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[aps]gnat

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Everything posted by [aps]gnat

  1. Seems to be lagit PS installed on one computer already. Thanks for the heads-up Abs Edit Oh, I see the "debate" about who's meant to use it ..... wow. Did a well season company like Adobe switch off its brain when they came up with the "how to deal with removing server support" or is it just a cunning marketing play ..... :confused:
  2. [aps]gnat

    VBS2/3 Discussion thread - the one and only

    Maybe, but its just a Private Equity Firm ..... hoping to get in on a good earner ;)
  3. [aps]gnat

    Diving Under Water

    Arh, nope. PICTURE One reason the cockpit closes is so there limited drag/turbulence while its moving. @DJ_Barney The cockpit has some instruments. Example http://www.mecys.com/english/sdv.html http://forums.bistudio.com/showthread.php?117196-Diving-Under-Water&p=2123923&viewfull=1#post2123923
  4. [aps]gnat

    Tracks not working

    Weird ! I can only think its related to loading sequence of default addons configs vs timing of game loading your configs ..... Does your CfgPatches use ?
  5. [aps]gnat

    PlanetSide 2

    Where did this stem from ? This is an OT gaming thread, his opinion must be reassessed/adjusted based on whatever involvement he might have with ArmA development ?! Seems a little unfair.
  6. [aps]gnat

    Tracks not working

    That would be annoying. Could be my Windows7 64bit cleans the memory for me after I close the tools. Maybe.
  7. [aps]gnat

    Ladder get off height..?

    Yes, can be. The other problem can be the player gets off the top of ladder then falls to ground. This is because there's not enough "Land Contact" placed under his feet near the top of the ladder. Don't be afraid to place a land contact face that partially covers the "hole" the player climbed through. This face may partially stop the player actually (deliberately? ) falling though the open hole (or maybe throwing a grenade through the hole) but it's a small price to pay to avoid the frustrating problem of dying in game all the time when stepping off ladders. (happened a lot in ArmA1 from memory)
  8. [aps]gnat

    360° turn

    All the code before "class LTI: staticWeapon" is bad practice, you should not be "redefining" classes that already exist, just inheriting. Your code should be more like this; class CfgVehicles { class LandVehicle; class StaticWeapon: LandVehicle { class ViewGunner; class NewTurret; }; class LTI: staticWeapon { //vehicleClass = "Police_Items_VehicleClass"; scope = 2; side = 1; mapSize = 1; icon = "iconStaticObject"; model="\speedcamera2\LTI.p3d"; picture="\speedcamera2\picture_icon_ca.paa"; displayName = "modern Laserspeedgun"; hiddenSelections[] = {"feld1","feld2","feld3"}; class EventHandlers { init = "_this execVM 'speedcamera2\scripts\speedgun.sqf'"; }; typicalCargo[]={SoldierWB}; gunnerHasFlares = false; gunnerOpticsModel="\ca\Weapons\optika_Aimpoint"; class Library {libTextDesc = "A speed check unique, based on laser technologie" }; class Reflectors {}; class Turrets { class MainTurret : NewTurret { //weapons[]={LTI}; minElev=-10; minTurn=-180; maxTurn=+180; initTurn=0; gunnerAction = "searchlight_Gunner"; class ViewGunner { initAngleX = 0; minAngleX =-360; maxAngleX = 360; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = 0.7; minFov = 0.42; maxFov = 0.85; }; }; }; }; }; Untested As for the "eye" view ...... Only "gunnerview" is used as the eye's looking point. But that point needs to have 2 other names also defined on it so it moves with the turret as one. If you are using default definitions then I believe the point also needs to be named both "main1gun" and "main1turret".
  9. Typo maybe. Meant to be this ?
  10. [aps]gnat

    Diving Under Water

    Great video update thanks Feint !
  11. [aps]gnat

    Tracks not working

    As I've gone to length to explain several times earlier, DONT freak out if something is defying all logic and not working (in the tools) ........ the tool are not perfect and many times a complete restart of the tools is required for something to start working. Not common, but something you must learn to be wary of because you could give up on a "feature" thinking it'll never work ...... But in saying that, like Vilas, I quite regularly still fall into the trap, started re-writing my model.cfg or re-doing the p3d named sections, to find out nothing was wrong, except the tool needed resetting. One to watch out for; Remodelling a proxy object, then finding O2 is still "remembers" the old proxy design when you re-load the main model p3d which uses the proxy !! Despite reloading the main model several time, the old proxy still sits there ! Fixed by restarting O2 and Buldozer
  12. [aps]gnat

    Ladder get off height..?

