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[aps]gnat

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Everything posted by [aps]gnat

  1. Great Video / Machinima by kyletiernan / BinaryOrchestra
  2. [aps]gnat

    Config Error

    ??!! Soldier_Pilot is not pre-defined anywhere so thats why you get the error ......... Try class CZ_Soldier_Pilot_EP1; // External class reference class LAF_Soldier_Pilot : CZ_Soldier_Pilot_EP1 { I have no idea what soldier models you really mean, but if you are modifying other peoples work without permissions be warned you are breaking the rules.
  3. [aps]gnat

    Custom Roads

    Import from VBS !! lol .... how to make things hard for yourself Yeh, problems maybe with you p3d conversion, but more likely with your CONFIG.CPP
  4. Not really following, on what your problem is. Are the LANDCONTACT points being animated ? FYI The MinValue and MaxValue are meant to be values like 0 and 1
  5. Interesting find ...... thanks for the feedback Ian. ...... wonder if this can be used to our advantage on larger models .........
  6. [aps]gnat

    USS Nimitz

    We'll certainly be trying to ;)
  7. You didn't say but I suspect the model is large, or has points large distances apart within the model. That being the case ........ very typical of the engine. I've seen this problem many time.
  8. Yes Geo lod have to be crafted so they float around the correct waterline and weight isn't too off to cause other negative effects like sinking or forward/rearward pitching. LANDCONTACT lod should also be deleted
  9. There are 2 ways to float a ship, 1 is with LANDCONTACT points and the other is with GEOMETRY LOD 1 way suffers from what you describe ...... the other does not.
  10. [aps]gnat

    Telegraph wire connections..?

    Nothing I've ever seen done yet ............ (except poles with NO wires)
  11. [aps]gnat

    Telegraph wire connections..?

    Dont see how unless you make your own poles addon and a separate wires addon ...... but it will be extremely difficult to lay out on terrain.
  12. Example config that adds airstrips to Utes class CfgPatches { class GNT_Runways { units[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgWorlds { class CAWorld; class utes: CAWorld { class SecondaryAirports { class Carrier2 { ilsPosition[] = {358,900}; ilsDirection[] = {0,0.08,-1}; ilsTaxiOff[] = {358,950,358,1130,367,1133,375,1130,380,1125,378,1120,367,1100,358.1,1090,358.1,965,362,960,380,940,380,935}; ilsTaxiIn[] = {380,930,380,900,375,898,368,897,359,905,359,920}; }; class UtesAirstrip2 { ilsPosition[] = {3358,900}; ilsDirection[] = {0,0.08,-1}; ilsTaxiOff[] = {3358,950,3358,1130,3367,1133,3375,1130,3380,1125,3378,1120,3367,1100,3358.1,1090,3358.1,965,3362,960,3380,940,3380,935}; ilsTaxiIn[] = {3380,930,3380,900,3375,898,3368,897,3359,905,3359,920}; }; class Carrier3 { ilsPosition[] = {3358,3900}; ilsDirection[] = {0,0.08,-1}; ilsTaxiOff[] = {3358,3950,3358,4130,3367,4133,3375,4130,3380,4125,3378,4120,3367,4100,3358.1,4090,3358.1,3965,3362,3960,3380,3940,3380,3935}; ilsTaxiIn[] = {3380,3930,3380,3900,3375,3898,3368,3897,3359,3905,3359,3920}; }; class UtesAirstrip3 { ilsPosition[] = {1330,4610}; ilsDirection[] = {-1,0.08,0}; ilsTaxiIn[] = {1540,4572,1388,4572,1382,4578,1382,4600,1400,4610}; ilsTaxiOff[] = {1520,4610,2040,4610,2050,4600,2050,4580,2045,4575,2040,4572,1540,4572}; }; }; }; };
  13. Should be posting this where all the VISITOR experts are ......
  14. Using ArmA2 roads and they only own Arrowhead ?
  15. Probably not, the cockpit dash still needs finishing .........
  16. [aps]gnat

