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Jantemplar

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Everything posted by Jantemplar

  1. Hey guys, well have have my semi truck and trailer done, textured and animated, and i thought this was going to be a problem in the beginning (But was hoping the game engine would do it itself) Now when i drive the semi truck and trailer it drives like a bus, like one entire object instead of one at the front and one long one at the back. Now what i have tried is animating the axle at the connection point between the truck and the trailer so that when the user turns right trailer goes right as you go around the corner, same with left. But if the truck is standing still the trailer still goes out to the left. Now what i would like it to do is so that when is goes around a corner is acts like it is actually being pulled by the truck and correctly does this. But i am stuck as to how to do this, does anyone have any ideas.
  2. Jantemplar

    ArmA 2 site hacked

    Yeah looks like there twitter got hacked 3684 4224 enctc iqac jqqf nqjt ocftkf urcpkctf vtqumc xncf
  3. Jantemplar

    ArmA 2 site hacked

    Im sure they will stick there heads up soon.
  4. So, Seems like im posting every second day with a problem. Anyway, I have textured up a model in Oxygen, and got it, reasonable perfect, throw it into game or bulldozer, and it compresses. Its very weird, see images below: Greater than 100kb: Oxygen: http://i264.photobucket.com/albums/ii191/Jantemplar/paddywagon1.jpg Bulldozer: http://i264.photobucket.com/albums/ii191/Jantemplar/paddywagon2.jpg So yeah, theres a first time for everything. Any help would be appreciated, Thanks, Jan Templar
  5. Jantemplar

    Texture on model in-game, compressed.

