"; gunEnd = "end"; memoryPointGun = "weaponpoint"; selectionFireAnim = "mainMuzzel"; soundServo[] = {}; hasGunner = 1; proxyIndex = 2; commanding = -2; primaryObserver = 1; weapons[] = {"M134_2"}; magazines[] = {"2000Rnd_762x51_M134","4000Rnd_762x51_M134" }; gunnerName = "Gunner"; minElev = -20; maxElev = 40; minTurn = -45; maxTurn = 45; maxHorizontalRotSpeed = 6.000000; maxVerticalRotSpeed = 6.000000; gunnerAction = "Landrover_Cargo02"; memoryPointGunnerOptics = "gunnerview"; }; weapons[] = {}; magazines[] = {}; acceleration = 2; cargoIsCoDriver[] = {"true"}; cost = 10000000; ejectDeadCargo = "true"; ejectDeadDriver = "true"; ejectDeadGunner = "true"; preferRoads = "true"; preferLand = "true"; maxSpeed = 1400; // max speed on level road, km/h driverAction = "sedan_Driver"; gunnerAction = "ManActJeepGunner"; typicalCargo[] = {"Civilian9"}; armorBody = 1.7; armorStructural= 2; armorFuel = 1.4; armorGlass = 0.2; armorLights = 0.5; armorWheels = 0.9; camouflage = 1; gunnerName = "$STR_POSITION_CREWCHIEF"; gunnerOutForceOptics = "true"; secondaryExplosion = 1; outGunnerMayFire = true; inGunnerMayFire = false; hasGunner = true; }; class buggy3 : Car_sedan { vehicleClass = "JOHNS_BUGGYS"; side = TCivilian; displayName = "ChineseUnarmed"; model = "\johns_buggy\buggy2.p3d"; crew = "Civilian6"; soundEngine[] = {"\JOHNS_BUGGY\sound\buggy_engine.wav", "db+4", 1.8}; picture = "\JOHNS_BUGGY\icons\pic_ca.paa"; Icon = "\JOHNS_BUGGY\icons\icon_ca.paa"; transportSoldier = 2; selectionBrakeLights = "brzdove svetlo"; class Reflectors { class Left { color[] = {0.9, 0.8, 0.8, 1}; ambient[] = {0.1, 0.1, 0.1, 1}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.5; brightness = 0.25; }; class Right { color[] = {0.9, 0.8, 0.8, 1}; ambient[] = {0.1, 0.1, 0.1, 1}; position = "P svetlo"; direction = "konec P svetla"; hitpoint = "P svetlo"; selection = "P svetlo"; size = 0.5; brightness = 0.25; }; }; weapons[] = {}; magazines[] = {}; acceleration = 2; cargoIsCoDriver[] = {"true"}; cost = 10000000; ejectDeadCargo = "true"; ejectDeadDriver = "true"; preferRoads = "true"; preferLand = "true"; maxSpeed = 700; // max speed on level road, km/h driverAction = "sedan_Driver"; typicalCargo[] = {"Civilian9"}; }; };
  16. Jantemplar

    FAV's

    Option to get into cargo 3, or gunner is not working. Driver can turn manual fire on but can not shoot any bullets. When in armed version players does not attach to gun when in passenger seat. Thats our main setback currently the rest, are being worked out quickly.
  17. Jantemplar

    FAV's

    thanks for that, its in there now.
  18. Jantemplar

    FAV's

    I did that man, the guys still dont wanna get in or use em.
  19. Jantemplar

    FAV's

    rstratton: They are much faster and they go literaly over the hill flying once you get them up to full speed. It seems when your driving you can go slow a bit, but once you hit the hills, weeeeeeee. Only problem is, on road = fast, on dunes and sand= fast but on grass = STOP not sure there. RobertHammer: Thanks, i have already fixed the wheels and i have also added a M249 to the front, we are getting there. Sgt Savage gave us a sound, but if its military grade we will have a look. (military grade meaning great quality.) Commando84: There will be unarmed versions, but they will have American and Chinese skins. Thanks for all the feedback guys, but we are getting there, and we will keep adding changing etc, to make it perfect for everyone.
  20. Jantemplar

    FAV's

    Getting there
  21. Jantemplar

    O2 freezes while importing on vista

    ok, i tried it now using OBJ and got further, but now it says <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> IMPORT FAILED: Parse error in OBJ file "classified.obj" general read error (maybe float values are invalid) at line:133973 any help pls.
  22. Im trying to import my <s>Clasiffied</s> model into o2 so i can everything ready for game. but this keeps happening. Clasiffed:I just dont want to spoil the surprise, model and textures done and sounds done, just configs and put it ingame.
  23. Jantemplar

    O2 freezes while importing on vista

    its doing the same on XP, pls anyone help.
  24. Jantemplar

    O2 freezes while importing on vista

    lol, yeah, alright ill chuck it on my xp laptop and see if it works then, but i really would like to stil be able to do it in vista.
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