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PicVert

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Posts posted by PicVert


  1. Yes the tag system is the best way to debuging.

    Yes an installer would be great. But with some custom action for Modmaker like icon and txt.

    No mission with the addon take some time more smile.gif They come when no idea for addon came too.

    Yes an URL description in MP for missed addon would be great. or a button near the Name of Server who describe the addon needed and URL to it.

    in fact I agree to the AAE before it's born tounge.gif

    Oh just a work about OFP 2 I hope the compatibilty stay for addons we making ? Just for buying the game biggrin.gif

    Nice submission BIS.


  2. Yes the tag system is the best way to debuging.

    Yes an installer would be great. But with some custom action for Modmaker like icon and txt.

    No mission with the addon take some time more smile.gif They come when no idea for addon came too.

    Yes an URL description in MP for missed addon would be great. or a button near the Name of Server who describe the addon needed and URL to it.

    in fact I agree to the AAE before it's born tounge.gif

    Oh just a work about OFP 2 I hope the compatibilty stay for addons we making ? Just for buying the game biggrin.gif

    Nice submission BIS.


  3. You can use a lot of solutions.

    One way is to make :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    scopeWeapon=2;

    scopeMagazine=0;

    magazines[]={"XXX_1","XXX_2"};

    <span id='postcolor'>

    for your weapon and

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    scopeWeapon=0;

    scopeMagazine=2;

    <span id='postcolor'>

    for your XXX_1 & 2 mags

    all of these are defined in cfgWeapons

    Hope it's help you


  4. this is the original 1.90 config of Missile Smoke :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class CfgCloudlets

    {

    class CloudletsMissile

    {

    access=3;

    interval=0.005000;

    cloudletSize=3;

    cloudletAlpha=0.500000;

    cloudletDuration=0.450000;

    cloudletAnimPeriod=1;

    cloudletGrowUp=0.050000;

    cloudletFadeIn=0.000000;

    cloudletFadeOut=0.500000;

    cloudletAccY=0;

    cloudletMinYSpeed=-10;

    cloudletMaxYSpeed=10;

    cloudletColor[]={1,1,1,0};

    initT=0;

    deltaT=0;

    class Table

    {

    class T0

    {

    maxT=0;

    color[]={1,1,1,0};

    };

    };

    cloudletShape="missileSmoke";

    };

    class CloudletsMissileManual : CloudletsMissile

    {

    cloudletSize=0.500000;

    cloudletAlpha=0.400000;

    };

    class CloudletsScud : CloudletsMissile

    {

    cloudletSize=8;

    cloudletAlpha=0.500000;

    cloudletColor[]={1,1,1,0};

    cloudletFadeIn=0;

    cloudletDuration=1.500000;

    cloudletFadeOut=0.500000;

    cloudletGrowUp=1;

    cloudletAccY=0;

    cloudletMinYSpeed=-1000;

    cloudletMaxYSpeed=1000;

    interval=0.020000;

    size=8.000000;

    sourceSize=1.000000;

    };

    };

    <span id='postcolor'>

    Hope it's help you ..


  5. Hello there,

    I m working on modification of the CV9030 stuff like good Getin and Getout and the possibilities to walk on the CV90 smile.gif like in real life you could kill commander or gunner by mounting on it and shoot smile.gif

    Other part is the cannon RPM definitly yes he has too many RPM I would modifiy that but STAY ALERT smile.gif

    Thx @ all to look at my addon

    PicVert @ to broken head !!


  6. LOL make me upset too.

    The best way I found is to put an eventhandler to open the door before the game start but when it's close no one can getin. Can I use the action Menu only for the commander or driver ? have you an I dea ?

    The posisition is right it will be osa veze ( I have a path lod ) and soldier can open the door from the top of vehicle smile.gif or kill the driver or commander when  the turn out option is on by the top of vehicle smile.gif or drop a grenade into the vehicle LOL

    I would implement an option in event... that check speed and close the door or open it when speed needed is tuch.

    some one could help me for that eventhandler

    WHY I M NOT CODER  sad.gif  confused.gif  crazy.gif  sad.gif  tounge.gif

    I would close door when the speed is up 15Kmh like that but it did'nt work  mad.gif  confused.gif

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class eventhandlers

    {

    init = "(_this select 0) Animate [""swidoor"", 1]; if (Speed (_this select 0) =>15) animate

    [""swidoor"", 0]";

    };

    <span id='postcolor'>


  7. I would make with my animation (Open door and Close door)

    an action that could enable and disable the get in back when the door is closed but not for the gunner or driver or commander just for cargo !

    some one could help me here?

    that is what I do but it did'nt work just for cargo bay sad.gif

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class UserActions

    {

    class Opensdoor

    {

    displayName="Open Door";

    position="osa veze";

    radius=6;

    condition="this animationPhase ""swidoor"" < 0.5

    statement="this animate [""swidoor"", 1]; this cargo lock false";

    };

    class Closesdoor

    {

    displayName="Close Door";

    position="osa veze";

    radius=6;

    condition="this animationPhase ""swidoor"" >= 0.5";

    statement="this animate [""swidoor"", 0]; this cargo lock true";