    It is TGA' date=' Its 2048 X 2048. LOL? That actually worked, hmmmmm, weird. So after that, i went through and figured out that my untextured faces were actually causing this, which, is very weird, anyway, i textured them up and now its all fixed. Thanks for your help guys. Jan
  6. I remember Reading about this issue when porting add-ons from ArmA 1 to ArmA 2. My Addon is Native to ArmA 2 and works perfectly fine in ArmA 2 and CO. Place it in OA standalone, and suddenly theres a invisible gunners position of which players can get into, both inside and outside the vehicle. I find this to be a new error, and have been unable to solve the issue. config.cpp: #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 true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 /*extern*/ class Sounds; /*extern*/ class Engine; /*extern*/ class Movement; #include <scripts\dialog.h> class CfgPatches { class Monaro { units[] = {}; weapons[] = {}; requiredVersion = 1.000000; }; }; class cfgsounds { class Monarostart { sound[]={"\DU_Monaro_Cop\sounds\enginestart.ogg",.10,1} ; name="Monaro Start"; titles[]={}; }; class p71start { sound[] = {"\DU_Monaro_Cop\sounds\start1.ogg",1.40,1}; name = "p71start"; titles[] = {}; }; class SirenStart { name = "SirenStart"; sound[] = {"\DU_Monaro_Cop\Sounds\siren\SirenStart.ogg",1.40,1 }; titles[] = {}; }; class SirenYelpStart { name = "SirenYelpStart"; sound[] = {"\DU_Monaro_Cop\Sounds\siren\SirenYelpStart.ogg",1.40,1} ; titles[] = {}; }; class SirenYelpLoop { name = "SirenYelpLoop"; sound[] = {"\DU_Monaro_Cop\Sounds\siren\SirenYelpLoop.ogg",1.40,1} ; titles[] = {}; }; class SirenWail1 { name = "SirenWail1"; sound[] = {"\DU_Monaro_Cop\Sounds\siren\SirenWail1.ogg",1.40,1} ; titles[] = {}; }; class SirenWail2 { name = "SirenWail2"; sound[] = {"\DU_Monaro_Cop\Sounds\siren\SirenWail2.ogg",1.40,1} ; titles[] = {}; }; class SirenStop { name = "SirenStop"; sound[] = {"\DU_Monaro_Cop\Sounds\siren\SirenStop.ogg",1.40,1}; titles[] = {}; }; class empty { name = "Silence"; sound[] = {"","db-100",1}; titles[] = {}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgWeapons { class Default; class CarHorn; class SportCarHorn; class Horn: SportCarHorn { scope = 2; displayName = "Siren B"; drySound[] = {"\DU_Monaro_Cop\Sounds\horn3.ogg","db10",0.7}; }; class inthorn: SportCarHorn { scope = 2; displayName = "Siren A"; drySound[] = {"\DU_Monaro_Cop\Sounds\siren\SirenStart.ogg","db16",0.7}; }; class sthorn: SportCarHorn { scope = 2; displayName = "Horn"; }; }; class CfgVehicleClasses { class Monaro { displayName = "Holden Monaro's"; }; }; class CfgVehicles { class All{}; class AllVehicles: All{}; class Land: AllVehicles{}; class LandVehicle: Land{}; class Car : LandVehicle { class Exhausts; class AnimationSources; class HitPoints { class HitLFWheel; // External class reference class HitLBWheel; // External class reference class HitLMWheel; // External class reference class HitLF2Wheel; // External class reference class HitRFWheel; // External class reference class HitRBWheel; // External class reference class HitRMWheel; // External class reference class HitRF2Wheel; // External class reference }; }; class Car_sedan : Car {}; class Copcar: Car_sedan { scope=public; vehicleClass="Monaro"; displayName="Holden Monaro Cop (Basic)"; picture="\DU_Monaro_Cop\icons\picture.pac"; icon="\DU_Monaro_Cop\icons\icon.pac"; model="\DU_Monaro_Cop\Copcar"; canlock = true; class AnimationSources { class PDTURBO_src { source = "user"; animPeriod = 1; initPhase = 0; }; class PDLIGHTS_src { source = "user"; animPeriod = 1; initPhase = 0; }; class PDSOUNDS_src { source = "user"; animPeriod = 1; initPhase = 0; }; class PDLOCK_src { source = "user"; animPeriod = 1; initPhase = 0; }; }; side=3; type=0; typicalCargo[]={}; cargoIsCoDriver[] = {1,0,0}; magazines[] = {}; unloadInCombat = false; class TransportWeapons{}; transportSoldier=3; transportMaxMagazines=0; transportMaxWeapons=0; viewCargoShadow = true; driverAction = "Datsun_Driver"; cargoAction[] = {"Hilux_Cargo01"}; proxyType="Ikarus_Driver"; maxSpeed=309; acceleration = 15; turnCoef=1.9500000; terrainCoef=3.550000; brakeDistance=5.00; cost=30000; fuelCapacity=80; armorStructural= 3; armorFuel = 1.4; armorGlass = 0.5; armorLights = 0.4; armorWheels = 0.35; audible = 6; driverCanSee = 2+8+16; wheelCircumference = 4; hiddenSelections[] = { "h12","red1", "Lockable","vecoptions", "lights","turbo", "lightsonly","lightf1", "lightf2","lightf3", "lightf4","backlight1", "backlight2","blue2" }; soundGear[] = {"", 0.000056, 1}; soundGetIn[] = {"ca\SOUNDS\Vehicles\Wheeled\HMMWV\ext\get_in2", 0.562341, 1}; soundGetOut[] = {"ca\SOUNDS\Vehicles\Wheeled\HMMWV\int\get_in2", 0.562341, 1, 20}; soundEngineOnInt[] = {"\DU_Monaro_Cop\Snds\Int_engine_startup", 0.398107, 1.000000}; soundEngineOnExt[] = {"\DU_Monaro_Cop\Snds\V8_engine_startup", 0.398107, 1.000000}; soundEngineOffInt[] = {"\DU_Monaro_Cop\Snds\V8_engine_stop", 0.398107, 1.000000}; soundEngineOffExt[] = {"\DU_Monaro_Cop\Snds\v8_engine_stop", 0.398107, 1.000000}; buildCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_building_01", 0.707946, 1, 200}; buildCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_building_02", 0.707946, 1, 200}; buildCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_building_03", 0.707946, 1, 200}; buildCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_building_04", 0.707946, 1, 200}; soundBuildingCrash[] = {"buildCrash0", 0.250000, "buildCrash1", 0.250000, "buildCrash2", 0.250000, "buildCrash3", 0.250000}; WoodCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_01", 0.707946, 1, 200}; WoodCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_02", 0.707946, 1, 200}; WoodCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_03", 0.707946, 1, 200}; WoodCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_04", 0.707946, 1, 200}; WoodCrash4[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_05", 0.707946, 1, 200}; WoodCrash5[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_06", 0.707946, 1, 200}; soundWoodCrash[] = {"woodCrash0", 0.166000, "woodCrash1", 0.166000, "woodCrash2", 0.166000, "woodCrash3", 0.166000, "woodCrash4", 0.166000, "woodCrash5", 0.166000}; ArmorCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_01", 0.707946, 1, 200}; ArmorCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_02", 0.707946, 1, 200}; ArmorCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_03", 0.707946, 1, 200}; ArmorCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_04", 0.707946, 1, 200}; soundArmorCrash[] = {"ArmorCrash0", 0.250000, "ArmorCrash1", 0.250000, "ArmorCrash2", 0.250000, "ArmorCrash3", 0.250000}; class SoundEvents { class AccelerationIn { sound[] = {"\DU_Monaro_Cop\Snds\Int_engine_engine", 0.398107, 1.000000}; limit = "0.5"; expression = "(engineOn*(1-camPos))*gmeterZ"; }; class AccelerationOut { sound[] = {"\DU_Monaro_Cop\Snds\v8_engine_engine", 0.398107, 1.000000}; limit = "0.5"; expression = "(engineOn*camPos)*gmeterZ"; }; }; class Sounds { class Engine { sound[] = {"\DU_Monaro_Cop\Snds\v8_engine_engine", 