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TYsiEK

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Everything posted by TYsiEK

  1. TYsiEK

    Detecting auto pilot

    Try is it working with action condition. I mean "player action [ACTIONNAME]" as condition .
  2. TYsiEK

    Helicopter bouncing on the ground...

    You must make a ONE VERTEX gear ( i mean one vertex for PRAVY KOLO selection name) in land contact area. One gear couldn't be as a model. It should be as a one vertex. If you make this then it will works. Sorry for my bad English
  3. TYsiEK

    A small petition to bis

    Yes it looks like a fucking and naughty boy !!!!!!
  4. TYsiEK

    A small petition to bis

    BIS, Can you make new class like a airplane and helicopter ? I think about the vtol aircraft for making the simulation for harriers, ospreys and everyone vtol aircrafts . We need it ! .
  5. TYsiEK

    Mi-2 "hoplite"

    Those peoples are stupid. Veeeery stupid .
  6. TYsiEK

    Osprey

    I making a V-22 Osprey . http://members.lycos.co.uk/tysiek/osprey3d.php Check this site. I need just better textures and VTOL script and of course fixed animation limitation problem .
  7. TYsiEK

    Multiple animations

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jaceksfor @ Jan. 28 2003,20:23)</td></tr><tr><td id="QUOTE">so what whork SCUD<span id='postcolor'> I can't explain how it is works. But there is no way to make new RTM for other vehicle. RTM's wont work with aircraft, cars, tanks and boats. It work only with human animations.
  8. TYsiEK

    Making an assault aircraft carriers!

    VTOL ? Hahahaha No way . I know that, i making a V-22 Osprey.
  9. TYsiEK

    Multiple animations

    You can't make this in OFP . It's just a limitation.
  10. TYsiEK

    Thermal ambush

    Hi, i need to make some thermal ambush. It's must base on flare weapon (flarered or some different colour) and it must being as new weapon in the vehicle. Can someone make that in .cpp or can anybody understand my bad english ? .
  11. TYsiEK

    Osprey would be nice

    Yes this Harrier has tested on free VTOL script that like my Osprey. This script have few bugs and it's working only with plane simulation.
  12. TYsiEK

    What would you like to see in ofp2

    And I would to see good engine for add-on makers. Just new engine for access to make every vehicle working that like in our world.
  13. And I would to see good engine for add-on makers. Just new engine for access to make every vehicle working that like in our world.
  14. TYsiEK

    Osprey would be nice

    Yes of course. Osprey would be very very nice .
  15. But it's not working . Maybe only in my computer ? I have done that what you have said .
  16. Hi guys. I need to have some config.cpp to configure new animation with new action. I mean new animation in rtm . Can someone write five lines for me ?
  17. Yes, I making a V-22 Osprey . But i need some guy who can make me textures for my beautiful bird and i need a patch 1.90 for Polish OFP version to test VTOL simulation. I will put here relase date if BIS can fix very important bug (topic about bug ->here ) . So, here is some screenshots from my V-22 Osprey. Osprey beta1 n.1 Osprey beta1 n.2 Osprey beta 1 n.3 Osprey beta1 n.4 Osprey beta1 n.5 Osprey beta2 1 Osprey beta 2 2 Osprey beta2 3 Osprey beta2 4 Osprey beta2 5
  18. TYsiEK

    Configure .rtm animations

    So why this is inpossible ? Add-On makers need multiple animation. Actual OFP have a lot of limitations . When BIS can fix this limitation ??
  19. TYsiEK

    V-22 osprey project

    It's wrong way. The problem is about multiple animation limitation . When i group all flaps with rotors then rotors or flaps will not work.
  20. TYsiEK

    Addons you want

    A USMC V-22 Osprey tiltrotor with all working animations and VTOL simulation. Maybe we can download this addon in january. But this project have one problem.
  21. TYsiEK

    Why convert config.cpp to .bin ?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Jan. 01 2003,16:24)</td></tr><tr><td id="QUOTE">Considering that the game, as far as I know, parses the config files in startup, I dont think using bin in addons really does any notable difference anywhere.<span id='postcolor'> Maybe difference is only on size after compile.
  22. TYsiEK

    Why convert config.cpp to .bin ?

