Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

luki

Member
  • Content Count

    494
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by luki

  1. luki

    Custom car... help

    Use the eventhandler engine for the sound. For the speed, define speed in cfg or via script or do u want a rolls-royce afterburner jet engine on the hachback roof?
  2. luki

    Reflective Glass Tutorial

    Ah perfect links are back again. Thanks for this tut.
  3. luki

    A question about rvmats

    you create 2 new rvmats for your 2 new textures and yes i mean the rahmadi ones arma rvmat Yeah when u take the paa -- png then resize before using in vis3. keep in mind that you use only four different detail textures per segment. (in my first tests i didnt even change the rvamt just the textures)
  4. luki

    A question about rvmats

    When you use the sahrani paa`s you need to resize them, afaik are they 1024 and the demo island textures are 512x512. ** Use the demo rvmats to test with your textures U can also create your own textures like i do in my Island. ** All Sahrani detail_nohq, detail and mco files are in ArmA\AddOns\sara\Data
  5. Here u got a conform arma "config.cpp" and "model.cfg" ** opening in the middle just for demo u can close it complete with the animate number. No Script or Axis for the anim needed **note: model and cfg only working when u binarize the addon Raw File Foldier binarized addon (clean arma.rpt but u see the modell errors in the binarize log) if u need more help with other door anim types just ask. config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">/* eddyD_BORDER_HAS by eddyd 08.11.07 edit config.cpp by sgt.ace */ class CfgPatches { class eddyD_BORDER_objects { units[] = { "eddyD_BORDER_HAS" }; weapons[] = {}; requiredVersion = 1.000000; requiredAddons[] = {"CAAir","CABuildings","CAWeapons","CA_Anims_Char"}; version = 1.00; }; }; class CfgVehicleClasses { class eddyD_BORDER_objects { displayName = "eddyD_objects"; }; }; class CfgVehicles { class Strategic; class eddyD_BORDER_HAS: Strategic { scope=2; attendant=1; animated=1; vehicleClass="eddyD_BORDER_objects"; displayName="BORDER_HAS"; model="\eddyD_BORDER_HAS\eddyD_BORDER_HAS.p3d"; transportAmmo = 300000; transportFuel=50000; transportRepair=20000000; accuracy = 0.300000; mapSize=35; class AnimationSources { class front_right { source = "user"; animPeriod = 1; initPhase = 0; }; class front_left { source = "user"; animPeriod = 0; initPhase = 0; }; class back_right { source = "user"; animPeriod = 1; initPhase = 0; }; class back_left { source = "user"; animPeriod = 1; initPhase = 0; }; }; class UserActions { class CDoor1 { displayName="Close Front Right"; onlyforplayer = false; position="doorraxis"; radius=25; condition="this animationPhase ""front_right"" < 0.5"; statement="this animate [""front_right"",10]; this say ""doorclose"""; }; class ODoor1 { displayName="Open Front Right"; onlyforplayer = false; position="doorraxis"; radius=25; condition="this animationPhase ""front_right"" >= 0.5"; statement="this animate [""front_right"", 0]; this say ""dooropen"""; }; class CDoor2 { displayName="Close Front Left"; onlyforplayer = false; position="doorlaxis"; radius=25; condition="this animationPhase ""front_left"" > -0.5"; statement="this animate [""front_left"", -10.5]; this say ""doorclose"""; }; class ODoor2 { displayName="Open Front Left"; onlyforplayer = false; position="doorlaxis"; radius=25; condition="this animationPhase ""front_left"" <= -0.5"; statement="this animate [""front_left"", 0]; this say ""dooropen"""; }; class CDoor3 { displayName="Close Back Right"; onlyforplayer = false; position="doorrbaxis"; radius=25; condition="this animationPhase ""back_right"" < 0.5"; statement="this animate [""back_right"", 10]; this say ""doorclose"""; }; class ODoor3 { displayName="Open Back Right"; onlyforplayer = false; position="doorrbaxis"; radius=25; condition="this animationPhase ""back_right"" >= 0.5"; statement="this animate [""back_right"", 0]; this say ""dooropen"""; }; class CDoor4 { displayName="Close Back Left"; onlyforplayer = false; position="doorlbaxis"; radius=25; condition="this animationPhase ""back_left"" > -0.5"; statement="this animate [""back_left"", -10.5]; this say ""doorclose"""; }; class ODoor4 { displayName="Open Back Left"; onlyforplayer = false; position="doorlbaxis"; radius=25; condition="this animationPhase ""back_left"" <= -0.5"; statement="this animate [""back_left"", 0]; this say ""dooropen"""; }; }; }; }; class CfgSounds { class dooropen { name= "dooropen"; sound[]={"\eddyD_BORDER_HAS\data\sounds\dooropen.ogg",1,1}; titles[]={}; }; class doorclose { name= "doorclose"; sound[]={"\eddyD_BORDER_HAS\data\sounds\doorclose.ogg",1,1}; titles[]={}; }; }; and model.cfg <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">/* eddyD_BORDER_HAS by eddyd 08.11.07 edit model.cfg by sgt.ace */ class Rotation { type = "translation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class BORDER_HAS_Skeleton { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "doorr","", "doorl","", "doorrb","", "doorlb","", }; }; }; class CfgModels { class eddyD_BORDER_HAS { sectionsInherit=""; sections[]={"doorr","doorl","doorrb","doorlb"}; skeletonName = "BORDER_HAS_Skeleton"; class Animations { class front_right { type = "translationX"; animPeriod = 4; source = "user"; selection = "doorr"; minValue = 0.000; maxValue = 11.000; }; class front_left { type = "translationX"; animPeriod = 4; source = "user"; selection = "doorl"; minValue = -11.000; maxValue = -0.000; }; class back_right { type = "translationX"; animPeriod = 4; source = "user"; selection = "doorrb"; minValue = 0.000; maxValue = 11.000; }; class back_left { type = "translationX"; animPeriod = 4; source = "user"; selection = "doorlb"; minValue = -11.000; maxValue = -0.000; }; }; }; }; Edit: fixed statement and condition for left doors
  6. luki

