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Pidzej

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About Pidzej

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  1. Hi, since 1.05 someone in the process of editing the stringtable in ACE managed to save it without special symbols, so the czech language got really messed up :S Can you please direct me where the stringtable is located? Since i didnt like the czech translation anyway (no offence). I want to change it to be english for me. Thanks
  2. oh this looks promising, thanks. ur like a neo of arma p3d matrix Â
  3. Hi, about a week ago i made a fatal mistake with binpbo and it somehow deleted my original addon folder in the process of binarizing it. I had 4 models in there and was able to find only 3 of them in my backup folders  This wasnt such a big deal because the models are finished, but recently i managed to make better lightning rvmats for those models and i found out that the binarizing also causes the rvmats to applied directly on the model to somehow merge into that model. So now i am stuck with 3 models with good new lightning maps and the fourth without. Ive tried many ways to change the rvmat info printed within the model, but no luck so far. When I open the model file with hexadecimal editor I'm able to find some parts of those rvmats but those only refer to textures in stages, but i need to change the values of specular and specularPower. Any help would be good. Thanks
  4. Looks like ure right, im of course using that system of spacing to make the config well organized but im no forum skiller, so it looks like that only because i pasted it directly from the ccp, but surely enough there is one more bracket than there should be. I checked it like three times but after configing few addons 6 hours non stop im seeing brackets everywhere Thank you once more
  5. Hi, got a config and if i try to run it in arma it displays the "no imput after endoffile" error and the game crashes during startup. If i delete the cfgFaces than it works however i need cfgFaces for the addon. Even if i paste a working cfgFaces form another of my addons it still crashes. Im not a beginner in this, however i cant manage to repair this and dont know the reason this is causing. heres the config: // Pj Civilians #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define private 0 #define protected 1 #define public 2 #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 ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class pj_civ { units[]={}; weapons[]={}; }; }; class CfgVehicleClasses { class pj_civ { displayName = "Pj Civilians"; }; }; class CfgVehicles { class CAManBase; class Civilian; class pj_civ_Base:Civilian { scope = 1; // Hidden from editor side = TCivilian; vehicleClass = "pj_civ"; nameSound = "civilian"; moves = "CfgMovesMaleSdr"; model = "\pj_civ\korina"; displayName = "Woman"; woman = true; // Use female voices and names // faceType = "Pj_civF"; weaponSlots = 1 + 4 + 12* 256 + 2* 4096 + 2 + 8* 16; soundEngine[] = {"\ca\characters\Data\sound\breath",0.05,2.5}; hitSound1[] = {"\ca\Characters\Data\Sound\Hit11", db-25, 1.4}; hitSound2[] = {"\ca\Characters\Data\Sound\Hit12", db-25, 1.4}; hitSound3[] = {"\ca\Characters\Data\Sound\Hit13", db-25, 1.4}; hitSound4[] = {"\ca\Characters\Data\Sound\Hit14", db-25, 1.4}; hitSound5[] = {"\ca\Characters\Data\Sound\Hit15", db-25, 1.4}; hitSound6[] = {"\ca\Characters\Data\Sound\Hit16", db-25, 1.4}; hitSound7[] = {"\ca\Characters\Data\Sound\Hit17", db-25, 1.4}; hitSound8[] = {"\ca\Characters\Data\Sound\Hit18", db-25, 1.4}; hitSound9[] = {"\ca\Characters\Data\Sound\Hit19", db-25, 1.4}; hitSound10[] = {"\ca\Characters\Data\Sound\Hit20", db-25, 1.4}; hitSound11[] = {"\ca\Characters\Data\Sound\Hit21", db-25, 1.4}; hitSound12[] = {"\ca\Characters\Data\Sound\Hit22", db-25, 1.4}; hitSound13[] = {"\ca\Characters\Data\Sound\Hit23", db-25, 1.4}; hitSound14[] = {"\ca\Characters\Data\Sound\Hit24", db-25, 1.4}; hitSound15[] = {"\ca\Characters\Data\Sound\Hit25", db-25, 