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brsseb

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Everything posted by brsseb

  1. brsseb

    Problems with kernel32

    Hi I updated the install-tutorial a few days ago, it seems that the error comes when you use "o2program" as the name of the folder where the o2 program files goes, you must use just "o2" or anything less than 8 characters (due to the use of DOS command SUBST i think). brsseb
  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ Jan. 16 2003,15:04)</td></tr><tr><td id="QUOTE">I believe it would be: driverAction = manactEffectStandSitDownVer1; Not sure all which ones will work,pretty sure any of the vehicle anims will<span id='postcolor'> Nope, wont work at all. Any other suggestions?
  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DragoFire @ Jan. 16 2003,06:14)</td></tr><tr><td id="QUOTE">This is possible you'd need to set the ammo model up right, almost like like a rocket pod. DragoFire<span id='postcolor'> Whats possible? To have two proxy guided weapons on a model at the same time? Thought we ruled that one out as an ofp engine limit long time ago..Explain brsseb
  4. We`re in trouble guys.. The heli is almost done with scripts working perfectly, the MFD works smooth and the rockets are ace... BUT the scripts dont work in multiplayer Can someone please answer the post about our scriptproblem? Its under the Config & Scripting section: http://www.flashpoint1985.com/cgi-bin....t=25980 Our scripter has to study and dont have time to focus on the matter right now, so we need help from people who can get the scripts working in MP. brsseb
  5. Hehe, i should have made myself much clearer, when I mean sit down, i didnt meant the usual sitting-on-a-chair-or-seat-of-some-sort stuff, but on the ground! But so it guess i can use like: driverAction = EffectStandSitDownVer1; or driverAction = EffectStandSitDownVer2; then?
  6. brsseb

    O2 won't start

    Hi My Getting started tut seems to have helped alot of people, but also created more frustration for some. This means that Im always open for more hints on how to impove this small, but critical tut. IF ANYONE DIDNT GET O2 TO WORK AFTER DOING THIS TUT, OR EVEN BETTER, FIXED IT LATER ON WITH SOMETHING NOT MENTIONED IN THE TUT, PLEASE MAIL ME SO I CAN UPDATE IT. (brsseb@hotmail.com) Btw, in the current tut, it tells you to put the o2 program in a folder named "o2program". If you get error on starting the program it might help to change this foldername to something shorter (old DOS rule , maybe, max 8 characters due do the use of the SUBUST command). Naming it just o2 is fine. brsseb
  7. more qestions from my scripter. Please help, our Comanche depents on it if we are to make it work in MP: ----------------------------------- REQUEST: "Another couple of questions: 1.) Does "publicVariable" work with arbitrary arrays? The old comref says it only works for such types as integer, string... but maybe thats outdated information? Coz I need it to work with an array of records, i.e. something like [ [ [], [ [], [] ], [] ] ] ] 2.) I had the following idea to make the Comanche scripts work in a MP game: there're scripts running on each client which manage special stuff like addactions, smoke, damage simulation, weapons, etc pp, but they don't really do anything (! but feed their events to a global array (I call it "client command buffer"). This array contains elements of the type [command_ID,param1,param2,...] and is handled by the init.sqs script. The init.sqs script constantly goes thru the array to see if a new event has occured, and - if it has - dispatches it via performing the required action on the client. It then removes the item from the list and jumps back to an idle state where it waits for a new command to be fed to the buffer. The challenge is to fill the command buffer, as it can't be a simple global variable (in this case the first client might kick out a dispatched command before the second client hasn't even looked at it). So it rather needs to be some clever mechanism that feeds the commands to local variables on each client. Or, each command is tagged with a list of clients that have already executed the command, so when its fully tagged, the server can kill it. Instead of tagging the element, I could also keep a counter for each command which counts how many clients have already dispatched it --------
  8. brsseb

    Sliding around the taxiway!

