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sakura_chan

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Everything posted by sakura_chan

  1. sakura_chan

    Chammys Sound Mod

    I had this error too. I guess I'll wait for a standalone version.
  2. sakura_chan

    Dynamic Building Destruction

    How exactly are these buildings put together? Does it start as one base object and a script builds the rest? Looks interesting I can't wait to drive a tank through a house
  3. sakura_chan

    Fastroping Addons Thread

    The cloth rope won't be used for the actual roping part, it is just used to simulate deployment and shows any slight change in direction. Once the unit leaves the chopper, he will be attached to a hard rope, and the cloth rope will be attached to the end of the hard rope. As the unit moves down, the hard rope gets longer (using multiply setobjecttexture or animation commands) and the cloth rope get shorter using setflagtexture commands and multiple textures. Its kinda hard to describe, but it should work.
  4. sakura_chan

    New here

    Welcome!
  5. sakura_chan

    Ka-50

    I think that there is a variable you set in the config that controls the gear. gearRetracting = 0; Then you need the gears animation name (I don't know what it is) And tell it to animate using a script. It should work hopefully
  6. sakura_chan

    Fastroping Addons Thread

    more the merrier I say, there's more than one way to simulate a guy falling down a rope
  7. sakura_chan

    Fastroping Addons Thread

    How many ropes would a blackhawk carry? Just the one? Is there a way to retract it if the drop is aborted?
  8. sakura_chan

    ArmA photography - Questions&Comments

    its simple really, the rope is actually a flag, so it doesn't need any script to work. It uses a script to attach it to a chopper, but if I was using an addon model I could attach it directly using a proxy. I call this 'project longshot' because it has quite a few obstacles to overcome. Sorry to say that I haven't started on the actual abiltity for a unit to use it, but I will get that working soon! *edit ----> video, just a tech demonstration http://s179.photobucket.com/albums....ch2.flv 2 ropes are better than 1
  9. sakura_chan

    ArmA Photography I - No images over 100kb.

    Sakusky release coming soon Sakumh60 early alpha Sakufastrope work in progress (hint - the rope isn't straight down because the chopper is moving)
  10. sakura_chan

    Stryker Model 2 Update

    I think I can help with the drivetrain performance section. I have a series of scripts from my player realism upgrade project that deals with gforce/acceleration/speed checking. Here is what I found for the Arma stryker: ---------------------------------- Max Speed flat road: 97.42 km/h Max Speed flat terrain: 44.92 km/h --------------------------------- 1/4 mile time road: 16.2 - 17.1 seconds 1/4 mile time terrain: 30 seconds --------------------------------- Max braking deceleration: -52.77 m/s Max Accel road (E key): 34 m/s Max Accel road (W key): 25.46 m/s Max Accel road (Q key): 9.8 m/s Max Accel terrain (E key): 26.9 m/s Max Accel terrain (W key): 17.45 m/s Max Accel terrain (Q key): 7.88 m/s
  11. sakura_chan

    Packing a .paa as it's own mod?

    The only way for it to work is to overwrite the existing texture. Make sure you use the right pbo and make sure you repack it will a good pbo tool, and save the new pbo over the old one (backing up the original of course). If all else fails, send the author of the mod an email with a step by step list of what you tried to do. Good luck!
  12. sakura_chan

    ArmA:Tracker - Addon Hosting Initiative

    Sounds great! I've had to use crappy putfile for my mods until another site hosted them.
  13. sakura_chan

    Cargo Ship

    Looks amazingly sinkable
  14. sakura_chan

    RACS M60A3

    Does the big searchlight work? Is there a version with the RACS camo scheme?
  15. sakura_chan

    uh-60 without seats.....

    It would require a whole new model, so it wouldn't happen until someone makes a new blackhawk.
  16. sakura_chan

    Perhaps a addon

    Your hummers would be faster, more manuverable, harder to destroy and your gunner could turn faster. Some people might call that cheating. I don't know if I would call it that because BIS made this game too easy to edit. They made it so you can change almost any variable in the game with only 4 lines of code, so its not like anyone can get 'hacker' cred for doing anything to Arma. Fortunatly most Arma cheaters have no artistic sense, so simple super weapon cheats/ spawn scripts are the best (worst) they can do. I don't think anyone would be too ticked off if your turret turned 40% faster, but if you are still driving around when a normal unit would have been destroyed then people call shinanigans.
  17. sakura_chan

    Perhaps a addon

    1. terrainCoef = 0.2; 2. armor = 80; (40 originally) 3. soundServo = {""}; maxHorizontalRotSpeed = 1.68; 4. Easily done 5. Easily done
  18. sakura_chan

