sakura_chan
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Everything posted by sakura_chan
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Red dot sights - how they should look like
sakura_chan replied to DiFool's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
?I fixed this like 6 months ago, sent you the working version without any clipping bugs but I never heard from you again. Did you even recieve it? edit: -
IAWS standard definition
sakura_chan replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Is there any standard for empty pylons? Like if I wanted sidewinders on the wings and just one bomb on the belly pylon, is there some invisible weapon placeholder that would let you space out the loadout? -
ARMA 2 Adult content
sakura_chan replied to ARGold's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
nah, that's just weird. I would be frightened if I knew there was some guy in a computer chair with his fat gut hanging out, making porn and slavery rtms in ofpanim. lol: -
Arma 2 the last game to use this engine?
sakura_chan replied to sakura_chan's topic in ARMA 2 & OA - GENERAL
If I remember my BIS history correctly, this engine in one form or another dates back much farther than ofp. The Poseidon engine came before or was a tech demo of the Real Virtuality engine, and it had been in development for a long time before that. I remember reading the history about it on the old forums, but I can't find that post any more. The post included a working version of the Poseidon engine, you were in a chopper and this annoying tank would follow you around. It had all the file formats like paa and p3d, but it didn't have any infantry simulation going. If someone could find it you get 1,000,000 useless internet points! -
Arma 2 the last game to use this engine?
sakura_chan replied to sakura_chan's topic in ARMA 2 & OA - GENERAL
we don't still use the first wheel we invented right? We make better, stronger, bigger wheels. I didn't necessarily mean a whole new never before seen engine, but there is no reason that they couldn't at some point make a version that was different enough that it could be considered new. I personally would like to see a huge, full scale upgrade to weapon handling. Something along the lines of Mando's work, but also a complete fundamental change to both vehicle and soldier based guns. The ofp series doesn't really model rifles very convincingly. You can't animate the sights, your grenade sight is always up, you can't hold the weapon correctly if it is an MG or something with a foregrip, the muzzleflash is maybe the worst i've seen in a game, you reload every weapon exactly the same way (within 4 seconds BTW), you can't use bipods/bayonets/lasers/flashlights, and every ejected cartridge glides out in a perfect arc without any other effects. Now don't get me wrong, I love this series more than most of you, but it could be so much better. Imagine for a minute. What if you started your mission at base with an m4. You walk over to a gear table and select 'set up weapon'. You can choose your sight, what you want on the front rails ie laser, flashlight, m203 sight, choose your stock and magazine, and finally be able to select the color/skin that you want and also add a clan logo. Imagine being able to adjust the sights by actually turning the sight adjustment on the rifle or scope. Instead of a boring ugly generic huge muzzle flash, it is mostly smoke with a smaller flash that only happens once in a while. It would be awesome to have working night gear like in this vid . That would be the cool stuff. Anyways it was just something to talk about on my day off while I was checking to see if the demo was released! -
Yeah I got the sights working, I gave it to Jackel and Aimpoint but never heard from them again. I never got to test it on any cards that had the problem with the alphas though. If anyone wants to add parallax sights shoot me a pm!
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in the unit's cfgVehicles entry, add: terrainCoef = 1.0; 1 should be about right, it will slow you down a little bit but not nearly as much as the original setting. Bigger number, the slower it is off road. Good luck!
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The only way I've found to target buildings is by using: shooter doTarget ((position shooter) nearestobject IDnumber) so if you want your unit "tank" to shoot building 3016, it would look like: tank doTarget ((position tank) nearestobject 3016) I'm not sure about targeting commands, but this is what I used.
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what effect does changing irScanToEyeFactor have? Why is the irScanRangeMin set to 4000?
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Custom CfgModels Animations on Characters models
sakura_chan replied to SoldierIsNotHistory's topic in ARMA : CONFIGS AND SCRIPTING (addons)
I tried your example and the animation worked in o2. Are you saying that it doesn't work ingame only? BTW you should really use a model.cfg instead of doing all that stuff in the config.cpp file. A few ideas: 1. Is the animated object attached to a certain part of the model? if it isn't, it would appear below ground. 2. Try making it a sub-bone of the bodypart its attached to ie. "head","", "myanimation", "head", 3. check for case sensitivity (I sometimes get this error) maybe post up a picture or something to give us a better idea of what the problem is -
No, this is a bug in Arma. any alpha textures will cut out the ocean, smoke and other vehicles when you look through them. In order to get it to work, you have to make the blurred rotor into a separate 3d model, and then load it into the main model by creating a proxy. Check out the bis example models, this is the way they did it. It works for glass too!
