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Tanelorn

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Posts posted by Tanelorn


  1. >>> Solution discovered <<<

    In the main config.cpp there is a section called cfg.Surfaces

    In here you can see listings of surface types, texture names (often with wildcards), and sound references.

    If you texture a roadway with a texture that meets the criteria of a cfgSurface item, the specified sound will be made when you walk on it. These specific sounds are within the cfgVehicles : Man section. The classes are numerous, some of them being Concrete, Rock, Wood, Sand, Mud, etc.

    There are other wildcard textures that are followed by a series of question marks. I don't recognize how this wildcard works. Any ideas?


  2. >>> === ATTENTION: === <<<

    I am listening to CNN radio, and somebody isn't paying attention because behind the normal pre-recorded broadcasts I can hear a reporter talking to Atlanta. SHe's on a carrier somewhere in the region.

    She has reported that 7 aircraft are returning to the carrier after dropping bombs. As she is talking she is reporting more planes taking off.

    Is this the beginning of the air war? Possibly. There's definitely activity and I don't think this is being reported on the networks yet.

    >> update <<

    The aircraft carrier is the U.S.S Abraham Lincoln


  3. My god 315 pages, this really is the mother of all threads!!!

    Hey has anyone else heard about Baghdad radio going pirate?

    I think this is awesome how the US is letting reporters broadcast what they are seeing coming off the carriers, missiles launched, etc. You wanna talk about PsyOps? How about hearing that thousands of planes and cruise missiles are coming your way, and knowing that it's true...


  4. Here's the lowdown according to my experience.

    In wheeled vehicles, when you hit 'v', your view is completely dependant on your proxy position. If your proxy is not set to raise and lower with the gun, then the optic will not raise or lower either. Basically, this is another way of saying there is no "true" gunner optic.

    The standard memory point "gunnerview" is completely ignored, and therefore you are looking out of your proxy's eyes.

    You must also bear in mind that "view gunner" LOD is worthless. In my experience, there is one and only one view in wheeled vehicles. If you add a gunner view, everyone inside the vehicle gets that view. If you add a pilot view, everyone uses that view, even the gunner.

    So, you must accept that wheeled vehicles are quite limited and probably were never designed for use as wheeled tanks.

    I would recommend that you make the model a true tank, and use the tank wheel names for your wheels. THey will still rotate as you move. They just won't pivot left or right.


  5. I'm sure you guys have noticed that some objects have special sounds when you walk on them. The industrial building in Nogova is a great example. It pings as you walk on the metal walkways.

    Anyone know how to set this in the model?

    I noticed in the opflash demo models that they would texture their roadways, and these textures didn't always match the texture in the resolution LODs.

    I also saw in the config file there's a cfgMaterials section that defines sounds to certain textures, which seem to use wildcards in their names.

    I wonder if there are special textures you put on the roadways that cause a certain sound to be heard.

    If any of you know how this is done, would you please post that information?


  6. PicVert, I don't think that's the problem or he would have complained about the muzzle flash being visible on the gun itself.

    I think your cfgModels section is correct. I've never messed with the special face properties other than setting damage material values, so sorry I can't confirm a correct answer.


  7. PicVert, I don't think that's the problem or he would have complained about the muzzle flash being visible on the gun itself.

    I think your cfgModels section is correct. I've never messed with the special face properties other than setting damage material values, so sorry I can't confirm a correct answer.


  8. If you are doing a small light such as a houselight, buglight, etc. then the regular cone is way too big.

    The cone also cuts into nearby models, so if your light is attached to a house, suddenly there's a semi-transparent cone in the house.


  9. This may or may not be on topic, but I figured I would share this info...

    You must be very careful changing the initspeeds for your weapons. You are very restricted in what velocities you give your ammunition, if the weapon is to be used by the AI.

    The AI does a horrible job adjusting to a custom trajectory. Now this may not be true for rifles, as I have seen the AI do a good job aiming high and low velocity bullets and grenades. However, tank shells and unguided shoulder-fired rockets are a different story.

    Let me cite two examples:

    1. My Core Raider tank fires a shell that has an initspeed of 300m/s. This is far below the usual 700m/s of the other tank shells. When the AI tries to attack with this weapon, it consistantly overcompensates and overshoots the target. Rarely will the AI get a hit on anything beyond 200m

    2. My revised Keg RPG7v fires at 250m/s and does not burn fuel en-route. I did this to simulate how the RPG behaves in real life: an initial pop and that's it. The AI thinks it will fly straight like the BIS RPG, however, so they routinely undershoot targets beyond 200m

    In both these examples, lower velocity projectiles cause the AI to miss their targets. A player handles the weapons fine, so long as the optics show proper elevation angles, of course.

    You can actually run these tests with BIS vehicles such as the BMP, which has one of the lowest velocity tank shells. WHile the trajectory is fairly flat, any targets beyond 500m are often OVERSHOT due to the bug in AI aiming.

    So you all need to keep this in mind. CHange velocities at your own risk.


  10. If you have any addons that require other addons, you really need to use the RequiredAddons{}; section in your config files. It works very well and helps others who download your addons.

    If you don't have a required addon, you get a little popup message and the dependant addon is not available in the mission editor. It's quite user friendly. The syntax is simple too.

    So please, everyone who makes multiple addons for a mod, be sure to use the above guidelines. It will really help out.


  11. Go high on the pilotview and low in the resolution LODs. You don't notice the details when looking at other soldiers.

    In fact, it's common to use an alpha-channelled single face for the weapon at most LODs, using 3d objects for the larger sections that would stick out to the sides. You can bring the face count down to 200 and it still looks good from beyond 3 meters.


  12. Keep these things in mind for things such as roads and runways:

    1. The largest the model can be to retain its functionality is 64m x 64m.

    2. Make sure you use triangle faces and not quads so if the terrain skews the vertices, the faces don't get skewed as well.

    3. The more segments you add to the object, the better it is able to conform to rugged terrain.


  13. Honestly, before BIS does any more animation commands, they really must give us the possibility of creating multiple animations per selection and allowing nesting of animated selections within eachother.

    THese capabilities are necessary to produce the sophisticated animations for things such as leg movement in mechs, pneumatic lifts in bridgebuilders, cranes, etc.


  14. I do this with scripts. SInce you have to use scripts anyway...

    For slow / fast, set the animation to the fastest animation speed you will need. Then use a scripted loop with a timer to go through animphase 0-1 by perhaps 0.01 per loop. That way, you can make it move slowly by virtue of that timed loop.

    For constant rotation it's the same way, just make the animperiod 0. THen when you are fully animated, simply animate it to 0 again.


  15. No, dude, the Mini-14 is unique in that it DOES use M16 magazines. It's the only civilian rifle (other than M16 variants) that I am aware can do it.

    I know because my brother owns a Mini-14.

    But honestly, if you're going to make Ruger rifles, you should use the Mini-30. 7.62 power!!!

    Also, think about making a Ruger 10-22 rifle with a makeshift silencer on the end. Bosnian snipers used these in Sarajevo to great effect. They are absolutely silent, you can barely even hear the crack of the bullet flying. And ammunition is super cheap and easy to get. They would just line up head-shots and pop! This is a near-perfect urban-combat weapon for guerilla warfare.

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