    Car flipping once driving

    Good to hear Would help if you could explain the solution so others who might have this problem can learn.
  17. LOL .... and the last post by "Trinity" is a contrast.... pumping it up as a good game, then for some bizarre reason bags DayZ ..... it must be written by a WaRZ staffer or a relative LOL
  18. DONT use the ZL1 animation code, the code I just provided should replace it. What the animate ZL1 was for; Little invisible bits of the model were animated. If you animated it to 1, the ship "stored" that for you like it was a variable Animate it back to 0, and it stored a zero for you. This way, if your Docked something at location ZL1, you'd animate that "variable" to 1 so that the addon would know that that docking position was currently in use, and the UnDock/Release command is now valid. Instead, suggest using SETVARIABLE and GETVARIABLE now to do that.
  19. From the config, each memory position has something like this (and Action); class UserActions { class Zodiac2 { displayName="Dock Left"; position="BBay"; onlyforplayer=0; radius=13; condition="(vehicle player isKindOf ""Boat"") and (this animationPhase ""ZL1"" == 0)"; statement= "this animate [""ZL1"",1];[this, vehicle player] execVM ""\GNT_FSF\scr\FSFZodiacDock1.sqf"""; }; The ANIMATION method was an old way of "storing" data inside an addon. Instead you can use the SETVARIABLE and GETVARIABLE commands to store status data inside the addon/vehicle. What you can do is have one of these UserActions for EVERY memory position you want to use; class UserActions { class Pos1 { displayName="Dock Front Left"; position="BBay"; onlyforplayer=0; radius=20; condition="((this getVariable ""PosFrontLeft"") == 0)"; statement= "this setVariable [""PosFrontLeft"", 1, true];;[this, vehicle player, -3,-20.5,-1.5, ""PosFrontLeft""] execVM ""\YOURADDON\scripts\Dock.sqf"""; }; class Pos2 { displayName="Dock Front Right"; position="BBay"; onlyforplayer=0; radius=20; condition="((this getVariable ""PosFrontRight"") == 0)"; statement= "this setVariable [""PosFrontRight"", 1, true];;[this, vehicle player, +3,-20.5,-1.5, ""PosFrontRight""] execVM ""\YOURADDON\scripts\Dock.sqf"""; }; class Pos3 { displayName="Dock Center Left"; position="BBay"; onlyforplayer=0; radius=20; condition="((this getVariable ""PosCenterLeft"") == 0)"; statement= "this setVariable [""PosCenterLeft"", 1, true];;[this, vehicle player, -3,-10,-1.5, ""PosCenterLeft""] execVM ""\YOURADDON\scripts\Dock.sqf"""; }; etc etc etc class Release1 { displayName="Release Front Left"; position="BBay"; onlyforplayer=0; radius=20; condition="((this getVariable ""PosFrontLeft"") == 1)"; statement= "this setVariable [""PosFrontLeft"", 0, true];"; }; class Release2 { displayName="Release Front Right"; position="BBay"; onlyforplayer=0; radius=20; condition="((this getVariable ""PosFrontRight"") == 1)"; statement= "this setVariable [""PosFrontRight"", 0, true];"; }; class Release3 { displayName="Release Center Left"; position="BBay"; onlyforplayer=0; radius=20; condition="((this getVariable ""PosCenterLeft"") == 1)"; statement= "this setVariable [""PosCenterLeft"", 0, true];"; }; etc etc etc Then Dock.sqf can be a more generic script. private["_ship","_boat"]; _ship = _this select 0; _boat = _this select 1; _XX = _this select 2; _YY = _this select 3; _ZZ = _this select 4; _StoreLoc = _this select 5; _boat attachto [_ship,[_XX, _YY, _ZZ]]; driver _boat action ["engineOff", _boat]; sleep 2; while {(alive _boat) and (alive _ship) and ((_ship getVariable _StoreLoc) == 1)} do {}; detach _boat; UNTESTED EDIT To use Memory points instead of XYZ points Change lines to statement= "this setVariable [""PosFrontLeft"", 1, true];;[this, vehicle player, ""PosFrontLeft""] execVM ""\YOURADDON\scripts\Dock.sqf"""; Dock private["_ship","_boat"]; _ship = _this select 0; _boat = _this select 1; _StoreLoc = _this select 2; _boat attachto [_ship,(_ship modeltoworld (_ship selectionposition _StoreLoc))]; driver _boat action ["engineOff", _boat]; sleep 2; while {(alive _boat) and (alive _ship) and ((_ship getVariable _StoreLoc) == 1)} do {}; detach _boat; Name your position memory points the same as the storage variable name, i.e. PosFrontLeft, PosFrontRight, PosCenterLeft etc etc
  20. [aps]gnat

    Car flipping once driving

    Following on from Max's hint, do you have your Land Contact point named incorrectly?
  21. [aps]gnat

    Car flipping once driving

    The "wheel" animation is attached to a GEOMETRY object ? i.e. one of those "wheel_xxxx" named sections is accidently defined on a piece of the Geometry lod so ..... when you drive forward something hits the ground and flips you.
  22. Did you try using the FSF in game ...... ? You will find you can attach "any" vehicle to the FSF (so long as its RHIBs or choppers) The position script you described above is NOT used, there are other scripts inside the addon Thats why I said "open it"
  23. Open and have a look at my FSF scripts I do exactly as your asking. http://forums.bistudio.com/showthread.php?96295-Fast-Sea-Frame-FSF-1-Sea-Fighter
  24. FYI, in light of some recent Q&A; RTM Animation Tutorial by da12thMonkey special thanks to StalkerGB & [GLT]Myke added to OFPEC OFPEC LINK Alternate Link Other LINK Discuss the subject matter here if you wish. (But I'm no expert ;) )
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