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sakura_chan

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Everything posted by sakura_chan

  1. sakura_chan

    Weapon recoild camera shake mod

    Ill be posting an updated version that includes the launchers this evening. I increased the effect on pistols because they are actually pretty violent to shoot. The new version also includes a few animation tweaks relating to the launcher aiming.
  2. sakura_chan

    Weapon recoild camera shake mod

    There is a script command that returns the player's view mode, so it can tell your script when the player is in 3d person etc. https://community.bistudio.com/wiki/cameraView I don't think there is anything else to do on this mod, it only took me an hour to make and test because it is very simple.
  3. sakura_chan

    Primer for new vehicle simulation

    Sorry it doesn't work like that. You have to pack it into an addon .pbo and it can only override the existing offroad or make a new one, it cant be loaded in just one mission. A3 basically compiles all the config.cpp stuff at startup and it can't be changed while the game is running.
  4. sakura_chan

    ArmA 2 C-130J and MV-22 Redux

    I made some significant progress on this today. I managed to convert the body to b-spec, which involved some major changes to the curves and body lines. In the end it wasn't as bad as I thought it would be and I didn't have to butcher the textures. The only thing holding me up at this point is figuring out how to set up the co-pilot's seat. This is a new feature for A3 and there isn't a working example of how to set it up. I can get the controls to work but the co-pilot won't appear in the cockpit for some reason.
  5. sakura_chan

    ArmA 2 C-130J and MV-22 Redux

    I haven't worked on it recently, but I've not abandoned it by any means. During the spring and summer I spend most of my days outside. I really only do some modding if it is cold and rainy.
  6. sakura_chan

    Suggestion: command "disableRadar"

    This is already possible, I believe. It would involve nothing more than running a script that relocates the radar graphic outside of the view area. I know it works with most hud elements, but a few like the action menu cant be moved.
  7. I would like a mod that gave every death the Wilhiem scream, every time.
  8. sakura_chan

    ArmA 2 C-130J and MV-22 Redux

    No dice...osprey uses airplane class which doesnt use rotorlib. As for the restrictions, in a3 if you change the vector of an object, it completely halts the objects movement. For example, there isnt a mando missile addon for a3 because all the code that controlled the movement of the missiles simply doesnt work anymore. I have done some fairly successful tests using setpos and attachto to create a similar system.
  9. sakura_chan

    ArmA 2 C-130J and MV-22 Redux

    It really is not possible, sorry to say. The osprey's flight controls are completely hardcoded. Even if you had the knowledge to make a completely new scripted flight model, you still couldn't do it thanks to new restrictions on A3's velocity/direction commands (compared to A2). It would be neat if BIS included a more complex tiltrotor in their upcoming helicopter DLC, as it would fit with the futuristic theme. As for controls, I use an Xbox360 controller and I love it because it has quicker controls than a joystick due to the shorter length of the joysticks. It also has more buttons than most joysticks and I use the right stick as my hat switch so I don't even use trackIR anymore. Another advantage is that it works for vehicles as well so you don't have to have a huge joystick in front of you just for one vehicle type.
  10. sakura_chan

    Addon Bulder SitRep

    Also: -New gui looks awful and is hard to read -annoying "confirm overwrite" box with no keyboard shortcut, you have to click it -completely redundant "its done derp" box, again with not even a keyboard shortcut to help, you have to click it. They have effectively made it worse and tripled the clicks 10/10 would download again
  11. now it says binerize is missing...I checked all the files and they haven't been modified but it is still messing up somewhere. I never touched a thing it just stopped working **edit** the problem seems to be that I was launching it from the .exe file, and I hadn't run A3 yet so the steam client wasn't running. Once steam was running it worked just fine :3
  12. I don't know if its related, but I am also having trouble with cfgconvert. Just today when I used addonbuilder it gave the message "required application CfgConvert not found in \cfgconvert. The exe is there and I can run it. It only started today and was working perfectly before. I don't run any antivirus software...maybe there was an update or something?
  13. sakura_chan

    Surfer's Scrapyard Template

    Very cool!
  14. sakura_chan

    Atomic Bomb - Module and Zeus (WIP)