    BIN is some like a compressed file format and that like Vixer told, it's working faster in game .
  23. TYsiEK

    Animation editor is out!

    Hey i have bad news. I think this animations is not working with air class . If yes, please can someone fix this cpp lines ? // some basic defines #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 T_Osprey { units[] = {T_Osprey}; weapons[] = {}; requiredVersion = 1.91; }; }; class CfgMovesMC { class Default {}; class States { class Ospreyr11: Default { file="\T_Osprey\ospreyr1.rtm"; speed=22; looped=0; }; class Ospreyr22: Default { file="\T_Osprey\ospreyr2.rtm"; speed=22; looped=0; }; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Helicopter: Air {}; class T_Osprey: Helicopter { vehicleClass = "Air"; Side=1; crew="SoldierWPilot"; accuracy=0.30; DisplayName = "T_Osprey"; mainRotorSpeed=5.000000; backRotorSpeed=5.000000; typicalCargo[]={"Soldier","Soldier","SoldierLAW","SoldierLAW"}; scope=2; driverAction="ManActUH60Pilot"; gunnerAction="ManActUH60Pilot"; gunnerUsesPilotView=1; soundEngine[]={"\T_Osprey\osprey.wss",0.316228,1}; Model="\T_Osprey\osprey.p3d"; transportSoldier = 25; maxSpeed=500; armor=110; weapons[]={}; magazines[]={}; nameSound="blackhawk"; fov=0.5; cost=10000000; type=VAir; threat[]={0.1, 0.8, 1.0}; animated=1; class Animations { class doors { type="rotation"; animPeriod=3; selection="doors"; axis="doorsoska"; angle0=0.100000; angle1=0.000000; }; class aramp { type="rotation"; animPeriod=3; selection="theramp"; axis="rampaxis"; angle0=0.000000; angle1=0.600000; }; }; class UserActions { class ChangeRotorEngine1 { displayName="ChangeRotor"; position="ChangeRotor"; radius=2.5; condition="this animationPhase ""T_Osprey"" >= 0.5 and player distance this < 20"; statement="this animate [""Ospreyr22"", 1] ; this animate [""Ospreyr11"", 1]"; }; class ChangeRotorEngine2 { displayName="ChangeRotorBack"; position="ChangeRotor"; radius=2.5; condition="this animationPhase ""T_Osprey"" < 0.5 and player distance this < 20"; statement="this animate [""Ospreyr22"", 1] ; this animate [""Ospreyr11"", 1]"; }; class Open { displayName="OpenDoors"; position="doors"; radius=2.5; condition="this animationPhase ""doors"" < 0.5"; statement="this animate [""doors"", 1]"; }; class Close { displayName="CloseDoors"; position="doors"; radius=2.5; condition="this animationPhase ""doors"" >= 0.5"; statement="this animate [""doors"", 0]"; }; class Openramp { displayName="OpenRamp"; position="doors"; radius=2.5; condition="this animationPhase ""aramp"" < 0.5"; statement="this animate [""aramp"", 1]"; }; class Closeramp { displayName="CloseRamp"; position="doors"; radius=2.5; condition="this animationPhase ""aramp"" >= 0.5"; statement="this animate [""aramp"", 0]"; }; }; }; };
  24. TYsiEK

