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Maslow

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Everything posted by Maslow

  1. Maslow

    Days of trouble

    Well you could try to upload your pics right here: http://planettime.de/sites/NSC/uploader.php It'll give you a link you can paste afterwards in here......
  2. Maslow

    Sun reflecting of weapon surfaces

    no problem m8
  3. Maslow

    Sun reflecting of weapon surfaces

    well i guess you could try the following: Add a custom texturetomaterial section to your config: class CfgTextureToMaterial { class CustomRifleMetal { textures[]={"data\m16_pmp_1s.pac","data\m16_pmp_ph.pac","data\m16_pmp_lod.paa","data\m16_pmp_lod_gif.pac","data\m4_1.pac","data\m4_2.pac","data\m4_miridla.pac","data\xm177_1s.pac","data\xm177_ph.pac","data\xm177_details.pac"}; material="#RifleMetal"; }; There you could put in your custom made textures..... And then add a custom material definition to your cpp: class CfgMaterials { class CustomRifleMetal { ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; specular[]={0.200000,0.200000,0.200000,0}; specularPower=5; emmisive[]={0,0,0,0}; }; }; }; could be a solution......... and using the variabels in cfgmaterials you could also change the strenght of reflections and so *thinksofbratz'plane*.......
  4. Maslow

    Why convert config.cpp to .bin ?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">How can it be decompiled?<span id='postcolor'> using unpbo 1.3
  5. Maslow

    Shadows in mortar

    yes i think thats a bug, we talked about that once before...... i think even BIS confirmed this.........
  6. Maslow

    Why convert config.cpp to .bin ?

    well, and i don't think that it takes unexperied addonmakers the chance of learning from the bin since your abel to decompile without any problems
  7. Maslow

    Commander mg

    like i found out  the memory point "kulas" is there to define the secondary mg. Now.... i assigned this memory point to the commanders turret. The memory points i made to elevate the gun on this turret  can be assigned to the turret, they move with it. Not so the kulas points, they just stay where they are placed. Why won't this work?? is there another way to mount a mg on the commanders turret?
  8. Maslow

    Commander mg

    well its not the rotation on the rotation...... this works fine (its even a tripel rotation in a rotation main turret (rotates) -> commander turret on it (rotates) ->the commanders mg (elevates.....) but the kulas point..... it cant rotate along the mg..... its assigned to the commanders turret and all the points assigned to it rotate with it........... except that stupid kulas point ...... cy
  9. Well we had a talk long time ago where we found some tricks how to simulate this sort of at weapons: now i found this reloadAction= In the decoded config of 1.90...... its defined in the base class Default under class cfgweapons. Now i searched for what types of reloadactions' exist, i've found these: ManActReloadMagazine ManActReloadMortar ManActReloadAT There are some others i think.......... but important for us (for me ;-) ) is teh manactreloadmortar......... so i tried to add: reloadAction="ManActReloadMortar" Into my weapon definition (a rocketlauncher) but the animation didn't show up....... So i thought there must be the right selections in a model to animate properly but when i added the selections from a normal rifle  nothing happened............. So there must be some other selections in m16_mortar_proxy.p3d but unfortunately this file is ODOl....... So if anyone (*lookstofliperandalonewolf* could take some time for me and take a look at this file ( i know, hex editing but i simply don't understand this... :-/ ) i would be vvvveeeeeeerry appreciated......... cy
  10. Maslow

    The rocketlaunchers..........

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">These commands are in the cfgManActions classes and some other sections in the main config.cpp file. I'm sure the .rtm files get involved too. So, basically, if you can make a new manaction using the two listed above as a guide, you may be able to use the reloadmortar on a secondary weapon. <span id='postcolor'> I tried this already before but looks like the mortar thingy is formed out of 2 separate animations wich act like one, each of them has its own speed.... so i guess i had to merge those animation parts into one animation but i think it were not able to do this since my knowledge about the ofpanim tool isnt that big @TM cy
  11. Maslow

