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Maceme

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Everything posted by Maceme

  1. Hello, this week I have purchased Arma 2 Combined Arms from Sprocket (downloadable version). I installed Arma 2 (F:\Bohemia Interactive\Arma 2), and after, Arma 2 OA (F:\Bohemia Interactive\Arma 2 Operation Arrowhead). Then I installed the patch 1.52 to 1.54. And then I tried to install the patch 1.05 to 1.07 for Arma 2, but a error message tells that Arma isn't installed. I can play both games, Arma 2 1.05, and Arma 2 OA 1.54 without problems, except that I can't play the maps, vehicles... of Arma 2 in Arma 2 OA. How can I install the patch 1.07, and how can I play the content of Arma 2 in OA? Thanks in advance.
  2. Hello, Â I formated my computer yesterday, and when I inserted my serial number for activate the new installation, it tells me that I need to obtain a new serial number. I mailed to supportvente@metaboli.com, but they haven't send me the new serial yet. How many time they will expend for give a new one? I hope they aren't in holidays . Thank you in advance.
  3. Maceme

    Serial number not working

    They have send me the key. 24hrs in holidays too  . Thanks.
  4. Maceme

    UV Editor

    Hello, there are some tutorial about the UV editor of O2? Or at least, can someone give me some tips about their use? Thanks in advance.
  5. Maceme

    Animation problem

    Some days ago I posted a sample config of cfgmodels and cfgskeletons for working wheels, dampers... in a car: http://www.flashpoint1985.com/cgi-bin....t=71906
  6. Hello, I continue working in my vehicle addon, and now I have added turreted mg and proxys... Now it works fine in game, the only problem I have now is that the AI drives the vehicle very slow (at 10Kph), when the maximun speed is 85kph. This only occurs when only AI are inside vehicle. If I'm in gunner position, and I order to go fast the AI driver will go at top speed. But if I'm the officer of a group, and order the vehicle to move to one point it will go always very slow . The vehicle still only have the first reoslution LOD, View Pilot (=Gunner), Geo, Memory and Land Contact. Can be because I don't have View Geo LOD? I think it is for tell what the players and AI can see throught the vehicle from outside . Thanks in advance.
  7. Maceme

    Error message

    What type of vehicle are you working on? I made a working cfgmodel for a car: http://www.flashpoint1985.com/cgi-bin....t=71906 Edited: Oh sorry now I see that you are working in an aircraft. Post the config, someone will take a look to it.
  8. Maceme

    Silly question

    Hello, I don't like the blur / depth of field effect so I want to disable it. I disabled it in another installation, but now I don't remember how. I have searched in the forums, but I have not been fortunate. Thanks in advance.
  9. I don't understand totally your problem. Put the boat empty and then create the units that you want to load in, and put in the init field of the unit that you want in the cargo "this moveincargo x", and for the unit you want to begin in driver position "this moveindriver x" (without ""). And for the gunner "this moveingunner x". X is the name of the vehicle (you must type the name in the "name" field of the boat). This answer your question?
  10. Maceme

    UV Editor

    Yes, you have the Google Translator too, that is what I have used .
  11. Maceme

    Land Rover Config

    Hello, in this topic I posted a working config for vehicle, but without turrets, and only the cfgmodel and cfgskeletons: http://www.flashpoint1985.com/cgi-bin....t=71906 I haven't tried yet to make a turret from the addon I'm working on. When get it to work, I will post it. See how works it in the BI Sample models, and search in the Bohemia interactive Wiki.
  12. Maceme

    UV Editor

    Thanks AT. My french isn't very good, but is better than nothing .
  13. Maceme

    Silly question

    Ok, thanks for the fast reply. I have the first german version, so the manual is in german...
  14. Hello,  there are a lot of addons that don't have working dampers, and this is because the code isn't very easy to understand. Well I don't understand it, but after hundreds of tests and fustration I got a working model.cfg. This is the working cfgSkeletons.: This is the working cfgModels The selections that you must do in O2 are the same that in the old OFP times. I don't know what mean "Zatoc", but in the model.cfg of the BIHummer it appears, so I use it in my config (and works ). There aren't any selection in the .p3d named "pravy predni zatoc" or "levy predni zatoc"  . Perhaps the code ins't perfect but works fine  (at least for me). Hope this helps to the community.
  15. Maceme