1.4}; hitSound16[] = {"\ca\Characters\Data\Sound\Hit26", db-25, 1.4}; hitSound17[] = {"\ca\Characters\Data\Sound\Hit27", db-25, 1.4}; hitSound18[] = {"\ca\Characters\Data\Sound\Hit28", db-25, 1.4}; hitSound19[] = {"\ca\Characters\Data\Sound\Hit29", db-25, 1.4}; hitSound20[] = {"\ca\Characters\Data\Sound\Hit30", db-25, 1.4}; hitSounds[]={"hitSound1", 0.05, "hitSound2", 0.05, "hitSound3", 0.05, "hitSound4", 0.05, "hitSound5", 0.05, "hitSound6", 0.05, "hitSound7", 0.05, "hitSound8", 0.05, "hitSound9", 0.05, "hitSound10", 0.05, "hitSound11", 0.05, "hitSound12", 0.05, "hitSound13", 0.05, "hitSound14", 0.05, "hitSound15", 0.05, "hitSound16", 0.05, "hitSound17", 0.05, "hitSound18", 0.05, "hitSound19", 0.05, "hitSound20", 0.05}; // class Wounds // { // tex[] = {}; // mat[] = { // "pj_woman\f\xicht.rvmat", // "pj_woman\f\xicht_wound1.rvmat", // "pj_woman\f\xicht_wound2.rvmat", // "pj_woman\t1\mbluzicka.rvmat", // "pj_woman\t1\mbluzicka_wound1.rvmat", // "pj_woman\t1\mbluzicka_wound2.rvmat", // "pj_woman\t1\mjeansy.rvmat", // "pj_woman\t1\mjeansy_wound1.rvmat", // "pj_woman\t1\mjeansy_wound2.rvmat" // }; // }; }; class pj_Civ_Soldier_Base:CAManBase { scope = 1; // Hidden from editor side = TCivilian; vehicleClass = "pj_civF"; nameSound = "soldier"; moves = "CfgMovesMaleSdr"; model = "\pj_civ\korina"; displayName = "Woman"; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; Icon = "\Ca\characters\data\map_ico\i_wojak_CA.paa"; woman = true; // Use female voices and names // faceType = "Pj_civ"; weaponSlots = 1 + 4 + 12* 256 + 2* 4096 + 2 + 8* 16; accuracy = 0.7; // accuracy needed to recognize type of this target cost = 40000; soundEngine[] = {"\ca\characters\Data\sound\breath",0.05,2.5}; hitSound1[] = {"\ca\Characters\Data\Sound\Hit11", db-25, 1.4}; hitSound2[] = {"\ca\Characters\Data\Sound\Hit12", db-25, 1.4}; hitSound3[] = {"\ca\Characters\Data\Sound\Hit13", db-25, 1.4}; hitSound4[] = {"\ca\Characters\Data\Sound\Hit14", db-25, 1.4}; hitSound5[] = {"\ca\Characters\Data\Sound\Hit15", db-25, 1.4}; hitSound6[] = {"\ca\Characters\Data\Sound\Hit16", db-25, 1.4}; hitSound7[] = {"\ca\Characters\Data\Sound\Hit17", db-25, 1.4}; hitSound8[] = {"\ca\Characters\Data\Sound\Hit18", db-25, 1.4}; hitSound9[] = {"\ca\Characters\Data\Sound\Hit19", db-25, 1.4}; hitSound10[] = {"\ca\Characters\Data\Sound\Hit20", db-25, 1.4}; hitSound11[] = {"\ca\Characters\Data\Sound\Hit21", db-25, 1.4}; hitSound12[] = {"\ca\Characters\Data\Sound\Hit22", db-25, 1.4}; hitSound13[] = {"\ca\Characters\Data\Sound\Hit23", db-25, 1.4}; hitSound14[] = {"\ca\Characters\Data\Sound\Hit24", db-25, 1.4}; hitSound15[] = {"\ca\Characters\Data\Sound\Hit25", db-25, 1.4}; hitSound16[] = {"\ca\Characters\Data\Sound\Hit26", db-25, 1.4}; hitSound17[] = {"\ca\Characters\Data\Sound\Hit27", db-25, 1.4}; hitSound18[] = {"\ca\Characters\Data\Sound\Hit28", db-25, 1.4}; hitSound19[] = {"\ca\Characters\Data\Sound\Hit29", db-25, 1.4}; hitSound20[] = {"\ca\Characters\Data\Sound\Hit30", db-25, 1.4}; hitSounds[]={"hitSound1", 0.05, "hitSound2", 0.05, "hitSound3", 0.05, "hitSound4", 0.05, "hitSound5", 0.05, "hitSound6", 0.05, "hitSound7", 0.05, "hitSound8", 0.05, "hitSound9", 0.05, "hitSound10", 0.05, "hitSound11", 0.05, "hitSound12", 0.05, "hitSound13", 0.05, "hitSound14", 0.05, "hitSound15", 0.05, "hitSound16", 0.05, "hitSound17", 0.05, "hitSound18", 0.05, "hitSound19", 0.05, "hitSound20", 0.05}; // class Wounds // { // tex[] = {}; // mat[] = { // "pj_woman\f\xicht.rvmat", // "pj_woman\f\xicht_wound1.rvmat", // "pj_woman\f\xicht_wound2.rvmat", // "pj_woman\t1\mbluzicka.rvmat", // "pj_woman\t1\mbluzicka_wound1.rvmat", // "pj_woman\t1\mbluzicka_wound2.rvmat", // "pj_woman\t1\mjeansy.rvmat", // "pj_woman\t1\mjeansy_wound1.rvmat", // "pj_woman\t1\mjeansy_wound2.rvmat" // }; // }; }; //---------------------------------------------CIVILIAN------------------------------------- ---------------- class pj_civ01:pj_civ_Base { scope = public; // Show in editor displayName = "Woman 01"; model = "\pj_civ\korina"; // hiddenSelections[] = {"bluza", "kalhoty"}; // class