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[aps]gnat

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Everything posted by [aps]gnat

  1. [aps]gnat

    Elevator

    You just (double) name the memory points the same name as the elevator main part. Everything with the same name moves.
  2. Seems odd, I've never seen ArmA get case sensitive.
  3. ........... !? Not possible, I found your problem using NotePad++ (before finding Kerc Kasha had answered) You must be using it incorrectly.
  4. Use a proper editor like NotePad++ Your simply missing an ending }; from class fac_falpara_m203 NotePad++ would for example show you that
  5. 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
  6. [aps]gnat

    Animated Doors - Assistance

    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
  7. 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}; }; };
  8. [aps]gnat

    Animated Doors - Assistance

    Then thats why its not working. The cfgmodel class MUST be the model file name class CfgModels { class Default; class undergroundbunker: Default
  9. [aps]gnat

    Elevator

    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
  10. [aps]gnat

    Normal Map shows up Dark In-Game?

    Dark bits, particularly the bonnet of the truck are likely caused by the Shadow LOD
  11. [aps]gnat

    Animated Doors - Assistance

    The name of your model file / p3d is "RYE_bunker_undergroundbunker.p3d" ?
  12. 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}; }; };
  13. Oh, ok, haven't seen such myself. Will look again.
  14. 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.
  15. [aps]gnat

    Worries textures

    Maybe Select the proxy; Faces->Move Top Or have you not used the right texture extension, maybe _co ?
  16. You and Animosity did some serious work in a very short time! Well done mate.
  17. ummm ... Im not wolle ;) Yeh, but the AI cant shoot shyt. They do nicely against armour with my config
  18. 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"}; }; }; }; };
  19. Double click the LOD in O2, thats then displayed in Bulldozer
  20. 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.
  21. [aps]gnat

    1 gunner 2 guns

    Search the forums, someone did a multi-muzzle script for units like the ZSU-23 & the Tunguska
  22. 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"};
  23. [aps]gnat

    L-39 hiddenSelections

    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 :(
  24. [aps]gnat

    L-39 hiddenSelections

    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.
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