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Everything posted by soul_assassin
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</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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hmm links dont work
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Do you really wnat to have to press "Flaps Down" everytime you want the rockets to open, besides helicopter class cant even have flaps.
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Do you really wnat to have to press "Flaps Down" everytime you want the rockets to open, besides helicopter class cant even have flaps.
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In CfgWeapons you need to define </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> { modelOptics = ""; optics = 0; magazines[] = {"magnames"}; model = "path to model"; displayName = "model display name"; displayNameMagazine = "mag display name"; shortNameMagazine = "shortnamemag"; modes[] = {"Flare","Smoke"}; class Flare { ammo = "Flare ammo"; multiplier = 1; burst = 1; displayName = "Flare"; dispersion = 0.000200; sound[]={"Weapons\M16Single",1.000000,1}; soundContinuous = 0; reloadTime = 0.150000; ffCount = 1; recoil = "riffleSingle"; autoFire = 0; aiRateOfFire = 5.000000; aiRateOfFireDistance = 500; useAction = 0; useActionTitle = ""; }; class Smoke { ammo = "Smoke ammo"; multiplier = 1; burst = 1; displayName = "Smoke"; dispersion = 0.000200; sound[]={"Weapons\M16Single",1.000000,1}; soundContinuous = 0; reloadTime = 0.150000; ffCount = 1; recoil = "riffleSingle"; autoFire = 0; aiRateOfFire = 5.000000; aiRateOfFireDistance = 500; useAction = 0; useActionTitle = ""; }; }; <span id='postcolor'> The part: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">modes[] = {"Flare","Smoke"}; class Flare { ammo = "Flare ammo"; multiplier = 1; burst = 1; displayName = "Flare"; dispersion = 0.000200; sound[]={"Weapons\M16Single",1.000000,1}; soundContinuous = 0; reloadTime = 0.150000; ffCount = 1; recoil = "riffleSingle"; autoFire = 0; aiRateOfFire = 5.000000; aiRateOfFireDistance = 500; useAction = 0; useActionTitle = ""; }; class Smoke { ammo = "Smoke ammo"; multiplier = 1; burst = 1; displayName = "Smoke"; dispersion = 0.000200; sound[]={"Weapons\M16Single",1.000000,1}; soundContinuous = 0; reloadTime = 0.150000; ffCount = 1; recoil = "riffleSingle"; autoFire = 0; aiRateOfFire = 5.000000; aiRateOfFireDistance = 500; useAction = 0; useActionTitle = ""; }; <span id='postcolor'> is the important one try it out and tell me if it works, in CfgAmmo ofcource you will need to define two types of ammo.
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In CfgWeapons you need to define </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> { modelOptics = ""; optics = 0; magazines[] = {"magnames"}; model = "path to model"; displayName = "model display name"; displayNameMagazine = "mag display name"; shortNameMagazine = "shortnamemag"; modes[] = {"Flare","Smoke"}; class Flare { ammo = "Flare ammo"; multiplier = 1; burst = 1; displayName = "Flare"; dispersion = 0.000200; sound[]={"Weapons\M16Single",1.000000,1}; soundContinuous = 0; reloadTime = 0.150000; ffCount = 1; recoil = "riffleSingle"; autoFire = 0; aiRateOfFire = 5.000000; aiRateOfFireDistance = 500; useAction = 0; useActionTitle = ""; }; class Smoke { ammo = "Smoke ammo"; multiplier = 1; burst = 1; displayName = "Smoke"; dispersion = 0.000200; sound[]={"Weapons\M16Single",1.000000,1}; soundContinuous = 0; reloadTime = 0.150000; ffCount = 1; recoil = "riffleSingle"; autoFire = 0; aiRateOfFire = 5.000000; aiRateOfFireDistance = 500; useAction = 0; useActionTitle = ""; }; }; <span id='postcolor'> The part: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">modes[] = {"Flare","Smoke"}; class Flare { ammo = "Flare ammo"; multiplier = 1; burst = 1; displayName = "Flare"; dispersion = 0.000200; sound[]={"Weapons\M16Single",1.000000,1}; soundContinuous = 0; reloadTime = 0.150000; ffCount = 1; recoil = "riffleSingle"; autoFire = 0; aiRateOfFire = 5.000000; aiRateOfFireDistance = 500; useAction = 0; useActionTitle = ""; }; class Smoke { ammo = "Smoke ammo"; multiplier = 1; burst = 1; displayName = "Smoke"; dispersion = 0.000200; sound[]={"Weapons\M16Single",1.000000,1}; soundContinuous = 0; reloadTime = 0.150000; ffCount = 1; recoil = "riffleSingle"; autoFire = 0; aiRateOfFire = 5.000000; aiRateOfFireDistance = 500; useAction = 0; useActionTitle = ""; }; <span id='postcolor'> is the important one try it out and tell me if it works, in CfgAmmo ofcource you will need to define two types of ammo.
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Yes it is possible, and has been demonstrated on several ocasions. Give me a vouple of hours and i will get back at u with how to do it.
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Yes it is possible, and has been demonstrated on several ocasions. Give me a vouple of hours and i will get back at u with how to do it.
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Yes it is possible, and has been demonstrated on several ocasions. Give me a vouple of hours and i will get back at u with how to do it.
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I texture my B17 but all the textures look very nice but as soon as I put them on the model Oxygen smuges and blurs them so the nose art doesnt look good. Anyone know how to overcome this?
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I texture my B17 but all the textures look very nice but as soon as I put them on the model Oxygen smuges and blurs them so the nose art doesnt look good. Anyone know how to overcome this?
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Very nice work
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Must warn you that when you are "in-flight" (you are the pilot of the vehicle and the engine is running) you can not activate animations so you will not be able to open missle pods unless you are on the ground. Btw, great job and I know that those things would make ur model be even nicer but its just not possible yet PS remember me from OFPInternals forums?
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Must warn you that when you are "in-flight" (you are the pilot of the vehicle and the engine is running) you can not activate animations so you will not be able to open missle pods unless you are on the ground. Btw, great job and I know that those things would make ur model be even nicer but its just not possible yet PS remember me from OFPInternals forums?
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no other type than rotation is availiable right now
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no other type than rotation is availiable right now
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no other type than rotation is availiable right now
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it doesnt have to be 128x128 the dimensions have to be multiplyed by two. So you can have 128*2x128*2 == 256x256 then 512z512 and so on.
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it doesnt have to be 128x128 the dimensions have to be multiplyed by two. So you can have 128*2x128*2 == 256x256 then 512z512 and so on.
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New weapon screenies!! find them here INTERNALEDITING site
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*This is not tested In O2 in memory LOD put the point where u want to trigger call it "pos openmydoor" or "pos whateverulike" then in config.cpp in part: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 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'> in position put the "pos whateverulike" and set the radius. Tell me if it worked
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*This is not tested In O2 in memory LOD put the point where u want to trigger call it "pos openmydoor" or "pos whateverulike" then in config.cpp in part: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 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'> in position put the "pos whateverulike" and set the radius. Tell me if it worked
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*This is not tested In O2 in memory LOD put the point where u want to trigger call it "pos openmydoor" or "pos whateverulike" then in config.cpp in part: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 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'> in position put the "pos whateverulike" and set the radius. Tell me if it worked
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