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Morts

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Posts posted by Morts


  1. Okay, no bayonets are not a necessity i was being an idiot, but they are a very real feature of modern combat in modern warfare environments. No matter what people say about they would be useless, they clearly wouldn't because they have been used since the invention of firearms and are still used today, so it is a proven force to kill. And adds the chaos to the game which can get the adrenaline pumping.


  2. Hey guys,

    I'm trying to get some switchmoves involved in my missions for players to use. It is vital that they work.

    It is run through an addAction

     this addAction ["Play Dead", "die.sqf"] 

    die.sqf:

    player switchmove "AdthPercMstpSrasWrflDb_8"

    That works fine, but i want the player to be able to stand up afterwards. Now i thought, it would be just another simple swtichmove to roll over like the healing module. But when i run this switchmove the player just lies there and cannot move.

    Also, is it possible to add an eventhandler so that it plays a different animation depending on which position they are in. I.e. the animation i'm using now, is a death from standing up, but can it change depending on whether the payer is kneeling or prone.

    I also want to add a surrender addaction, but i'm guessing it will cause the same problem as the death, not being able to move from it.

    Thanks in advance

    Morts


  3. Config.cpp is here:

    #define TEast 0
    #define TWest 1
    #define TGuerrila 2
    #define TCivilian 3
    #define TSideUnknown 4
    
    #define true 1
    #define false 0
    
    // type scope
    #define private 0
    #define protected 1
    #define public 2
    
    #define ReadAndWrite 0 //! any modifications enabled
    #define ReadAndCreate 1 //! only adding new class members is allowed
    #define ReadOnly 2 //! no modifications enabled
    #define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied
    
    class CfgPatches
    {
    class SampleMap
    {
    	units[] = {SampleMap};
    	weapons[] = {};
    	requiredVersion = 0.10;
    	requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks};
    };
    };
    
    
    class DefaultLighting;
    class DefaultLighting_CA : DefaultLighting {};
    
    class CfgWorlds
    {
    
     class DefaultClutter
     {
       scaleMin = 0.9;
       scaleMax = 1.4;
     };
     class DefaultWorld;
     class CAWorld : DefaultWorld
     {
       class Grid {};
     };
    
     class SampleMap: CAWorld
    {
    	access = ReadOnlyVerified;
    	worldId=3;
    
    	cutscenes[] = {SampleMapIntro1};
    
    	description = "Sample Rahmadi Map";
    	icon="";
    	worldName=\ca\SampleMap\SampleMap.wrp;
    	pictureMap = "";
    	pictureShot = "";
    
    	plateFormat="ML$ - #####";
    	plateLetters="ABCDEGHIKLMNOPRSTVXZ";
    
    	longitude = -40; // positive is east
    	latitude = -40; // positive is south
    
    	// landRange is stored directly in WRP file
    
    	class Grid : Grid
    	{
    		offsetX = 0;
    		offsetY = -15360;
    
    		class Zoom1
    		{
    			zoomMax = 0.5;
    			format = "XY";
    			formatX = "Aa";
    			formatY = "00";
    			stepX = 200;
    			stepY = 200;
    		};
    		class Zoom2
    		{
    			zoomMax = 1e30;
    			format = "XY";
    			formatX = "A";
    			formatY = "0";
    			stepX = 2000;
    			stepY = 2000;
    		};
    	};
    
    	startTime = 8:30;
    	startDate = 01/05/1985;
    	startWeather = 0.1;
    	startFog = 0.0;
    	forecastWeather = 0.3;
    	forecastFog = 0.0;
    
    	seagullPos[] = {1272.842,150.000,14034.962};
    
    	//default center position
    	centerPosition[] = {2500,2500,300};
    
    	// landing place - airport
    	ilsPosition[] ={2545,3000};
    	ilsDirection[] ={0,0.08,1};
    	ilsTaxiIn[]= {2495,2725, 2495,2850,  2508,2860, 2508,3000, 2520,3010, 2545,3000};
    	ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725};
    	drawTaxiway=false;
    
       class ReplaceObjects {};
    
       // sound sources
       class Sounds
       {
       	sounds[]={};
       };
       class Animation
       {
         vehicles[]={};
       }; // default - no film
    
    
       class Lighting : DefaultLighting {};
    
    
       clutterGrid = 1.11;//pred demem to bylo 1.5
       /// how far clutters are visible
       clutterDist = 55;
    
       noDetailDist = 40;
       /// where ground detail texture is fully visible (begin fading out)
       fullDetailDist = 5;
    
       minTreesInForestSquare = 3;
       minRocksInRockSquare = 4;
    
       class clutter
       {
    
         class GrassGeneral: DefaultClutter
         {
           model=ca\plants\clutter_grass_general.p3d;
           affectedByWind = 0.3;
           swLighting = true;        //relativeColor[]={0.8,0.8,0.8,0};
           //colorByGround=0.9;
           scaleMin = 0.75;
           scaleMax = 1.0;
         };
    