    The animation is set in stone, the character climbs or descends at a fixed rate, from whatever the beginning point is until the end point is reached. The start and end of a ladder are just memory points placed in the model (that has 1 or more ladders) In the addons config you simply tell the game engine what points you defined. One ladder ladders[] = { { "start", "end" } }; 5 ladders ladders[] = {{"start1","end1"},{"start3","end3"},{"start4","end4"},{"start5","end5"}}; Game doesn't care what you put between those points, visually or even Geometry.
  13. Yes. For example, theres various folders full of ones BIS use here; CA\structures_e\Misc\Misc_Interier CA\structures\Furniture CA\misc2\Table Proxies need to be copied to Geometry, shadow and sometimes Roadway lods to ensure you get all their effects.
  14. Your "visible" or main texture is 1 file, can have any number of different appearances on it (metal wood water whatever) Your "appearance" (containing specular data) texture is another file (i.e SMDI), and determines the differences between plastic, metal, wood etc. This is defined in your RVMAT that goes in any faces "Material" definition. That specular channel file can also have many different appearances on it. Best thing, open your CA folder and look at (using TexView2) example xxxx_ca.paa and the coresponding xxxx_sdmi.pa and all the other variants. As Vilas said, bullet impact effects (sound and particle) and foot-fall sounds are defined different.
  15. ...... now youre starting to sound like my wife ....
  16. Additional to the auto management that Max mentions, the engine automatically switches off Geometry LOD for example once the object is outside a certain radius to the player. This probably lets things like AI movement happen more smoothly / less CPU for collisions etc. Using proxies for doors, furniture etc also helps. Best if you look at BIS's own enterable buildings. One Takistan example I looked at (4 storey mud house). LOD 1 - 15,000 faces LOD 2 - 8,000 LOD 3 - 4,000 LOD 4 - 2,000 LOD 5 - 66 !! (barely resembles the original structure) Shadow 1 - 4000 Shadow 10 - 220 Shadow 1000 - 1000 (huh? higher? .... something I need to check out. Maybe thats "interior shadow LOD" ) Shadow 1010 - 56 Geometry - 450 Roadway - 130 Memory - na Considering BIS put whole towns of these buildings on their maps (OA terrains) ...... I don't think you'll be creating any issues.
  17. ??!! I don't see anything wrong / going on within that video !! Suggest maybe you are ......
  18. Theres also "RscUnitInfoTank" ..... some of the HUD display seems to be hard-coded and users (us) can't seem to change what displays for each vehicle type ..... e.g. Planes can only have HULL ...... nothing more it seems ;( e.g. "RscUnitInfoAir" produces one result on Helicopters, and a different result on Planes .......
  19. [aps]gnat

    Wheel wobble issue

    ?!! Its vague at best. Theres a SHYT load more missing info vs documented, on O2 (as with the other tools) Extrude Direct3D ... ...
  20. All in the CONFIG.CPP Full definition differs for each vehicle type. Below forms part (in CfgVehicles), but exactly how it work (as for what gets displayed on screen) is complicated, but its related the full Armour value of the unit. Suggest searching forums for other discussions about "HitPoints" class HitPoints { class HitHull { armor = 1; material = 51; name = "NEtrup"; visual = "trup"; passThrough = 1; }; class HitEngine { armor = 0.25; material = 51; name = "motor"; visual = "motor"; passThrough = 1; }; class HitAvionics { armor = 0.15; material = 51; name = "elektronika"; visual = "elektronika"; passThrough = 1; }; class HitVRotor { armor = 0.3; material = 51; name = "mala vrtule"; visual = "mala vrtule staticka"; passThrough = 0.3; }; class HitHRotor { armor = 0.2; material = 51; name = "velka vrtule"; visual = "velka vrtule staticka"; passThrough = 0.1; }; class HitMissiles { armor = 0.1; material = 51; name = "munice"; visual = "munice"; passThrough = 0.5; }; class HitRGlass { convexComponent = "sklo predni P"; armor = 0.1; material = 51; name = "sklo predni P"; visual = "sklo predni P"; passThrough = 0; }; class HitLGlass { convexComponent = "sklo predni L"; armor = 0.1; material = 51; name = "sklo predni L"; visual = "sklo predni L"; passThrough = 0; }; class HitGlass1 { armor = 2; material = -1; name = "glass1"; visual = "glass1"; passThrough = 0; }; class HitGlass2 { armor = 2; material = -1; name = "glass2"; visual = "glass2"; passThrough = 0; }; class HitGlass3 { armor = 2; material = -1; name = "glass3"; visual = "glass3"; passThrough = 0; }; class HitGlass4 { armor = 2; material = -1; name = "glass4"; visual = "glass4"; passThrough = 0; }; class HitGlass5 { armor = 2; material = -1; name = "glass5"; visual = "glass5"; passThrough = 0; }; class HitGlass6 { armor = 2; material = -1; name = "glass6"; visual = "glass6"; passThrough = 0; }; }; What gets displayed in the HUD is related to example paramter; unitInfoType = "RscUnitInfoAir"; How "RscUnitInfoAir" causes a "damage" HUD display I haven't worked out ...........
  21. [aps]gnat

    Hiding objects on the map

    Yes, that parameter is in O2 / p3d file Hiding a default object ...... hmmmmm .... suspect that's not possible.
  22. [aps]gnat

    Wheel wobble issue

    Dont feel bad Vilas, theres been many "obvious" items I've only discovered after many years too ....... the pitfalls of "community documentation"
  23. No different than standing at the pub watching a fight in the corner ..... always interesting to see the messy outcome ;)
  24. [aps]gnat

    Wheel wobble issue

    O.M.G. Didn't even notice this question sorry Vilas ! As Messiah said. Key is to have a separate MODEL.CFG file sitting in the directory with the P3D. i.e. Dont have your model definitions within the config.cpp Note that Buldozer will not necessarily instantly update any edits you make to the model.cfg or the p3d model itself when it comes to displaying animation changes. Most of the time it will, but sometimes you have to switch LODs (or even reload p3d or O2/Buldozer) to get to full display a change.
  25. [aps]gnat

    Help request about custom models

    ... I stand corrected .... Example mods out there MP ?
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