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sakura_chan

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Everything posted by sakura_chan

  1. sakura_chan

    Formation configuration

    \expansion\dta\bin.pbo > class cfgFormations. Looks like you can even have different sides use different formations. I don't think I've ever seen any documentation on this, as it was introduced in AO. class EchelonLeft { class Fixed { FormationPositionInfo1[] = {-1, 0, 0, 0}; FormationPositionInfo2[] = {0, -1, -1, "-0.78539816339744830961f"}; FormationPositionInfo3[] = {1, -1, -1, "-0.78539816339744830961f"}; FormationPositionInfo4[] = {2, -1, -1, "-1.57079632679489661923f"}; }; class Pattern { FormationPositionInfo1[] = {-1, -1, -1, 0}; FormationPositionInfo2[] = {0, -1, -1, "-0.78539816339744830961f"}; FormationPositionInfo3[] = {1, -1, -1, "-0.78539816339744830961f"}; FormationPositionInfo4[] = {2, -1, -1, "-1.57079632679489661923f"}; }; }; basically FormationPositionInfo entries define each position in the formation. My guess is that you could have as many entries as you like because some formations only use 2 and some use 4. {0, -1, -1, "-0.78539816339744830961f"} seems to mean {x, y, z, angle}. The numbers are probably not a measurement but a multiple of the unit's formation size variable. The max angle value used is pi, not sure what angles have to do with it though. No idea what the difference is between class Fixed and class Pattern, although the xyz coordinates differ between them, the angles are always the same Unknown if you can add a new formation, but I don't see why you couldn't... hmm it isn't {x,y,z,angle}, and there appears to be a fifth variable, it is always 0 when present. Boolean maybe? {index number, X (side to side offset), Y (front to back offset), unknown, unknown}. +X = to the right -X to the left +Y = forward in the formation -Y = rearward in the formation. It appears that FormationPositionInfo isn't an individual unit's offset but rather a subdivision of the units. For example, using 2 FormationPositionInfo entries divides the units into 2 groups and then defines their offset relative to the next unit in the "group". It is possible to make uneven formations.
  2. Great I knew there was something like that out there. It has been a few years since I retextured something :3
  3. Here is a basic rundown: 1. Unpack the .pbo file that contains the gun you want to modify. Arma 2 weapons are in addons\weapons.pbo or addons\weapons2.pbo and Arma AO guns are in expansion\addons\weapons_e.pbo 2. use an unrapify program to convert the config.bin (unreadable) into a config.cpp (readable). 3. find and copy the class entry that defines your gun. example is the M8 carbine, found in weapons2.pbo: class m8_carbine : m8_base { scope = public; value = 6; model = "\ca\weapons2\m8_carbine\m8_carbine"; picture = "\CA\weapons2\data\W_m8_carbine_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; displayname = $STR_DN_XM8; muzzles[] = {this}; class Library { libTextDesc = $STR_LIB_XM8; }; descriptionShort = $STR_DSS_XM8; dexterity = 1.8; }; Make a new folder in your main arma2 directory, name it something like @Alexmods Make a new folder in that directory called AddOns Make a new folder in that directory called AlexXM8 In that folder, make a new .txt file and rename it config.cpp It should be mainarma2folder> @Alexmods> AddOns> AlexXM8> config.cpp Paste the class info into the new config.cpp. 3. Because you are making a copy of an existing gun, you don't have much to do. All you have to do is inherit the existing class and make a new one. Since you are only changing the model, anything that you won't be changing can be removed. Edit your new config.cpp to this: class m8_carbine; class Alex_m8_carbine : m8_carbine { model = "\ca\weapons2\m8_carbine\m8_carbine"; picture = "\CA\weapons2\data\W_m8_carbine_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; displayname = "My XM8"; }; note that the picture and uipicture entries would let you change the picture of the weapon in the gear selection menu, and the displayname is the name in game. Find the model in the directory defined in the model = "" entry and put it in your AlexXM8 folder. Change: model = "\ca\weapons2\m8_carbine\m8_carbine"; to model = "\AlexXM8\m8_carbine"; note that models are .p3d files. You need