    Its a pretty good effect, the sound isn't good though. There needs to be more bass and there needs to be supersonic ground rumble PCAWqSNHRmI The effect needs a few things, like the whiteout effect needs to come in and fade out slower, there needs to be a very bright lightpoint in there (you can have lights and light flares that shine in the daylight) and the "fire" part needs to be tweaked to use the emissivecolor property so it will give it a real glow instead of looking like yellow and red smoke.
  15. sakura_chan

    Accurately rotate Memory points in O2..? :/

    maybe try having the memory point as part of a polygon, maybe it would help because I don't think verts have any kind of 'axis' outside of their normals that they have when in a polygon. Also, make sure they aren't perfectly vertical, the ladder points should be "leaning" with the start point farther out and the end point closer to the structure.
  16. Is there a particular mission/script that is popular for ranging in a weapon? I made a port of the M32 grenade launcher from A2 and added the cool new animated tilting sights that are new for A3 but I don't have a way of checking its accuracy.
  17. sakura_chan

    How to sight in a weapon?

    I guess just grabbing a rangefinder and some pop-up targets will suffice. I did find that mission that traces the flight path of the shell.
  18. the AnimName has to be a bone that is defined in the model.cfg. Also, the animation itself needs the IK code to work.
  19. Yes the 'all zeros' was simply because I had not done any work on the actual tracking management system. If I understand correctly, tracking numbers can be assigned automatically in real life and can also be entered manually, like when a sonar contact is detected? It is also unclear to me how or if the Airforce/Army is able to communicate/interact/co-ordinate with the Navy/Marines. Could an Aegis equipped vessel interact with B1s or B-52s? I never got very far into the order of battle research, and I imagine that lots of info isn't publicly available for obvious reasons.
  20. cut off at 10 pics I was just working on some more detailed transports when I started to lose interest. This Il-76 was only 6500ish polys with the landing gear. The gear has a complete non-symmetric closing cycle (each gear moves and closes at a slightly different rate) B1-B throttling through the clouds. 4000 polys B2 only needs 1000 polys because it is practically flat. I was looking forward to programming its ability to simultaneously drop 80 small JDAMS. It would be able to precisely level any A3 town or city. A few better shots of the B-52 BUFF boys. A3 handles the heat distortion effect nicely Btw all these models were built right in O2, I made all the textures myself in Paint Shop Pro X and used blender to do the ambient occlusion maps. The display works by drawing icons on the regular map while simply translating an object's position in the 'real map' into the 'region map' Also the map image I used was just an easy placeholder, you can have as detailed a map as you want.
  21. Do you have permission from manufacturers to use the vehicle designs that you model? Aren't you just making an unlicensed copy/translation of a company's IP? Even the Bible has received such 'translation'. The excuse of 'the law is the law' is cute though.
  22. Imagine if someone writes a book in English, and you want to personally translate it into French for a few friends to read. The author won't stop you or act against you, and in fact gives you help and has formatted the book for easy translation, that would still be wrong?
  23. All the mass effect characters and vehicles are available on garry's mod's steam workshop, and have been around for years without any worries of lawsuits so porting other content is just fine. In fact you can download most arma 2 vehicles for garry's mod and GTAIV. Its a lot different than the old days where each game used its own engine and required "illegal hacking' to extract or edit content. Nowadays most games are practically open source with the use of free, publicly available engines and no system to stop you from using their content. Valve's source engine actually ships with tools for extracting their content and their developer website officially lists and supports programs for extraction and recompiling of all free and paid content. Unreal engine is the same. I say go for it!
  24. sakura_chan

    ArmA 2 C-130J and MV-22 Redux

    Actually you are right and wrong...the reason it works on trees, grass, tanks and soldiers is because the alpha textures use 'absolute' transparencies ie. either 100% transparent or opaque. On textures with detailed transparencies like glass it is not possible to apply shadows to them. Easiest example it to taxi the wipeout underneath a hanger, you can see that the shadow of the building doesn't draw on the glass of the cockpit. edit** got it working! I changed the alpha channel to 2 color black and white and saved it as co instead of ca and now they recieve shadows correctly! Thanks for getting me thinking :)
  25. sakura_chan

    ArmA 2 C-130J and MV-22 Redux

    no, in fact it does it even when it isn't using an .rvmat.
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