    Configure .rtm animations

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (brsseb @ Jan. 01 2003,12:16)</td></tr><tr><td id="QUOTE">Hi there. I cant give you a strait answer, but im trying to do the same thing. I have made a simple p3d file with a box-shape that have a rtm animation (just a box spinning). I want to be able to walk up to the object, and then start the animation using the action menu ("Open/Close Ramp"). This is what I have done so far in the config, but it wont work. But i think im nearly there so maybe someone can spot the bugs? class CfgPatches { class brugwagon { units[] = {brugwagon}; weapons[] = {}; requiredVersion = 1.0; }; }; #define SPEED_STATIC 1e10 class CfgMovesMC { class Default {}; class States { class MyAnimation: Default { file="\brugwagon\ani1.rtm"; speed=SPEED_STATIC; looped=0; }; }; }; /* CfgMovesMC class end*/ class CfgVehicles { class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class TargetTraining: NonStrategic {}; class TargetGrenade: TargetTraining {}; class brugwagon: TargetGrenade { model="\brugwagon\brugwagon"; armor=20000; scope=2; displayName="Brugwagon Animated"; //animated=true; // hmmm.... class UserActions { class OpenRamp { displayName="Open Ramp"; position="02"; radius=18100; condition="this animationPhase ""brugwagon"" >= 0.5 and player distance this < 20"; statement="this animate [""MyAnimation"", 1]"; }; class CloseRamp { displayName="Close Ramp"; position="02"; radius=18100; condition="this animationPhase ""brugwagon"" < 0.5 and player distance this < 20"; statement="this animate [""MyAnimation"", 0]"; }; }; /* useraction class end*/ }; /*brugwagon class end*/ }; brsseb<span id='postcolor'> Exactly thank you very match man !!!! One man who can think like someone who come from earth . UPDATE Oh i think it's not working with air class like in the helicopter . This is my CPP // some basic defines #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 T_Osprey { units[] = {T_Osprey}; weapons[] = {}; requiredVersion = 1.91; }; }; class CfgMovesMC { class Default {}; class States { class Ospreyr11: Default { file="\T_Osprey\ospreyr1.rtm"; speed=22; looped=0; }; class Ospreyr22: Default { file="\T_Osprey\ospreyr2.rtm"; speed=22; looped=0; }; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Helicopter: Air {}; class T_Osprey: Helicopter { vehicleClass = "Air"; Side=1; crew="SoldierWPilot"; accuracy=0.30; DisplayName = "T_Osprey"; mainRotorSpeed=5.000000; backRotorSpeed=5.000000; typicalCargo[]={"Soldier","Soldier","SoldierLAW","SoldierLAW"}; scope=2; driverAction="ManActUH60Pilot"; gunnerAction="ManActUH60Pilot"; gunnerUsesPilotView=1; soundEngine[]={"\T_Osprey\osprey.wss",0.316228,1}; Model="\T_Osprey\osprey.p3d"; transportSoldier = 25; maxSpeed=500; armor=110; weapons[]={}; magazines[]={}; nameSound="blackhawk"; fov=0.5; cost=10000000; type=VAir; threat[]={0.1, 0.8, 1.0}; animated=1; class Animations { class doors { type="rotation"; animPeriod=3; selection="doors"; axis="doorsoska"; angle0=0.100000; angle1=0.000000; }; class aramp { type="rotation"; animPeriod=3; selection="theramp"; axis="rampaxis"; angle0=0.000000; angle1=0.600000; }; }; class UserActions { class ChangeRotorEngine1 { displayName="ChangeRotor"; position="ChangeRotor"; radius=2.5; condition="this animationPhase ""T_Osprey"" >= 0.5 and player distance this < 20"; statement="this animate [""Ospreyr22"", 1] ; this animate [""Ospreyr11"", 1]"; }; class ChangeRotorEngine2 { displayName="ChangeRotorBack"; position="ChangeRotor"; radius=2.5; condition="this animationPhase ""T_Osprey"" < 0.5 and player distance this < 20"; statement="this animate [""Ospreyr22"", 1] ; this animate [""Ospreyr11"", 1]"; }; class Open { displayName="OpenDoors"; position="doors"; radius=2.5; condition="this animationPhase ""doors"" < 0.5"; statement="this animate [""doors"", 1]"; }; class Close { displayName="CloseDoors"; position="doors"; radius=2.5; condition="this animationPhase ""doors"" >= 0.5"; statement="this animate [""doors"", 0]"; }; class Openramp { displayName="OpenRamp"; position="doors"; radius=2.5; condition="this animationPhase ""aramp"" < 0.5"; statement="this animate [""aramp"", 1]"; }; class Closeramp { displayName="CloseRamp"; position="doors"; radius=2.5; condition="this animationPhase ""aramp"" >= 0.5"; statement="this animate [""aramp"", 0]"; }; }; }; };
  25. TYsiEK

    Vehicle .rtm files

    You haven't need scud in openable p3d format . If you want know what is selection names of scud's just take look at .rtm animation from scud in new animation editor.
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