to add a patch class to your config.cpp in order for arma 2 to use it. Add to the very top: class CfgPatches { class AlexXM8_patch { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; At this point you should be able to use a pbo packing tool to make it into a .pbo file. There is a million threads about how to install addons, so I won't go into that. In the mission editor, place a unit and add this to his command line: removeallweapons this; this addmagazine "30Rnd_556x45_G36";this addweapon "Alex_m8_carbine" Your new weapon is in the game, now you just have to edit the model and retexture it End of Part 1 ------------------------------------------------------------------------ Part Deuce 4. I'm not sure if there is any easier way or a program to do this, but I guess you just open the model with a hex editor, and search for all the textures that the model uses. search for .paa, .pac and .rvmat files. Find all these files in their respective directories and move them to your AlexXM8 directory. 5. Figure out what textures need to be edited. You need the bis tools to open any of the texture files. If you are just changing the guns color, you don't need to change the textures for the optics for example. This is where its completely up to your texture editing skills, there must be some good tutorials out there. For the sake of example, lets just say you had to retexture the \weapons2\m8_carbine\data\m8_grey_co.paa file. 6. Once the m8_grey_co file has been edited and reconverted back into a .paa file, you have to edit the model with a hex edit to change the file path. Replace all instances of \weapons2\m8_carbine\data\m8_grey_co.paa with \AlexXM8\m8_grey_co.paa Make sure to back up everything, I think you may need to preserve the same number of characters when hex-editing the paths. If you need to, put your new textures in a folder so that it is easier to keep track of it. \weapons2\m8_carbine\data\ uses 26 characters. \AlexXM8\my_new_retexture\ uses 26 characters. Only change instances of m8_grey_co.paa. Any good hex program should be able to do this. 6. Pack the folder into a .pbo and load it in Arma2 again, and your gun should be sporting the new textures!
  4. I believe this thread should be locked and any further discussion of tab locking/vehicle targeting should be discussed on the appropriate CIT issues. This subject always ends up in a flame war because everyone seems to have a strong opinion of how it should work. There has to be an understanding that radical changes are usually detrimental to the fanbase regardless of their usefulness.
  5. If as a commander you had better control of the driving commands (left, right, forward etc.) there would be no situation where it made sense to command from the driver seat. In Steel Beasts, the driver is almost unnecessary because you can drive the tank perfectly from the commander position. The only thing the AI driver does differently is follow roads and move to waypoints. If you could remove the tank driver's AI collision avoidance when given a manual move command, reduce the steering lag, and remove the audible radio commands (replacing with a visual indicator like Steel Beasts) it would be more logical, less annoying and much more fun.
  6. Does anyone know what beta patch implemented this? I'll probably just use the previous version until Arma3 comes out.
  7. This change also nulifies the "effectivecommander" command (sort of). It returns the player as the effectivecommander when he is in the driver seat, even though he can't command the tank.
  8. Has anyone else noticed a few changes to tanks and wheeled armor lately? I was just driving a tank, and let go of the accelerate key, but the tank kept driving forward! Instead of holding down the keys like a gas pedal, it now works like selecting a speed mode. This is awesome! Aside from the recent changes to tank targeting (I don't remember that in the change log) I've also come across a few instances of wheeled vehicle crews NOT bailing out when loosing a wheel. I did this on 88147 Beta, but my real question is when did these changes get implemented? *edit wtf I reloaded ArmaAO again and now the tank driving is back to normal? I can't replicate what happened, I was using mods and jumping around from commander to gunner to driver. It was awesome though...
  9. sakura_chan

