ciecato
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Everything posted by ciecato
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Hi, i want to know if it is posible to have 5 memebers of crew of a tank. I mean if i make a normal tank i will have into it Gunner, Commander, Driver. But i want my tank must have 5 Crew members... I wolud create two new types of crew like radio operator and loader, but i will be happy also if the 2 more crewmen are only a "forced cargo" or something like that. For exaple when you satart a mission as defult these "two cargo" have to be into tank. I know that this is possible when you prepare the mission, by setting the two more people "on board" and not "in fomation". But i want in the mission i have only an "object" the tank with the 5 soliers on. I don't know if you undrestand what i need, i hope yes.
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Thanks PicVert... :-D i know i can make the room for two trasported soldiers, and then load them on tank by scripting a mission or during a mossion... but are you sure they can't be loaded by default?
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Is it possible to hide a selection whith an Useraction? I mean i want a thing can appear and disapperar, on my vehicle, by a command. If i use hiddenselections command in cpp the thing will be always hidden, and viceversa if i not use it is visible during all the game.... is it possible have a selection that can be hided or showed during game? There is any script that allow me to hide or show thst thing when i want?
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I made an animation for my kubelwagen, this animation is used to close or open the hood of this car. Now i want to make two version of it for the game the one that start with hood closed, and you can opend and reclose as you prefer, (this one i have). But i want to do also a version that starts with hood opened, this mean i have to satart the opening animation (or to execute the opening action) before thr game start, so when i enter in the game my kubel has already the hood opened, and the first command i can execute is the closing one. Thre is something that can be useful to do this? A script? Thanks
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Animation executed before the game start
ciecato replied to ciecato's topic in OFP : CONFIGS & SCRIPTING
thanks, thanks, thanks 1000 times thanks -
Animation executed before the game start
ciecato replied to ciecato's topic in OFP : CONFIGS & SCRIPTING
hmmm thanks Rastavovich, it is what i need... i'm not interested if at starting you see the hood opening... it isn't a problem... but i don't know nothing about script do you have an exaple on how to use this "init" eventhandler? Thanks -
I reed some topics about animations.... but i still didn't understood if "rotation" is or not the only avaible type of animation. I mean is it possible to have a sliding door or something like this? I know that a traslation for mathematics is a rotation around a point at an infinite distance, but in oxygen we can't put an axe at this distance. Does someone know something about this problem?
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i tried it worked but i found a problem... also from near the game uses as lod the last one.... i mean i see lod 6 of my vehicle also from near. Is it an error of mine? how is possible to avoid this without changing the lod proprieties (i mean 0.500 , 1.000, 1.500 etc.. ) ?
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Marcel, about the halftrak there are a lot of problems 1) it doesn't turn as a truck but it can turn on itself... and an halftrak doesn't do this 2) the commander-driver is not visible from external view 3) the front wheel does not steer ...there are also other problems... we have to ask Bis the possibility to add a track on a truck or, if this is not simple to do, to give us the possibilty to use a lot of "rotating" wheels in a truck in order to simulate the track's wheels... Meanwhile i will declare it as a truck.... and we'll see
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I'm making a tank and i have a problem. I was able to have wheels turning and to have the top and bottom part of the track animated ( the maps run on them ), the only think that remains static is the lateral side of the track, i still didn't understood how it is animated. It is a UVW animation as the top-bottom part, or a frames animation? Perhaps i declared this selections with wrong names, which are the right ones? Also if the only way is too use an in-game animation how i can use it? Please Help
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Yes Eviscerator, i had the same idea but a tank does not move in the game like a truck. But i seen in the config.bin that Bis gave us that there are some parameters that can be useful to change the movement's characteristics of a tank. The only problem i don't know what they do and how they can be changed to obtain what is needed. These commands are: precision= brakeDistance= Â steerAheadSimul= steerAheadPlan= predictTurnSimul= predictTurnPlan= sensitivity= damperSize= damperForce= The firsts two are simple to understand and to change obtaining what you need, but for the others? If someone could explain those comands....
