-
Content Count
6398 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by [aps]gnat
-
ArmA 2 Game Launcher
[aps]gnat replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
Try adding another group under the first group, then drag Do you even have the cursor change shape when you click on the left and start to drag? -
ArmA 2 Game Launcher
[aps]gnat replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
Did you right-click the Right-Hand side Group window and ADD GROUP ? Then drag left to right into to that group -
Animation angles not being set to 0
[aps]gnat replied to eagledude4's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
? odd Either your engine is already running or the vehicle type (which? ) has an preset RPM -
Animated Door 2 - Return of the Errors
[aps]gnat replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
?? See previous thread ! .... what happened to my previous advice. Specifically breaking data in config.cpp and model.cfg and CfgPatches should be first in the cpp -
New 15.36 x 15.36 island map WIP (since October '12)
[aps]gnat replied to daringd's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looks great -
VBS2/3 Discussion thread - the one and only
[aps]gnat replied to Placebo's topic in ARMA 3 - GENERAL
Nice info Vandrel -
Problem with retexturing Vodnik
[aps]gnat replied to chauvinista's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
It has 3 hidden sections; hiddenSelections[] = {"Camo1","Camo2","Camo3"}; hiddenSelectionsTextures[] = {"\ca\wheeled2\gaz39371\data\gaz39371_vodnik_basis_01_co.paa","\ca\wheeled2\gaz39371\data\gaz39371_vodnik_cabin_co.paa","\ca\wheeled2\gaz39371\data\gaz39371_vodnik_mod_out_co.paa"}; -
No, not really.
-
How can I make a skin changer?
[aps]gnat replied to gummybear_qc's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
.......... no idea which units you are talking about ............... The detail matters -
Aircraft Cockpit Instruments Night Textures
[aps]gnat replied to Αplion's topic in ARMA 2 & OA : MODELLING - (O2)
Using the A10 sample .......... All your night textures and the night RVMATs should also have all faces named "podsvit pristroju" -
The other sample MLODs download. Just about every item from ArmA1 is available.
-
i look for a help with config - rocket - water to surface
[aps]gnat replied to vilas's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Nice work on the Corvette Vilas Both my Frigates and my Subs have missile launchers which launch (near vertical) and have somewhat parabolic flight. Feel free to copy scripts and configs - Set up turret memory points as normal - One Fired EH script to grab the (normal) launched missile then spin it vertical, Setpos near real launch tubes, then let it go - Reduced maneuverability of the missile so it corrects direction (vertical and horizontal) more slowly (parabolic flight) - Improved smoke trail because it looks good :) NOTES - Dont spin missile past vertical, it will lose target lock - Make sure compass direction of missile not too different from target (or lose lock) - Dont SETPOS the missile too near the water line otherwise it will explode Fired EH Script - 40deg launch // ------------------------------- // ArmA Multi-Missile Proxy Launch // -------------------------------- // Script by Gnat // 3D pos help from Mandoble //---------------------- //---------------------------------------- // if you use it, credit as appropriate //---------------------------------------- private ["_array","_weapon","_ammoname","_ship","_missobj", "_acount", "_lift", "_dir", "_vx", "_vy", "_vh", "_vz", "_ux", "_uy", "_uz", "_ur"]; _array = _this select 0; _weapon = _array select 1; _ammoname = _array select 4; _ship = _array select 0; _missobj = _array select 6; if (!isServer) exitWith {}; if(_weapon == "GLT_AGM84_Launcher") then { _ship animate ["RGM84Hide",1]; _ship animate ["RIM66Hide",1]; _acount = _ship ammo "GLT_AGM84_Launcher"; _missobj Setvelocity (velocity _ship); _missobj SetPos (_ship ModelToWorld [0,36.9,-4.5]); _climb = 40; // Initial elevation _array = _ship weaponDirection "GLT_AGM84_Launcher"; _dir = (_array select 0) atan2 (_array select 1); _vz = (sin _climb); _vh = (cos _climb); _vx = (sin _dir)* _vh; _vy = (cos _dir)* _vh; _missobj setVectorDir[_vx, _vy, _vz]; _uz = sin(_climb+90); // 0.940 _ur = cos(_climb+90); // -0.342 _ux = sin(_dir)* _ur; _uy = cos(_dir)* _ur; _missobj setVectorUp[_ux, _uy, _uz]; sleep 8; if (_acount > 0) then { _ship animate ["RGM84Hide",0]; _ship animate ["RIM66Hide",1]; }; }; if(_weapon == "FRL_RIM66M_Launcher") then { _ship animate ["RIM66Hide",1]; _ship animate ["RGM84Hide",1]; _acount = _ship ammo "FRL_RIM66M_Launcher"; _missobj Setvelocity (velocity _ship); _missobj SetPos (_ship ModelToWorld [0,36.9,-4.5]); _climb = 40; // Initial elevation _array = _ship weaponDirection "FRL_RIM66M_Launcher"; _dir = (_array select 0) atan2 (_array select 1); _vz = (sin _climb); _vh = (cos _climb); _vx = (sin _dir)* _vh; _vy = (cos _dir)* _vh; _missobj setVectorDir[_vx, _vy, _vz]; _uz = sin(_climb+90); // 0.940 _ur = cos(_climb+90); // -0.342 _ux = sin(_dir)* _ur; _uy = cos(_dir)* _ur; _missobj setVectorUp[_ux, _uy, _uz]; sleep 8; if (_acount > 0) then { _ship animate ["RIM66Hide",0]; _ship animate ["RGM84Hide",1]; }; }; Fired EH Script - Vertical launch // ------------------------------- // ArmA Multi-Missile Proxy Launch // -------------------------------- // Script by Gnat // 3D pos help from Mandoble //---------------------- //---------------------------------------- // if you use it, credit as appropriate //---------------------------------------- private ["_array","_weapon","_ammoname","_ship","_missobj", "_acount", "_lift", "_dir", "_vx", "_vy", "_vh", "_vz", "_ux", "_uy", "_uz", "_ur"]; _array = _this select 0; _weapon = _array select 1; _ammoname = _array select 4; _ship = _array select 0; _missobj = _array select 6; if (!isServer) exitWith {}; if(_weapon == "FRL_3M54E1_Launcher") then { _acount = _ship ammo "FRL_3M54E1_Launcher"; _missobj Setvelocity (velocity _ship); _missobj SetPos (_ship ModelToWorld [0.65,30.5,-3.0]); _climb = 89; // Initial elevation _array = _ship weaponDirection "FRL_3M54E1_Launcher"; _dir = (_array select 0) atan2 (_array select 1); _vz = (sin _climb); _vh = (cos _climb); _vx = (sin _dir)* _vh; _vy = (cos _dir)* _vh; _missobj setVectorDir[_vx, _vy, _vz]; _uz = sin(_climb+90); // 0.940 _ur = cos(_climb+90); // -0.342 _ux = sin(_dir)* _ur; _uy = cos(_dir)* _ur; _missobj setVectorUp[_ux, _uy, _uz]; }; if(_weapon == "FRL_9M317E_Launcher") then { _acount = _ship ammo "FRL_9M317E_Launcher"; _ship animate ["M9M317Hide",1]; if (_acount > 0) then {_weapon = [_ship] execvm "\GNT_Frigates\scr\KreloadMissile.sqf";}; }; -
Ladders / Leitern
[aps]gnat replied to falconsan's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
The ladders problem is an old and disputed community issue. My own suggested solution, unRap all BIN files into CPP files, all those inside your P drive CA directory. The ArmA2P tool should do all that for you. -
Clear CFG explanation request
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I save the file on my HDD. Whenever I open Notepad++ to write anything, the ALLINONE is the first tab, already opened, always ready for me to search & refer to. -
Clear CFG explanation request
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
IMHO You continue to overanalyze the detail making your addon making very slow. my 0.02 INHERIT simply means you are copying an existing working class/definition/addon, and typically tweaking just a FEW of the main parameters (model= description= etc etc) such that its different, and yours. You DO NOT have to even mention a parameter in your CONFIG if you aren't changing it, because you INHERITED the full / total class definition, EVERY parameter is default defined for you. There are THOUSANDS of parameters, no one is ever going to explain more than a handful. Even BIS and their BIKI barely scratch the surface of explaining the multitude. Do what everyone else has. Inherit 99% of an existing class (be it BIS's or someone else), then slowly (over weeks/months) tweak (add/redefine) one or two of the parameters you find elsewhere, to see what they do and how your variation changes something ingame. What 90% of parameters do can be guessed from their name; AIMDOWN=, LANDINGAOA=, etc etc The ALLINONE Config file from DevHeaven is my config BIBLE. If I want to know what is typically defined for a tank for example. I pick a tank (eg M1A1) and read it's whole defintion. I then see which class it originally came from (eg Tank). Its PARENT class. I read that to see all the different parameters. I repeat the exercise going back to find every parent class (LandVehicle, Land etc) until I'm comfortable I've seen most of what makes that addon tick. I definately still don't know what 80% of the parameters might do ...... but their names give me hints about which ones I should play with ........ crewVulnerable = 0; outGunnerMayFire = 1; enableGPS = 1; brakeDistance = 10; etc etc -
TOTALLY Agree ..... Dean Hall would be pleased, all the New Zealand ascents and mannerisms make me smirk. http://www.youtube.com/watch?v=dIYvD9DI1ZA
-
FactionClass does not work
[aps]gnat replied to chauvinista's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
EDIT Ooops .... not that -
help with Plane take off distance
[aps]gnat replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
Did you inherit your planes class from "Plane" or "A10" or similar If so, delete your "landingAoa =" and "envelope[]=" then try again In future if you want timely & better help, post all your code inside tagsJust little bits are that useful -
SF/Contractor Mi-17 Pack
[aps]gnat replied to lennard's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good Job ! -
ARMA2OA Map step by step Guide using Arma2p tool
[aps]gnat replied to smokedog3para's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Sounds Interesting ! -
false positive non-closed and also non-convexity?
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Many things can break non-closed and non-convexity Double sided faces, shared points, hidden faces When this happens to me and I've wasted hours searching, I simple delete all faces, merge all near points ..... then start adding faces again. -
Cant really picture how you constructed it ....... But suspect you need an SEPARATE useraction for every floor, with every floors buttons having a different naming for your buttons/memory points.
-
Strange observance; AI walking through objects/buildings?
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Again, you seem to want to invent everything from absolute scratch. Open a BIS sample building and mimic everything you see. In Fire, Geo and View LODs; Structures->Topology->Find Components Geo LOD properties CLASS = house @ProfTournesol If the AI can't see it (they dont see the Res LODs) then they won't avoid it. My line of logic anyway -
Strange observance; AI walking through objects/buildings?
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Probably missing VIEW GEOMETRY -
This. I'm same. So if you learnt off others and their scripts, you have little right to go hoarding your own variations. @alleycat No need for a CPP. A pbo can be just full of scripts