    Arma 2 OA beta build 87967

    What does this do/mean?
  10. sakura_chan

    AI Driving? Forget About It!

    steerAheadPlan = 0.75; steerAheadSimul = 0.1; predictTurnPlan = 0.1; predictTurnSimul = 1.0; brakeDistance = 10; turnCoef = 3.5; Using this on the Hmmwv has yielded good results. Even if they hit something they seem to be able to reverse and steer out of it. Testing these numbers with a single vehicle is pointless, you have to test using convoys, I usually use 4 vehicles. The first, second and third vehicle always take a different line going around a corner, and the fourth seems to copy the third. It seems that in order to get the cornering right, you have to compromise in having the vehicle hugging the inside of short bends in the road. As an aside, BIS sure did themselves no favors in putting walls and buildings so close to most of the roads. Its also a wonder how they can spend time fixing some random crash errors when, in its officially patch form, the AI vehicles can't use roads due to a simple data error.
  11. sakura_chan

    AI Driving? Forget About It!

    nope.
  12. sakura_chan

    AI Driving? Forget About It!

    I don't think it is, BI changed some stuff with the vehicles that changed its behaviour. I have been working on a new version, with great success. Its hard to find the right balance of speed and turning accuracy though. I had one setup where the vehicles didn't even slow down for 90 degree turns, but they also wiped out any fences or signs within a few feet of the road. Another version reduced their turning radius, so they could be much more maneuverable, but when used by the player the vehicle handled like a drift car. I also had a version where they could actually maintain speed in formation and turn slowly but without error. Its all about finding the balance. I was also playing around with the animal AI, I modified the scripts to tell rabbits and other animals to stay off roads, but it caused a mismatched FSM error whenever I tried to load a saved game that was saved without the mod.
  13. I was just pointing out that jets weren't categorized by generations until the F-22 was marketed as 5th generation. Its weird to retroactively label things like that. When Home Alone 2 came out, Home Alone didn't become Home Alone 1, right? Normally aircraft were placed into era categories based on the current war. ei WWI planes, Vietnam era, Desert Storm. Maybe because there weren't any large wars going on at the time, they were forced to use generations to define it.
  14. There is no such thing as 5th or 6th generation fighters. "5th Generation" was just a silly marketing buzz word used to sell the F-22.
  15. So does his wife get the $20,000 bounty?
  16. Hmm could you give an example of what your returned array would look like if you had it working correctly? I'm not sure where or how you want to save the variable names in relation to the objects arrays.
  17. ST_LEFT isn't defined, as well as CT_BUTTON add #define ST_LEFT 0x00 #define CT_BUTTON 1 Also, its not really a problem, but you shouldn't have 'class RscButton: GuiBaseCtrl' because RscButton is a base class. If this code was used outside of the description.ext, it would wreck the default button code as well as put 'updating base class' errors in the rpt. You should just use a new class like RscButton_Custom
  18. It has been done using an addon, but ingame I don't think you can change it.
  19. oops nevermind it must have been something running in the background. Works great, I'm enjoying the guided missiles now.
  20. dumb question: is this still a stand alone beta? I installed this like I always did, but I hadn't installed any post-1.60 betas yet. I have 1-10fps now, and whenever I change view direction in game it goes down to 1fps or simply freezes for a few seconds. I've never had any problems like this before with any version of patch or beta. Btw I run Arma CO @ version 1.57.76815 for the sake of mergeconfig.
  21. sakura_chan

    Micro Destruction

    It could be modded, but it would require a ton of work. It wouldn't be any different than the area specific damage that most buildings have.
  22. it looks like the animation just doesn't have any actions associated with it, so the AI doesn't have any movement options once it uses the sniper sit.
  23. Could someone make a mission that duplicates this problem? I've worked with animation configs before, fixing transitions and stuff. If you show me whats wrong in game, I could at least look at it. It would be easier to fix the config than make a script to watch the AI.
  24. sakura_chan

    After Kim Jong-il: The Future of North Korea

    Waiting for Team America jokes.
  25. sakura_chan

    Sakura_Chan's WIP thread

    I am. I'm hoping to release a community beta sometime next month. I've been trying to stop the AI from being locked in "Danger" mode after being fired upon, but no luck yet. However, most of the fundamentals are there. I just have to program the augmented targeting system. Since my last post I also made a VBS2 style vehicle control interface, except mine is handled in the first person, not an overhead camera. I'm still working out the kinks of using it once you are inside the vehicle though. There will definitely be some inactive buttons in it, such as the medical buttons and (probably) the "deploy mounted weapon" buttons. I also plan on implementing an engineer class repair control, similar to the vehicle control screen, that lets you repair specific parts of a vehicle or simply assess the vehicle's condition. It probably won't be in the beta though. Due to the semi-finished state of it as well as a few missing controls, it will currently be confined to a placeable module rather than an integrated eventhandler based addon (I think). It is fairly unobtrusive, as it doesn't require any changes to the mission to function. The only exception is that you need to add a public variable to units that you would like to "recruit". Not really necessary, but it prevents people from breaking existing missions.
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