EventHandlers // { // init = "[(_this select 0), ""\pj_woman\t1\Bluz_CO.paa"", ""\pj_woman\t1\JeanBlack_CO.paa""] exec ""\pj_woman\tex.sqs"""; // }; accuracy=1000; // Never recognize this exact class in game so the displayName isn't seen, show the previous class displayName. Only the editor should see this displayName. }; // class pj_civ02:pj_Woman01 // { // displayName = "Woman white 02"; // model = "\pj_woman\woman02"; // class EventHandlers // { // init = "[(_this select 0), ""\pj_woman\t1\Bluz_CO.paa"", ""\pj_woman\t1\JeanBlue_CO.paa""] exec ""\pj_woman\tex.sqs"""; // }; // }; //---------------------------------------------------WESTERN-------------------------------- ------------ class pj_civw01:pj_civ_Base { side = TWest; scope = public; displayName = "Woman 01"; model = "\pj_civ\korina"; accuracy=1000; weapons[] = {"MP5A5","Throw","Put"}; magazines[] = {"30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "HandGrenadeTimed", "HandGrenadeTimed"}; respawnWeapons[] = {"MP5A5"}; respawnMagazines[] = {"30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "HandGrenadeTimed", "HandGrenadeTimed"}; fsmFormation = "Formation"; fsmDanger=""; // hiddenSelections[] = {"bluza", "kalhoty"}; // class EventHandlers // { // init = "[(_this select 0), ""\pj_woman\t1\Bluz_CO.paa"", ""\pj_woman\t1\JeanBlack_CO.paa""] exec ""\pj_woman\tex.sqs"""; // // }; }; // class pj_Womanw02:pj_Womanw01 // { // displayName = "Woman white 02"; // model = "\pj_woman\woman02"; // class EventHandlers // { // init = "[(_this select 0), ""\pj_woman\t1\Bluz_CO.paa"", ""\pj_woman\t1\JeanBlue_CO.paa""] exec ""\pj_woman\tex.sqs"""; // }; // }; //-------------------------------------------EASTERN-------------------------------------- class pj_cive01:pj_civ_Base { side = TEast; scope = public; displayName = "Woman 01"; model = "\pj_civ\korina"; accuracy=1000; weapons[] = {"AKS74U","Throw","Put"}; magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "HandGrenade", "HandGrenade"}; respawnWeapons[] = {"AKS74U"}; respawnMagazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "HandGrenade", "HandGrenade"}; fsmFormation = "Formation"; fsmDanger=""; // hiddenSelections[] = {"bluza", "kalhoty"}; // class EventHandlers // { // init = "[(_this select 0), ""\pj_woman\t1\Bluz_CO.paa"", ""\pj_woman\t1\JeanBlack_CO.paa""] exec ""\pj_woman\tex.sqs"""; // }; }; // class pj_Womane02:pj_Womane01 // { // displayName = "Woman white 02"; // model = "\pj_woman\woman02"; // class EventHandlers // { // init = "[(_this select 0), ""\pj_woman\t1\Bluz_CO.paa"", ""\pj_woman\t1\JeanBlue_CO.paa""] exec ""\pj_woman\tex.sqs"""; // }; }; //---------------------------------------------RESISTANCE----------------------------------- ------ // class pj_civr01:pj_civ_Base // { // side = TGuerrila; // scope = public; // displayName = "Woman 01"; // model = "\pj_civ\korina"; // accuracy=1000; // weapons[] = {"MP5A5","Throw","Put"}; // magazines[] = {"30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "HandGrenadeTimed", "HandGrenadeTimed"}; // respawnWeapons[] = {"MP5A5"}; // respawnMagazines[] = {"30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "HandGrenadeTimed", "HandGrenadeTimed"}; // fsmFormation = "Formation"; // fsmDanger=""; // hiddenSelections[] = {"bluza", "kalhoty"}; // class EventHandlers // { // init = "[(_this select 0), ""\pj_woman\t1\Bluz_CO.paa"", ""\pj_woman\t1\JeanBlack_CO.paa""] exec ""\pj_woman\tex.sqs"""; // }; // }; // class pj_Womanr02:pj_Womanr01 // { // displayName = "Woman white 02"; // model = "\pj_woman\woman02"; // class EventHandlers // { // init = "[(_this select 0), ""\pj_woman\t1\Bluz_CO.paa"", ""\pj_woman\t1\JeanBlue_CO.paa""] exec ""\pj_woman\tex.sqs"""; // }; // }; }; class CfgFaces { class Pj_civ_f{ class Default { name = "korin"; texture = "pj_civ\korintail01C.paa"; east = false; west = false; // racs.. }; class Face1 { name = " korina"; texture = "pj_civ\korintail01C.paa"; east = true; west = true; // racs... }; // … }; };