    Preload a scene

    O Holy Biki community.bistudio.com/wiki/preloadCamera greets
  7. 1 - After the last waypoint add one more place it over the first waypoint and select type "cycle" 2 - Respawn settings can be found in the Community Wiki 3 - Create a script that checks if unit has no ammo then addmagazine for example 5 - Put in the ammobox init field <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">clearMagazineCargo this; clearWeaponCargo this 6 - Put in the ammobox init field <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addMagazineCargo ["weaponclassname", 5]; this addWeaponCargo ["weaponclassname", 5] 7 - respawnVehicle 8 - Put in the Description.ext: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">disabledAI = true 9 - You can set a simple text in a Trigger under effects Denz was faster
  8. Jo, the Airwolf mod used his model. Martins yahoo mail is dead no delivery
  9. Does someone know the actual mail or any contact from the ofp addon maker "martin" i realy wana share his nice helicopters with the Com. mfg sgt.ace
  10. Maybe this helps you a bit. I have done this in my Bunny RPG mission.. u need to sneek into a base an try to kill some Bluefor Officers as a Civilian (Opfor Specialagent). My solution was easy: If the Civilian spottet by Blufor with a weapon in hand then i set "go=true". The Blueforunits had a normal waypoint cycle with one "Destroy" waypoint set on my Unit. then i only set in cycle waypont the condition to "go". mfg
  11. luki

    Visitor 3 Quick Tutorial

    Sat and Mask textures must have the same size
  12. luki

    Durg's Vegetation Fix

    Very interesting, thx for this great work
  13. OFPEC has a nice Database Arma Object List with pictures mfg
  14. luki

    Digital Combat Simulations : Black Shark

    Its not an addon anymore so no use with fc
  15. luki

    High Detail Texture Project

    Nice work, good training map for air vehicles!
  16. luki

    No splash screen

    Hi, You can use the -nosplash command. mfg
  17. luki

    No splash screen

    Hi, You can use the -nosplash command. mfg
  18. luki

    Oil Rig for ArmA

    Nice one. Looks very nice, maybe i can use this on my Island.
  19. luki

    Oil Rig for ArmA

    Nice one. Looks very nice, maybe i can use this on my Island.
  20. luki

    Eden oh Eden

    Nice Job mr.Flea, CWR should hurry before the com do it
  21. luki

    what weapon in hand

    Maybe this is helpful <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _this select 0 _handguns = ["MakarovSD"] _c = count _handguns _i = 0 #start _gun = _handguns select _i ?_unit hasweapon _gun : goto "yes" _i = _i + 1 ?_i <_c : goto "start" exit #yes go=true hint format ["ALERT: The Civilian carries a %1 Kill him",_gun] exit
  22. U should try the Grouplink 2 plus by SNKMAN (Original in OFP by KeyCat) all this stuff is in there... and it works with Event Handlers
  23. Easy way script.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_carrier = _this select 0 _cargo = _this select 1 endCargoSession = false goto debug #nochmal _Offset = [-0.1, -3.3, -0.5]; _worldPos = _carrier modelToWorld _Offset; _cargo setPos _worldPos _cargo setDir (getDir _carrier -180) _cargo setDamage 0.0 ~.01 ?!(alive aa1) : goto "exit" ? (!endCargoSession) : goto "nochmal" #exit exit [carrier, cargo] exec "script.sqs" Alex Sworn and Gnat postet too some Vids
  24. luki

    Creating a New "Island"

    Im using only the biki manual. What do u think about a Visitor conversation in IRC or something like that, to share more Infos.
  25. luki

    Creating a New "Island"

    All roads working fine for me without any problems
×