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soul_assassin

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Everything posted by soul_assassin

  1. soul_assassin

    Steyr variants (m203 and lsw)

    Cant wait for p3dedit to come out...ODOL here we come...
  2. soul_assassin

    Internalediting group

    @[TU]$33ker It is impossible as the plane class cannot have turnable gunner possitions, not even one. @frk19732001 They will be edited soldier models with new textures We are also working on american troops at the moment FatJoe has completed a new weapon see screenshots:
  3. soul_assassin

    Internalediting group

    FatJoe our newest member is presenting some of his work:
  4. soul_assassin

    Danimations

    I don't have anywhere to host this so is it ok to post here? Ok so now you're wondering: "how can i get the doors on my Uh-1 to slide open?" or "how can I open the bomb bay doors on my b52 bomber?", to tell you the truth its not that hard it's just a game of selection names, memory points and brains. PART 1 First of all for examples sake I've created this little model of a windmill thingy. Now I want to make the rotor part rotate whenever I comeup to it and in my menu press "Rotate windmill". See picture here. now we need to name that part so the game recognises it. Ok we have to name it something that we will remember: Select the object that will be animated and right-click in the selections list, choose NEW. Type windmill as the selection name. Now we move to the Memory LOD where we have to create two points that will define the axis' around which the object will rotate. Create the points by pressing Insert and place them as shown here. Select both and make a new selection called osa windmill. Now everything is set and everything that is left is to add the following code into the CfgVehicles class in the config.cpp. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class House: NonStrategic {}; class windmill: House {  animated=1;  model="path to model.p3d";  displayName="Windmill";  class Animations  {    class animWindmill  {    angle0=0    angle1="2  *  3.1415926"; // 2 * Pi    multiplyer=20;    type="rotation";    animPeriod=1;    selection="windmill"; // this is the selection we named in resolution LOD    axis="osa windmill"; //the points selection acting as axis  };  }; <span id='postcolor'> Now you want to add that function to your menu everytime you walk up to the windmill. Just after that add this code: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> class UserAction {  class rotateWindmill  {    displayName="Rotate windmill";    positon="osa windmill";    radius=10; //how far from the object u gotta be to be able to activate it.    condition="this   animationPhase ""windmill"" < 0.5";    statement="this animate [""animWindmill"", 1]";   }; }; <span id='postcolor'> save, Suff and play So you see its really not that hard, now I hope I dont have to tell you how to use that for more complex stuff I'm sure you can figure that out... Have a nice time plain with it.
  5. soul_assassin

    Mr. bean is back in town!

    lol, can you please make a tedy bear that will have a head that will fall off every time you snap yuor fingers
  6. soul_assassin

    Is my cpp right?

    What did u name the pbo?
  7. soul_assassin

    Is my cpp right?

    What did u name the pbo?
  8. soul_assassin

    Woman in uniform..

    Sorry...no offence intended..:( ...you got it all wrong I am overjoyed to find out that women play it too, Im not critisizing or anything. Keep up the work on the models
  9. soul_assassin

    Woman in uniform..

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">You mean the avon lady ? <span id='postcolor'> apparently there are two of them now with cassandra..must be the cloning... lol
  10. soul_assassin

    Is my cpp right?

    havnt tried but should be under West>Man>Saboteur (plasma)
  11. soul_assassin

    Is my cpp right?

    havnt tried but should be under West>Man>Saboteur (plasma)
  12. soul_assassin

    Danimations

    when u revolve it means u rotate
  13. soul_assassin

    Danimations

    when u revolve it means u rotate
  14. soul_assassin

    Danimations

    when u revolve it means u rotate
  15. soul_assassin

    Help with textures for my ak5b sd

    In Oxygen select ur model and press F5...
  16. soul_assassin

    Woman in uniform..

    hehe her hands are as big as her head...lol
  17. soul_assassin

    Danimations

    I live in Den Haag and the queen is my neighbour on Noordeinde but im not dutch though but lived here for 7 years. now about the rotation no matter what I try the speed satys the same hmm im gonna try some more but i promise nothing
  18. soul_assassin

    Danimations

    I live in Den Haag and the queen is my neighbour on Noordeinde but im not dutch though but lived here for 7 years. now about the rotation no matter what I try the speed satys the same hmm im gonna try some more but i promise nothing
  19. soul_assassin

    Danimations

    I live in Den Haag and the queen is my neighbour on Noordeinde but im not dutch though but lived here for 7 years. now about the rotation no matter what I try the speed satys the same hmm im gonna try some more but i promise nothing
  20. soul_assassin

    Is my cpp right?