0.398107, 1.000000}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "engineOn*camPos*(rpm factor[0.6, 0.2])"; }; class EngineHighOut { sound[] = {"\DU_Monaro_Cop\Snds\v8_engine_high", 0.398107, 1.000000}; frequency = "(randomizer*0.05+0.98)*rpm"; volume = "engineOn*camPos*(rpm factor[0.45, 0.9])"; }; class IdleOut { sound[] = {"\DU_Monaro_Cop\Snds\v8_engine_idle", 0.398107, 1.000000}; frequency = "1"; volume = "engineOn*camPos*(rpm factor[0.3, 0])"; }; class TiresRockOut { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-rock2",0.1,1.0,30}; frequency = "1"; volume = "camPos*rock*(speed factor[2, 20])"; }; class TiresSandOut { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-sand2",0.1,1.0,30}; frequency = "1"; volume = "camPos*sand*(speed factor[2, 20])"; }; class TiresGrassOut { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-grass3",0.1,1.0,30}; frequency = "1"; volume = "camPos*grass*(speed factor[2, 20])"; }; class TiresMudOut { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-mud2",0.1,1.0,30}; frequency = "1"; volume = "camPos*mud*(speed factor[2, 20])"; }; class TiresGravelOut { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-gravel2",0.125893,1.0,30}; frequency = "1"; volume = "camPos*gravel*(speed factor[2, 20])"; }; class TiresAsphaltOut { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-asphalt3",0.0891251,1.0,30}; frequency = "1"; volume = "camPos*asphalt*(speed factor[2, 20])"; }; class NoiseOut { sound[] = {"ca\sounds\Vehicles\Wheeled\offroad\ext\ext-offroad-acce-2",0.1,1.0,30}; frequency = "1"; volume = "camPos*(damper0 max 0.02)*(speed factor[0, 8])"; }; class EngineLowIn { sound[] = {"\DU_Monaro_Cop\Snds\v8_engine_low", 0.398107, 1.000000}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "((engineOn*thrust) factor[0.65, 0.2])*(1-camPos)"; }; class EngineHighIn { sound[] = {"\DU_Monaro_Cop\Snds\v8_engine_high", 0.398107, 1.000000}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "((engineOn*thrust) factor[0.55, 0.95])*(1-camPos)"; }; class IdleIn { sound[] = {"\DU_Monaro_Cop\Snds\v8_engine_idle", 0.398107, 1.000000}; frequency = "1"; volume = "engineOn*(rpm factor[0.3, 0])*(1-camPos)"; }; class TiresRockIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-rock2",0.1,1.0}; frequency = "1"; volume = "(1-camPos)*rock*(speed factor[2, 20])"; }; class TiresSandIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-sand2",0.1,1.0}; frequency = "1"; volume = "(1-camPos)*sand*(speed factor[2, 20])"; }; class TiresGrassIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-grass3",0.1,1.0}; frequency = "1"; volume = "(1-camPos)*grass*(speed factor[2, 20])"; }; class TiresMudIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-mud2",0.1,1.0}; frequency = "1"; volume = "(1-camPos)*mud*(speed factor[2, 20])"; }; class TiresGravelIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-gravel2",0.141254,1.0}; frequency = "1"; volume = "(1-camPos)*gravel*(speed factor[2, 20])"; }; class TiresAsphaltIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-asphalt3",0.177828,1.0}; frequency = "1"; volume = "(1-camPos)*asphalt*(speed factor[2, 20])"; }; class NoiseIn { sound[] = {"ca\sounds\Vehicles\Wheeled\offroad\int\int-offroad-noise-1",0.316228,1.0}; frequency = "1"; volume = "(damper0 max 0.03)*(speed factor[0, 8])*(1-camPos)"; }; class Movement: Movement { sound = "soundEnviron"; frequency = "1"; volume = "0"; }; }; weapons[] = {"sthorn","horn","inthorn"}; class UserActions { class Enablemenu { displayName = "Open Menu"; position = "drivercontrols"; radius = 3.3; onlyForPlayer = 1; condition = "driver this == player && alive this && this animationPhase ""Copcarvecoptions"" < 0.5"; statement = "this animate [""Copcarvecoptions"", 1]"; }; class Disablemenu { displayName = "Close Menu"; position = "drivercontrols"; radius = 3.3; onlyForPlayer = 1; condition = "driver this == player && alive this && this animationPhase ""Copcarvecoptions"" > 0.5"; statement = "this animate [""Copcarvecoptions"", 0]"; }; class EnableTurbo { displayName = "Turbo On"; position = "drivercontrols"; radius = 3.3; onlyForPlayer = 1; condition = "driver this == player && alive this && this animationPhase ""Copcarturbo"" < 0.5 && this animationPhase ""Copcarvecoptions"" > 0.5"; statement = "this animate [""Copcarturbo"", 1]"; }; class DisableTurbo { displayName = "Turbo Off"; position = "drivercontrols"; radius = 3.3; onlyForPlayer = 1; condition = "driver this == player && alive this && this animationPhase ""Copcarturbo"" >= 0.5 && this animationPhase ""Copcarvecoptions"" > 0.5"; statement = "this animate [""Copcarturbo"", 0]"; }; class EnableSiren { displayName = "Siren and lights On"; position = "drivercontrols"; radius = 3.3; onlyForPlayer = 1; condition = "driver this == player && alive this && this animationPhase ""Copcarlights"" < 0.5 && this animationPhase ""Copcarvecoptions"" > 0.5"; statement = "this animate [""Copcarlights"", 1];this animate [""Copcarlightsonly"", 1]"; }; class DisableSiren { displayName = "Siren Off"; position = "drivercontrols"; radius = 3.3; onlyForPlayer = 1; condition = "driver this == player && alive this && this animationPhase ""Copcarlights"" >= 0.5 && this animationPhase ""Copcarvecoptions"" > 0.5"; statement = "this animate [""Copcarlights"", 0]"; }; class EnableLights { displayName = "Lights On"; position = "drivercontrols"; radius = 3.3; onlyForPlayer = 1; condition = "driver this == player && alive this && this animationPhase ""Copcarlightsonly"" < 0.5 && this animationPhase ""Copcarvecoptions"" > 0.5"; statement = "this animate [""Copcarlightsonly"", 1]"; }; class DisableLights { displayName = "Lights Off"; position = "drivercontrols"; radius = 3.3; onlyForPlayer = 1; condition = "driver this == player && alive this && this animationPhase ""Copcarlightsonly"" >= 0.5 && this animationPhase ""Copcarvecoptions"" > 0.5"; statement = "this animate [""Copcarlightsonly"", 0]"; }; class EnableLock { displayName = "Lock On"; position = "drivercontrols"; radius = 3.3; onlyForPlayer = 1; condition = "driver this == player && alive this && this animationPhase ""Copcarlock"" < 0.5 && this animationPhase ""Copcarvecoptions"" > 0.5"; statement = "this animate [""Copcarlock"", 1];this lock true"; }; class DisableLock { displayName = "Lock Off"; position = "drivercontrols"; radius = 3.3; onlyForPlayer = 1; condition = "driver this == player && alive this && this animationPhase ""Copcarlock"" >= 0.5 && this animationPhase ""Copcarvecoptions"" > 0.5"; statement = "this animate [""Copcarlock"", 0];this lock false"; }; class Ledmessage { displayName = "Set Message"; position = "drivercontrols"; radius = 3.3; onlyForPlayer = 1; condition = "driver this == player && this animationPhase ""Copcarvecoptions"" > 0.5"; statement = "[this,6] execVM ""\DU_Monaro_Cop\scripts\lightsnstuff.sqf"""; //statement = "[this,6] execVM ""lightsnstuff.sqf"""; }; }; class EventHandlers { init = "handel = [_this select 0,1] execVM ""\DU_Monaro_Cop\scripts\lightsnstuff.sqf"";handel = [_this select 0,2] execVM ""\DU_Monaro_Cop\scripts\lightsnstuff.sqf"";handel = [_this select 0,3] execVM ""\DU_Monaro_Cop\scripts\lightsnstuff.sqf"";handel = [_this select 0,5] execVM ""\DU_Monaro_Cop\scripts\lightsnstuff.sqf"""; //init = "handel = [_this select 0,1] execVM ""lightsnstuff.sqf"";handel = [_this select 0,2] execVM ""lightsnstuff.sqf"";handel = [_this select 0,3] execVM ""lightsnstuff.sqf"";handel = [_this select 0,5] execVM ""lightsnstuff.sqf"""; }; selectionBrakeLights="BLight"; selectionBackLights="Blight"; class Exhausts { class exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect ="ExhaustsEffect"; }; class exhaust2:exhaust1 { position = "exhaust2start"; direction = "exhaust2end"; }; }; class Library {libTextDesc = "Holden Monaro.";}; class HitPoints : HitPoints{ class HitEngine {armor = 0.4;material = 60;name = "motor";visual = "motor";passThrough = 1;}; class HitBody {armor = 1;material = 51;name = "karoserie";visual = "karoserie";passThrough = 1;}; class HitFuel {armor = 0.3;material = 51;name = "palivo";passThrough = 1;}; class HitLFWheel {armor=0.38;material=-1;name="levy predni tlumic";visual="levy predni tlumic";passThrough=0;}; class HitRFWheel {armor=0.38;material=-1;name="pravy predni tlumic";visual="pravy predni tlumic";passThrough=0;}; class HitLBWheel {armor=0.38;material=-1;name="levy zadni tlumic";visual="levy zadni tlumic";passThrough=0;}; class HitRBWheel {armor=0.38;material=-1;name="pravy zadni tlumic";visual="pravy zadni tlumic";passThrough=0;}; class HitGlass1 {armor=0.05;material=-1;name="sklo predni L";visual="sklo predni L";passThrough = 0;}; class HitGlass2 : HitGlass1 {name="sklo predni P";visual="sklo predni P";}; }; dammageHalf[]={"\DU_Monaro_Cop\textures\glass.paa","\DU_Monaro_Cop\textures\broke_glass.paa"}; dammageFull[]={"\DU_Monaro_Cop\textures\glass.paa","\DU_Monaro_Cop\textures\broken_glass.paa"}; class Damage { tex[]={}; mat[]={ "DU_Monaro_Cop\textures\rvmat\bottom.rvmat", "DU_Monaro_Cop\textures\rvmat\bottom.rvmat", "DU_Monaro_Cop\textures\rvmat\bottom_destruct.rvmat", "DU_Monaro_Cop\textures\rvmat\skin_1.rvmat", "DU_Monaro_Cop\textures\rvmat\skin_1.rvmat", "DU_Monaro_Cop\textures\rvmat\Skin_destruct.rvmat", "DU_Monaro_Cop\textures\rvmat\interior.rvmat", "DU_Monaro_Cop\textures\rvmat\interior.rvmat", "DU_Monaro_Cop\textures\rvmat\INTERIOR_destruct.rvmat", "DU_Monaro_Cop\textures\rvmat\lightbars.rvmat", "DU_Monaro_Cop\textures\rvmat\lightbars.rvmat", "DU_Monaro_Cop\textures\rvmat\lightbars_destruct.rvmat", "DU_Monaro_Cop\textures\rvmat\skin_hood.rvmat", "DU_Monaro_Cop\textures\rvmat\skin_hood.rvmat", "DU_Monaro_Cop\textures\rvmat\skin_hood_destruct.rvmat", }; }; }; // class Copcarcl : Copcar // { // crew="Doctor"; // DisplayName="Holden Monaro Cop (British)"; // model=\DU_Monaro_Cop\Copcarcl; // }; // class Copcarhw : Copcar // { // crew="Doctor"; // DisplayName="Holden Monaro Cop (Highway patrol maroon)"; // model=\DU_Monaro_Cop\Copcarhw; // }; // class Copcarswat : Copcar // { // crew="Doctor"; // DisplayName="Holden Monaro Cop (Black)" // ;model=\DU_Monaro_Cop\Copcarswat; // }; // class Copcarbl : Copcar // { // crew="Doctor"; // DisplayName="Holden Monaro Cop (Blue)" // ;model=\DU_Monaro_Cop\Copcarbl; // }; // class Copcargr : Copcar // { // crew="Doctor"; // DisplayName="Holden Monaro Cop (Green)" // ;model=\DU_Monaro_Cop\Copcargr; // }; // class Copcarhw2 : Copcar // { // crew="Doctor"; // DisplayName="Holden Monaro (Highway patrol white)" // ;model=\DU_Monaro_Cop\Copcarhw2; // }; // // class Copcarnz : Copcar // { // crew="Doctor"; // DisplayName="Holden Monaro Cop (New Zealand)" // ;model=\DU_Monaro_Cop\Copcarnz; // }; // class Copcaraus : Copcar // { // crew="Doctor"; // DisplayName="Holden Monaro Australia" // ;model=\DU_Monaro_Cop\Copcaraus; // }; }; Model.cfg: class CfgSkeletons { class Tank; class Car; class Helicopter; class NZDF_Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class NZDF_Vehicle: NZDF_Default { isDiscrete=1; skeletonInherit="NZDF_Default"; skeletonBones[]= { "ukaz_rpm", "damageHide", "ukaz_rychlo", "", "volant", "", "otocvez", "", "otochlaven", "otocvez" }; }; class NZDF_CarSkeleton: NZDF_Vehicle { skeletonInherit="NZDF_Vehicle"; skeletonBones[]= { "ABSwitch", "", "levy predni tlumic", "", "pravy predni tlumic", "", "levy dalsi tlumic", "", "pravy dalsi tlumic", "", "levy predni zatoc", "levy predni tlumic", "pravy predni zatoc", "pravy predni tlumic", "levy dalsi zatoc", "levy dalsi tlumic", "pravy dalsi zatoc", "pravy dalsi tlumic", "levy prostredni tlumic", "", "pravy prostredni tlumic", "", "levy zadni tlumic", "", "pravy zadni tlumic", "", "levy predni", "levy predni zatoc", "pravy predni", "pravy predni zatoc", "levy dalsi", "levy dalsi zatoc", "pravy dalsi", "pravy dalsi zatoc", "levy prostredni", "levy prostredni tlumic", "pravy prostredni", "pravy prostredni tlumic", "levy zadni", "levy zadni tlumic", "pravy zadni", "pravy zadni tlumic", "ukaz_rychlo", "", "ukaz_rychlo2", "", "ukaz_rpm", "", "OtocVez", "", "OtocHlaven", "OtocVez", "fuel_01", "", "fuel_1", "", "prop_01", "", "prop_02", "", "prop_2", "", "prop_1", "", "damageHide", "", "damageVez", "OtocVez", "damageHlaven", "OtocHlaven" }; }; class CopcarSkeleton: NZDF_CarSkeleton { isDiscrete=1; skeletonInherit="NZDF_CarSkeleton"; skeletonBones[]= { "ammo_belt", "OtocHlaven", "lights", "", "lightsonly", "", "turbo", "", "Lockable", "" }; }; class default; class Flag: default { }; class FlagCarrier: default { skeletonInherit="Default"; skeletonBones[]= { "stozar", "", "vlajka", "" }; }; }; class Rotation { type="rotation"; memory=1; minValue=0; maxValue=1; angle0=0; angle1=1; }; class CfgModels { class Car; class Helicopter; class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class NZDF_Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class flag_vojak: Default { sections[]= { "latka" }; }; class NZDF_Vehicle: NZDF_Default { sectionsInherit="NZDF_Default"; sections[]= { "velka vrtule", "mala vrtule", "velka vrtule staticka", "mala vrtule staticka", "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "otochlaven", "otocvez", "zasleh" }; skeletonName="NZDF_Vehicle"; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; }; }; class NZDF_Car: NZDF_Vehicle { sectionsInherit="NZDF_Vehicle"; sections[]= { "ammo", "sklo predni p", "sklo predni l", "zadni svetlo", "brzdove svetlo", "spz", "karoserie", "motor", "zbran", "vez", "zbytek", "levy predni", "levy prostredni", "levy zadni", "pravy predni", "pravy prostredni", "pravy zadni", "clan", "clan_sign", "zasleh", "P svetlo", "L svetlo", "palivo" }; skeletonName="NZDF_CarSkeleton"; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; class IndicatorSpeed { animPeriod=0; type="rotation"; source="speed"; selection="ukaz_rychlo"; axis="osa_rychlo"; memory=0; minValue=0.000000; maxValue=16.670000; angle0=0.000000; angle1=2.879793; }; class IndicatorSpeed2 { type="rotation"; source="speed"; selection="ukaz_rychlo2"; axis="osa_rychlo2"; memory="false"; animPeriod=0; minValue=0; maxValue=16.670000; angle0=0; angle1="rad -240"; }; class IndicatorRPM { animPeriod=0; type="rotation"; source="rpm"; selection="ukaz_rpm"; axis="osa_rpm"; memory=0; minValue=0.000000; maxValue=1.000000; angle0=0.000000; angle1=2.967060; }; class TurnFrontWheelR { type="rotationY"; source="drivingWheel"; selection="pravy predni zatoc"; axis="pravy predni"; memory="false"; animPeriod=0; sourceAddress="loop"; minValue="rad -180"; maxValue="rad +180"; angle0="rad +90"; angle1="rad -90"; }; class TurnFrontWheelL: TurnFrontWheelR { selection="levy predni zatoc"; axis="levy predni"; }; class TurnFrontWheelR2: TurnFrontWheelR { selection="pravy dalsi zatoc "; axis="pravy dalsi"; }; class TurnFrontWheelL2: TurnFrontWheelR { selection="levy dalsi zatoc "; axis="levy dalsi"; }; class FrontWheelR { type="rotationX"; source="wheel"; selection="pravy predni"; axis=""; memory="true"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class FrontWheel2R: FrontWheelR { selection="pravy dalsi"; }; class BackWheelR: FrontWheelR { selection="pravy zadni"; }; class BackWheel2R: FrontWheelR { selection="pravy prostredni"; }; class FrontWheelL: FrontWheelR { selection="levy predni"; }; class FrontWheel2L: FrontWheelR { selection="levy dalsi"; }; class BackWheelL: FrontWheelR { selection="levy zadni"; }; class BackWheel2L: FrontWheelR { selection="levy prostredni"; }; class FrontWheelDamperR { type="translationY"; source="damper"; selection="pravy predni tlumic"; axis=""; animPeriod=0; minValue=-1000; maxValue=1000; }; class FrontWheelDamper2R: FrontWheelDamperR { selection="pravy dalsi tlumic"; }; class BackWheelDamperR: FrontWheelDamperR { selection="pravy zadni tlumic"; }; class BackWheelDamper2R: FrontWheelDamperR { selection="pravy prostredni tlumic"; }; class FrontWheelDamperL: FrontWheelDamperR { selection="levy predni tlumic"; }; class FrontWheelDamper2L: FrontWheelDamperR { selection="levy dalsi tlumic"; }; class BackWheelDamperL: FrontWheelDamperR { selection="levy zadni tlumic"; }; class BackWheelDamper2L: FrontWheelDamperR { selection="levy prostredni tlumic"; }; class damageVez: damageHide { selection="damageVez"; }; class damageHlaven: damageHide { selection="damageHlaven"; }; class Steeringwheel { type = "rotation"; source = "drivingWheel"; selection = "volant"; axis = "osavolantkon"; memory = "false"; angle0 =4; angle1 =-4; minValue = -1; maxValue = 1; }; }; }; class Copcar: NZDF_Car { skeletonName="CopcarSkeleton"; sections[]= { "h12", "red1", "Lockable", "vecoptions", "lights", "turbo", "lightsonly", "lightf1", "lightf2", "lightf3", "lightf4", "backlight1", "backlight2", "blue2" }; class Animations: Animations { class Copcarlights { type = "rotationZ"; source = "PDSOUNDS_src"; selection = "lights"; axis = "osa_lights"; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad -70"; angle1 = "rad 70"; }; class Copcarlightsonly { type = "rotationZ"; source = "PDLIGHTS_src"; selection = "lightsonly"; axis = "osa_lightsonly"; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad -70"; angle1 = "rad 70"; }; class Copcarturbo { type = "rotationZ"; source = "PDTURBO_src"; selection = "turbo"; axis = "osa_turbo"; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad -70"; angle1 = "rad 70"; }; class Copcarlock { type = "rotationZ"; source = "PDLock_src"; selection = "Lockable"; axis = "osa_turbo"; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad -70"; angle1 = "rad 70"; }; class Copcarvecoptions { type = "rotationZ"; source = "PDLock_src"; selection = "Lockable"; axis = "osa_turbo"; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad -70"; angle1 = "rad 70"; }; class IndicatorSpeed: IndicatorSpeed { maxValue=16.670000; angle0=-0.174533; angle1=3.141593; }; class IndicatorRPM: IndicatorRPM { angle0=0.000000; angle1=1.483530; }; class fuel { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=0; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=-1.658063; }; class prop_01 { type="rotation"; source="rpm"; selection="prop_01"; axis="prop_01_axis"; memory=0; minValue=0.000000; maxValue=0.360000; angle0=1.396263; angle1=0.000000; }; class prop_02 { type="rotation"; source="rpm"; selection="prop_02"; axis="prop_02_axis"; memory=0; minValue=0.000000; maxValue=0.640000; angle0=0.349066; angle1=-0.349066; }; class ABSwitch { type = "rotation"; source = "ABSwitch"; sourceAddress = "clamp"; minValue = 0; maxValue = 1; animperiod = 1; selection = "ABSwitch"; axis = "axis_ABSwitch"; angle0 = "0"; angle1 = "0.00017"; }; }; }; // class Copcarhw: Copcar {} // class Copcarhw2: Copcar {} // class Copcarbl: Copcar {} // class Copcargr: Copcar {} // class Copcarnz: Copcar {} // class Copcarcl: Copcar {} // class Copcarswat: Copcar {} // class Copcaraus: Copcar {} }; I hope someone can help. Would be much appreciated, Thanks, Jan
  7. Thanks for that m8, That fixed it, never thought that not defining no gunner, causes the game to create a gunner. Thanks again, You are a legend. Jan.
  8. Hey guys, Have been working on some super shader, but am now a little stumped. See Below! Caution, Above 100 kb What it looks like http://i264.photobucket.com/albums/ii191/Jantemplar/monarofail.jpg What its meant to look like http://i264.photobucket.com/albums/ii191/Jantemplar/monarofail2.png And the Rvmat: ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,1}; specular[]={0.25097999,0.25097999,0.25097999,1}; specularPower=40; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="DU_Monaro_Cop\Textures\nohq\MONARO_cop_basic_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="DU_Monaro_Cop\Textures\dt\Monaro_DT.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="DU_Monaro_Cop\Textures\as\skin_AS.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="DU_Monaro_Cop\Textures\smdi\MONARO_cop_basic_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1.3,7)"; uvSource="none"; }; class Stage7 { texture="DU_Monaro_Cop\Textures\co\env_co.paa"; uvSource="none"; }; So yeah, its a bit weird, if you need any more info, post up, would be glad to get this fixed. Any help would be appreciated, Thanks, Jan.
  9. Hi, today i would like to release the Beta version of my Holden Monaro Civilian and Police version. This is not the finished version as i still have many more texture varients for the civilian car to apply. I also have a Better Highway patrol texture coming and a working lightbar. Credits: Jan Templar NZDF Crash EMERY Air One Racing Special thanks goes to: Gnat (thanks for your help m8) Soul_Assassin TeRp Screenshots: Caution over 100kb http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-3021-20-54-31.jpg http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-3021-21-02-37.jpg http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-3021-21-11-04.jpg http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-3021-21-28-78.jpg http://i264.photobucket.com/albums/ii191/Jantemplar/arma22009-08-3021-21-43-57.jpg You can currently download the addon from here: http://www.megaupload.com/?d=NGJR6NXN - Australian Holden Monaro Armaholic Australian Holden Monaro Armedassualt.info It is a Self extracting rar file. Any bugs please feel free to post.
  10. Jantemplar

