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Everything posted by luki
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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?
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Ah perfect links are back again. Thanks for this tut.
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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)
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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
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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
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O Holy Biki community.bistudio.com/wiki/preloadCamera greets
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A bunch of mission editing questions.
luki replied to hypno toad's topic in ARMA - MISSION EDITING & SCRIPTING
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 -
Jo, the Airwolf mod used his model. Martins yahoo mail is dead no delivery
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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
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Russians that should attack Civilians
luki replied to RN Malboeuf's topic in ARMA - MISSION EDITING & SCRIPTING
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 -
Sat and Mask textures must have the same size
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Very interesting, thx for this great work
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OFPEC has a nice Database Arma Object List with pictures mfg
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Its not an addon anymore so no use with fc
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Nice work, good training map for air vehicles!
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Hi, You can use the -nosplash command. mfg
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Hi, You can use the -nosplash command. mfg
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Nice one. Looks very nice, maybe i can use this on my Island.
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Nice one. Looks very nice, maybe i can use this on my Island.
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Nice Job mr.Flea, CWR should hurry before the com do it
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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
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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
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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
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Im using only the biki manual. What do u think about a Visitor conversation in IRC or something like that, to share more Infos.
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All roads working fine for me without any problems