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Everything posted by [aps]gnat
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You just (double) name the memory points the same name as the elevator main part. Everything with the same name moves.
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'R' encountered instead of '='
[aps]gnat replied to alleycat's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Seems odd, I've never seen ArmA get case sensitive. -
No entry "cfgweapon.weaponclassname"
[aps]gnat replied to Sakai's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
........... !? Not possible, I found your problem using NotePad++ (before finding Kerc Kasha had answered) You must be using it incorrectly. -
No entry "cfgweapon.weaponclassname"
[aps]gnat replied to Sakai's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Use a proper editor like NotePad++ Your simply missing an ending }; from class fac_falpara_m203 NotePad++ would for example show you that -
Cloning existing addons
[aps]gnat replied to alleycat's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
But "public" has not been defined. Either change it to Or place this at the beginning of ANY config you write. #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 -
Animated Doors - Assistance
[aps]gnat replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
They all seem the same in model.cfg so should work ...... But you used "user" for all the sources, so maybe only one thing will ever work try "user1", "user2", "user3" etc Remember you have to eventually define all those sources in the CONFIG.CPP -
Object still bright after 3 weeks of trying to fix... I am now insane...help please..
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
RE your PM Best suggestion, download my B52, DePBO it, an look in Tex2 directory Take files; B52_T1_as.paa B52_T1_dt.paa B52_T1_smdi.paa and rename them / use them in your own model. They are "flat" and can be used as is or resized to whatever you like. Look at, but dont bother using; B52_T1_NOHQ.paa (Normals) B52_T1_ti_ca.paa (Thermal) b52_t1_co.paa (Main) You can use your own. Now, the RVMAT. Modify below file "B52" names, rest can stay the same. ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={1,1,1,0}; specularPower=20.4; PixelShaderID="Super"; VertexShaderID="Super"; class StageTI { texture="GNT_B52\tex2\B52_T1_ti_ca.paa"; }; class Stage1 { texture="GNT_B52\tex2\B52_T1_NOHQ.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="GNT_B52\tex2\B52_T1_dt.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="GNT_B52\tex2\B52_T1_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="GNT_B52\tex2\B52_T1_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(2.68,3.69)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture="ca\data\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; -
Animated Doors - Assistance
[aps]gnat replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
Then thats why its not working. The cfgmodel class MUST be the model file name class CfgModels { class Default; class undergroundbunker: Default -
Lifts (moving ground or moving floors) do not work very well in ArmA. Never have. Falling through the lift floor is a very common problem
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Normal Map shows up Dark In-Game?
[aps]gnat replied to soldier2390's topic in ARMA 2 & OA : MODELLING - (O2)
Dark bits, particularly the bonnet of the truck are likely caused by the Shadow LOD -
Animated Doors - Assistance
[aps]gnat replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
The name of your model file / p3d is "RYE_bunker_undergroundbunker.p3d" ? -
Cloning existing addons
[aps]gnat replied to alleycat's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
No need to De-PBO anything ! Doing that will mean you'll be booted from servers as a hacker You can do what you wanted via a very simple addon Note that the server and all clients will also have to have your addon too. Here is an example BIS solder configeration. class USMC_Soldier_GL: USMC_Soldier_Base { scope = 2; displayName = "Grenadier"; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; icon = "\Ca\characters2\data\icon\i_soldier_CA.paa"; cost = 60000; accuracy = 3.9; weapons[] = {"M16A4_acg_gl","NVGoggles","Throw","Put","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203"}; respawnWeapons[] = {"M16A4_acg_gl","NVGoggles","Throw","Put","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203"}; model = "\ca\characters2\USMC\usmc_soldier_TL"; }; You can make an addon by writing your own config.cpp, putting it in a folder with you tag naming then using BinPBO to turn that folder into a PBO file. Heres an example of your new CONFIG.CPP class CfgPatches { class TAG_MYCustomSoldier { units[] = {}; weapons[] = {}; requiredVersion = 1.00; requiredAddons[] = {}; }; }; class CfgVehicles { class USMC_Soldier_GL; //inherit class class TAG_MY_USMC_Soldier_GL: USMC_Soldier_GL { displayName = "My Grenadier"; weapons[] = {Pick/Put your weapons here}; magazines[] = {Pick/Put your mags here}; respawnWeapons[] = {Pick/Put your weapons here}; respawnMagazines[] = {Pick/Put your mags here}; }; }; -
Aircraft Proxy Doubling bug post 1.62 Problem solving...Help
[aps]gnat replied to rksl-rock's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Oh, ok, haven't seen such myself. Will look again. -
Aircraft Proxy Doubling bug post 1.62 Problem solving...Help