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Once it is sure that is not possible to have an hybrid between a truck and a tank, i need to know how many wheels can have a truck. Is 8 the maximum? I seen scud has 8 wheels of wich 4 are steering i seen also how i have to name selections (it is in a post), but i can't add more wheels? I need a minimum of 2 steering wheels and 7 non steering ones. Please Help Thanks
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Yes Eviscerator, i had the same idea but a tank does not move in the game like a truck. But i seen in the config.bin that Bis gave us that there are some parameters that can be useful to change the movement's characteristics of a tank. The only problem i don't know what they do and how they can be changed to obtain what is needed. These commands are: precision= brakeDistance= Â steerAheadSimul= steerAheadPlan= predictTurnSimul= predictTurnPlan= sensitivity= damperSize= damperForce= The firsts two are simple to understand and to change obtaining what you need, but for the others? If someone could explain those comands....
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Once it is sure that is not possible to have an hybrid between a truck and a tank, i need to know how many wheels can have a truck. Is 8 the maximum? I seen scud has 8 wheels of wich 4 are steering i seen also how i have to name selections (it is in a post), but i can't add more wheels? I need a minimum of 2 steering wheels and 7 non steering ones. Please Help Thanks
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I tried spider.. but, in the cfgmodels of a truck or of a tank, the names of the selection of the wheels are not supported .... for example the wheels of the tank's track are declared in cfgvehicles... I also tried to add this declaration to the cfgvehicle of a truck but it doesn't work However i asked around and it seems that only Bis can do something adding this function with a patch, but i think Bis have no time to solve a problem of mine
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ok i solved first problem the solution is not a great thing but i don't have more this problem... now remains the problem on how to do a vehicle tracked and wheeled together... if i declare it  as a tank tracks and track's wheels work good but frontal wheels does not turn in any direction. if i add the srting simulation="Car" the frontal wheels start to work but track stops..... why? Plese help Thanks
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If you can please help me also with another problem.. Is it possible to have a vehicle with track (as a tank) in the rear part of it and wheels (as a car) on the frontal part? I mean something like american WWII m3 or german WWII hunomag. If it is possible, how i can do it? Thx
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Please man can you explain better? What is a propriety for you another lod or a slection? Please i have this problem.. Lod 1 and 2 do not have shadows.
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Hai ragione FlipeR, dovrebbero fare una sezione Oxygen/Italia Italia Rulez!!!!! Perň toglimi una curiositŕ non sei sloveno tu? P.S: non usiamo il forum per chattare let's icq #133417492
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Yes man i can help you.. you have to use this script class Reflectors { class Reflector { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.5; brightness = 0.25; }; }; in the cpp. Of course you have to make selctions here declared in the LODS. 'position' and 'direction' in memory lod 'hitpoint' in hitpoint lod 'selection' in all the external Lods But are you Indy that i know? Did we ever chatted by ICQ? Bye:)
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Hey man, do you know if i can make two sided face? like in 3dsmax i mean... I tried to make a 2sided material and i applied it on a 3dsmax model.. than i exported it in 3ds format and i imported in oxygen, but the imported model have the map applied only on a side.... ther is a command in oxygen that do what i need? plese help me Thanks
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Yes Hubba, to export you have to click on Send.... But the *.3ds files that O2 makes are not good... You have to export files in *.asc format, only this format works... There is another bad news: from what i saw this exporting process does not mantain the map coordinates of the objects You need also a conveter to open the *.asc file into 3dsmax Once you modifyed the model with 3ds max you have to import it in o2 with a master scale 1:100 to mantain the original measures... I think this is enough
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hey i found this script... class Reflectors { class Reflector { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.5; brightness = 0.25; }; }; ...on an addon in ofp-cz it works in the sense that the lights now have the correct position and the correct direction... but as you said the bitmap problem remains
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Hi all I'm from Invasion1944 I'm trying to import my kubelwagen in the game... I was able to do all this things: 1) used jeep.p3d from demo as base 2) imported my kubel in lod 1 3) made selection as 'volant', 'levy predni' 4) i copied and moved from origilal jeep.p3d all the proxies and the light objects 5) i also changed lancontact lod 6) i wrote a config.ccp Now i have these results... 1) Kubel appears very good in game 2) I can drive it but i have the following problems 1) the driver is ouside the cockpit (but when in oxygen external viewer i see him into the coockpit in the right position(i putted in data3d directory of oxygen viewer some p3ds from demo, so i can see proxies also into oxygen)) 2) the lights are always on ther is someone that can help me? :-) Please Please Thanks /Ciecato
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Sorry but i don't know where i can found it