    JOHNS_BUGGYS

    Great addons, but the dampers don't work (I think that because this you hurts when jumping). You must change somethings in the config. This is a working cfgSkeletons.: This is a working cfgModels There are a lot of addons that don't have working dampers/suspension. With this example code you can get it working perfectly (it is extracted from BIHummer model.cfg). Also the dust isn't at the correct place when runing. This should be because the land contact or memory points (I don't rememeber) aren't in the correct place. But I'm not sure. Hope that this help you.
  16. Maceme

    Is there a way to tow the m119 AT gun?

    I'm playing WWIIOL now, and you can tow perfectly AT and AA guns at full speed.
  17. Maceme

    Driver,cargo,... proxies for vehicles

    Ok, now I have the .rtm files, and the BISoldier animated with them. I have saved it to my vehicle addon folder. I opened the vehicle model, and added the proxy by "create proxy", like in OFP (only in the Res LOD). Then I tried it ingame, but the proxy is always displayed, including with the vehicle empty. I have to configurate it in config.cpp? I have search it in the forum and in BI Wiki, but no results found. Thanks in advance.
  18. Maceme

    ARMA crashes

    Hello, Â I'm trying to make an armoured vehicle for ARMA. I have been working with the model this week, and I wanted to test it in game. The model is very simple, only the hull and the wheels, without textures. I made a simple config, without adding any selections for wheels... I tested the vehicle in game and I don't get any problem. I made the selections for wheels, land contact and memory LODs, added the skeletons and model.cgf to the config, and when I test the vehicle in ARMA (1.08 and 1.09B) it crashes when trying to play with it. I checked and changed the config, and modified, deleted the selections, LODs,... hundred of times, but it don't works. I think that the config is good, so must be the model. I don't want to expend lots of hours modelling if it won't work. ¿What can I do? The selections, land contact, memory and geometry LODs are the same I used for OFP, and the same that are in the BIHummer. Thanks in advance. This is the last config I tried:
  19. Maceme

    ARMA crashes

    Finally I changed something in SkeletonBones, and add view pilot LOD to the model, and now is fully working. If someone needs help making a working car addon, just tell me.
  20. Maceme

    ARMA crashes

    Great, the .rpt file is a good help. I forgot "isDiscrete = 1;" line of CfgSkeletons. Now the model works perfectly in ARMA Beta 1.09, but only works empty in ARMA Beta 1.09 Queens Gambit  . This is the .rpt:
  21. Maceme

    ARMA crashes

    Thanks for reply. The model don't have any proxies. I wanted to test the vehicle without it. I have tried it empty too but it crashes. The model is very simple still, only the hull and wheels. 1.000 LOD with the model and the selections for the wheels, Land Contact with the 4 points selected, Memory with the 8 points selected, and a very simple Geometry LOD with mass added and selection "Component01". The model don't have textures, only the blueprints that I delete when saving the .pbo, or proxies. What is the rpt file?
  22. Maceme

    Player/Loon vehicle Proxies help

    I don't know, I'm new too. I made some addons for OFP, but ARMA is different.
  23. Maceme

    Player/Loon vehicle Proxies help

    Read this topic: http://www.flashpoint1985.com/cgi-bin....t=71607 The original BIS .rtm files are located in the addons folder, inside the different class of vehicles .pbo (wheeled, air,...).
  24. I think that will be great if someone remake the Brsseb Tutorials that he made years ago, and adapt they to ARMA. A lot of people learned to make addons for OFP thanks to this tutorials. I have made a new working config.cpp for the "Making the first car" tutorial, but I'm not expert.
  25. Thanks. (I have changed my account name)
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