    Super Shader, Weird effect

    Worked like a charm, Its weird, i compared it to mine, only different was Fresnel. Added in my bit, and it look like a charm. Thanks for all the help guys, first time that every happened. Anyway, heres how it turned out: http://i264.photobucket.com/albums/ii191/Jantemplar/Monaroawesome.jpg
  11. Jantemplar

    Australian Holden Monaro

    G'day guys, Thought i would post an update, I am getting close to a final release, Civilian Cars: Super Shaders A few extra animations Better Handling More weight to the vehicle Wont just blow up from a simple pot hole. No St-coord erros Police Cars: Super Shaders Extra Animations Better Handling More Weight Wont just blow up from a simple pot hole. Australian Lights and Sirens (No longer the american ones) Re-done Engine Sounds, Now sounds like a V8!! no st-coord errors All in all ill be releasing shortly, I have run into some issues with the Super Shaders, but will get around it, will post some screenshots soon.
  12. Jantemplar

    ION, Inc.

    Thanks For that m8, Im seeing some interesting stuff here now, Maybe even some further future factions, DU, hmmmmmm.
  13. Jantemplar

    ION, Inc.

    Can some one please pm me the passwords, ive worked out two, but i am stumped on anymore. Would be greatly appreciated.
  14. Jantemplar

