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Posts posted by PicVert
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I think you're right, but it's in CfgVehicles and not in CfgWeapons or Ammo and give to all weapons the same threat. Â

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Try irScanground=0
? maybe that should work not tested...
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I have a solution for you but your unit will never engage soldiers..
put that line in your class yourvehicle in CfgVehicles section :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">threat[]={0.0,0.3,0.8};<span id='postcolor'>
it's how your unit engage ennemis (Soldier,Tank,Air)
Hope it's what you need.
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You can use one ReloadAction by one weapon.
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WOWOWOWOWOWOW
THX very thx my model is about 99% end now it's with your answer, I'll put a ST in txt of my Fa-18 when it's online.
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Thx I would try that, and tell if it's done.
Thx.
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I have searched around but nothing found..

no one know that .... I'm sure some one know. help plz

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you have to put that in the Class of your vehicle :
ie :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Tank: LandVehicle {};
class M1Abrams: Tank {};
class XXXXXX: M1Abrams
{
displayName="XXXXXXX";
all your stuff for your vehicle
and
class TurretBase
{
gunAxis = "OsaHlavne";
turretAxis = "OsaVeze";
body = "OtocVez";
gun = "OtocHlaven";
soundServo[]={"XXXXXXX.wav",db+20,1};
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
minElev=-5; maxElev=20;
minTurn=-360; maxTurn=360;
};
};
<span id='postcolor'>
the line is that you want but you have to put all :
minTurn=-360; maxTurn=360;
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Hello,
When you import your tga in PS7 look on RGB "channels" palets. for Alpha channels is right after you modifie it.
If you want create a new one direcly, delete the backgound "layers" then create a new layer in Layer->New layer (set backgroud as transp.). Next create your pic and at the end create a new channel in "channels" pallets. (the withe is for non transp. and black is Alpha...
cya
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I'm sure some one know that, go guys give me some help for finish my model.
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k Shadow,
When you've saved your tga with TexView, this utility save it with all those you want to begin.
In Photoshop you have to open it as the same  (Leave as is (don't color manage)
It open it and when you save it use 32bit insted of 24 then use texview for preview and save it as *paa for Alpha channel. (transp.) - The best is to open it directly in O2 if you have correctly installed it, it would convert your pic automatically. with alpha channel.
24 bits don't work with OFP save it as 32bit.
cya Shadow.
I have seen that you have to define mannually to save alpha channel in Photoshop 5.5 but not in 7th.

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thx Skaircro, I think you have good idea then what are defined in cpp for that working.
I have look in Maverick original BIS 1.90 cpp but no defined inerit or event or modelspecial..?
Could you explain more
thx.
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you have forget the "kulomet" vertex, is a gun point for define out point of bullets.
And you can  use light blinking and continue. some exemples :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
bily pozicni blik - (white positional blinker)
cerveny pozicni - (red positional)
cerveny pozicni blik - (red positional blinker)
zeleny pozicni - (green positional)
zeleny pozicni blik - (green positional blinker)
<span id='postcolor'>
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you have to put that line in CfgVehicles :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Â attendant = 1;<span id='postcolor'>
cya SolidSnake
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I mean the name propeler flame for missile.
Thx for your prompt reaply I apreciate it.
Thx.
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I have try the name of the selection in o2 from a law, but it still does'nt work with an missile on airplane is always view the flame.
Some one know somthing about that ?
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there is a tools for changing original texture from a p3d this is : P3D Texture Swap Utility v1.0.2 by ©2001 Mike Schell (m.c.schell@worldnet.att.net)
View the name of the texture is used in that optik model and extract file in data.pbo from your DTA folder in OFP path, next convert with TexView utility from BIS into a *.tga, then import in Photoshop.
After you have edited your tga save it in jpg or paa or pac with the same utility and with Texture swaper change the path of the pic. then save your p3d with your name ie: myp3d.p3d.
Let's now the time for coding your *cpp
contact me if you want more.
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I m not a coder but could'nt possible to add in EventHandlers a related getpos ?? setpos ??
I repeat I'm not a coder..

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Hi GranQ
The lod you use for shadow must be under 300 vertex not the faces.
GranQ I'll join you on ICQ, and give some help.
cya.
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I found the problem, bad selection in memory lod ... LOL...

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Ok, that work with one prop. but I have two on my Fa-18 and try to make vrtule 0 and vrtule 1 then in memory I have osa vrtule 0 and osa vrtule 1.....
the vrtule 0 turn around vrtule 1 only one work...

Can I make two propelers..working ?
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sry close that post.
I found the solution.
Sry.
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I would make an plane with V-80 Russian Heli optika, but don't know the name of it.
ex : gunnerOpticsModel="optika_empty";
Some peaple know it's name for V80, very helpfull.
THX.
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We use :
Alouette III
Super Puma
I don't if we use other one.. Â

If some guys has one that 3D model for O2 and he would give it to SwissMOD that's would be fun..

At the moment I'm working on Fa-18C and CV9030.

Whats up with irscanground
in OFP : CONFIGS & SCRIPTING
Posted
I found some define in cpp 1.90 try to play with that :
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
irTarget=1;
irScanRangeMin=0;
irScanRangeMax=0;
irScanToEyeFactor=1;
irScanGround=1;
laserTarget=0;
laserScanner=0;
commanderCanSee=31;
gunnerCanSee="4+8+16";
driverCanSee="2+8+16";
<span id='postcolor'>
That the only way ... or by scripplet but with that could'nt help sorry.