    Please read more on coding configs at InternalEditing site And download game config.cpp files in InternalEditng download section
  21. soul_assassin

    Is my cpp right?

    Please read more on coding configs at InternalEditing site And download game config.cpp files in InternalEditng download section
  22. soul_assassin

    Is my cpp right?

    Owww...found alot of mistakes there...well here's waht you need: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // some basic defines //edited by SOul_Assassin #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 #define DefaultManWeapons Throw,Put // 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 CfgPatches { class plasmarifle { units[] = {SoldierWSaboteurPlasma}; weapons[] = {plasmarifle}; requiredVersion = 1.20; }; }; class CfgAmmo { class Default {}; class AT3 : Default {}; //This is important class LAW : AT3 {}; //as you have to keep hierarchy structure class plasmaammo : LAW { hit=1520; indirectHit=1520; indirectHitRange=10; }; }; class CfgWeapons { class Default {}; class LAWLauncher : Default {}; class plasmarifle : LAWLauncher { ammo = "plasmaammo"; // has to be the same as defined in the CfgAmmo displayName = "Plasma Rifle"; //dont bother with string tables yet displayNameMagazine = "Plasma mag"; shortNameMagazine = "plasmamag"; count=2; magazineReloadTime=1 reloadTime=0.5; initSpeed=500 aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero weaponType = WeaponSlotPrimary; magazineType=6*WeaponSlotItem; model="\plasma\plasma.p3d"; // why did u have .paa here?? model means it has }; // to be a p3d file }: class CfgVehicles { class All {}; // again keep the official hierarchy class AllVehicles : All {}; class Land : AllVehicles {}; class Man : Land {}; class Soldier : Man {}; class SoldierWB : Soldier {}; //dont forget the {}; every time you define a sub-class class SoldierWSaboteur : SoldierWB {}; class SoldierWSaboteurPipe : SoldierWSaboteur {}; class SoldierWSaboteurPlasma: SoldierWSaboteurPipe { displayName = "Saboteur (plasma)"; weapons[]={"plasmarifle","Throw","Binocular"}; magazines[]={"plasmarifle"}; }; }; class CfgNonAIVehicles { class ProxyWeapon{}; class Proxyplasma: ProxyWeapon {}; }; <span id='postcolor'> Hope that helps
  23. soul_assassin

    Is my cpp right?

    Owww...found alot of mistakes there...well here's waht you need: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // some basic defines //edited by SOul_Assassin #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 #define DefaultManWeapons Throw,Put // 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 CfgPatches { class plasmarifle { units[] = {SoldierWSaboteurPlasma}; weapons[] = {plasmarifle}; requiredVersion = 1.20; }; }; class CfgAmmo { class Default {}; class AT3 : Default {}; //This is important class LAW : AT3 {}; //as you have to keep hierarchy structure class plasmaammo : LAW { hit=1520; indirectHit=1520; indirectHitRange=10; }; }; class CfgWeapons { class Default {}; class LAWLauncher : Default {}; class plasmarifle : LAWLauncher { ammo = "plasmaammo"; // has to be the same as defined in the CfgAmmo displayName = "Plasma Rifle"; //dont bother with string tables yet displayNameMagazine = "Plasma mag"; shortNameMagazine = "plasmamag"; count=2; magazineReloadTime=1 reloadTime=0.5; initSpeed=500 aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero weaponType = WeaponSlotPrimary; magazineType=6*WeaponSlotItem; model="\plasma\plasma.p3d"; // why did u have .paa here?? model means it has }; // to be a p3d file }: class CfgVehicles { class All {}; // again keep the official hierarchy class AllVehicles : All {}; class Land : AllVehicles {}; class Man : Land {}; class Soldier : Man {}; class SoldierWB : Soldier {}; //dont forget the {}; every time you define a sub-class class SoldierWSaboteur : SoldierWB {}; class SoldierWSaboteurPipe : SoldierWSaboteur {}; class SoldierWSaboteurPlasma: SoldierWSaboteurPipe { displayName = "Saboteur (plasma)"; weapons[]={"plasmarifle","Throw","Binocular"}; magazines[]={"plasmarifle"}; }; }; class CfgNonAIVehicles { class ProxyWeapon{}; class Proxyplasma: ProxyWeapon {}; }; <span id='postcolor'> Hope that helps
  24. soul_assassin

