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brsseb

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Everything posted by brsseb

  1. Hi My site has now undergone a good rebuild and has now more content. No new major tutorials yet, besides a small, but VERY IMPORTANT one, it seems. Its a step-by-step installation guide to downloading o2light and viewer, placing them in the right folders (root drive and SUBST-command explained) and setting up the right parameters in the Options dialog. It seems that many people missed the file made by BIS about installing Bulldozer properly. I have explained like 10-15 people about proper Buldozer installation and Im getting pretty tired. So I hope this small guide will clear things out. cheers brsseb (more tuts in near future)
  2. Well, I understand now why there are no files called ah1pilot/gunner.p3d. The game uses the uh60piot/gunner models and apply ah1 animations to them (and I assume the same tequniqye for the apachepilots and gunners, no p3ds just rtms) The problem was that it was hard to positioning them properly in bulldozer since the proxytriangles position relative to the actual model was different from ah1 pilot/gunner than for uh60pilot/gunner (meaning; position the proxys, compile, start game, test, try again (over and over and over untill you got it right). Is there more accuratly and faster way to place proxys when they are not p3d files that can be shown in bulldozer? brsseb
  3. Hi Im working on an attack chopper and are gonna use the two soldier proxys ah1pilot and ah1gunner, which I presume is two p3d files (like for the uh60gunner/pilot). I wanted to find their p3d files so that I could use the viewer to position them properly (moving, compiling and starting the game each time is too time consuming..). but where is it? Its not in the data3d pbo file like the jeepdriver and uh60pilot proxy p3ds are! And not in the demo. So where did you hide the files BIS? I really need it! Please! brsseb
  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The Sharpshooter @ Dec. 02 2002,04:27)</td></tr><tr><td id="QUOTE">You can have one proxy of a "guided" weapon, but that doesn´t stop you from putting "unguided" missiles proxys. Surely someone will make a better explanation of this, but i think you get the idea. Don´t you think it´s a stupid limitation ?<span id='postcolor'> Hmm, only one guided missile proxy per model. Got it. At least I can throw in some unguided onces so that the Stingerversion can do some additional ground damadge. Yes, stupid limitation. But my comanche will survive brsseb
  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Dec. 01 2002,20:12)</td></tr><tr><td id="QUOTE">As far as I know you can only have one type of missile proxies in one model.<span id='postcolor'> Arghh... Knew that one comming up....ofp limitations strike again! Well, then there will be one AA-version of the comanche with stingers only (and cannon), and one GroundAttack verison with all Hellfires brsseb
  6. brsseb

    Transportvehiclescount ?!?

    Hi, just wanted to give you a shot of my test model that me and my friend is experimenting on. We were successful in transporting a bus on our test ferry-model. As long as we kept the speed below 30 and did not make too hard turns, the bus would stay on and would not be destroyed. We are going to expand the script further: http://www.geocities.com/brsseb/stuff/carferry3bus.jpg brsseb
  7. brsseb

    Flaps/rudder/ailerons/elevator problem

    Grrrr. Yes, the problem is fixed, just swapped vertex places on the fautly axis`. But still it irritates me! "Vertices must be in the right order"? A vertex is a vertex, only the position is unique! brsseb
  8. brsseb

    Flaps/rudder/ailerons/elevator problem

    Im having the exact same problems, all my control surfaces are all wrong. Alierions tilting the wrong way and the stabilizers are working as alerions (well, sort of). So let me get this stait... As far as I know: An axis is a selection created by two vertices. But now also the direction or order of the vertices matter? Whats the difference between the two vertices then? Im confused brsseb
  9. brsseb

    Helicopter bouncing on the ground...

    a few thousand, maybe like 5000-10000. experiemnt. also, try to shift the wheight around a little, experiment with the position of the center of gravity. try setting to lower, and more nearer the center of teh skids to make it sit stable brsseb
  10. brsseb

    External view in wheeled class

    A assume that the tip I gave you didnt work...?? (The one about classing it as a tank (to get the views) and copying the physics from the carclass to make it act like one...?) brsseb
  11. brsseb