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assuming the building is set up as a vehicle, in the config part where you define the lights, set size = 0.0; This should work! "Size" controls this size of the light cone, and "brightness" controls the size of the actual emitted light.
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no worries. The missions are 'rapifed' which means that they are compiled into a better format for arma. Here is a usable version that is unrapped. you can find the tool to do this on ofpec or something. http://www.members.shaw.ca/sakumods/01Cooperative.zip It is for the Southern Sahrani map btw.
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No, it just calculates the flightpath. because it is a 3d model, it doesn't need any calculations to correct for direction. It basically does what yours is missing (2d calculation and elevation), and yours has what I'm missing (pitch). Perhaps we could swap code and work out a final solution? edit* here is my ccip range:
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I've been working on CCIP as well, however I've taken a very different approach. I've gotten my system to be really accurate in any direction, speed or height, but I haven't gotten around to implementing pitch calculations. Its accurate within 1.5 meters even at supersonic speeds. Basically I have used range tables to animate the bomb's flight path, and each point in the flightpath is a man class unit in a cargo position within the flightpath's model. Because you can getpos a units position even if it is in a vehicle, you can make super accurate calculations of the impact point over hilly terrain without having to know the height of the plane or elevation of the impact point. This range table is attached to the plane itself (from inside o2) so you can more easily implement sights using some trig. The problem I've found with Arma is that the bombs aren't really freefalling at all, they have some wierd stuff going on that causes them to fly (sort of) instead of dropping down. The weight of the bomb's geo lod also affects its trajectory.
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About Sahrani petroleum extraction machines...
sakura_chan replied to blackgrain's topic in ARMA : MAP EDITING (VISITOR)
I'm no island modder, but I know that there is a config line that does exactly that, replace objects on a map with different models (for example an invisible object could place the oil pump) edit** its called class ReplaceObjects  {}; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgWorlds {     class CAWorld;     class Sara: CAWorld     {         class ReplaceObjects  {};     }; }; I'm not sure exactly what syntax to use, maybe a map maker could answer that, I couldn't find any examples. Anyways, if that doesn't work, you can simply change the model path of the actual object's cfgVehicles entry to use an invisible object (however this would affect all maps, not just Sara) -
Another useful tip is to have view > solid fill faces selected for each window, it is easier to see the stance of the model without the wireframe.
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bin files are just easier for Arma to load, so it is recommended. Simply download and use the BIS tools for making bins
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Select the first named selection, and while holding down the ctrl key select the next named selection. Both selections should be highlighted in the list now. To link them together simply right click on the named selection you want to use and click 'redefine' II V didn't see it!? must have been post skimming again
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WIP: stuff you are working on!
sakura_chan replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
so cool -
glad I could help!
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You need a special model to save rtm files in o2. It was in the first example model pack released by BIS, it is called "BISkeleton". It has a special lod that has the missing coordinates in it. I still haven't figured out how to make a new animation using it, but I can sorta edit existing ones and at least the export/save function works. BTW I've rigged an arma model to work properly in ofpanim, I can't remember if I set up the legs but I could upload it if you want.
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well I did some checking, and I don't think it's possible for non-man class units to use rtm's in the way you need. An object can use them for destruction animation, but there is a special destructioneffects class that it's used in. It could be possible I'm not 100% sure, but there aren't any examples of it actually working. The oil pump used to use an rtm (it didn't work though in the early versions of Arma) and has been replaced by standard linear animations in it's model.cfg (available with the officially released models).
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Is it possible to define a bunch of variables without having to define each one? like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _a1 = 1; _a2 = 2; _a3 = 3; _a4 = 4; I want to have a looped statement instead of this clutter. Also, how could I select a variable (local) based on another number? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _number1 = 21; _number2 = 24; _number3 = 30; _number4 = 42; for "_i" from 1 to 4 do { _object animate [format ["anim%1", _i], _number_i]; output needs to be: _object animate ["anim1, 21]; _object animate ["anim2, 24]; _object animate ["anim3, 30]; _object animate ["anim4, 42]; }; I currently use the format command to make the list of variables and then get the number or array from the config file because getnumber/getarray can call the variable using a string. I basically want the script to call the numbers from the config (8 classes with 11 numbers each) and store it in the script, and dynamically call the appropriate numbers from the main "while do" loop. Its not 100% necessary, but I do like smooth organized code. Please help!
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online radio in game
sakura_chan replied to Solid_s's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Motorhead FTW