    Shoot from moving vehicles

    I tried replicating this, and I ran into the same problems that everyone else had. But it was fun to have dudes shooting off the littlebird. The gunners randomly die and their targeting is reduced greatly. http://s179.photobucket.com/albums....ird.flv It is kinda useless, but fun for a few minutes.
  19. sakura_chan

    New truck by Sigma-6

    We can't point o2 to rvmat files, or even use the stock textures (texture name too long). Right now basically you apply the texture like normal, then in the units config you make a CfgTextureToMaterial entry for each texture. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgTextureToMaterial {       class texture1       {              textures[] =  {"project\data\texture1.paa"};              material = "#texture1";       }; }; Then you define a CfgMaterials entry for it, this is in the same format as the rvmat files, there might be a way to link it to an external rvmat, I haven't tried though... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgMaterials {       class texture1       {              ambient[] = {1.000000, 1.000000, 1.000000, 1.000000};              diffuse[] = {1.000000, 1.000000, 1.000000, 1.000000};              forcedDiffuse[] = {0.000000, 0.000000, 0.000000, 0.000000};              emmisive[] = {0.000000, 0.000000, 0.000000, 1.000000};              specular[] = {1, 1, 1, 1.000000};              specularPower = 100;              PixelShaderID = "NormalMapSpecularDIMap";              VertexShaderID = "NormalMap";              class Stage1              {                    texture = "project\data\texture1_nohq.paa";                    uvSource = "tex";                    class uvTransform                    {                           aside[] = {1.000000, 0.000000, 0.000000};                           up[] = {0.000000, 1.000000, 0.000000};                           dir[] = {0.000000, 0.000000, 0.000000};                           pos[] = {0.000000, 0.000000, 0.000000};                    };              };              class Stage2              {                    texture = "project\data\texture1_smdi.paa";                    uvSource = "tex";                    class uvTransform                    {                           aside[] = {1.000000, 0.000000, 0.000000};                           up[] = {0.000000, 1.000000, 0.000000};                           dir[] = {0.000000, 0.000000, 0.000000};                           pos[] = {0.000000, 0.000000, 0.000000};                    };              };       }; the _nohq texture is a tangent space normal map, and the _smdi is the specular map. Specular maps are grey scale images that are combined with 2 white greyscale maps into an rgb image. The spec maps go in the green channel, I'm not sure what the other channels do. Anyways, thats all there is to making the various layers. Hope it helps because your stuff looks some friggin' sweet.
  20. sakura_chan

    FOV / Perspective Change in 1.07 - Not Happy

    you can manually change the perspective in your *.Armaprofile file. there are two lines: fovTop=0.562500; - height fovLeft=0.900000; - width These lines define the viewable area. the bigger the area, the more zoomed out it is. If you want to zoom in, reduce the numbers by the same percentage, I used -20% of the default 16:10 setting for my 1650x1050 monitor. It gets rid of the fish eye distortion stuff and makes far objects more identifiable. It can also help with fine tuning, because my monitor is actually a 1.57 ratio but 16:10 is 1.6 ratio. When you start up Arma, under the video settings the aspect ratio will show as 'custom'. example: Original fov 16:10 Custom fov (exact same location): If you are only having problems with the fov in certain units, a mod could be made to change the unit/unit class' view, so it is fixable any way you look at it.
  21. sakura_chan

    Reinstalled&Patched

    I read in the 1.08 troubleshooting thread that it was one of Vilas' old addons.
  22. sakura_chan

    ArmA vehicle weapon config

    just download my A10, depbo it and look at the config file.
  23. sakura_chan

    WIP: stuff you are working on!

    Death effects could easily be taken 'to far' in Arma, its ok to make it more realistic but you might not want to see organs\guts\brains sprayed and squished all over the battlefield.
  24. sakura_chan

    A-10 with GBUs

    The A-10 is a great lgb platform and I'm suprised that it didn't come with the game. Well here it is... Download sakua10gbu.zip 1kb sorry about the putfile crap, I haven't gotten my webspace set up yet (I just moved) anyways, it's just a config file, and you need the A-10 addon to use it. pics... Vid of the ai doing a rocket attack and lgb strike... http://s179.photobucket.com/albums....yai.flv all info is in the readme. Enjoy Â
  25. sakura_chan

    WIP: stuff you are working on!

    Yeah, I aim for the face kickem' while they're down ^effect/tracer addon I'm working on. also: Inside of a building from an object/industry mod I'm working on. Hopefully get some CQB action going on.
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