Macser_old
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Everything posted by Macser_old
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Need Help With These Few Things!
Macser_old replied to Big-Rooney's topic in ADDONS & MODS: DISCUSSION
Well,as far as the GUI goes,I'm fairly sure the changes they made with FFUR,were done from the Config.Bin.I think that might take a good bit of experience to deal with. Creating the images with transparency would be the easy part.It's incorporating your work into the config that'd be tricky. And that's somethin I haven't tried yet. Edit: Sorry,that's Resource.Bin.As Prof.Tournesol points out,just below. -
Need Help With These Few Things!
Macser_old replied to Big-Rooney's topic in ADDONS & MODS: DISCUSSION
Hello gentlemen, @Big-Rooney As the good Professor pointed out,it's not really necessary to binarize your P3ds.Although it will certainly neaten them up,in terms of filesize. It's also handy if you wanted to apply cfgMaterials to any of your textures.Basically to give them a "metallic" sheen.In fact,if you want to use CfgMaterials, you have to binarize your P3ds. Were you trying to apply transparent textures for editing purposes? Or did you intend to make them a "switchable" feature?As with SetObjectTexture? -
Hey Red, No importing there my friend. I hand drew every pixel.
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Ok, It's possible that someone's already done this, but if they have,I haven't seen a working example. Here's where I am,in any case. Basically I randomized the firing sound of a weapon, via this script,with the fired EH: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _array = _this select 0 _unit = _array select 0 _weapon = _array select 1 ?!(alive _unit):exit ?!(_weapon == "SOPMODm4"):exit _Fire = ["M4a","M4b","M4c"] _Soundsource = "EmptyDetector" createVehicle [0,0,0] _Soundsource setpos [getpos _unit select 0,(getpos _unit select 1)+2,(getpos _unit select 2)+1]; _sound = random count _Fire _sound = _sound - (_sound % 1) _Soundsource say (_Fire select _sound) exit Here's an example of the result. Short clip What I need to know,is if it's possible to transfer that script directly into the Fired Eh,rather than just "triggering" it.If you see what I mean. You may not hear it in the clip,but there's a tiny delay between "click" and sound.I was hoping,if the code could be executed from within the EH,it might speed things up.So,can it be done? I'd appreciate any help or advice. Macser.
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Thanks for the assistance guys, There's enough there for me to experiment with. Btw,if it's of any relevance.The "emptyDetector" is the sound source,because as far as I'm aware, the "say" command won't operate on a weapon. That,and the fact that only one sound per mode, can be allocated to a weapon.I could've used the unit as the sound source,but then it would be locked to him.So the "emptyDetector" allows me to put the sound where I want it. I only mention it,because I noticed Sin/Cos. Which would indicate movement,yes?Which I don't really need,except upon creation. Also,the "playSound" command will always be played at the players location,rather than at the source.And the source is where I'd prefer to have it. Anyway,thank you both for your help,much appreciated.With my average scripting,I wouldn't have known how to proceed. If I can achieve what I'm after,I'll post any findings.
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Who needs new Sound Replacements? OFP Sound
Macser_old replied to chammy's topic in ADDONS & MODS: DISCUSSION
Hello Chammy, To the best of my knowledge,there's still a lot of people playing OFP.And there's still people trying it out for the first time.So if you're wondering whether or not it's worth doing any addons for it,I'd say,yes. I haven't tried Arma myself,yet.But I suspect it'll be a while before it settles in,in terms of stability,bugs and of course content.Ofp is of a good age now,so people forget how buggy it was on release.If given enough time,I'm sure Arma will successfully carry on where OFP leaves off. Until then,there's an amazing array of addons and mods for flashpoint,that most people haven't fully explored. I've heard some examples of your work,and I liked the results.Very emmersive sounds. Good luck if you do decide to proceed. Macser. -
Where can I find emergency vehicles/units?