    Hi You can set up shock absorbers, see my tutorial 2 (the car) where absorbers where made, and use those selection names on the vertices in Landcontact lod ("levy zadni tlumic", etc). Then read the Commentedconfig to find the right attributes on how to tune the shock absorbers. From v 1.85 (or 1.9), there was added a value for editing the nosewheel steering (to help bigger plane taxiing). Dont remember the exact lines, but it was announced by Suma on this forum somewhere (seach). Try reducing mass to help the plane to respont to braking faster. You can also tune the brakedistance some more together with some of the other values (landingCof-someting, i think..) brsseb
  9. New tutorial - Plane tutorial: learn how to make retractable landing gear, set up teh propellers and all the control surfaces like flaps, alierons, rudder and elevators. BRSSEB
  10. Hi Got a problem; not sure how to use the SetObjectTexture function properly. Can anyone give me an example or description of this command since its very little documented, especially we need to know what the first parameter means. brsseb (and rubble maker)
  11. brsseb

    Svetlopp & svetlopl

    I have front, back and brake lights on one of my cars, but I dont have any selection named "svetlo PP" like that. See the demo Jeep p3d file for more info. There there is only one seleciton name for the brake light plane, and both rear and front light are under a single selection "zadni svetlo". Its strange, but it works perfect. So open up the Jeep.p3d from the demo and have a look brsseb
  12. brsseb

    No entry "model special"

    Hi Had the error message myself a while ago, but that was related to my rocket models. Anyways, I think the problem occurs because you have "panzerLeo2A4" in CfgModels  instead of the "sw_panzer" name used for the rest of the config. That is not critical wrong, as it does compile and no muzzleflash error occurs because the folder the addon is in is called "panzerLeo2A4" Try changing it to sw_panzer too, just in case. Should leave you witn no need to specify a modelSpecial=""; line. (by second thought, you now also need to have both the folder and the p3d file named sw_panzer, or muzzleflash bug occurs..But thats no problem if you dont plan to have more models into the same pbo) brsseb
  13. New tutorial: Lesson 5 - Building your first gunboat. How to make boats and set up a working machinegun turret. brsseb
  14. brsseb

    Problem with proxy weapon

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Royal_Blackwatch @ Jan. 03 2003,12:35)</td></tr><tr><td id="QUOTE">I´ve made a bomb for my new plane and want it to show up on its pylon. So I´ve created my proxy gave it the name of the bombs p3d and written the config entry. The problem is that this THING!! isn´t showing up in game. When I release the bomb it appears and do its job. Can anybody tell me whats the special about it? P.S. Of course I´ve written the names correct. P.P.S. I also have the Proxyshape entry. (Maybe its something with creating the Proxy?)<span id='postcolor'> insert the rocket proxy: insert->proxy: "\addonfolder\weaponname" then position the rocket on the pod using bulldozer as reference. Then, for it to show up ingame, you must rename the selection from "proxy:\addonfolder\weaponname.01" to "proxy:weaponname.01" brsseb
  15. brsseb

    Configure .rtm animations

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TYsiEK @ Jan. 02 2003,15:49)</td></tr><tr><td id="QUOTE">So why this is inpossible ? Add-On makers need multiple animation. Actual OFP have a lot of limitations . When BIS can fix this limitation ??<span id='postcolor'> Let it go man....just..let it go. For your own mental healths sake
  16. brsseb

    Configure .rtm animations

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Jan. 02 2003,07:36)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (brsseb @ Jan. 01 2003,18:14)</td></tr><tr><td id="QUOTE">Why shouldnt it work with Air class? Animations work for all classes ?<span id='postcolor'> RTM animation tree (determined by line like moves=CfgMovesMC;) works only for simulation=soldier; . There is another RTM used for SCUD and parachute, but such rtms are hardcoded and have many limitations (like with SCUD: when SCUD is animated using rtm, no wheel animations are applied). Scripting command animate cannot be used to activate rtm animations, only animations defined in class Animations config section.<span id='postcolor'> Hehe, no mercy here, Suma. Well if it aint possible, I aint gonna waste more time on it. Thankz for this clear (if devastating) information. brsseb
  17. brsseb

    Configure .rtm animations

    Why shouldnt it work with Air class? Animations work for all classes ? Anyway, hope someone will help us spot the bugs. brsseb
  18. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Skaircro @ Jan. 01 2003,07:28)</td></tr><tr><td id="QUOTE">Brsseb - this might be a silly question, but did you make a landcontact LOD? Just that you didnt mention it at the top is all. Â <span id='postcolor'> Every moving object (aka not houses, trees and roadsigns) have LandContact LOD. brsseb
  19. brsseb