    Danimations

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Colonel_Klink @ Nov. 04 2002,12:07)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Matthijs @ Nov. 04 2002,09:51)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NAA_Us_Marine @ Nov. 04 2002,00:22)</td></tr><tr><td id="QUOTE">What about sliding doors how can you do that. I have seen them on alot of people making helo's these days.<span id='postcolor'> I didn't check, but my guess is that it's a rotation with a very far point as the axis.<span id='postcolor'> Yes it is. On the Huey I'm building for the Falklands mod the pivot point for the port door is on the starboard side and the starboard pivot on the port side. You have to experment with distances. the closer the pivot the smaller turning circle etc. Heres the animation code I used: // Door Animation class Animations { class PrtDoor { type="rotation"; animPeriod=3; selection="prtdoor"; axis="osa_prtdoor"; angle0=0; angle1=0.2; }; class StabDoor { type="rotation"; animPeriod=3; selection="Stabdoor"; axis="osa_stabdoor"; angle0=0; angle1=-0.2; }; }; class UserActions { class OpenPrtdoor { displayName="Open Port Door"; position="osa_L"; radius=3; condition="this animationPhase ""prtdoor"" < 0.5"; statement="this animate [""prtdoor"", 1]"; }; class ClosePrtdoor { displayName="Close Port Door"; position="osa_L"; radius=3; condition="this animationPhase ""prtdoor"" >= 0.5"; statement="this animate [""prtdoor"", 0]"; }; class Openstabdoor { displayName="Open Starboard Door"; position="osa_R"; radius=3; condition="this animationPhase ""Stabdoor"" < 0.5"; statement="this animate [""Stabdoor"", 1]"; }; class CloseStabdoor { displayName="Close Starboard Door"; position="osa_R"; radius=3; condition="this animationPhase ""Stabdoor"" >= 0.5"; statement="this animate [""Stabdoor"", 0]"; }; }; Door activation position points and radius: osa_R and osa_L are the position points in the memory lod where you want the doors to be activated from. ie osa_R is by the starboard door and osa_L by the port door. radius=3 is the distance from those points. Note: Make the radius big enough so it includes the pilot or copilot seat area for the respective sides.<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Note: Make the radius big enough so it includes the pilot or copilot seat area for the respective sides. <span id='postcolor'> Hmm animations can't be triggered in-flight anyway so y really bother? @Matthijs Can you please post yuo config here? PS: R u Dutch? If yes I live in Holland
  25. soul_assassin

    Danimations

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Colonel_Klink @ Nov. 04 2002,12:07)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Matthijs @ Nov. 04 2002,09:51)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NAA_Us_Marine @ Nov. 04 2002,00:22)</td></tr><tr><td id="QUOTE">What about sliding doors how can you do that. I have seen them on alot of people making helo's these days.<span id='postcolor'> I didn't check, but my guess is that it's a rotation with a very far point as the axis.<span id='postcolor'> Yes it is. On the Huey I'm building for the Falklands mod the pivot point for the port door is on the starboard side and the starboard pivot on the port side. You have to experment with distances. the closer the pivot the smaller turning circle etc. Heres the animation code I used: // Door Animation class Animations { class PrtDoor { type="rotation"; animPeriod=3; selection="prtdoor"; axis="osa_prtdoor"; angle0=0; angle1=0.2; }; class StabDoor { type="rotation"; animPeriod=3; selection="Stabdoor"; axis="osa_stabdoor"; angle0=0; angle1=-0.2; }; }; class UserActions { class OpenPrtdoor { displayName="Open Port Door"; position="osa_L"; radius=3; condition="this animationPhase ""prtdoor"" < 0.5"; statement="this animate [""prtdoor"", 1]"; }; class ClosePrtdoor { displayName="Close Port Door"; position="osa_L"; radius=3; condition="this animationPhase ""prtdoor"" >= 0.5"; statement="this animate [""prtdoor"", 0]"; }; class Openstabdoor { displayName="Open Starboard Door"; position="osa_R"; radius=3; condition="this animationPhase ""Stabdoor"" < 0.5"; statement="this animate [""Stabdoor"", 1]"; }; class CloseStabdoor { displayName="Close Starboard Door"; position="osa_R"; radius=3; condition="this animationPhase ""Stabdoor"" >= 0.5"; statement="this animate [""Stabdoor"", 0]"; }; }; Door activation position points and radius: osa_R and osa_L are the position points in the memory lod where you want the doors to be activated from. ie osa_R is by the starboard door and osa_L by the port door. radius=3 is the distance from those points. Note: Make the radius big enough so it includes the pilot or copilot seat area for the respective sides.<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Note: Make the radius big enough so it includes the pilot or copilot seat area for the respective sides. <span id='postcolor'> Hmm animations can't be triggered in-flight anyway so y really bother? @Matthijs Can you please post yuo config here? PS: R u Dutch? If yes I live in Holland
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