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Everything posted by luki
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Animate Light Source points
luki replied to [aps]gnat's topic in ARMA : CONFIGS AND SCRIPTING (addons)
I have a working light on a helicopter turret without any problems. I added the lightsource memory point to the sensor memory point selection in my turret. \Sgt.Ace -
There is a nice script pagage from Lester. Short Description from the technican section : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Skill: Technican If the Skill Technican is placed in the inventory of the Player he gain access to analyse the damage state of any vehicle and can if he owns a Material Packs repair it via Useraction. Is the type of the Material Pack is of the same side as the vehicle (independent of the actual owner !) he can repair the full amount of the Material Pack, on the other hand the Packs have a reduced 50% effectivity ! The player have to choice which type of a Material Pack he what to use if he owns Material Packs of different sides, it's a very thing to think about which Material Pack he uses. The Technican generates one Material Pack of his side every 500 seconds if a Pistol Magazine Slot is free (by Default). MAP SKILLS \Sgt.Ace
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Updated ACE_Everon to prevent any problems with ACE MOD and there tags into SAP TAG now and for new projects I also changed some small config stuff and added the bikey signature files, the rest stay as it was. Be sure for old missions that the classnames are changed * SAP_Everon * SAP_DES_Everon * SAP_ARMAWOOD_Everon Download: SAP_Everon 1.0 Mirror by Combat-Prison.net link Mirror by armaholic link Mirror by ArmA.info Link Mirror by ArmA.de Link MfG Sgt.Ace
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Mapfact announces 3D Editor & more
luki replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
Sure it does! the switching between editor and ingame is history ....what u see is what u get And Lester created walls with and without slope placement mode. -
Mapfact announces 3D Editor & more
luki replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
Yes, they work for AI to and drawn on the ingame map. greets -
Hey maby it helps. SHADOW LOD: About the shadow load and the screen in the wip thread. It looks like u didnt close all points and faces in the shadow lod. (Oxygen 2 Manual ShadowVolume LOD) Main rotor and tail rotor: Are all needed secions, blurproxy... and model.cfg, config.cpp correct? turret: Do you created the sensor sections and the correct memory points for the sensor turret? When u have the correct model.cfg u can see the anim in bulldozer. TOW missiles: What do you want remove the pod or only the missiles? greets
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If u got a working model and a config.cpp + model.cfg (model.cfg need to be placed in the same foldier where the *.p3ds are stored for the binarize process). Then u just add your model in the P: Root dir and press Binarize. You can set some options in the BinPbo Tool to generate a log file from the process so u can see if all works fine or not. \Sgt.Ace
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Very nice map and i dont have any props with performance, good job.
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Great job, know they look very much better. Thx
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Double and tripple check your pathes in the rvmats and config and are the rvmats all linking to paa? (delete the rpt and minidumps so u have a clean rpt after next arma/buldozer start)
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More Infos about the error would be fine. Post the error or show the ArmA.rpt. \Sgt.Ace
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Updated ACE_Everon to prevent any problems with ACE MOD and there tags into SAP TAG now and for new projects I also changed some small config stuff and added the bikey signature files, the rest stay as it was. Be sure for old missions that the classnames are changed * SAP_Everon * SAP_DES_Everon * SAP_ARMAWOOD_Everon Download: SAP_Everon 1.0 *Updated Topic Frontpage
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New MLODs released by BIS showing up weird in O2
luki replied to ardvarkdb's topic in ARMA : O2 MODELLING
activate "Disable Model Config" in bulldozer start Options and the effect is not present. \Sgt.Ace -
<span style='font-size:25pt;line-height:100%'><span style='color:orange'>Release!</span></span> 4 Different Rabbits Movable Fireplace Healing Meat High Explosive Bunny Bomb MIRROR 170th: @SAP_Animal Armaholic: Armaholic mirror Info: Arma.info mirror Prison: combat prison mirror arma: armed-assault.de mirror AAZ: Armed Assault Zone mirror Civilian/SAP Animal/Bunnys Empty/SAP Misc/Stuff Status Missions 50% Coming Soon Mfg Sgt.Ace thx to:CSJ for original OFP Bunny, Mondkalb, Mandoble, NeoArmageddon MarcoPoloIV, Scruffy, Name, Lester, MCPXXL, Bolek. Note: Only the rabbit meat from /Sap_Misc/.. Heals and the other meat from the dead rabit and the fireplace will work in next Version.
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I just want to notice that you can use in ArmA a separeted config.cpp and model.cfg when u binarize the addon. Here a little example: car_01.p3d model.cfg (need to be in the same dir as the p3ds are) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSkeletons { class Your_Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class car_01_skeleton: Your_Default { isDiscrete = 1; skeletonInherit="Your_Default"; skeletonBones[]= {}; }; }; class CfgModels { class Your_Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class car_01: Your_Default { sectionsInherit="Your_Default"; sections[]= {}; skeletonName="car_01_skeleton"; class Animations {}; }; }; config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class Your_Car { units[] = { "car_01" }; weapons[] = {}; requiredVersion = 1.000000; requiredAddons[] = {""}; version = 1.08; }; }; class CfgVehicleClasses { class Your_Class { displayName = "Your_Class"; }; }; class CfgVehicles { class car; class car_01 : car { scope = 0; type = 2; vehicleClass = "Your_Class"; model = "car_01.p3d"; }; };
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Nice Find its realy a strange feeling when u stop a comlete battelfield and walk through it.
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Nice small map .. good job /sgt.ace
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http://tactical.nekromantix.com/wiki/doku.php?id=arma:ofpport
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Ahh beautifull ...thx for the bind pos syn
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Looking good OFman ...crysis go home
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Good Job! i like the Hueys
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Where can i see binpbo log with errors ?
luki replied to RN Malboeuf's topic in ARMA : TOOLS TROUBLESHOOTING
try the windows search function ArmA.RPT its a lilbit hidden in my sys its <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">X:\Documents and Settings\Sgt.Ace\Local Settings\Applicationdata\ArmA\ArmA.rpt ..mission cash usw... For the log file.. you need to activate it under the binarize tool options. -
Where can i see binpbo log with errors ?
luki replied to RN Malboeuf's topic in ARMA : TOOLS TROUBLESHOOTING
the log file is generatet in the Destination directory and when u working in bulldozer u can also see the errors in the ArmA.RPT -
@ supershooter this is freewaremusic from the hulk film billbrownmusic
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Do you have Objects on your map?