Macser_old replied to italianboy's topic in ADDONS & MODS: COMPLETE
Hello guys, Here's some emergency trucks.There's not too much else available,with regard to emergency vehicles. I haven't seen any others for download,so far. Fire truck by Scanger Emergency Unimog German emergency trucks -
Altexure gives prob in converting jpg
Macser_old replied to garryslv's topic in OFP : MAP EDITING (VISITOR)
Hello, Try PaaTool instead,or if you have photoshop,Kegetys's Paaplug plugin. Although with PaaTool,while a stand alone program,you need to use 32bit TGA.But it's still a very good tool. Unfortunately it doesn't accept JPGs. Since you posted here I'm assuming you're workin with OFP,so you could always try the original Texview. As Mr.Flea says AltTexview is mainly for viewing atm. -
Detecting vehicle type in specific area
Macser_old replied to calculor's topic in OFP : MISSION EDITING & SCRIPTING
Hello calculor, Not sure if this is of much use.But have a look anyway.It's a command called "typeof". Listed in the BIS wiki. Hopefully it will at least point you in the right direction. "typeof" command (BIS wiki scripting reference) -
Hello Sanctuary, Good to see you back to work,in whatever capacity. Personally,I look forward to any contributions you intend to make,so good luck with your project. Regards. Macser.
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Hey Red, Yeah,my main focus is first and foremost on the PA stuff. But I like to get away from it now and again.And when I do,I have a go at other things. So,when time permits,I'll do the odd addon for this subject too.But I'm not going to commit myself to it. If there's enough interest,I'm sure a few people could get it together. After all,the models themselves are already there.Textured even. If I can help in any way,I will. @Santosa Take your time with it.It's been sittin on the shelf for a while now,a little bit longer won't hurt. And as I said,if there's anything I can do to help,just send me a PM anytime.
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Hello Mariner, Well,that'd be interesting.But for the moment, I've decided to concentrate on the "other side". Hopefully Santosa,or someone else can carry this set of addons forward a bit more.But I'm certainly not volunteerin him,or anyone else for the task. @Santosa I only made a quick attempt at the marine's selections just before I sent those pics above. As you'll see,they need some care and attention. But they're ingame and armed with the Ma5b. Btw,I've had some success with workin ammo counters.So I could show ye what to do,if you'd like.
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Maybe ye could tidy these up. I'm kinda in the middle of somethin myself, so I haven't finished 'em.
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Mr.Duck,how's life? It(real life)still gettin in the way of your project? Or you back for another go at it? I think I might have that pack somewhere on my hard-drive.I'll take a look. In the meantime,I've made some progress,all be it,small progress. The ammo counter is now working on the pulse rifle.Haven't fully tested it yet,as regards AI. But as far as the player goes,it seems to work very well. The "bad" news is,because of how it's done,it will only be available to properly modified units. in this case,the marine.But it can be applied to any model.Also,the resetting of the counter,on reload,needs some work.It was a pain in the ass to get it to this point btw. Anyway,here's a short clip.If the marine looks odd,it's because I've been re-arranging my file structures(texture paths,etc). PR Ammo counter demo Bloody sound doesn't work though.
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Hey Santosa, The marine's already textured isn't it?At least the version I have is. Or did you mean a "re-texture"?
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Hey Red,Prodetar, Thanks for the help Redpride,but I've already got that pack.Which is also the pack I assume you've got Prodetar. What I'm looking for is Bastler's M78 P.I.G. Phased Plasma Infantry Gun. All I've found so far are broken links to video clips. I wanted to see if he "tagged" the projectile with the drop command.As I understand he used scripting for the weapon.Some kind of particle effect along with the fake plasma bolt would look better during daylight.And I think it wouldn't be too system heavy, as the reload times are similar to an RPG/Law. As it is,my version looks decent at night,with the light source the "missile" gives off.But lacks a little "life" during daylight.
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Hello Submariner,Nephilim. I'd like to have a look at Bastler's version but I can't seem to locate it as yet. Any links I've come across so far,are broken.Anyone got an idea where I can find an example? Oh,and for anyone that's interested, although I can animate the smartgunner, It will have it's limitations. Because to the best of my knowledge, animations can't be "weapon" dependant. The unit will handle every primary weapon the same way. I don't know of any way to work around this. Here's a W.I.P pic in any case: I managed to get the swing arm "animatable". By sacrificing a selection that,to be honest, seems redundant to me.So I put it to better use.No nasty side effects yet.