    Transportvehiclescount ?!?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tanelorn @ Nov. 23 2002,21:09)</td></tr><tr><td id="QUOTE">do not despair though, as the new command "setvelocity" will allow you to have vehicles on a carrier that has a roadway LOD. SO long as you have a script that constantly adjusts the vehicle's velocity to equal that of the carrier, they will stay on without much trouble. You may need to re-teleport them from time to time to adjust for slight deviations due to the time between update loops.<span id='postcolor'> This is VERY interesting. Ive heard that this script can be used to finally let us transport vehiclesin other vehicles (ofps MAJOR restriction. BIS, dont even THINK about releasing OFP2 without this feature ). But I have not seen a script like that yet. Havent anyone had it a go? Maybe you can do a script like this (I suck at scripting) so that the helis on deck and vehicles inside the great LSD ship and other addons finally can safely be moved with the ship without falling off. brsseb
  12. Hi Read Sefes (ofpec.com) "Custom landinggear for planes" about custom animations using Eventhandlers introduced in v1.85, events like "getIn" or "getOut". Have anyone made a list of the various events? brsseb
  13. Well, lowered the mass to 6000 and spread it more. First I tought I should have the center of gravity near the front-part of the wing (about 30% from the left start of wing, like in some real planes), but that didnt seem to do the ofp engine any good (aka the plane was way too jumpy and hard to control). Now I have the c.o.g further back, and not it takes off nicely..but stalls and drops to the gound again. Guess I`ll just have to find that excact edge between too frontheavy and too rearheavy. Buy the way, had some trouble with getting the Viewpilot class right. Ive gotten the zoomlevel ok, but it seems like the pointofview is too high up, one head over the real pilot proxys head. How do I lower it? (without lowering the proxy). In other words, the proxys line of sight doesnt match up with the ingame 1st person line of sight. brsseb
  14. brsseb

    Many many problems

    Answers to the first two questions: #1: Yes, with CanFloat=true the vehicle can float on water, like the BMPs. Dont expect it to drive as well as a regular boat, though. #2: You`ll need to place some vertices in the memory LOD, I think, to indicate ca where you must hit to injure a proxy soldier. Open a vehicle from the demo and check it out.
  15. brsseb

    Proxies not how they appear in o2

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ Nov. 21 2002,05:57)</td></tr><tr><td id="QUOTE">you can copy all the OFP p3d files to te data3d folder of buldozer then when you place a proxy you will see the soldier in buldozer<span id='postcolor'> Hey, the p3d files from OFP? NOT just the unprotected p3ds from the single player demo? Though all of ofps p3d files was crypted? Or can they still be viewed in bulldozer but you cant "open" them in o2?? Im confused
  16. brsseb

    Doors open close (?)

    You need to set up a custom animation. Basically you create a selection for the structure to swing ("back_door") in the viewable LODs and an axis in Memory lod (2 vertices, "axis_back_door"). Then there is some configfile editing. Go see a tutorial about custom animations. Should be one at www.ofpec.com (and even one at this very formun (the windmill-thingy)) brsseb
  17. Hi Just wondered what the vertex "zamerny" in mem lod is good for and I have thought of this: Since most configfiles have this: class ViewOptics: ViewOpticsBase { initAngleX=0; minAngleX=-170; maxAngleX=+20; initAngleY=90; minAngleY=+20; maxAngleY=+170; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewGunner { initAngleX=0; minAngleX=-170; maxAngleX=+20; initAngleY=90; minAngleY=+20; maxAngleY=+170; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewPilot { initAngleX=5; minAngleX=-20; maxAngleX=35; initAngleY=0; minAngleY=-90; maxAngleY=90; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewCargo { initAngleX=5; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-180; maxAngleY=180; initFov=0.7; minFov=0.42; maxFov=0.85; }; Then my guess is that all these coordinates are relative to the point zamerny in mem lod. if this true? Or am I wrong here (like the coord. being relative to the model origo or center of gravity). Anyone? Brsseb (ofp.info/brsseb)
  18. brsseb