    Multiple animations

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">1. We can only rotate. Translation is only possible if you make an axis very far away, and it's only believable if you animate a small object<span id='postcolor'> well this is what we wanna do </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">2. You can not assign more than one animation for the same named selection. This is even true if you group sections together with a different named selection. Believe me, I've tried. <8/ <span id='postcolor'> well i have for each animation a selection..... so no problem here ...... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">4. you CAN NOT animate hit point LODs (to my knowledge) 5. You CAN animate land contact and vertices on the resolution LODs. 6. you CAN animate geometry LODs. <span id='postcolor'> also no problems for this points...... So .... i guess i'll try to find your post......... Any Tips on what keywords to use?
  12. Maslow

    Multiple animations

    cool, hey this thing rocks...... You arn't one of the StarGate Mod peeps? cy
  13. Maslow

    Wheeled tow apc

    well that wouldn't be cool at all....... it looks a bit..... yes.... you know.... If we gonna release a beta of that piranha we would use the apc class and just shit on that "turn on pin". I tested it quite a while and i looks and "feels" much better than the OPGWC-solution. cy
  14. morning, i remembered many talks about this, but i cant really remember if its possibel or not: What i want to creat is a apc with wheels and a tow launcher on it......... actually someone told that it is impossibel but why are desertofp guys making such a jeep when its not even possibel So heres a screen and the config, my problem is that theres just no tow launcher showing up ingame, am i scripting wrong or is it the ofp engine?? config: #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 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class sampiranhas { units[]={"samPiranhaIII"}; weapons[]={}; requiredVersion=1.75; }; }; class CfgModels { class Default {}; class Vehicle: Default {}; class Car: Vehicle {}; class 2: Car {}; }; class CfgVehicles { class All{}; class AllVehicles: All{}; class Land: AllVehicles{}; class LandVehicle: Land{}; class samPiranhaIII: LandVehicle { vehicleClass="Armored"; unloadInCombat=1; fuelCapacity=100; scope=2; crew="swissarmysoldier"; side=2; accuracy=0.200000; nameSound="APC"; transportSoldier=0; transportAmmo=0; maxSpeed=100; preferRoads=1; unitInfoType="UnitInfoCar"; hideUnitInfo=0; soundEngine[]={"Vehicles\OldIdle1",0.316228,1.250000}; class ViewPilot { initAngleX=10; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-100; maxAngleY=100; initFov=0.700000; minFov=0.420000; maxFov=0.850000; }; threat[]={0.500000,0.500000,0.100000}; class IndicatorSpeed { selection="ukaz_rychlo"; axis="osa_rychlo"; angle=-240; min=0; max=40; }; class IndicatorRPM { selection="ukaz_rpm"; axis="osa_rpm"; angle=-170; min=0; max=1; }; icon="\sampiranha\piranha_ico.paa"; soundGear[]={"Vehicles\Gear_Trans1",0.001000,1}; soundCrash[]={"Vehicles\crash_small2",0.316228,1}; soundEnviron[]={"Objects\noise",0.003162,0.250000}; displayName="Schweizer Piranha TOW"; model="\sampiranha\2.p3d"; picture="\sampiranha\piranha_pic.paa"; armor=120; type="VArmor"; cost=100000; canFloat=1; simulation="car"; hasDriver=1; hasGunner=1; hasCommander=1; hideProxyInCombat=0; weapons[]={"CarHorn", "samtowlauncher"}; magazines[]={}; wheelCircumference=4.513000; turnCoef=6.000000; driverAction="ManActV3SDriver"; dammageHalf[]={"jeep_kab_sklo1.paa","jeep_kab_sklo1B.paa"}; dammageFull[]={"jeep_kab_sklo1.paa","jeep_kab_sklo1B.paa"}; armorGlass=0.800000; armorWheels=0.300000; terrainCoef=2.000000; damperSize=0.100000; damperForce=30; armorBody=0.8000000; armorFuel=1.400000; armorLights=0.400000; scudLaunch=""; scudStart=""; typicalCargo[]={"Soldier","Soldier","SoldierLAW","Officer"}; class HitEngine { armor=1.200000; material=60; name="engine"; passThrough=1; }; formationX=20; formationZ=20; precision=10; brakeDistance=10; steerAheadSimul=0.500000; steerAheadPlan=0.350000; predictTurnSimul=1.200000; predictTurnPlan=1.200000; sensitivity=0.600000; class IndicatorSpeed2 { selection="ukaz_rychlo2"; axis="osa_rychlo2"; angle=-240; min=0; max=16.670000; }; }; }; class cfgWeapons { class Default{}; class LAWLauncher: Default{}; class CarlGustavLauncher : LAWLauncher{}; class AT3Launcher: CarlGustavLauncher{}; class HellfireLauncher: AT3Launcher{}; class samtowlauncher: HellfireLauncher { scopeWeapon = public; scopeMagazine = public; ammo=Hellfire; displayName=$STR_DN_TOW; displayNameMagazine=$STR_MN_TOW; shortNameMagazine=$STR_SN_TOW; count=8; reloadTime=0.5; sound[]={Weapons\TOW,db-30,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=0; aiRateOfFire=13.0; // delay between shots at given distance aiRateOfFireDistance=2500; // at shorter distance delay goes lineary to zero }; };
  15. Maslow