    };

    };

    <span id='postcolor'>

    and how to make an eventhandler to lock it in init event how how how ?  tounge.gif

    Very helpful for ending an addon I have worked all night but did'nt find a solution  confused.gif  crazy.gif

    please help me  sad.gif


  8. This is an exemple to how make a good Sniper riffle silenced wink.gif

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    #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 CfgModels

    {

    class Default{};

    class Weapon: Default{};

    class XXXXXP3D : Weapon{};

    };

    class CfgPatches

    {

    class XXXXX_Weapon

    {

    units[] = {};

    weapons[] = {XXXXX_Weapon};

    requiredVersion = 1.75;

    };

    };

    class CfgAmmo

    {

    class default {};

    class BulletSingle : Default{};

    class BulletBurst : BulletSingle{};

    class XXXXX_Bullet : BulletSingle

    {

    hit=15;

    indirectHit=2;

    indirectHitRange=0.100000;

    visibleFire=10;

    audibleFire=10;

    visibleFireTime=2;

    minRange=1.000000;

    minRangeProbab=1.000000;

    midRange=200;

    midRangeProbab=1.000000;

    maxRange=900;

    maxRangeProbab=0.650000;

    thurst=2000;

    thrusttime=0.2;

    cost=0.500000;

    tracerColor[]={0,0,0,0.005000};

    tracerColorR[]={0,0,0,0.005000};

    };

    };

    class CfgWeapons

    {

    class Default {};

    class MGun: Default {};

    class Riffle: MGun {};

    class SniperRiffle : Riffle {};

    class M21 : SniperRiffle {};

    class XXXXX_Weapon:M21

    {

    scopeWeapon=2;

    scopeMagazine=2;

    optics=1;

    opticsZoomMin=0.02;

    opticsZoomMax=0.1;

    picture="\XXXXX\weapon.paa";

    model="XXXXX";

    modelOptics="XXXXX";

    modelspecial = "";

    displayName="XXXXX";

    drySound[]={"weapons\m16dry",0.000316,1};

    initSpeed=1300;

    modes[]={"one"};

    magazines[]={"XXXXX_mag"};

    class one

    {

    ammo="XXXXX_Bullet";

    multiplier=1;

    burst=1;

    displayName="Sniper";

    dispersion=0.0000200;

    sound[]={"\XXXXX\shoots.wav",2,1};

    soundContinuous=0;

    reloadTime=0.0500;

    recoil="riffleSilenced";

    ffCount=1;

    autoFire=0;

    useAction=0;

    useActionTitle="";

    aiRateOfFire=10.0000;

    aiRateOfFireDistance=1000;

    };

    };

    class XXXXX_mag: XXXXX_Weapon

    {

    scopeWeapon=0;

    scopeMagazine=2;

    count=30;

    picture="\XXXXX\mag.paa";

    displayNameMagazine="XXXXX";

    shortNameMagazine="XXXXX";

    };

    };

    class CfgNonAIVehicles

    {

    class ProxyWeapon {};

    class ProxyXXXXXP3D: ProxyWeapon {};

    };

    <span id='postcolor'>

    You just have to replace the XXXXX by your models.

    Have a nice day tounge.gif


  9. hmm I think it's not the jeepMG the problem but the cfgvehicles : if you have defined your weapon in child of original class, the original MG has no optic but only external view for correct that you have to add :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    gunnerOpticsModel="\XXX\optic.p3d";

    <span id='postcolor'>

    inside your class yourvehicle


  10. that is my config :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class CfgSounds

    {

    class Ejection

    {

    name="Ejection";

    sound[]={"\XXX\Ejection.wav",1.00000,1.000000};

    titles[]={};

    };

    class danger

    {

    name="danger";

    sound[]={"\XXX\danger.wav",1.00000,1.000000};

    titles[]={};

    };

    };

    class EventHandlers

    {

    hit = "if ((GetDammage (_this select 0)) >= .1 ) then {(_this select 1) say ""danger""}";

    getout = "if ((getpos (_this select 0)) select 2 >=20) then {(_this select 1) say ""Ejection""}";

    };

    <span id='postcolor'>

    When I get dammage no sound confused.gif and when I'll getout that is the bug message : '(_this select 1) say "Ejection"¦#¦': Error say: Type String, expected Object

    crazy.gif


  11. I have modified like that but no sound and bug :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    hit = "if ((GetDammage (_this select 0)) >= .1 ) then {_this select 1) say ""danger""}";

    getout = "if ((getpos ((_this select 0) select 1)) >= 20) then {(_this select 1) say ""Ejection""}";

    <span id='postcolor'>

    1. hit = doesnt play sound confused.gif

    2. getout = bug confused.gif :

    'if ((getpos ((_this select 0) select 1) >=¦#¦ 20) then {(_this select 1) say "Ejection"}': Error selct: Type Object, expected Array

    I would try some other defines but if you found a solution for me that was nice smile.gif

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