SelectThis
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Everything posted by SelectThis
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Don't be afraid to throw away a model and restart it, especially while learning the trade. I redid the BAS Blackhawk many times before I was happy with it! Keep learning. STT
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OpticsZoom vs. DistanceZoom
SelectThis replied to This kid's topic in ARMA - ADDONS & MODS: DISCUSSION
Keep in mind that those figures are for OFP, I haven't tested it in ArmA yet. STT -
OpticsZoom vs. DistanceZoom
SelectThis replied to This kid's topic in ARMA - ADDONS & MODS: DISCUSSION
Mag X value to enter 1 0.700 2 0.350 3 0.233 4 0.175 5 0.140 6 0.117 7 0.100 8 0.088 9 0.078 10 0.070 11 0.064 12 0.058 13 0.054 14 0.050 15 0.047 16 0.044 17 0.041 18 0.039 19 0.037 20 0.035 re: distanceZoom, my experience in OFP was that the value that you put in did not necessarily match the "zeroed" distance of the weapon. As mentioned above, the scope texture used would have an impact as well. STT -
OpticsZoom vs. DistanceZoom
SelectThis replied to This kid's topic in ARMA - ADDONS & MODS: DISCUSSION
From the original OFP, so will need some testing in ArmA (don't have it yet). Note, in OFP the default magnification level was 2x SelectThis -
For solider cpp, you're missing a }; at the end of the cfgmodels. SelectThis
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don't forget the ; in the model line. SelectThis
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custom satchel (class pipeBomb) doesn't work in MP
SelectThis replied to 5133p39's topic in OFP : CONFIGS & SCRIPTING
If they work properly in Single Player then what you may have to do in MP is to unequip all weapons and mags, then re-add them at the start of the mission. STT -
Question about ballistics in OFP
SelectThis replied to General Barron's topic in OFP : CONFIGS & SCRIPTING
AFAIK initspeed is the only one which affects directly affects trajectory. Indirectly, the zoom settings will affect how much the you need to raise the aim spot to compensate for bullet drop. So if zoom settings are the same and constant then just the initspeed. Missiles have more variables eg: initTime, thrustTime, thrust, maneuvrability and maxSpeed. Trajectory not so relevant for a "guided" missile, but for non-guided ones those figures will affect the flight. I think the model (especially the GEO lod) is a factor as well. STT -
It's not so much the EH that uses system resources, it's the scripts that the EH runs. Having to run a script for each bullet that is fired would create slowdowns. HD via dispersion settings was always a compromise solution, hopefully BIS will change the way things work in the future games - eg have two dispersion settings, one for the weapon and one based on the skill of the unit. Might be a better idea to focus discussion in those forums to get the system fixed STT
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Last time I tried it, ILS only worked for North-South runways. STT
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Nice work! And i mean "work"...I fully understand the effort that went into this. Good job all. STT
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Muzzleflash visible on ODOL weapons
SelectThis replied to ag_smith's topic in OFP : CONFIGS & SCRIPTING
Bizarre Binarize! I know you said the cfgmodels was correct but best to go over it with a fine tooth comb (even post it here). Check the p3d names match with the cfgmodel classnames even down to the Capitals and lowercase. Once you run binarize what do you do with the files? I usually take the binarized model out of the "opt" folder and put it back into a copy of the mlod folder, then pack that into a pbo. STT -
Muzzleflash visible on ODOL weapons
SelectThis replied to ag_smith's topic in OFP : CONFIGS & SCRIPTING
make sure a copy of the cfgmodels is in the folder that you binarize. STT -
How to move .p3d models to a different addon?
SelectThis replied to General Barron's topic in OFP : CONFIGS & SCRIPTING
Following on from vektorboson said, you can use a hex/texteditor (my preference is Ultraedit) on both ODOL and MLOD p3ds. The thing to remember is this: For MLOD do not change the number of characters in the path name. eg: Original texture path: data\drevo_dirkate.pac (18 char not counting the suffix) edited texture path mypbo\afolder\texa.paa (18 char not counting the suffix) For ODOL, you can change the number of characters. SelectThis -
Did you try deleting all the selection names then running a Structure-> Convexity -> Component Convex Hull ? Important to delete all selection names before hand to avoid doubling up. STT
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Some things to try. 1) As a test, swap your model for a working (ie one that shows a shadow) model in the cpp. Just redirect the model line to one that works. That should narrow down the problem between cpp or model. 2) Post your cpp so we can have a look at it. 3) Try adding in a CfgNonAIVehicles section to the cpp. STT
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I hear your reasons for recoding the existing SD mags as supersonic ones. TBH I don't mind which way you guys go, as long as it's consistent (ie, raise init speed and AI detection values). STT
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Interesting ideas Anunnaki, but there could be problems with the approach. I've had problems (CTDs) with weapons that had different modes than what was defined by the magazine. Let's just hope that for OFP2 the ballistics/sounds are controlled by the weapon config rather than the magazine config. re: Sub v Super sonic rounds... Just changing the init speed would not be realistic, the AI detection values would need to be adjusted to allow for the supersonic crack (discussed earlier). This would have an effect on existing missions. To not change the AI detection values would cause an imbalance and make stealth weapons too powerful. The way we compensated for the lower AI detection in JAM2 was via the lower init speed, meaning it is harder to aim at long ranges, making you get closer to get a good shot off. This site has interestinge information: Diagram of Noise Pattern Trial Data Lots of other good info to be found there as well. re: zeroing note that the min/max values used do not represent the actual "zero" range of the weapon. ie putting 400 in does not mean that it is zeroed at 400m. The only way I could get a true zero (say at 200m) was by trial and error. The actual value used would be affected by init speed and the p3d model and texture used for the scopeview. SelectThis
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How about adding a supersonic suppressed round/mag as a new class? (ie keep the SD as the subsonic and using something like SUP for supersonic ones). That would keep backward compability and enable more choices in the future.
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For big complicated symmetrical models, just make one half, then copy, invert and join. STT
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MP issues with custom grenades has been a problem for a long time. The only workaround that I was able to come up with was remove all weapons and mags at the start of the MP mission and then using a script to rearm the unit. re scripts: feel free to take a look at the flashbang scripts I did for the Delta Force addon. Note: This is a really old addon so the script and units are a bit basic (eg no EH's). Delta Force 2 download link This worked to a limited extent on AI. Other references you can look at. JAM2 - scripts for detecting a thrown grenade BAS Blackhawks - Dust script has a unit orientation detection script by TJ (ie dust affects player when they are facing the helicopter) SelectThis
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congrats to you and Mrs OE! OE oe maybe one day it'll be a whole squad of them? OE oe oe oe oe oe oe ..."oe3 get in pram 10 O'Clock" scary! ;)
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A problem exists when using OtocVez with partial model selection (ie it won't work) you need to select a full object. With OtocHlaven you can select part of a object and the object will stretch. SelectThis
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Check out this old post I made. Random Faces Unless you have remodelled the head, then an easier solution would be to download a head already converted to random faces. There are numerous body templates around (try a search of the forums). SelectThis
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It should work for each magazine. STT