    broken model config :/

    Should work now, found some mistakes. class CfgSkeletons { class Helicopter; //Define base class. class adf_tigerBones: Helicopter { isDiscrete=1; skeletonInherit = ""; //Inherit all bones from class Car. skeletonBones[]= { "horizont","", "horizont2","", "kompas","", "rpm","", "adf_horizon_01","", "adf_horizon_02","", "adf_compas_01","", "adf_compas_02","", "adf_fuel_01","", "adf_fuel_02","", "adf_tpm_01","", "adf_tpm_02","", "OtocVez","", "OtocHlaven","OtocVez", "damageHide","", "velka vrtule","damageHide", "mala vrtule","damageHide", "adf_tigre_canon_tourelle","", "adf_tigre_canon","adf_tigre_canon_tourelle", "adf_tigre_amort_train_av","", "adf_tigre_amort_train_ar","" }; }; }; class cfgModels { class Helicopter; class adf_tiger: Helicopter { skeletonName = "adf_tigerBones"; sectionsInherit=""; sections[]= { "horizont","horizont2","kompas","rpm","adf_horizon_01","adf_horizon_02", "adf_compas_01","adf_compas_02","adf_fuel_01","adf_fuel_02","adf_tpm_01","adf_tpm_02", "OtocVez","OtocHlaven","damageHide","velka vrtule","mala vrtule","adf_tigre_canon","adf_tigre_canon_tourelle", "adf_tigre_amort_train_av","adf_tigre_amort_train_ar" }; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; class adf_Horizon_01_x { type = "rotationX"; source = "horizonDive"; selection = "hexa_horizon_01"; axis = ""; sourceAddress="clamp"; minValue=-1; maxValue=1; angle0="rad -80"; angle1="rad +80"; }; class adf_Horizon_01_z { type = "rotationZ"; source = "horizonBank"; selection = "hexa_horizon_01"; axis = ""; sourceAddress="clamp"; minValue=-1; maxValue=1; angle0="rad -80"; angle1="rad +80"; }; class adf_Horizon_02_x { type = "rotationX"; source = "horizonDive"; selection = "hexa_horizon_02"; axis = ""; sourceAddress="clamp"; minValue=-1; maxValue=1; angle0="rad -80"; angle1="rad +80"; }; class adf_Horizon_02_z { type = "rotationZ"; source = "horizonBank"; selection = "hexa_horizon_02"; axis = ""; sourceAddress="clamp"; minValue=-1; maxValue=1; angle0="rad -80"; angle1="rad +80"; }; class adf_Compas_01 { type = "rotation"; source = "direction"; selection = "hexa_compas_01"; axis = "hexa_axe_compas_01"; memory=1; minValue=-3.141593; maxValue=3.141593; angle0=-3.141593; angle1=3.141593; }; class adf_Compas_02 { type = "rotation"; source = "direction"; selection = "hexa_compas_02"; axis = "hexa_axe_compas_02"; memory=1; minValue=-3.141593; maxValue=3.141593; angle0=-3.141593; angle1=3.141593; }; class adf_Fuel_01 { type="translation"; source="fuel"; selection="hexa_fuel_01"; axis="hexa_axe_fuel_01"; memory=1; minValue=0; maxValue=1; offset0=1.65; offset1=0; }; class adf_Fuel_02 { type="translation"; source="fuel"; selection="hexa_fuel_02"; axis="hexa_axe_fuel_02"; memory=1; minValue=0; maxValue=1; offset0=1.65; offset1=0; }; class adf_Tpm_01 { type="translation"; source="rpm"; selection="hexa_tpm_01"; axis="hexa_axe_tpm_01"; memory=1; minValue=0; maxValue=20; offset0=0; offset1=0.5; }; class adf_Tpm_02 { type="translation"; source="rpm"; selection="hexa_tpm_02"; axis="hexa_axe_tpm_02"; memory=1; minValue=0; maxValue=20; offset0=0; offset1=0.5; }; class mainTurret { type="rotationY"; source="mainTurret"; selection="hexa_tigre_canon_tourelle"; axis="hexa_tigre_axe_canon_tourelle"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class maingun { type="rotationX"; source="mainGun"; selection="hexa_tigre_canon"; axis="hexa_tigre_axe_canon"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; //--- amortisseurs trains tigre class adf_tigre_amortisseur_train_avant { type="rotationX"; source="altRadar"; selection="hexa_tigre_amort_train_av"; axis="hexa_tigre_axe_amort_train_av"; memory=1; maxValue=0.1; angle0=-0.139626; angle1=0.000000; }; class adf_tigre_amortisseur_train_arriere { type="rotationX"; source="altRadar"; selection="hexa_tigre_amort_train_ar"; axis="hexa_tigre_axe_amort_train_ar"; memory=1; maxValue=0.1; angle0=-0.139626; angle1=0.000000; }; }; }; class adf_tiger_HAD_CE : adf_tiger {} };
  15. Trying to create some effects for my missions, i decided to investigate into creating a Dust Effect, that would give of a generic rolling dust across the desert, as such here it is. Usage: Place the following code in a text document called rollingsand.sqf _obj = _this select 0; _radius = _this select 1; _pos = position _obj; //--- Sand blowing _velocity = [1.0,1.0,0.0]; _color = [1.0, 0.9, 0.8]; _alpha = 0.02 + random 0.02; _ps = "#particlesource" createVehicleLocal _pos; _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 48], "", "Billboard", 5, 3, [0, 0, -6], _velocity, 1, 1.275, 0.9, 15, [9], [_color + [0], _color + [_alpha], _color + [0]], [0.01], 1, 0, "", "", _obj]; _ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0]; _ps setParticleCircle [_radius, [0, 0, 0]]; _ps setDropInterval 0.001; Place the following code in your init or in the initialization box in a unit. nul = [unitname,radiusofeffect] execVM rollingsand.sqf Attached is a demo mission, the effect is best seen at night. Dusttest.takistan The above code is a modification of BIS particle dust effect from mission CE3. Further Applications, I am looking at furthering this code to create the dust effect seen here and also to the point of dust storms. Any contributions are welcome, but please remember to credit anyone's work you may base yours off, it is polite. Anyway, have fun. Jan Templar Version 1.2: _obj = _this select 0; _radius = _this select 1; _pos = position _obj; //--- Dust _velocity = [1.0,1.0,0.0]; _ps = "#particlesource" createVehicleLocal _pos; _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 48], "", "Billboard", 5, 3, [0, 0, -6], _velocity, 1, 1.275, 0.9, 15, [9], [[0.9, 0.9, 0.9 ,0.0], [224/255, 208/255, 127/255, 0.1], [0.8, 0.8, 0.8, 0.0]], [0.01], 1, 0, "", "", _obj]; _ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0]; _ps setParticleCircle [_radius, [0, 0, 0]]; _ps setDropInterval 0.001; Same method as before, i have changed the color of the dust to make it more prominent.
  16. Jantemplar

    Air Taxi script?

    Why don't you extract it from the Harvest Red campaign, and learn how they did it, It is very simple as i have done it myself for my other missions. Good luck. Jan
  17. Jantemplar

    Air Taxi script?

