Jump to content

sfc.itzhak

Member
  • Content Count

    155
  • Joined

  • Last visited

  • Medals

Everything posted by sfc.itzhak

  1. sfc.itzhak

    Make a UFO?

    hi man there is an addon request thread.. and there is no need to open 2 threads and post in the "Stuff you are working on?" the link .. http://www.flashpoint1985.com/cgi-bin....t=57329 this will probably be locked up.. good day sfc
  2. sfc.itzhak

    ArmA animations

    i really dont see what you are complaining.. you can make human solders just take slx_pepole as refrance.. god know i did it and my soilder works with all the animations.. do a little research and you will see that you can make everyting without the tools.. sfc
  3. new link.. thanks to http://ofp.gamepark.cz/ ftp://www.ofpr.info/ofpd/mods/LoBoAddonPack3.rar enjoy the mod
  4. hi.. i am trying to make an addon that whan it fires the ammunition the script will calculate the distance between the object and the bulit impact point.. i use this script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _mg = _this select 0; _ammo = _this select 1; _round = nearestobject [_this select 0,_this select 4]; ~0.1 _dist = _mg distance _round; _intdest = round _dist _a1 = (_intdest - _intdest mod 10000) / 10000 _a2 = (_intdest mod 10000 - _intdest mod 1000) / 1000 _a3 = (_intdest mod 1000 - _intdest mod 100) / 100 _a4 = (_intdest mod 100 - _intdest mod 10) / 10 _a5 = (_intdest mod 10) _str = format["Distance: %1%2%3%4%5", _a1, _a2, _a3, _a4, _a5]; titleText [_str, "PLAIN"]; and sometimes i get numbers that look ok but most of the time i get this value .. dunno why it dose this .. any idea. p.s this is the weapon and ammo sitting if you need it. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAmmo { class BulletBase; class LaserRangeFinderAmmo : BulletBase { hit = 0; indirectHit = 0; indirectHitRange = 0; model = ""; soundFly[] = {}; hitGround[] = {}; hitMan[] = {}; hitArmor[] = {}; hitBuilding[] = {}; cartridge = ""; cost = 0.0; deflecting = 0; visibleFire = 1; // how much is visible when this weapon is fired audibleFire = 0; visibleFireTime = 20; // how long is it visible timeToLive = 20; typicalSpeed = 10; }; }; class CfgMagazines { /* class VehicleMagazine; class 1000Rnd_127x99_M2 : VehicleMagazine { scope = public; displayName = $STR_DN_M2_MG; ammo = "B_127x99_Ball"; count = 1000; initSpeed = 930; }; */ class CA_Magazine; class LaserRangeFinderCharge : CA_Magazine { scope = public; displayName = "Laser range finder charges"; ammo = "LaserRangeFinderAmmo"; count = 1000; initSpeed = 1000; } }; class CfgWeapons { class MGun; class LaserRangerFinder : MGun { scope = protected; displayName = "Laser ranger finder"; autoFire = true; magazines[] = {"LaserRangeFinderCharge"}; sound[] = {}; soundServo[] = {}; reloadTime = 0.11; magazineReloadTime = 15; dispersion = 0; canLock = LockNo; minRange = 1; minRangeProbab = 1; midRange = 5000; midRangeProbab = 0; maxRange = 10000; maxRangeProbab = 0; aiDispersionCoefY = 7.0; aiDispersionCoefX = 7.0; }; }; thanks sfc.itzhak
  5. sfc.itzhak

    the distance command

    ok. i looked in the bulletcam script and this is what i ended up with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Missile = _this select 0 ? isNull _Missile : exit _Type= typeOf _Missile #loop ? isNull _Missile : end _dis2=_Missile distance player _dis1 = round _dis2 _str = format["%1 meters",(_dis1)] ? ctrlvisible 100 : goto "loop" #End titleText [_str, "PLAIN"]; setAccTime 1 exit but still the maximum distance i get is 80 meters.. any ideas?
  6. sfc.itzhak

    Upcoming lost brother addons

    it just needs the finishing touch .. its ain't long now. ppl did a lot of hard work on it and i think you can wait a bit more no?
  7. sfc.itzhak

    the distance command

    any chance any one can help with this problem??
  8. sfc.itzhak

    the distance command

    thanks for the fast reply. any chance you can give me an example of how to do that? or even help with this small part? thanks sfc.itzhak
  9. so the solution to this unneeded comments like this one is to make anyone that wants to post here to give a wip?? i really don't see the purpose of this commants.. and so my post wont be spam .. ch46. and stop with this nonsense! good day sfc..itzhak
  10. sfc.itzhak

    Setting controls?

    then press T and see where is the other red marked key mapping... and delete it... ok? sfc.itzhak
  11. sfc.itzhak

    Setting controls?