    The rocketlaunchers..........

    well defending your model..... you can also call it that way..... But at least it looks like this chapter could be closed now. Some things still don't please me and i think PicVert should read Serpents text once again i think all the points PicVert mentioned are clearly stated in Serpents "statement", so theres no need for such poor "sentences": </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Sorry poor boy. Ho I forget tell to your Leader just boys use hurting words do you never have a dating....with a real woman.... <span id='postcolor'> and some more things in the end...... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Act like adults you two, and take it to pm's. <span id='postcolor'> We didnt brought this discussion in here i tried to get some info about a rocketlauncher nothing else........ </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">It's a humain nature... <span id='postcolor'> oh is it...... hey i think from now on i'm gonna dislike all the people whos name start with a "p".... its a human nature </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I never, never, tell that, that was not an acusation <span id='postcolor'> Sure you did...... Well if someone think he can't live with the fact were still discussing in here, bad luck m8
  16. Maslow

    Multiple animations

    really??? i dont think so since colonel klinks animation tutorials explains how to make landing gears go up an down when landing and taking of
  17. Maslow

    Multiple animations

    thats not what we wanted........ to say it once again: we want standart ofp rotation animations triggered by the fire button of a gun .........
  18. Maslow

    Rah-66 comanche by dkm mod

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Yeah, it seems that they have made a fantastic picture like that one trying to hide the fact that that texture is terrible<span id='postcolor'>
  19. Maslow

    Multiple animations

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The program is very new and not many people have experience in this yet. Seems like the best way to learn is to get things like the breakdancer demo, de-pbo the file and check out the rtm and config file(s). brsseb <span id='postcolor'> Well our goal is to make simple rotations ..... our problem is just the config coding not the animating itself......
  20. Maslow

    Wheeled tow apc

    i'm inheriting from the bradley :-P € looks like the bradley is inherited from the m113 class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle {}; class APC: Tank {}; class M113: APC {}; class SAMPiranhaIII: M113 { its just the bradleys config modified for our tank but this part is the same.......
  21. Maslow

    Multiple animations

    noone in here helping us?
  22. Maslow

    Vehicle .rtm files

    what's better?? äähm didn't jimbo talk of the people's positions in a vehicle??
  23. Maslow

    What is wrong with my cpp?

    just a lill question froggy......... is it hitler dancing around in your avatar ???
  24. Maslow

    Binarize

    yes i know there are various binarize threads but i still got a problem with this proggie..... i typed in  (in the ms dos window thingy): c:\  binarize.exe bin swissarmysoldier (my addon folder name) and then some strange things happen...... it starts to print strange messages (look at the screens)...... Is it my fault?? Have i typed in something wrong?! Image > 100 kb Image > 100 kb Image > 100 kb Image > 100 kb Please don't post images > 100 kb.
  25. Maslow

    Multiple animations

    well i think it doesn't break the limit actually..... you can just make any custom animation you like....... äähm yes i got a little question concerning the multiple animation........ i want an to have multiple selections and multiple axis for them....... each selection has its own axis....... How may i start all the animations on shoot? eventhandler?'
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