

nzdfcrash
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Posts posted by nzdfcrash
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Currently the pivot points are sitting in the center of the pylon, will adjust to be sitting in the front of all pylons and post the effect of such.
---------- Post added at 06:22 PM ---------- Previous post was at 05:12 PM ----------
thanks gnat your solution of moving the memory points just short of the leading edge of the wing fixed the merging issue that had arose.
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It worked for the most part although there is one somewhat noticeable issue with the pylons which is the wingsweep when fully swept the pylons have a habit of merging with the air intake. My temporary solution originally was to move the pylons further apart and further down the wing yet this only works until the sweep is at 60%, anymore and they merge with the air intake however i have a feeling in reality they werent able to go any further when fully loaded like this.
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Thank you rock and max will apply to the model cfg when i get home in a few hours. You have helped immensely if this works
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Any ideas on how to get the pylons to stick to the wing without adding to the same selection which causes extremes ie bomb racks sticking 80 degrees to the opposite direction?
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Heres a pic of my 1918 SMLE Enfield with sporterised barrel (My Hunting Rifle) and my Carbine Norinco M14.
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this may be general laziness coming to show here but if somebody hasn't already suggested it some ground options for aircraft would be nice such as taxi to the runway, taxi to parking etc and more combat options for flying like lower altitude or gain altitude (low as in 20m, medium and high) and also bombing options for unguided weapons if at all possible.
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nice job yura looks superb
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So no matter what i do i cant seem to remove the locking ability of unguided bombs which is abit of an issue especially when the aircraft they are for can carry a large quantity of ordinance.
Base code im using for the unguided weapons.
class anzac_BombBase: BombCore { hit = 5000; indirectHit = 1100; indirectHitRange = 12; cost = 1000; canLock = 0; irLock = 0; laserLock = 0; nvLock = 0; maxControlRange = 10; maneuvrability = 16.000000; sideAirFriction = 0.100000; simulation = "shotRocket"; maxSpeed = 100; timeToLive = 120; initTime = 0; thrustTime = 0; thrust = 0; soundHit[] = {"Ca\sounds\Weapons\explosions\explosion_large1", 28.183832, 1, 1900}; model = ""; proxyShape = ""; CraterEffects = "BombCrater"; explosionEffects = "BombExplosion"; whistleDist = 24; };
If its not the weapon it would be the aircraft.
class CfgVehicles { /*extern*/ class Plane; class anzac_adf_f111_hvy : Plane { destrType = "DestructWreck"; scope = 2; vtol = 0; crew = "anzac_fighter_pilot_classic"; typicalCargo[] = {"anzac_fighter_pilot_classic"}; model="\anzac_fixed_wing_strike\anzac_adf_f111_hvy.p3d"; displayName = "F-111C Ardvark (HMB)(C)(R)"; side= 1; soundEngine[]={"\anzac_fixed_wing_strike_s\engine.wav",10,1.0}; camouflage = 12; audible = 6; vehicleClass = "ADF_Fix"; faction = "ANZAC"; accuracy = 0.200000; landingSpeed = 250; landingAoa = "rad 10"; acceleration = 200; maxSpeed = 1750; armor = 40; armorStructured = 1; irScanRangeMin = 100; irScanRangeMax = 10000; irScanToEyeFactor = 3; irTarget = 1; irScanRange = 6500; irScanGround = 1; aileronSensitivity = 1.0; elevatorSensitivity = 1.0; wheelSteeringSensitivity = 2.5; brakeDistance=250; driverAction = A10_Pilot; hasGunner = 1; radarType = 4; LockDetectionSystem = 8; IncommingMisslieDetectionSystem = 16; weapons[] = {"CMFlareLauncher"}; magazines[] = {"120Rnd_CMFlare_Chaff_Magazine"}; soundLocked[] = {"\ca\Tracked\Data\Sound\alarm_loop1", 0.000316, 2}; soundIncommingMissile[] = {"\ca\Tracked\Data\Sound\alarm_loop1", 0.000316, 4}; laserScanner = 1; gunAimDown = 0.045000; flapsFrictionCoef = 0.300000; envelope[] = {0.000000, 0.400000, 1.900000, 4, 6.800000, 8.300000, 8.500000, 7.800000, 6.200000, 3.600000, 2.200000, 1.600000, 1.100000, 0.700000, 0.400000, 0}; minFireTime = 30; gearUpTime = 4.500000; gearDownTime = 3; cost = 20000000; type = "VAir"; threat[] = {0.1, 0.4, 1.0}; icon="\anzac_fixed_wing_strike_t\tex\misc\f111icon.paa"; picture="\anzac_fixed_wing_strike_t\tex\misc\f111pic.paa"; mapSize=9; driverIsCommander = 1; hiddenSelections[] = {"camo_1", "camo_2", "camo_3", "camo_4", "camo_5", "camo_6", "camo_7", "camo_8", "camo_9", "camo_10", "camo_11", "camo_12", "target1","target2","target3","target4","map","myplane"}; hiddenSelectionsTextures[] = {"\anzac_fixed_wing_strike_t\tex\camo\bottom1.paa", "\anzac_fixed_wing_strike_t\tex\camo\bottom2.paa", "\anzac_fixed_wing_strike_t\tex\camo\bottom3.paa", "\anzac_fixed_wing_strike_t\tex\camo\roundel.paa", "\anzac_fixed_wing_strike_t\tex\camo\side1.paa", "\anzac_fixed_wing_strike_t\tex\camo\tail.paa", "\anzac_fixed_wing_strike_t\tex\camo\tailwing.paa", "\anzac_fixed_wing_strike_t\tex\camo\top1.paa", "\anzac_fixed_wing_strike_t\tex\camo\top2.paa", "\anzac_fixed_wing_strike_t\tex\camo\top3.paa", "\anzac_fixed_wing_strike_t\tex\camo\wingl.paa", "\anzac_fixed_wing_strike_t\tex\camo\wingr.paa", "\anzac_fixed_wing_strike_t\tex\fighter_blue_ca.paa.paa"}; soundDammage[] = {"\anzac_fixed_wing_strike_s\alarm", 1, 1}; soundLandCrash[] = {"\anzac_fixed_wing_strike_s\Tire", 8, 1.2, 1200}; soundGetIn[] = {"ca\sounds\Air\AV8\ext\ext-jetair-cabine-close1", db-25, 1}; soundGetOut[] = {"ca\sounds\Air\AV8\ext\ext-jetair-cabine-open1", db-25, 1, 40}; soundEngineOnInt[] = {"\anzac_fixed_wing_strike_s\F111_start_in", 0.1, 0.7}; soundEngineOnExt[] = {"\anzac_fixed_wing_strike_s\F111_start", 0.7, 0.7, 1000}; soundEngineOffInt[] = {"\anzac_fixed_wing_strike_s\F111_stop_in", 0.1, 0.7}; soundEngineOffExt[] = {"\anzac_fixed_wing_strike_s\F111_stop", 0.7, 0.7, 1000};
Hopefully someone will have a idea as to what the issue/s could be, Cheers.
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Issue would be in the cfg patches with the actual classname of the pbo as it is defined there.
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hey fox when do you get back buddy?
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Excellent thanks your solution worked.
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it will be good for A3 with render to texture for longer distance spotting and hopefully a physics engine that will allow the carrier to move and have aircraft and people moving around ontop at the same time
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Hi all yet again. I'm 'trying' to replace the default m14 in oa with a customised one i've worked on with a nicer model as the default is shockingly bad ie animations, ammo and recoil as well as not having full auto.
I've had a look at some replacement configs which my variation is based off roughly and the issue is well its not doing its job as in replacing the default M14.
Here's my config of which i don't spot any foreseeable issues with it, doesn't crash Binpbo and the log doesn't provide any clue/s.