    well its very simple go to options. controls and change whatever you want.... good day
  12. sfc.itzhak

    Bulldozer.. just informing

    actually i asked granq but about your stuff... its possible and in future plans..
  13. sfc.itzhak

    Bulldozer.. just informing

    tell me your wish list and we can see...
  14. more ah1 http://i13.photobucket.com/albums/a264/GUST_AGIN/privte/AH1_2.jpg ch-53 http://i13.photobucket.com/albums/a264/GUST_AGIN/privte/arma2007-.jpg http://i13.photobucket.com/albums/a264/GUST_AGIN/privte/arma2007.jpg mk3 achzarit apc d-9 bulldozer. http://i13.photobucket.com/albums....-35.jpg the site... http://www.idfsim.220mb.com/news.php updates will be followed ... sfc.itzhak
  15. some of mine... m462 rhino.. with interoir http://i13.photobucket.com/albums....2-1.jpg http://i13.photobucket.com/albums....-39.jpg http://i13.photobucket.com/albums....-79.jpg http://i13.photobucket.com/albums....-04.jpg
  16. sfc.itzhak

    Bulldozer.. just informing

    sry for the hijack GranQ.. its a wip of the d-9 i am working on.. its working in game but there is no interior yet.. o2 bildozer side front .. as you can see its a beast in game. agin sry for that GranQ.. sfc.itzhak
  17. sfc.itzhak

    ArmA Addon request thread

    part of the lobo team.... enjoy.. http://www.idfsim.220mb.com/news.php more stuff will be followed sfc
  18. sfc.itzhak

    USMC

    hi all... this is my first post and i will keep it short.. i am working on some projects at the same time and its time to show them and seek help.. so lets begin.. 1.an av8b harrier which is 80& done. a few pics front top side things to finish: 1.weapons scripting 2.add more detail to cockpit. 3.vtol script. 4.gear is 50% done with animation. next is the ch-46 (retex of opcw) side. closer. i used the ch47 crew and cargo model thing to do: 1.finsih taling the inner with the outside model. 2.animated back ramp. 3.cockpit. see next post...
  19. hey.. i have a watch tower with an my created optics. i have add 4 section in the optics so they will be used as hidden selctions for the lasing. i use this script to get the distance from the watch tower to the bullt.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _mg = _this select 0 _ammo = _this select 1; _basename = "\gaza_obj\hud\n" _type = _this select 4 _shell = nearestobject [_this select 0,_this select 4]; ~2 _return =_mg distance _shell; ~.1 ; Break the altitude into integers _alt =_return _a1 = (_alt - _alt mod 10000) / 10000 _a2 = (_alt mod 10000 - _alt mod 1000) / 1000 _a3 = (_alt mod 1000 - _alt mod 100) / 100 _a4 = (_alt mod 100 - _alt mod 10) / 10 _a5 = ((_alt mod 10) - _alt % 1) _str = format["%1%2.pac", _basename, _a1] _mg setobjecttexture[0, _str] _str = format["%1%2.pac", _basename, _a2] _mg setobjecttexture[1, _str] _str = format["%1%2.pac", _basename, _a3] _mg setobjecttexture[2, _str] _str = format["%1%2.pac", _basename, _a4] _mg setobjecttexture[3, _str] _str = format["%1%2.pac", _basename, _a5] _mg setobjecttexture[4, _str] ~4 #HudOFF _mg setobjecttexture[0, ""] _mg setobjecttexture[1, ""] _mg setobjecttexture[2, ""] _mg setobjecttexture[3, ""] _mg setobjecttexture[4, ""] now my q is how do i aplly those hidden selction on the optics? if i missed a detail tell me... thanks in advance sfc
  20. sfc.itzhak

