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SoldierIsNotHistory

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Posts posted by SoldierIsNotHistory


  1. My god...

    Are you so blind to see that LODU's models are used after their expiracy? If you are not able to recognize this soldier is the same in both screen, i can't help you anymore...

    I add that these screen was not given to us by BI, but we have some contacts ready to send hidden things that appens, just to prove that this story smell like shit...

    And the fact Maruk and Snipyr are talking about us as if we are liars made me laughin. With their moderators trying to push their opinion.

    I really want to be a little bug to see what happens in private BI forum, with BI team saying how to deals with this topic to moderator team

    Ps: maybe we can add that the VAB on screen is used without permission, but some guys will going yo say: "oh SoldierIsnotHistory, you are paranoid! BIS/BIA never stole anything, and the only way FAFw is getting to put thousand hours work to trash is just that they paranoid..."


  2. Let me translate a post i made on french community forum with my poor english:

    Fair community?

    Stolen from inside by ex OFrP member TMB who don't forget to take everything on olf OFrP ftp, to create a contatc network in french army (yes it's easy with french camo on VBS2) and who is now the french official BIA contact. You get it?

    Stolen from outside like Sarmat, other member, in fact i can write the list because i don't remember but there is some, using work without any care of who made this work. And now going to be the community member 2009 awarded? You get it?

    Stolen by offical, who saying that they really don't know from who their sources are coming, but conitnue to use unauthorized work to promote VBS2 (here is a french Cadeau bonux). Authorized? Mwa we (as stupid morrons) have arma 2 to play and mod. You get it?

    Bored to see that some french company are waiting for FAFw release to go adverstising their weel-made solution of VBS2 running french content to french army. You get it?

    Sceptic while seing ArmA 2 / VBS2 becoming the same game/software, making easier to take ArmA 2 mod and play with it in VBS2 (ctrl+c, ctrl+v). You get it?

    Bored to loosing more time to find a solution to protect our work instead of doing our addons. You get it?

    Fair community? Muahahah... mellow.gif

    I wish you an happy new year


  3. Hi all,

    We (FAFw) are working on a real TankFCS for ArmA 2, and some times ago, one of our military advisor has reported to me that is possible to compute a ballistic correction to canon before firing, while you have a target in your sight. This can be done by holding right mouse button. I never succeed in having the same effect, but i am pretty sure it's (or will be) possible. Maybe this functionality is not already functional, and will be activated in patch or future expansion, or maybe you need a special mapping command, or a TrackIr, I don't know.

    But, when i take a look on config.cpp, i see a new config parameter who seems to be the explanation:

    ballisticsComputer = 0;

    or

    ballisticsComputer = 1;

    So, either i am such a noob to use it, or this functionality is not supported for now (future BI impletation).

    Cheers,

    SoldierIsNotHistory


  4. Hello there,

    If I read correctly, you are using hitpoint, and "CAVS way" to increase KE hit to simulate effect again CE rounds. The question is, why not trying to use differents customs values in config.cpp to have KE and CE armor penetration for each parts?

    What about:

    - adding kind of ammo (KE,CE) and penetration capability in each ammo class

    - adding maximum penetration protection for an ammunition type (KE,CE) in each hitpoint part of vehicle models.

    By a handleDamage eventhandler, you can calculate the correct effect of the x ammunitions fired on y vehicle part.

    We can find nice sources to get max penetration protection for the last 20 years MBT and APC, and an estimation of mm penetration for a lot of rounds.

    Example:

    T-72B W/K-5 penetration protection:

    vs KE:

    Turret: 420-750-920

    Glacis: 670-710

    Lower front hull: 240

    vs CE:

    Turret: 580-1050-1340

    Glacis: 990-1070

    Lower front hull: 380

    M891A3 penetration (KE ammunition of aM1A2):

    970mm@2km (so 1020@1km ?)

    L-27 penetration (Challenger):

    700mm@2km (so 750@1km ?)

    So, a M1A2 can pierce a T-72B W/K-5 turret in 1 M891A3 round. A challenger with L-27 will not pierce the turret of this one.

    It's a mathematic way to simulate an Armor Penetration system, and maybe we can add more parameter like "nato level protection" to have invulnerability against caliber, or something like that


  5. Hey there,

    I try to define a class Animations with user animations in a character model.

