Scud
Member-
Content Count
370 -
Joined
-
Last visited
-
Medals
Everything posted by Scud
-
Prop on boat Probably easy way
-
It's not a radar edejl, thats just to explain what type of animation I am inquizzing about. This animation I need full control of thru the vehicle's engine its not a free spinning object. I think setobjecttexture is looking the way, though I am sure it is quite possible to do what I want. I hate spending too much time nutting out scripts (not my first pick for leisure time activities)
-
What happend to that Pacific mod? (see pics)
Scud replied to jens198's topic in ADDONS & MODS: DISCUSSION
I luv pessimism, makes a great target when you need to take a piss. Who cares if the pics are real or not. Looks great, the idea is good and would be a fresh change. The last post on the site was nearly 12 months ago, looks like no one has been home for awhile. Remake the Mod! We got the time We got the talent out there We even got heaps of models already made for that arena. Bit of spit and polish, little bit of gas in the tank, kick the bitch in guts and I am sure it will fire up. -
Cant seem to get this to work. Problem is I have animation wired to the engine of vehicle. Engine starts, animation starts. Engine stops the animation spins back until the origional start posi. instead of stopping where it is.
-
Quick solution - don't bother. There is no need, you don't have to bin it.
-
I have used land contact lod on 1 and not another model doesn't seem to make any diff 1 way or the other. I just make sure the inside hull is slightly higher then the 'high water level'. I would like to have link for the boat models that move with the water if thats OK. Interesting to see how they did this
-
Sounds like its not cfg propper. It is behaving more as an object then a boat. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class All{}; class AllVehicles:All{}; class Land : AllVehicles {}; class Ship: AllVehicles{}; class BigShip: Ship{}; class gunboat: BigShip { but if it is then its just a matter trial and error until you get the boat to sit right and not have the water flood the bottom. Specially with zodiac size boats etc., Make the geo lod run deeper in the water drag the external keel down just enough so it makes contact with water when boat is moving.
-
Ok have worked it out. It seems I had to start with the hidden selection, texture it at very start and then hide it again later on. Which was a hassel being a multi part and multi textured selection. Oh well $#it happens.
-
Then in the cpp change the gunnerAction="ManActM113gunner"; to gunnerAction="ManAct5Tcodriver.";
-
In O2 how have you named the Gunner's proxy? proxy:M113Gunner.01
-
picture=m2; try that and sorry I meant the cpp not cfg
-
Without seeing the whole cfg I am not real sure but you could add these picture="\UKF_SF\yourpic.paa" side="number" A rifle I made would not show until I added the picture=""
-
here you would normally have the path for the model ie: model="\folder name\UKF_TripodWeap.p3d"; and you can also leave off the '.p3d' model="\folder name\UKF_TripodWeap";
-
Hey it worked, got father O'rielly to come round and wave the little black book over it. While he was here i also set pilot FOV to include art_horizon, increased AI fighting ability and overall plane performance. Just 1 more thing I am working on then I will let you know when V2 is ready.
-
I find with my models when they shake that adjusting the geo lod mass distribution helps. get the right cog and it should stop shaking. centre of gravity.
-
In the class UserActions switch the 2 lines condition= " statement =" class Animations {   class RampAnim   {      type ="rotation";      animPeriod =5;      selection ="ramp_selection";      axis ="ramp_axis";      // Angles in _radians_      angle0 =0;  This is the start point      angle1 =1.53;  This is the finish point   }; }; If you have drawn the ramp on your model in the up position then that is angle0 =0; So the animationphase ""RampAnim"" =0 The "Ramp Down" won't work the way you have it coz it needs the  animationphase ""RampAnim"" > 0.9 "; when it should be <.1 P.S: if this is wrong then I am sorry but its hard to think at the mo coz my parrot is screeching in my ear. It has about 10 seconds to live.
-
Ok I asked this 8 months to a year ago now with no response so I will try and put it as simple as possible. When 2 planes collide they go bonk, get some dammage! When 2 boats collide nothing happens, no dammage, no fireworks no wrinkle action. Why is this so? I need to know when 1 boat hits another. At the mo the only way I can think of doing that is by the dammage but if there is no dammage I can't do it. Is there another way to detect when 2 boats collide? Any1 Plz Ps. and I am not talking about my models, Pbr lst etc none record dammage.
-
lol - different class doesnt work coz the boats can't dammage it anyway. oh well another project on the shelf for a rainy day.
-
I had same problem with my 'Skyvan' sometimes the cargo would sit like they where constipated and in pain. show us what you have in your cpp file re: cargoAction[]={"ManActCessnaCoPilot","manactcargo"}; or simular
-
I am sure the ppl at BIS have other commitments then OFP2 They are doing what they can do They will let you know what you need to know They will release the game when its ready for release (bug free, multi gunners, turrets on planes, collision dammage on boats etc etc, hey Bis  ) and if the whinges out there don't like it then there is the door, use it.
-
I am an Aussie (true blue) born Richmond Victoria lived.. Darwin NT Aust Sydney NSW Aust Townsville Qld Aust Richmond and Windsor NSW Aust Changi Singapore Penang/Butterworth Malaysia Now at Sunshine Coast QLD Aust (until I talk wife into moving to Singa's)
-
That should do it, thanx Pappy
-
Tried those Plank, tossed around a few variables and best I could do was - the 'ship' detected itself at start of game or - nothing happened at all. The wierd thing is you can hit it with a bullet and get dammage but ram it with a boat doing 70+ and the 2 objects just bounce of each other and keep going as if nothing happened. Might have to change to a different class I think.
-
...aint that the truth! Â I will run a comb thru a few more cfg's and see what I can find. edited: Had a look at all my other models and they seem OK , boats, vehicles and objects.
-
Yep, I have been working on a simple script for this but I need something that will detect any unit/ boat in the water from zodiac to aircraft carrier.