sfc.itzhak
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Posts posted by sfc.itzhak
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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
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new link..
thanks to http://ofp.gamepark.cz/
ftp://www.ofpr.info/ofpd/mods/LoBoAddonPack3.rar
enjoy the mod
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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?
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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?
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any chance any one can help with this problem??
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You're getting that number because when the bullet impacts it is deleted. 0.1 seconds is by no means an accurate way to determine when the bullet impacts anyway. It could take less time than that and when it does impact you'll lose the _round variable since the bullet will no longer exist. You need to use a loop that constantly records the bullet's position and exits when the bullet no longer exists, that will give you the most accurate impact position.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
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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
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so the solution to this unneeded comments like this one
Quote[/b] ]Very nice to see that people who post actual ingame WIP pictures are blamed for thatis 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
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then press T and see where is the other red marked key mapping...
and delete it...
ok?
sfc.itzhak
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well
its very simple
go to options.
controls
and change whatever you want....
good day
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actually i asked granq but about your stuff...
its possible and in future plans..
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tell me your wish list and we can see...
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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
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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
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part of the lobo team....
enjoy..
http://www.idfsim.220mb.com/news.php
more stuff will be followed
sfc
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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
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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
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42 views and no reply??
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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..
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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?
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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
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i want to simulate the tracks goes off its place
i will explain..
if a atank turns in the spot he will "loose" his track because it can slip out of place
so i want to calculate how meny degrees did the tanks hull did without moving 1 meter
so is it possible?
thanks
sfc
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is it possible to calculate who many degrees did the tank (not the turret) did??
like a script that will calculate how many degrees did the tank hull did and how meny meter did he move in that time..
i know it seems impossible but is there a way??
thanks
sfc.itzhak
Make a UFO?
in ARMA - MISSION EDITING & SCRIPTING
Posted
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