t_d
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Everything posted by t_d
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Is there any output in the script console?
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min and maxValue are in m/s
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Weird... We are using the same system for the starting SCUD rocket in CWR mod. Only difference is the animation type which is "direct": <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ScudRaketaAcc_1: ScudRaketaUp { minValue=1; maxValue=1.090909; axisDir[]={0,1,0}; axisPos[]={0,0,0}; axisOffset=0.5; angle=0; }; class ScudRaketaAcc_2: ScudRaketaAcc_1 { minValue=1.090909; maxValue=1.181818; axisOffset=1; }; class ScudRaketaAcc_3: ScudRaketaAcc_1 { minValue=1.181818; maxValue=1.272727; axisOffset=2; }; class ScudRaketaAcc_4: ScudRaketaAcc_1 { minValue=1.272727; maxValue=1.363636; axisOffset=4; }; class ScudRaketaAcc_5: ScudRaketaAcc_1 { minValue=1.363636; maxValue=1.454545; axisOffset=8; }; class ScudRaketaAcc_6: ScudRaketaAcc_1 { minValue=1.454545; maxValue=1.545455; axisOffset=16; }; class ScudRaketaAcc_7: ScudRaketaAcc_1 { minValue=1.545455; maxValue=1.636364; axisOffset=32; }; class ScudRaketaAcc_8: ScudRaketaAcc_1 { minValue=1.636364; maxValue=1.727273; axisOffset=48; }; class ScudRaketaAcc_9: ScudRaketaAcc_1 { minValue=1.727273; maxValue=1.818182; axisOffset=64; }; class ScudRaketaAcc_10: ScudRaketaAcc_1 { minValue=1.818182; maxValue=1.909091; axisOffset=80; }; class ScudRaketaAcc_11: ScudRaketaAcc_1 { minValue=1.909091; maxValue=2; axisOffset=96; };
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Assuming you have a vehicle with maximal speed of 60 km/h (16.67 m/s) you could split the animation in for example 3 linear parts to simulate nonlinear behaviour: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class IndicatorSpeed1: Rotation { source="speed"; selection="ukaz_rychlo"; axis="osa_rychlo"; memory=0; minValue=0; maxValue=16.67/3; angle0=0; angle1=rad -240; }; class IndicatorSpeed2: IndicatorSpeed1 { minValue = 16.67/3; maxValue = 16.67*2/3; angle0=rad -130; angle1=rad -200; }; class IndicatorSpeed3: IndicatorSpeed1 { minValue = 16.67*2/3; maxValue = 16.67; angle0= rad -200; angle1= rad -240; }; I didn't test it though.
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Used models must be present while binning.
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You dont have to bother about bringing it ingame. Planck and I can handle that for ya.
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That's great. Very clean and smooth model! Will you also do the textures?
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Proxy missiles on static weapons
t_d replied to rocket's topic in ARMA : CONFIGS AND SCRIPTING (addons)
maybe it is possible to animate the gun position points. I am not sure though. -
Proxy missiles on static weapons
t_d replied to rocket's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Isn't modelspecial config entry used for this stuff? -
Win XP can handle 3,2GB afaik
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Maybe you need to recognize the tank as enemy before, otherwise it is probably still assumed to be friendly.
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You need to define some base classes, for example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class RscStandardDialog; class RscPicture; Furthermore you can leave out classes you dont change, like class Name: Name{}; because these are already contained in the class you are overwriting.
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Well configging it as car would be more suitable imo because tanks for example can turn on place; cars and halftracks cannot. So the problem: how to animate the tracks? The tracks shouldnt be the problem but the moving track texture that tanks are using. Maybe setObjectTextures helps here to simulate this.
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bmp bug fixed. Thx for the hint again
- 1061 replies
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- cold war rearmed
- cwr
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Whatever you mean with wall pics, did you also have a look at class RscDisplayLoadingMission?
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ui.pbo: config->class RscDisplayLoading
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You simply cant open it. You need the MLOD version of the model. If it is a BIS model you will find it probably in the SampleModels that were released.
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What's wrong with the hatches? Maybe you can be helped if you describe the problem.
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This could be due to some errors in your addon. You should use debug option and check at what point it is crashing.
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You probably need to divide big faces into smaller ones, so you can adjust the UVmapping in the UVEditor.
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Changing Unit number in group and seat position
t_d replied to Rejn's topic in ARMA - MISSION EDITING & SCRIPTING
For the unit number problem you probably need to join every unit one by one to the group according to the wanted number. -
Cold War Rearmed Addons v0.80 released
t_d replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
You probably need  this  -
Well I guess that it is not possible at least the effort wouldnt be worth it. The fxy files contain the position, size, spacing and texture filenumber of every character. I set the spacing for all characters to the width of the widest character. I suppose ArmA just adds some space right of the character instead of aligning the character in the middle of the specified spacing width. So the only solution would be to create the font textures manually where the characters are in a grid order instead of that chaos order produced by the BIS font converter I use. But that needs too much effort I think.
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Segment Size Performance Impact?
t_d replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
I would think if it is due to the grid size it also would stutter in buldozer. Do you binarize the island? If yes you could have a look at binarize.log (I hope BinPBO creates it with debug option) that maybe gives a hint. -
Segment Size Performance Impact?
t_d replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
Do you have stutters in buldozer or ingame or both?