    And the only part I can move are weapon, launcher and NVG.

    No way to move a custom selection.

    Someone has already suceed in moving custom selection part in a model which is a characters?

    My cpp:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons

    {

    class Default;

    class Head

    {

    isDiscrete = 0;

    skeletonInherit = "";

    skeletonBones[] =

    {

    "neck","",

    "neck1","neck",

    "head","neck1",

    "lBrow","head",

    "mBrow","head",

    "rBrow","head",

    "lMouth","head",

    "mMouth","head",

    "rMouth","head",

    "eyelids","head",

    "LLip","head"

    };

    };

    class Flag: Default {};

    class FlagCarrier: Default

    {

    skeletonInherit = "Default";

    skeletonBones[] =

    {

    "stozar","",

    "vlajka",""

    };

    };

    class OFP2_ManSkeleton

    {

    isDiscrete = 0;

    skeletonInherit = "Head";

    skeletonBones[] =

    {

    "weapon","",

    "launcher","",

    "Camera","",

    "Spine","",

    "Spine1","",

    "Spine2","",

    "Spine3","",

    "Pelvis","",

    "LeftShoulder","",

    "LeftArm","",

    "LeftArmRoll","",

    "LeftForeArm","",

    "LeftForeArmRoll","",

    "LeftHand","",

    "LeftHandRing","",

    "LeftHandRing1","",

    "LeftHandRing2","",

    "LeftHandRing3","",

    "LeftHandPinky1","",

    "LeftHandPinky2","",

    "LeftHandPinky3","",

    "LeftHandMiddle1","",

    "LeftHandMiddle2","",

    "LeftHandMiddle3","",

    "LeftHandIndex1","",

    "LeftHandIndex2","",

    "LeftHandIndex3","",

    "LeftHandThumb1","",

    "LeftHandThumb2","",

    "LeftHandThumb3","",

    "RightShoulder","",

    "RightArm","",

    "RightArmRoll","",

    "RightForeArm","",

    "RightForeArmRoll","",

    "RightHand","",

    "RightHandRing","",

    "RightHandRing1","",

    "RightHandRing2","",

    "RightHandRing3","",

    "RightHandPinky1","",

    "RightHandPinky2","",

    "RightHandPinky3","",

    "RightHandMiddle1","",

    "RightHandMiddle2","",

    "RightHandMiddle3","",

    "RightHandIndex1","",

    "RightHandIndex2","",

    "RightHandIndex3","",

    "RightHandThumb1","",

    "RightHandThumb2","",

    "RightHandThumb3","",

    "LeftUpLeg","",

    "LeftUpLegRoll","",

    "LeftLeg","",

    "LeftLegRoll","",

    "LeftFoot","",

    "LeftToeBase","",

    "RightUpLeg","",

    "RightUpLegRoll","",

    "RightLeg","",

    "RightLegRoll","",

    "RightFoot","",

    "RightToeBase","",

    "myselection","",

    };

    };

    };

    class CfgModels

    {

    class Default

    {

    skeletonName = "";

    sectionsInherit="";

    sections[] = {};

    };

    class flag_vojak : Default

    {

    sections[] =

    {

    "latka"

    };

    };

    class Head: Default

    {

    skeletonName = "Head";

    sectionsInherit="";

    sections[] =

    {

    "osobnost","brejle"

    };

    };

    class Soldier_MDL: Default

    {

    skeletonName = "OFP2_ManSkeleton";

    sections[] =

    {

    "osobnost","Head_Injury","Body_Injury",

    "l_leg_injury","l_arm_injury",

    "r_arm_injury","r_leg_injury",

    "clan"

    };

    class Animations

    {

    class myanimation

    {

    type="rotation";

    source="mysource";

    selection="myselection";

    axis="myaxis";

    memory="true";

    angle0="0";

    angle1="rad 60";

    };

    };

    };

    };

    class CfgVehicles

    {

    class Soldier_MDL

    {

    (...)

    class AnimationSources

    {

    class mysource

    {

    source = "user";

    animPeriod = 1;

    initPhase=1;

    };

    };

    (...)

    };

    };

    With selection="myselection"; nothing is moving

    With selection="weapon"; weapon is moving

    With selection="Head"; nothing is moving

    So the question is, how to animate a characters model with own selection?

    Thx for reading smile_o.gif

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