    A simple search in google for Brings this up,http://forums.bistudio.com/showthread.php?p=1648737#post1648737 A bit of extra search always pays off. As common practice search BI forums, and Google.
  18. I get around this problem, cruedly but it works, by 1. Binarize 2. Unpbo using cpbo 3. copy missing files across 4. pbo using cpbo 5. should all work. Crude but i find it works.
  19. WIP: I have found the required particle emitting effects for helicopters on landing, but at this current stage am having trouble overriding them to allow for the chopper to actually use them instead of the BIS originals. The current script is below, class CfgPatches { class Jans_ParticleEffects { units[] = {}; weapons[] = {}; requiredVersion = 1.02; requiredAddons[] = {"CA","CA_E","CAData_ParticleEffects"}; }; }; class CfgMods { class Jansparticles { dir = "janp"; name = "Jan Templar's Particle Effect Mod"; picture = "ca\ui\data\logo_arma2ep1_ca.paa"; hidePicture = "true"; hideName = "true"; action = "http://www.Jantemplar.com.au/"; }; }; class CfgCloudlets { class Default { interval = "0.5 * interval + 0.5"; circleRadius = 0; circleVelocity[] = {0,0,0}; particleShape = "\ca\cl_basic.p3d"; particleFSNtieth = 1; particleFSIndex = 0; particleFSFrameCount = 1; particleFSLoop = 1; angle = 0; angleVar = 0; animationName = ""; particleType = "Billboard"; timerPeriod = 1; lifeTime = 1; moveVelocity[] = {0,0,0}; rotationVelocity = 0; weight = 1; volume = 1; rubbing = 0.05; size[] = {1,1}; color[] = { { 1,1,1,1 }}; animationSpeed[] = {1}; randomDirectionPeriod = 0; randomDirectionIntensity = 0; onTimerScript = ""; beforeDestroyScript = ""; lifeTimeVar = 0; positionVar[] = {0,0,0}; MoveVelocityVar[] = {0,0,0}; rotationVelocityVar = 0; sizeVar = 0; colorVar[] = {0,0,0,0}; randomDirectionPeriodVar = 0; randomDirectionIntensityVar = 0; }; class HDust1: Default { interval = "0.02 - 0.019 * density"; circleRadius = 1.7; circleVelocity[] = {"speed*0.8",0,"speed*0.8"}; particleShape = "\ca\Ca_E\data\ParticleEffects\Universal\Universal"; particleFSNtieth = 16; particleFSIndex = 12; particleFSFrameCount = 13; particleFSLoop = 0; angleVar = 0; animationName = ""; particleType = "Billboard"; timerPeriod = 1; lifeTime = 1.1; moveVelocity[] = {0,0,0}; rotationVelocity = 1; weight = 1.2; volume = 1; rubbing = 0.1; size[] = {5,10,15,20,25}; sizeCoef = 1; color[] = { { 1,0,0,0.0 }, { 1,0,0,0.1 }, { 1,0,0,0.05 }, { 1,0,0,0.01 }, { 1,0,0,0.005 }, { 1,0,0,0.001 }, { 1,0,0,0 }}; colorCoef[] = {1,1,1,1}; animationSpeed[] = {1000}; animationSpeedCoef = 1; randomDirectionPeriod = 0.1; randomDirectionIntensity = 0.05; onTimerScript = ""; beforeDestroyScript = ""; lifeTimeVar = 0.4; position[] = {"positionX","positionY","positionZ"}; positionVar[] = {0,0,0}; MoveVelocityVar[] = {0.15,0.15,0.15}; rotationVelocityVar = 30; sizeVar = 0.7; colorVar[] = {0,0,0,0}; randomDirectionPeriodVar = 0; randomDirectionIntensityVar = 0; }; class HDust1Long: Default { interval = "0.25 - 0.17 * density"; circleRadius = 4.7; circleVelocity[] = {"speed*0.2",0,"speed*0.2"}; particleShape = "\ca\Ca_E\data\ParticleEffects\Universal\Universal"; particleFSNtieth = 16; particleFSIndex = 12; particleFSFrameCount = 13; particleFSLoop = 0; angleVar = 0.1; animationName = ""; particleType = "Billboard"; timerPeriod = 1; lifeTime = 60; moveVelocity[] = {0,0,0}; rotationVelocity = 1; weight = 1.28; volume = 1; rubbing = 0.1; size[] = {5,10,15,20,25,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30}; sizeCoef = 1; color[] = { { 1,0,0,0.05 }, { 1,0,0,0.04 }, { 1,0,0,0.03 }, { 1,0,0,0.025 }, { 1,0,0,0.0125 }, { 1,0,0,0.007 }, { 1,0,0,0 }}; colorCoef[] = {1,1,1,1}; animationSpeed[] = {1000}; animationSpeedCoef = 1; randomDirectionPeriod = 0.1; randomDirectionIntensity = 0.02; onTimerScript = ""; beforeDestroyScript = ""; lifeTimeVar = 30; position[] = {"positionX","positionY","positionZ"}; positionVar[] = {0.1,0,0.1}; MoveVelocityVar[] = {1.5,0.05,1.5}; rotationVelocityVar = 30; sizeVar = 0.25; colorVar[] = {0,0,0,0}; randomDirectionPeriodVar = 0; randomDirectionIntensityVar = 0; }; }; class HeliDust { class HDust1 { simulation = "particles"; type = "HDust1"; }; class HDust1Long { simulation = "particles"; type = "HDust1Long"; }; }; Yes i have configured it so the dust particles are RED, this is too allow me to see if there is any effect, at this current stage i can even get it to work, i am compiling it in, config.cpp and then PBO'ing it into Jans_ParticleEffects Then putting it in my mod folder to run, i have been through the checks, so i will have to investigate further as to why its not working.
  20. Ill be working on that primarily today, and will post a WIP later to give some results, My current method is, im hoping i can find the effects produced when the helicopters land, i will most likely increase the color and amount of particles being produced, if not the size. So ill get back to you guys later in the day on that.
  21. The only difference between the two, this one is more prominent, and can be seen easier, plus at the time, i still had not figured out how to activate the Sand in the environment module. Also this one allows for specific placement, i don't know if the BIS one does or not, so i cant comment there. But i am working on the Further Sand blowing effect for helicopters landing. Which may be pretty simple, the more i look at it.
  22. The second variable is for radius, Unless you mean the inner fill, that i have not yet figured out, so any help would be appreciated.
  23. Jantemplar

    Trailers/ Towing

    Hi m8, i myself have tried to do this, but with out success, you can find further information here in a previous post of mine. http://forums.bistudio.com/showthread.php?t=87328
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