[aps]gnat replied to rksl-rock's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
If memory serves me correctly (its a bit routine, keep copying a working formula) ..... My main lesson learnt was numbering the proxies Next was to make sure the weapon (and proxy used) was registered in cfgNonAIVehicles Next load the Magazines in the CPP in the same order as the proxy numbering Once this is done it all seems to work, still. (as long ago, and now) You can hang all the same proxy in the model, but its easy enough (to aid in making the model/visualising the model) to hang different weapons inside O2/Bulldozer. You can hang the exact weapons you plan to use. You just have to go back and RENUMBER the proxy so theres only ever 1 weapon thats proxy #1, 1 weapon thats proxy #2, etc etc As you said, you can't "skip over" proxy spots, you have to use "blank" weapons to "fill" unused proxies. Weapons are loaded in order of the proxy number. Haven't seen any ingame Re-Arm problems with either method. Its possible to hang fuel tanks too. P-38 example Only 1 model, that can have 3 different load-outs. No need to have different models with or without weapons hung. Proxy 1,2,3 & 4 are M64 bomb proxies on the wing. Proxy 5 to 14 are HVAR proxies on the wing. The (overloaded) full load-out can be seen correctly in Bulldozer. Then in the config, you can weapon load 3 different ways/3 different aircraft; class I44_Plane_A_P38 : I44_Plane_A_P38_Base { weapons[] = {"I44_4xANM2_mounted", "I44_HispanoM2_aircraft"}; magazines[] = {"I44_4x500rd_127x99_Mix_M2_aircraft", "I44_150rd_Shell_20x110_Hispano"}; }; class I44_Plane_A_P38_M64 : I44_Plane_A_P38 { weapons[] = {"I44_4xANM2_mounted", "I44_HispanoM2_aircraft","I44_BombLauncherM64"}; magazines[] = {"I44_4x500rd_127x99_Mix_M2_aircraft", "I44_150rd_Shell_20x110_Hispano","I44_Bomb_AN_M64","I44_Bomb_AN_M64","I44_Bomb_AN_M64","I44_Bomb_AN_M64","I44_Bomb_Blank_10"}; }; class I44_Plane_A_P38_HVAR : I44_Plane_A_P38 { weapons[] = {"I44_4xANM2_mounted", "I44_HispanoM2_aircraft","I44_HVARLauncher"}; magazines[] = {"I44_4x500rd_127x99_Mix_M2_aircraft", "I44_150rd_Shell_20x110_Hispano","I44_Bomb_Blank_1","I44_Bomb_Blank_1","I44_Bomb_Blank_1","I44_Bomb_Blank_1","I44_10xMissile_HVAR"}; }; BTW, I dont think (not fully tested) the "I44_Bomb_Blank_10" (a magazine of 10 blank bombs) actually works correctly (its better to define 1 blank bomb 10 times), but in this case it cases no issues because its at the END of the definition. -
Maybe Select the proxy; Faces->Move Top Or have you not used the right texture extension, maybe _co ?
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MiG-23ML (MLD, UB) WIP
[aps]gnat replied to citizensnip's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice work -
You and Animosity did some serious work in a very short time! Well done mate.
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Making a AT Gun out from D30? - Possible or not?
[aps]gnat replied to Sakai's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
ummm ... Im not wolle ;) Yeh, but the AI cant shoot shyt. They do nicely against armour with my config -
Making a AT Gun out from D30? - Possible or not?
[aps]gnat replied to Sakai's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Tested. Works Change the addon naming to your tags #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 YOURATD30 { units[] = {YOURATD30}; requiredVersion = 1.00; requiredAddons[] = {}; }; }; class CfgVehicles { class StaticCannon; class D30_base : StaticCannon { class Turrets {class MainTurret;}; }; class YourATD30 : D30_base { scope = 2; side = 0; crew = "RU_Soldier"; faction = "RU"; typicalCargo[] = {"RU_Soldier"}; artilleryScanner = 0; displayName = "D-30 AT"; class Turrets: Turrets { class MainTurret : MainTurret { weapons[] = {"D81"}; magazines[] = {"23Rnd_125mmSABOT_T72","22Rnd_125mmHE_T72"}; }; }; }; }; -
How to toggle between RESlods in Bulldozer..?
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Double click the LOD in O2, thats then displayed in Bulldozer -
huge custom texture (sign) problem
[aps]gnat replied to AndrewG's topic in ARMA 2 & OA : MODELLING - (O2)
As BC said, dont use PS and the plugin. Save your file as TGA non-interlaced, then convert with TexView2 to PAA Make sure your using the LASTEST version of the BIS tools. If the sign model is not BIS's own, then you might have Resolution LOD issues in the p3d file. -
Search the forums, someone did a multi-muzzle script for units like the ZSU-23 & the Tunguska
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Making a AT Gun out from D30? - Possible or not?
[aps]gnat replied to Sakai's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
If you just used D30_base you have a few more things to add, like scope = 2; side = 0; faction = "INS"; crew = "Ins_Soldier_1"; typicalCargo[] = {"Ins_Soldier_1"}; -
L-39 hiddenSelections
[aps]gnat replied to antoineflemming's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Yep, won't work unless the p3d and model.cfg are change. The config.cpp alone won't make it work. Only BIS can do this :( -
L-39 hiddenSelections
[aps]gnat replied to antoineflemming's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Looking at the config for "L39_base" (via DevHeavens ALLINONE config), sadly theres no obvious reference to "hiddenSelectionsTextures[]" Disappointing when it can so easily be added by BIS at design time.