         class GrassFlowers: GrassGeneral
         {
           model=ca\plants\clutter_grass_flowers.p3d;
         };
    
         class GrassLong: GrassGeneral
         {
           model=ca\plants\clutter_grass_long.p3d;
           affectedByWind = 0.6;
           scaleMin = 0.60;
           scaleMax = 1.10;
         };
    
         class GrassSevenbeauty: GrassGeneral
         {
           model=ca\plants\clutter_grass_sevenbaeuty.p3d;
           affectedByWind = 0.2;
           scaleMin = 0.70;
           scaleMax = 1.10;
         };
    
         class GrassYellow: GrassGeneral
         {
           model=ca\plants\clutter_grass_yellow.p3d;
           affectedByWind = 0.2;
           scaleMin = 0.70;
           scaleMax = 1.10;
         };
    
         class GrassDesert: GrassGeneral
         {
           model=ca\plants\clutter_grass_desert.p3d;
         };
    
         class ForestFern: GrassGeneral
         {
           model=ca\plants\clutter_forest_fern.p3d;
           affectedByWind = 0.1;
           scaleMin = 0.90;
           scaleMax = 1.10;
         };
    
         class SmallRocks: GrassGeneral
         {
           model=ca\rocks\clutter_stone_small.p3d;
           affectedByWind = 0;
           scaleMin = 0.90;
           scaleMax = 1.10;
         };
    
         class FlowersColor: GrassGeneral
         {
           model=ca\plants\clutter_smetanka.p3d;
         };
    
         class FlowersWhite: GrassGeneral
         {
           model=ca\plants\clutter_white_flower.p3d;
         };
    
         class MushroomsHorcak: GrassGeneral
         {
           model=ca\plants\clutter_horcak.p3d;
           affectedByWind = 0;
           scaleMin = 0.85;
           scaleMax = 1.25;
         };
    
         class MushroomsPrasivka: MushroomsHorcak
         {
           model=ca\plants\clutter_prasivky.p3d;
         };
    
         class MushroomsBabka: MushroomsHorcak
         {
           model=ca\plants\clutter_babka.p3d;
         };
    
         class MushroomsMuchomurka: MushroomsHorcak
         {
           model=ca\plants\clutter_muchomurka.p3d;
         };
    
    
       };
    	class Subdivision
    	{
    		// fractal component of subdivision
    		// changes are smaller for smaller rectangles
    		class Fractal
    		{
    			// texture roughness factor
    			rougness = 5;
    			// max. value for squares containing road
    			maxRoad = 0.02;
    			// max. value for squares containing track
    			maxTrack = 0.50;
    			// max. coeficient depending on slope
    			maxSlopeFactor = 0.05;
    		};
    		// white noise component of subdivision
    		// change size is independent on rectangle size
    		class WhiteNoise
    		{
    			rougness = 2;
    			// max. value for squares containing road
    			maxRoad = 0.01;
    			// max. value for squares containing track
    			maxTrack = 0.05;
    			// max. coeficient depending on slope
    			maxSlopeFactor = 0.0025;
    		};
    
    		// do not divide surfaces that are under given limit
    		minY = -0.0;
    		// do not divide flat surfaces
    		minSlope = 0.02;
    	};
    
    	class Ambient
       {
         /*
    	  Layer cost and species probability use expressions.
    	  Variables which can be used inside of expressions:
           rain: rain intensity.
           night: 1 during night, 0 during day.
    
           hills: 0 at 150 ASL, 1 at 400 ASL.
           windy: 0 at 0 m/s, 1 at 20 m/s.
    
           trees: tree density.
           sea: distance to sea.
           houses: house density.
           meadow: meadow character.
           forest: 1 in the forest.
    
         Any values are continuous/interpolated in the range of 0 to 1.
         Values they are independent unless notes otherwise
         (meaning meadow and forest can be 1 at the same time).
    
         You can observe these values in real-time using:
         	diag_toggle "ambient"
         */
    
    	  class BigBirds
    	  {
    	    //Container radius:
    	    	//Species are normally spawned at the edges of the circle defined by this radius.
    	    	//One exception to this is the initial start of the simulation, where the whole
    	    	//circle will be filled.
    	    radius = 300;
    	    //Points allowed for this container:
    	    //Xbox: 1 * (1 - night) * (1 - sea)
    	    cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";
     		  //Classname in Species corresponds to type name:
    	    class Species
    	    {
    	      class Hawk
    	      {
    	        probability = 0.2;
    	        cost = 1;
    	      };
    	    };
    	  };
    
    	  class Birds
    	  {
    	    radius = 170;
    	    //Xbox: (1 - night) * (2 + 8 * sea)
    	    cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";
    	    class Species
    	    {
    	      class Seagull
    	      {
    	        probability = 0.2;
    	        cost = 1;
    	      };
    	    };
    	  };
    
    	  class BigInsects
    	  {
    	    radius = 20;
    	    //Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea)
    	    cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
    	    class Species
    	    {
    	      class DragonFly
    	      {
    	        probability = 0.6 - (meadow * 0.5) + (forest * 0.4);
    	        cost = 1;
    	      };
    	      class ButterFly
    	      {
    	        probability = 0.4 + (meadow * 0.5) - (forest * 0.4);
    	        cost = 1;
    	      };
    	    };
    	  };
    
    	  class BigInsectsAquatic
    	  {
    	  	radius = 20;
    	  	cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";
    	  	class Species
    	  	{
    	  		class DragonFly
    	  		{
    	  			probability = 1;
    	  			cost = 1;
    	  		};
    	  	};
    	  };
    
