TYsiEK
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Everything posted by TYsiEK
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Try is it working with action condition. I mean "player action [ACTIONNAME]" as condition .
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Helicopter bouncing on the ground...
TYsiEK replied to The Sharpshooter's topic in OFP : O2 MODELLING
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 -
Yes it looks like a fucking and naughty boy !!!!!!
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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 ! .
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Those peoples are stupid. Veeeery stupid .
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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 .
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</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.
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Making an assault aircraft carriers!
TYsiEK replied to bowzerdawg's topic in ADDONS & MODS: DISCUSSION
VTOL ? Hahahaha No way . I know that, i making a V-22 Osprey. -
You can't make this in OFP . It's just a limitation.
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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 ? .
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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.
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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.
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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.
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Yes of course. Osprey would be very very nice .
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But it's not working . Maybe only in my computer ? I have done that what you have said .
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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 ?
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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
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So why this is inpossible ? Add-On makers need multiple animation. Actual OFP have a lot of limitations . When BIS can fix this limitation ??
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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.
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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.
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</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.
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BIN is some like a compressed file format and that like Vixer told, it's working faster in game .
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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]"; }; }; }; };
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</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]"; }; }; }; };
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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.