    New weapon problems

    Hi Go trough the last parts of my weapon tutorial on my site: ofp.info/brsseb (lesson 3) There I deal with memory LOD setup for weapons in OFP. Might be just what you need brsseb
  19. Hi. was thinking.. In cfgModels, shouldnt I write instead?: class weapon: default{}; class BRSSEB_AIM_92_L: weapon {}; // Notice _L for launcher (makes no difference in the error, though) And, in the CfgNonAIVehicles, why not: class ProxyBRSSEB_AIM_92_L: ProxyWeapon // Notice _L { ..... }; instead since BRSSEB_AIM_92_L is the launcher (weapon) and just BRSSEB_AIM_92 is the ammo? (YTHIS generates an error if I do so, since ofp tries to fint the rocket p3d file in my data3d pbo instead of ghost pbo. brsseb
  20. Hi Ive made myself a nice little rocket, an AIM-92 Stinger. But ive got some problems. The rocket is in a p3d file named BRSSEB_AIM_92.p3d ("0.000" and Geometry) and Ive inserted it as a proxy (3 times) in my helicopter model, ghost\ghost.p3d. I inserted the proxys this way: insert proxy, "\ghost\BRSSEB_AIM_92", positioned them right (using bulldozer) and deleted the foldername in the selectionname, from "proxy:\ghost\BRSSEB_AIM_92.01" to just "proxy:BRSSEB_AIM_92.01" (.01 -> .03), just like a tutorial told me too. So I guess the error lies in the configfile. Here it is. When I try this, OFP loads fine but it just crashes to desktop when clicking Preview in Mission Editor when I test my heli. Does someone spot anything wrong with the weapon setup? (The heli works fine when I delete all weapon-stuff). class CfgModels { ... // The weapons class weapon: default{}; class BRSSEB_AIM_92: weapon {}; }; class CfgAmmo { class Default {}; class AT3: Default {}; class CarlGustav: AT3 {}; // AIM-92 Stinger Missile class BRSSEB_AIM_92: CarlGustav { // Things I dont know how to set yet TrustTime=100; hit=100; indirectHit=80; indirectHitRange=3; manualControl=0; minRange=100;minRangeProbab=0.50; midRange=150;midRangeProbab=0.80; maxRange=5000;maxRangeProbab=0.20; maneuvrability=100; // Things I know what is AirLock=true; // Lock Air-To-Air irLock=true; // Infared lock ? maxSpeed=2400; // Mach 2.0 = 2386km/t initTime=0.2; // Time from userlaunch to actual launch (?) model="\ghost\BRSSEB_AIM_92"; proxyShape="\ghost\BRSSEB_AIM_92"; }; }; // CfgWeapons /////////////////////////////////////// class CfgWeapons { class Default {}; class LAWLauncher: Default{}; class CarlGustavLauncher: LAWLauncher{}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher{}; // AIM-92 Stinger Rocket Launcher (_L) is launcher class BRSSEB_AIM_92_L: MaverickLauncher { // Things Im sure of ammo=BRSSEB_AIM_92; displayName="AIM-92 Stinger"; displayNameMagazine="Stinger"; shortNameMagazine="AIM_92"; magazine="aim92"; count=3; model="\ghost\BRSSEB_AIM_92"; proxyShape="\ghost\BRSSEB_AIM_92"; canLock=2; // ? -stuff initSpeed=0; aiRateOfFire=10; aiRateOfFireDistance=2500; }; }; // CfgNonAIVehicles class CfgNonAIVehicles { class ProxyWeapon{}; class ProxyBRSSEB_AIM_92: ProxyWeapon { model="\ghost\BRSSEB_AIM92.p3d"; simulation="maverickweapon"; }; }; class CfgVehicles { .... class BRSSEB_GHOST: Helicopter { ... // Weapons and ammo weapons[] = {BRSSEB_AIM92}; magazines[] = {BRSSEB_AIM92}; ... }; .... };
  21. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ Nov. 16 2002,15:27)</td></tr><tr><td id="QUOTE">try making the 0.000 to 0.750<span id='postcolor'> Changed the stinger lod name from "0.000" to "0.7500". Also tried "0.500" but still saying "No entry .ModelSpecial" when I try to test it.