  6. Hi i made an addon of civilians which uses for every civilian an init eventhandler which randomly sets textures with the setObjectTexture command. What i found out is that in singleplayer after you save and load the game all the textures set via the setObjectTexture just disappear, makes the addon useless in SP. It is a very annoying bug. Have any1 encountered this before or has any reasonable solution? The only way i was able to get over it was with a loop script which used setObjectTexture on the civilian every second and that is just silly... -edit well i dont mind the topic being moved to the scripting forum but the main cause of it was to report the bug, thats why i originally posted it to the troubleshooting...
  7. Pidzej

    setObjectTexture

    Hi i made an addon of civilians which uses for every civilian an init eventhandler which randomly sets textures with the setObjectTexture command. What i found out is that in singleplayer after you save and load the game all the textures set via the setObjectTexture just disappear, makes the addon useless in SP. It is a very annoying bug. Have any1 encountered this before or has any reasonable solution? The only way i was able to get over it was with a loop script which used setObjectTexture on the civilian every second and that is just silly...
  8. Hi, im totally desperate because i have almost everything to play wgl_cti with my friends except the DVD_v2.pbo addon and believe me i tried to find it but all links are dead. So i beg if anyone can find this thing on ur harddrive can u upload it somewhere please? Or you can send it to me via e-mail: turbopamp@seznam.cz. Thanks in advance
  9. Hi, im making civilians addon and ive run into some trouble. I made custom faces for the pack and they work fine i therms of desplaying randomly ingame on the civvies but if they get shot into the face it allways shows the damage texture of the same face. Any1 knows anything about defining face wounds? Other wounds work just fine but even if i add every single face texture to the wound class for every civie, still no succes. Thx in advance
  10. Pidzej

    Arma people model selections

    Hi again, i tried to tweak the weights on the selections but it was to no use. But i think i get why it didnt help. U see i have a 8000 poly model of a woman imported from source engine of hl2, i tweaked it and it looks good but im using a tweaked config from SLXs people example and i found out that he made his own CFGSkeleton and SFGModel class and i think thats why the weights doesnt work. His models were from ofp with a poly count around 2000 max and his skeleton is not good for higher poly counts. So i Googled for a few hours and i tried to find CFGSkeleton and CFGModel trees for arma and i found out that these things are written in model.cfg which seems to be binarized right into the original model .P3D files. And i didnt manage to find even one example od BIS CFGModels and Skeletons tree. So im asking if someone has this kind of information. I think i might get it to work if i can refer my model to the BIS one CFGModels and CFGSkeletons. that should make the weights of selections work and no more wrinkled arms and legs. Thx in advance
  11. So heres the problem: Im playing with people modeling for arma, everything goes smooth except that im not able to figure the selections for arms and legs. There are basicly 4 selections which define arm or leg In the leg case these are: LeftUpLeg, LeftUpLegRoll, LeftLeg, LeftLegRoll No matter how i try to select and redefine them my model is still wrinkled in these parts. So does anyone have some info which body parts those selections should refer to Trust me ive checked Bis example soldier but from that its totally unclear and even the closer i try to match my model to the Bis one i still fail to achieve smooth movement of those parts The same problem is with arms, for example what should be LeftArmRoll - should that be an elbow or something around the biceps area? Thx for any feedback, im sure im not alone on this
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