    VBS2 to ARMA

    well said nephilim. and i will add 1 more thing.. all vbs2 stuff are encrypted and cannot be used ... AND like vbs1 it uses a usb key... so if you want to see vbs2 stuff you can always buy them.. OR make them yourself. have a good week sfc.itzhak
  21. hey i am making an apc and for some reason it shows under car in the editor and non of the animation work even the gunners ows wont work or fire... my tank uses almost the same config and it works great... the config.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class achzrit { units[] = {}; requiredVersion = 1.0; }; }; #include <CfgSkeletons.h> class CfgVehicles { class Land; // External class reference class LandVehicle : Land { class NewTurret; // External class reference class ViewOptics; // External class reference }; class Tank : LandVehicle { driverOpticsModel = "\ca\Tracked\optika_tank_driver"; commanderCanSee = 30; gunnerCanSee = 30; class HitHull { armor = 1; material = 55; name = "telo"; visual = "telo"; passThrough = 1; }; class HitLTrack { armor = 0.15; material = 55; name = "pas_L"; visual = "pas_L"; passThrough = 1; }; class HitRTrack { armor = 0.15; material = 55; name = "pas_P"; visual = "pas_P"; passThrough = 1; }; class HitEngine { armor = 0.4; material = 60; name = "motor"; visual = "motor"; passThrough = 1; }; weapons[] = {}; magazines[] = {}; class Turrets { class MainTurret : NewTurret { gunnerAction = "ManActTestDriverOut"; gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner"; gunnerOutOpticsModel = "\ca\Weapons\optika_empty"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; memoryPointsGetInGunner = "pos driver"; memoryPointsGetInGunnerDir = "pos driver dir"; class HitTurret { armor = 0.8; material = 55; name = "vez"; visual = "vez"; passThrough = 1; }; class HitGun { armor = 0.4; material = 55; name = "zbran"; visual = "zbran"; passThrough = 1; }; class Turrets { class CommanderOptics : NewTurret { proxyType = "CPCommander"; proxyIndex = 1; gunnerName = $STR_POSITION_COMMANDER; primaryGunner = 0; primaryObserver = 1; body = "obsTurret"; gun = "obsGun"; animationSourceBody = "obsTurret"; animationSourceGun = "obsGun"; animationSourceHatch = "hatchCommander"; soundServo[] = {"", 0.00316228, 1.0}; gunBeg = ""; gunEnd = ""; minElev = -4; maxElev = 20; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; commanding = 2; outGunnerMayFire = 1; inGunnerMayFire = 1; gunnerOpticsModel = "\ca\Tracked\optika_tank_driver"; gunnerOutOpticsModel = "\ca\Weapons\optika_empty"; gunnerOutOpticsColor[] = {0, 0, 0, 1}; gunnerOutForceOptics = 0; gunnerOutOpticsShowCursor = 0; memoryPointGunnerOutOptics = "commander_weapon_view"; memoryPointGunnerOptics = "commanderview"; memoryPointsGetInGunner = "pos driver"; memoryPointsGetInGunnerDir = "pos driver dir"; memoryPointGun = "gun_muzzle"; selectionFireAnim = "zasleh_1"; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.6; minFov = 0.6; maxFov = 0.6; }; class ViewGunner { initAngleX = 5; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = 0.7; minFov = 0.6; maxFov = 0.7; }; }; }; }; }; soundEnviron[] = {"\ca\Tracked\Data\Sound\OldRolling_Treads1", 7.94328, 0.8}; soundEngine[] = {"\ca\Tracked\Data\Sound\OldIdle1", 10.0, 1}; soundCrash[] = {"\ca\Tracked\Data\Sound\crash2", 31.6228, 1}; soundGear[] = {"\ca\Tracked\Data\Sound\Gear_Trans1", 0.01, 1}; soundDammage[] = {"\ca\Tracked\Data\Sound\alarm_loop1", 1.0, 1}; getInAction = "GetInmedium"; getOutAction = "GetOutmediun"; supplyRadius = 1.5; simulation = "tank"; class ViewOptics : ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.9; minFov = 0.9; maxFov = 0.9; }; }; class achzrit : tank { displayName = "achzrit"; model = "\achzrit\achzrit.p3d"; selectionLeftOffset = "pasanimL"; selectionRightOffset = "pasanimP"; scope=2; side = 1; accuracy = 0.8; picture = "\ca\tracked\Data\ico\M1_abrams_CA.paa"; Icon = "\Ca\tracked\Data\map_ico\icomap_m1a1_CA.paa"; mapSize = 7; armor = 900; nameSound = "APC"; maxSpeed = 60; hiddenSelections[] = {""}; hiddenSelectionsTextures[] = {""}; transportSoldier = 7; hasCommander = false; unloadInCombat = true; crew = "SoldierWB"; class TransportMagazines {}; transportAmmo = 0; supplyRadius = 1.7; cost = 150000; canFloat = 0; typicalCargo[] = {"SoldierwCrew", "SoldierwCrew"}; viewCargoShadow = 1; threat[] = {0.7, 1.0, 0.3}; soundGetIn[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.01, 1}; soundGetOut[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.00316228, 1}; soundEnviron[] = {"\ca\Tracked\Data\Sound\M1A2_track_v2", 5.01187, 1}; soundEngine[] = {"\ca\Tracked\Data\Sound\Brdm_engine_3", 7.94328, 0.9}; driverAction = "BMP2_DriverOut"; driverInAction = "BMP2_Driver"; memoryPointTrack1L = "Stopa ll"; memoryPointTrack1R = "Stopa lr"; memoryPointTrack2L = "Stopa rl"; memoryPointTrack2R = "Stopa rr"; cargoIsCoDriver[] = {0}; cargoAction[] ={"Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","BMP2_Commander"}; driverForceOptics = 0; class Turrets { class MainTurret : NewTurret { body = "OtocVez"; gun = "OtocHlaven"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; animationSourceHatch = "hatchGunner"; class HitTurret { armor = 0.8; material = 55; name = "vez"; visual = "vez"; passThrough = true; }; class HitGun { armor = 0.4; material = 55; name = "zbran"; visual = "zbran"; passThrough = true; }; weapons[] = {M240_veh}; magazines[] = {"1200Rnd_762x51_M240"}; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate", 0.001, 1.0}; minElev = -4; maxElev = 33; minTurn = -360; maxTurn = 360; gunnerAction = "BMP2_GunnerOut"; gunnerInAction = "BMP2_Gunner"; forceHideGunner = 0; gunnerOpticsModel = "\ca\Tracked\optika_M1A1_gunner"; gunnerForceOptics = false; gunnerOutOpticsModel = "\ca\weapons\optika_empty"; }; }; }; }; the CfgSkeletons.h <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons { class Tank; //Define base class. class achzritBones : tank { isDiscrete=1; skeletonInherit = ""; //Inherit all bones from class Car. skeletonBones[]= { "levy predni","", "levy dalsi","", "levy prostredni","", "levy zadni","", "pravy predni","", "pravy dalsi","", "pravy prostredni","", "pravy zadni","", "OtocVez","", "OtocHlaven","OtocVez", "kolol1","", "kolol2","", "kolol3","", "kolol4","", "kolol5","", "kolol6","", "koll1","", "koll2","", "kolop1","", "kolop2","", "kolop3","", "kolop4","", "kolop5","", "kolop6","", "kolp1","", "kolp2","" }; }; }; class CfgModels { class Tank; //Declare base class. class achzrit: tank { sectionsInherit = ""; sections[] ={"pas_P","koll1","koll2","kolp1","kolp2","koloL1","koloL2","koloL3","koloL4","koloL5","koloL6","kolP1","koloP1","koloP2","koloP3","koloP4","koloP5","koloP6","pravy zadni","pasanimL","pasanimP","levy zadni","L svetlo", "P svetlo"}; skeletonName = "achzritBones"; class Animations { class OtocVez { type = "rotationY"; source = "mainTurret"; selection = "OtocVez"; axis = "OsaVeze"; memory = true; sourceAddress = "loop"; minValue = rad -360; maxValue = rad +360; angle0 = rad -360; angle1 = "rad 360"; }; class OtocHlaven { type = "rotationX"; source = "mainGun"; selection = "OtocHlaven"; axis = "OsaHlavne"; memory = true; sourceAddress = "clamp"; minValue = "rad -4.5"; maxValue = "rad 35"; angle0 = "rad -5.5"; angle1 = "rad 35"; }; class achkoloL1 { type = "rotationX"; source = "wheelL"; selection = "kolol1"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class achkoloL2 :achkoloL1 { selection = "kolol2"; }; class achkoloL3 :achkoloL1 { selection = "kolol3"; }; class achkoloL4 :achkoloL1 { selection = "kolol4"; }; class achkoloL5 :achkoloL1 { selection = "kolol5"; }; class achkoloL6 :achkoloL1 { selection = "kolol6"; }; class achkoll1 :achkoloL1 { selection = "koll1"; }; class achkoll2 :achkoloL1 { selection = "koll2"; }; class achkolop1 { type = "rotationX"; source = "wheelr"; selection = "kolop1"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class achkolop2 :achkolop1 { selection = "kolop2"; }; class achkolop3 :achkolop1 { selection = "kolop3"; }; class achkolop4 :achkolop1 { selection = "kolop4"; }; class achkolop5 :achkolop1 { selection = "kolop5"; }; class achkolop6 :achkolop1 { selection = "kolop6"; }; class achkolop7 :achkolop1 { selection = "kolop7"; }; class achkolop8 :achkolop1 { selection = "kolop8"; }; class achkolop9 :achkolop1 { selection = "kolop9"; }; class achkolp1 :achkolop1 { selection = "kolp1"; }; class achkolp2 :achkolop1 { selection = "kolp2"; }; class mkDrivingWheel { type = "rotationZ"; source = "drivingWheel"; selection = "volant"; axis = "osavolantkon"; memory = true; sourceAddress = "mirror"; minValue = -1; maxValue = 1; angle0 = "rad -35"; angle1 = "rad 35"; }; }; }; }; thanks in advance..
  22. sfc.itzhak

    config issue idf units

    42 views and no reply??
  23. hey i think i saw i the past a script that get the distance from the eg the gunners optic to the viewing place whare the curser is laid. if not did anyone know how to?
  24. hi. is it possible to change the defult "map" with an realistic map or aerial photo? if so plz tell me how.. thanks sfc.itzhak
  25. hey.. i searched but didnt understood how to do it.. i want by a script that there sill be a big whit smoke from the right side of the tank and to keep it runing until an deactivation. is it possibale and how... thanks
×