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Hello again, No offence Rock,but you need to give us some more info than;"Nothing is working". You still getting the same error? And you should request this topic be moved to one of the O2 forums.O2 troubleshooting I'd say.Ye might get more help there. Anyway,judging from the earlier posts,it doesn't seem to be related to image size,or the .DLLs that were mentioned. So,have you verified the paths to your dll folder/Buldozer.exe? Are you positive they are correct? Re-check them in O2.Go to file -> Options. Macser.
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No,I meant the M78 wouldn't look so out of place with a "railgun" effect. The P.I.G. As for the smoke trail,I think I've tried that before,by turning off thrusttime,to stop the rocket motor kickin in.Seemed to slow the missile object down a lot though. Perhaps I forgot to adjust some other setting. Anyway,If I can't sort it out,I'll just let it be.
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Hello Ace, Have you tried it with L Strela and P Strela? I think Raketa are tied with guided missile types. I could be wrong but give it a try. Macser.
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Hey Nephilim, Dummy missiles eh?Inventive.Thanks for the tip.I was wondering if there would be a way to simulate that. So you configged it as a launcher?Did you manage to get rid of the missile smoke trail? It doesn't look too out of place,with the M78, kind of a railgun effect.But with the M56,the trail might look a bit odd.Or,maybe I'm misunderstanding how you achieved it. Anyway,thanks for lookin in.
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Hey all, Thanks for lookin in. The pad should work normally,but I'll leave the testing up to Snowball n Prodetar,as structures and props are mainly their department. Prodetar put in a "roadway"LOD,so craft can land on it,and units may walk around on top also. The lights in the pic are animated,as in,they aren't just "on".Looks nice at night,and it could actually be more than just eye candy. They could be useful as a landing aid. At the moment they're run through an init EH with script.But I was thinkin it might be more efficient to have them activate via trigger.So a mission builder could just access the script when needed.Like when a craft gets within a certain distance of the pad.If you see what I mean. As it happens,I'm currently workin on the smartgunner. And,yes,I want to use custom anims for that. It just wouldn't look right,having them hold the Smartgun like a normal weapon.When I have some more work done on it,I'll be sure to post some pics,or even a vid.But it will be tricky to do it right. I've also got a working M42a sniper rifle ingame,as well as an M78 PIG.The PIG being difficult to implement visually,as it's a plasma weapon.But it's looks decent enough. Stay tuned.
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Dutch infantry -- Holland May 1940
Macser_old replied to bennie1983nl's topic in ADDONS & MODS: DISCUSSION
Hey Bennie, I can't say I'm positive on this.But I think the 100Kb rule applies to each image,rather than the combined size of all the images in a post. Obviously,if I'm wrong,W0lle or one of the other moderators will correct me. But if you keep each pic just under 100kb, I believe that should be ok,and allow a little more quality. Otherwise,go with D@nte's suggestion. And good luck with your work. -
Hey D@nte, Looks like another selection problem,similar to the one you had with the fighter. From the pics something else is being included in the wheel. Hard to tell what though,without seeing the model and selections. I know it's a pain,but have you tried reconstructing the offending wheels? Btw,very nice work indeed. Macser.
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Crew Positions in Vehicles Wrong.. Help??
Macser_old replied to bushlurker's topic in OFP : CONFIGS & SCRIPTING
Hello Zuku1, Sounds very similar alright.Check the proxies in the models,to see if they're correctly positioned. If the addons are using custom anims check the entries in CfgNonAiVehicles, CfgVehicleActions and CfgMovesMC. In CfgVehicles,make sure they match up with whatever is specified for : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> driverAction = "ManActWhatever"; If that's ok,it's possible the proxies may be faulty.Which sometimes happens. Is that of any use?