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Posts posted by PicVert
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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
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

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

Nice submission BIS.
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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
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yes it's a good idea but you know certainly if it's a glass or some litle part of your model you can use an hiddenselection !!! it's easy too

the dammage none is the texture aplied on the vehicle.
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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 ..
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Thx I would try it

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Hello there,
I m working on modification of the CV9030 stuff like good Getin and Getout and the possibilities to walk on the CV90
like in real life you could kill commander or gunner by mounting on it and shoot 
Other part is the cannon RPM definitly yes he has too many RPM I would modifiy that but STAY ALERT

Thx @ all to look at my addon
PicVert @ to broken head !!
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Yes more cost = you have more the ennemis engage it quikly

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THX but your scrit work in MP too ? for check speed ??
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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
or kill the driver or commander when  the turn out option is on by the top of vehicle
or drop a grenade into the vehicle LOLI 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 Â
Â
Â
Â
 
I would close door when the speed is up 15Kmh like that but it did'nt work Â
 
</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'>
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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

</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 ? Â

Very helpful for ending an addon I have worked all night but did'nt find a solution Â
 
please help me Â

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if you make an infantry guy with 6 the ennemis walk aroud without engage it.
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Greet work Colonel but can you implement a tut for Lock / Unlock possibilities of soldier (to disembark when the canopy or door is closed)
That is very helpfull I reapeat GREAT WORK and thx.

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for information a Sniper has 3.50000 and a Soldier has 1.50000 and a Medic has 1.70000
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In one word : Moding tools
(two words oops) -
In one word : Moding tools
(two words oops) -
This is an exemple to how make a good Sniper riffle silenced

</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

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The response is on the forum you have to search a little

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how far I know if you make a weapon with hit=500 and hit it direcly not hit ground and around, the vehicle as armor=400 it should be destroyed by the bullet.
But it's an interesting calculation and I curius too if it's work.
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ok I see, I send it to you by mail
if you give it... -
it's work fine you have to read the how to use for MLOD format just some line under

take your time take it easy the site don't explode if you stay some min

bye
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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
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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
and when I'll getout that is the bug message : '(_this select 1) say "Ejection"¦#¦': Error say: Type String, expected Object
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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

2. getout = bug
: '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


Addons at ease
in OFP : ADDONS AT EASE
Posted
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
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
Oh just a work about OFP 2 I hope the compatibilty stay for addons we making ? Just for buying the game
Nice submission BIS.