class CfgPatches { class ncs_m14_fix { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"CAWeapons", "CAAir", "CATracked"}; }; }; class cfgMagazines { /*extern*/ class CA_Magazine; class 20Rnd_762x51_DMR: CA_Magazine { scope = 2; displayName = "$STR_MN_DMR"; picture = "\ca\weapons\data\equip\M_US_DMR_CA.paa"; count = 20; ammo = "B_762x51_Ball"; initSpeed = 900; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\M21_reload_v4", 0.010000, 1, 20}; descriptionShort = "$STR_DSS_20RND_DMR"; }; }; /*extern*/ class Mode_SemiAuto; /*extern*/ class Mode_FullAuto; class cfgWeapons { /*extern*/ class Rifle; class M14_EP1: Rifle { scope = 2; model = "\ncs_m14_fix\ncs_m14"; picture = "\ca\weapons_e\data\icons\M14_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; dexterity = 1.530000; displayName = "$STR_EP1_DN_M14_EP1"; magazines[] = {"20Rnd_762x51_DMR"}; reloadTime = 2; backgroundReload = 1; drySound[] = {"\ncs_m14_fix\sound\Dry", 0.000316, 1, 10}; reloadMagazineSound[] = {"\ncs_m14_fix\sound\Reload", 0.056234, 1, 10}; modes[] = {"Single", "FullAuto"}; class Single: Mode_SemiAuto { begin1[] = {"\ncs_m14_fix\sound\m14_fire", 1.0, 0.99, 1200}; begin2[] = {"\ncs_m14_fix\sound\m14_fire", 1.0, 1, 1200}; begin3[] = {"\ncs_m14_fix\sound\m14_fire", 1.0, 1.01, 1200}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; dispersion = 0.000450; recoil = "recoil_single_primary_5outof10"; recoilProne = "recoil_single_primary_prone_4outof10"; minRange = 2; minRangeProbab = 0.300000; midRange = 350; midRangeProbab = 0.700000; maxRange = 1000; maxRangeProbab = 0.050000; displayName = ""; }; class FullAuto: Mode_FullAuto { begin1[] = {"\ncs_m14_fix\sound\m14_fire", 1.0, 0.99, 1200}; begin2[] = {"\ncs_m14_fix\sound\m14_fire", 1.0, 1, 1200}; begin3[] = {"\ncs_m14_fix\sound\m14_fire", 1.0, 1.01, 1200}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; soundBurst = 0; reloadTime = 0.100000; recoil = "recoil_auto_machinegun_8outof10"; recoilProne = "recoil_auto_machinegun_prone_5outof10"; dispersion = 0.001800; minRange = 0; minRangeProbab = 0.030000; midRange = 100; midRangeProbab = 0.070000; maxRange = 200; maxRangeProbab = 0.005000; }; handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M24.rtm"}; class Library { libTextDesc = "$STR_EP1_LIB_M14_EP1"; }; descriptionShort = "$STR_EP1_DN_M14_EP1"; }; };
Fingers crossed someone can spot the issue :D
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good job fox with each wip or update your work is improving alot
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Damn near identical. FPDR Thanks bis (sarcasm)
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Heres the normals and other textures involved with the rvmat which may fingers crossed shed light on the issue http://www.gamefront.com/files/20533194/tex.7z
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create a proxy to the object in the geo lod of the base object
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Ok its definately added in Binpbo yet i still have the same issue. Seems rather odd that its doing this when it hasn't in the last 3 years i've been using the tools.
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Check your appdata folder, I've had this issue before where it copies it to a hidden location in appdata under what you set the destination folder to.
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yep i always binarize. Will try altering binpbo when i get home from work tonight as this has only started happening since i last formatted. Ti tex will be added once i sort out the main rvmat/s.
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I have this issue on 3 vehicles ive been working on where the glass rvmats are working perfectly yet the rvmats for say the side of the vehicle dont show or are really weak. Down below is an example of one of rvmats at cause, Nohq, smdi and as textures are fine as far as i can see with no alpha channels and are fairly clean
ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,1}; specular[]={0.75,0.80000001,0.69999999,1}; specularPower=100; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="anzac_utility_u1700_t\tex\mog_side_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="anzac_utility_u1700_t\tex\mog_dt.paa"; uvSource="tex"; class uvTransform { aside[]={3,0,0}; up[]={0,3,0}; dir[]={0,0,0}; 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="anzac_utility_u1700_t\tex\mog_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="anzac_utility_u1700_t\tex\mog_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(0.92,0.95)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture="ca\data\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; };
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you have cf18s?
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what happenned to O'hally?
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thanks gnat it seemed to have worked a charm
VBS2 Style Afterburners
in ARMA 2 & OA : MODELLING - (O2)
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I believe this effect can be done in a2/oa by linking it to the model config but i am not too sure how this is done via the model or model config. Am hoping someone has knowhow about creating this in a2/oa.
Effect that is desired is similar to this.
Any insight would be much appreciated.