    	  //The wind is blowing various particles around:
    	  class WindClutter
    	  {
    	    radius = 10;
    	    //Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5])
    	    cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";
    	    class Species
    	    {
    	      class FxWindGrass1 //Dark green grass.
    	      {
    	        probability = "0.4 - 0.2 * hills - 0.2 * trees";
    	        cost = 1;
    	      };
    	      class FxWindGrass2 //Dry grass.
    	      {
    	        probability = "0.4 - 0.2 * hills - 0.2 * trees";
    	        cost = 1;
    	      };
    	      class FxWindRock1 //Dust.
    	      {
    	        probability="0.4 * hills";
    	        cost = 1;
    	      };
    	      class FxWindLeaf1 //Green leaf.
    	      {
    	        probability = "0.2 * trees";
    	        cost = 1;
    	      };
    	      class FxWindLeaf2 //Dry leaf.
    	      {
    	        probability = "0.1 * trees + 0.2";
    	        cost = 1;
    	      };
    	      class FxWindLeaf3 //Green leaf with a dry spot.
    	      {
    	        probability = "0.1 * trees";
    	        cost = 1;
    	      };
    	    };
    	  };
    
    	  class NoWindClutter
    	  {
    	  	//Xbox: 10
    	    radius = 15;
    	    //Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2]))
    	    cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";
    	    class Species
    	    {
    	      class FxWindPollen1
    	      {
    	        probability = 1;
    	        cost = 1;
    	      };
    	    };
    	  };
    
    	  class SmallInsects
    	  {
    	    radius = 3;
    	    //Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)
    	    cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
    	    class Species
    	    {
    	      class HouseFly
    	      {
    	        probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";
    	        cost = 1;
    	      };
    	      class HoneyBee
    	      {
    	        probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";
    	        cost = 1;
    	      };
    	      class Mosquito
    	      {
    	        probability = "(1 - deadBody) * (0.2 * forest)";
    	        cost = 1;
    	      };
    	    };
    	  };
    
    	  class NightInsects
    	  {
    	    radius = 3;
    	    cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";
    	    class Species
    	    {
    	      class Mosquito
    	      {
    	        probability = 1;
    	        cost = 1;
    	      };
    	    };
    	  };
    	};
    
       class Names
       {
    #include "SampleMap.hpp"
       };
     };
    };
    
    class CfgWorldList
    {
    class SampleMap {};
    };
    
    class CfgMissions
    {
     class Cutscenes
     {
       class SampleMapIntro1
       {
         directory = "ca\SampleMap\data\scenes\intro.SampleMap";
       };
     };
    };
    


  4. I've set it up exactly how it explains, but that still happens, exactly the same error, even though i've changed the folders around

    EDIT:

    I think i know why, in the layers.cfg file it says this:

    class Layers
    {
    
     class pisek
     {
       texture = "ca\SampleMap\data\pisek_mco.png";
       material="ca\SampleMap\data\pisek.rvmat";
     };
    
     class travajih
     {
       texture = "ca\SampleMap\data\travajih_mco.png";
       material="ca\SampleMap\data\travajih.rvmat";
     };
    
     class mesto2
     {
       texture = "ca\SampleMap\data\mesto2_mco.png";
       material="ca\SampleMap\data\mesto2.rvmat";
     };
    
     class pole1
     {
       texture = "ca\SampleMap\data\pole1_mco.png";
       material="ca\SampleMap\data\pole1.rvmat";
     };
    
    };
    
    class Legend
    {
     picture="ca\SampleMap\Source\mapLegend.png";
     class Colors
     {
       /// color names should correspond to surface layer names
       pisek[]={{255,255,0}};
       travajih[]={{0,255,0}};
       mesto2[]={{0,0,255}};
       pole1[]={{99,55,0}}; 
     }
    };

    It's all linked to the wrong place, but I don't want to change it to muck it all up :P

    EDIT 2: That was easier than expected, that it is sorted :P

    EDIT3: Okay, new problem, It doesnt show up in game, I followed the instructions to the T and packed it and binarized how it should be, put it in @TUT\Addons\ and it's not showing up in the editor.

    however this is a message that comes up.

    visitor3-2.jpg

    Any Ideas

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