  22. Ok, did some changes and sorted out the most obviois bugs, now it doenst crash any longer, just says "no entry ".modelSpecial."" and I dont understand why :| ! I suspect the error lies in the cfgNonAIVehicles..Here it is: class CfgModels { // The weapons class weapon: default{}; class BRSSEB_AIM_92: weapon {}; }; // CfgAmmo /////////////////////////////// class CfgAmmo { class Default {}; class AT3: Default {}; class CarlGustav: AT3 {}; // AIM-92 Stinger Missile class BRSSEB_AIM_92: CarlGustav { // ? TrustTime=100; hit=100; indirectHit=80; indirectHitRange=3; manualControl=0; minRange=100;minRangeProbab=0.50; midRange=150;midRangeProbab=0.80; maxRange=5000;maxRangeProbab=0.20; maneuvrability=100; // Things I know what is AirLock=true; // Lock Air-To-Air irLock=true; // Infared lock ? maxSpeed=2400; // Mach 2.0 = 2386km/t initTime=0.2; // Time from userlaunch to actual launch (?) model="\ghost\BRSSEB_AIM_92"; proxyShape="\ghost\BRSSEB_AIM_92"; }; }; // CfgWeapons /////////////////////////////////////// class CfgWeapons { class Default {}; class LAWLauncher: Default{}; class CarlGustavLauncher: LAWLauncher{}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher{}; // AIM-92 Stinger Rocket Launcher (_L) is launcher class BRSSEB_AIM_92_L: MaverickLauncher { // Things Im sure of ammo=BRSSEB_AIM_92; displayName="AIM-92 Stinger"; displayNameMagazine="Stinger"; shortNameMagazine="BRSSEB_AIM_92"; magazine="BRSSEB_AIM_92"; count=3; // Number of rockets in magazine model="\ghost\BRSSEB_AIM_92"; proxyShape="\ghost\BRSSEB_AIM_92"; canLock=2; // 0 = no, 1 = "cadet" ??, 2 is yes // ? -stuff initSpeed=0; aiRateOfFire=10; // Delay between shots at a given distance aiRateOfFireDistance=2500; // At shorter distance delay goes lineary to zero }; }; // CfgNonAIVehicles class CfgNonAIVehicles { class ProxyWeapon{}; class ProxyBRSSEB_AIM_92: ProxyWeapon { model="\ghost\BRSSEB_AIM_92.p3d"; simulation="maverickweapon"; }; }; class CfgVehicles { ...... class BRSSEB_GHOST: Helicopter { // Weapons and ammo weapons[] = {BRSSEB_AIM_92_L}; magazines[] = {BRSSEB_AIM_92}; }; };
  23. Hi Im making an Comanche chopper and I have a problem with the gun turret; the Muzzle flash wont workproperly (yes, I know its a bit of a shame to have muzzleflash problems in with version 1.85. But now I cant blame T&L so its all my fault, I know ). Basically, it always shows. The turret works otherwise fine, rotation whitin its limitations, firing strait etc. Here is the selections Ive used on the turret and what they cover: Model LOD ------------------------------------- "OtocHlaven" - Muzzleflash and gun barrel "OtocVez" - Muzzleflash, gun barrel and turret "zasleh" Â Â Â Â Â Â - Just muzzleflash Memory LOD -------------------------------------- "konec hlavne" and "usti hlavne" "nabojniceend" and "nabojnicestart" "osaHlavne" as elevator axis for gun barrel "osaVeze" as azimuth axis for turret "OtocHlaven" - 4 vertices, covering konec/usti hlavne and nabojnicestart/end "OtocVez" - 6 vertices, covering konec/usti hlavne, nabojnicestart/end and "osa hlavne" Still, the muzzlflash shows up and stays there nomatterwhat. The setup above I got from the demo UH60mg and other addons and should be right. So is it in the configfile then? Is there an attribute that have to do with the presens of a muzzleflash or are the above selections wrong? Here is my settings for the turret, anyway. Just standard values except for the movement range in x and y directions: class TurretBase {}; class Turret: TurretBase { // Movement minElev=-60; maxElev=+10; // Y axis: +10 to -60 degrees in elevation minTurn=-120; maxTurn=+120; // X axis: +/- 120 degrees in azimuth // Standard stuff gunAxis="OsaHlavne"; turretAxis="OsaVeze"; gunBeg="usti hlavne"; gunEnd="konec hlavne"; soundServo[]={}; body="OtocVez"; gun="OtocHlaven"; }; brsseb
  24. brsseb

    Problem with my chopper cannon turret

    Thankz. It all works now. brsseb
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