    Configure .rtm animations

    Hi there. I cant give you a strait answer, but im trying to do the same thing. I have made a simple p3d file with a box-shape that have a rtm animation (just a box spinning). I want to be able to walk up to the object, and then start the animation using the action menu ("Open/Close Ramp"). This is what I have done so far in the config, but it wont work. But i think im nearly there so maybe someone can spot the bugs? class CfgPatches { class brugwagon { units[] = {brugwagon}; weapons[] = {}; requiredVersion = 1.0; }; }; #define SPEED_STATIC 1e10 class CfgMovesMC { class Default {}; class States { class MyAnimation: Default { file="\brugwagon\ani1.rtm"; speed=SPEED_STATIC; looped=0; }; }; }; /* CfgMovesMC class end*/ class CfgVehicles { class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class TargetTraining: NonStrategic {}; class TargetGrenade: TargetTraining {}; class brugwagon: TargetGrenade { model="\brugwagon\brugwagon"; armor=20000; scope=2; displayName="Brugwagon Animated"; //animated=true; // hmmm.... class UserActions { class OpenRamp { displayName="Open Ramp"; position="02"; radius=18100; condition="this animationPhase ""brugwagon"" >= 0.5 and player distance this < 20"; statement="this animate [""MyAnimation"", 1]"; }; class CloseRamp { displayName="Close Ramp"; position="02"; radius=18100; condition="this animationPhase ""brugwagon"" < 0.5 and player distance this < 20"; statement="this animate [""MyAnimation"", 0]"; }; }; /* useraction class end*/ }; /*brugwagon class end*/ }; brsseb
  20. Hi there Sorry for not updating this post for a while. Dont worry the project is WELL under way. Look at my page for more info and pics: ofp.info/brsseb The comanche is at alphastage and about, hmmm, say 70% complete? Yes thats about it. Done January/february we hope. More info to come. BRSSEB
  21. brsseb

    Rah-66 comanche by dkm mod

    Hi there. BRSSEB here. THe DKM mods comanche look ok, but i feel that ours looks much more realistic (aka more accurate to the blueprint), and with hte current texture it looks like something you find in a toystore with a "made in taiwan" sticker on it...(just kidding, there , DKMMod, i love you guys. I have learned ALOT of studying your p3ds and configfiles, owe you guys everything! but anyways.. I think its no problem that there are 3 comanches in the works (actually just two, heard BAS had trouble with theirs due to lack of time and dedication). We hope to have the best rah though ( ) ), especially due to our custom weapon systems (and working MFD panels with 6+ screens, GPS map, and more firepower than Irak). But im sure that both rahs will be worth having since each will have their own ups and downs, I`m sure. We havent set a release date yet (so please DONT ask for release dates or betas). Keep up the good work DKM-MOD! brsseb
  22. brsseb

    Multiple animations

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hobo Sniper @ Dec. 29 2002,21:42)</td></tr><tr><td id="QUOTE">eh...custom animations can only be triggered inside the action menu...<span id='postcolor'> Also, animations can be triggered by the animation class CfgMCmoves-something class for defining like death.animations, walk cycles etc.
  23. brsseb

    Multiple animations

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Maslow @ Dec. 28 2002,19:14)</td></tr><tr><td id="QUOTE">noone in here helping us?<span id='postcolor'> The program is very new and not many people have experience in this yet. Seems like the best way to learn is to get things like the breakdancer demo, de-pbo the file and check out the rtm and config file(s). brsseb
  24. brsseb

    Multiple animations

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TYsiEK @ Dec. 27 2002,11:27)</td></tr><tr><td id="QUOTE">No. But try to make animation in new editor.<span id='postcolor'> Does the new animation editor break this limit then?? Need multiple animation on one seleciton for my Comanche landinggear badly.... brsseb
  25. brsseb

    Need help please

    You really need a tutorial on how to use blueprints when modelling with polygons? Well, in any case there is a number of tutorials aimed at 3ds max, teaching you how to model a car from start to finish , remember one AudiTT and one BMW Z3 (cant give you a links, since all of them seems to be dead). But most of the deal with NURBS modelling and the likes and therefore at little use for us poly-makers. Btw, if it helps, i think ColonelKlint gave away some hint and tricks about blueprints at the start of his planetutorial (the piper Cheyenne) brsseb
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