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Tomsen

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About Tomsen

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  1. driver plane setdammage 1
  2. yes setvehicleammo 1 should be enough. but you still have to trigger it. Again it depends on what the mission designer wants to archive. if its an AI controlled AA Infantrist and he should always have full ammo, using the addeventhandler noted by me above would be the best trick. an alternative would be to place a trigger with its condition checking if the unit has ammo for a specific weapon. Of course it should be repeatable if its supposed to refill more than once. in its activation the trigger calls the setvehicleammo command. if the player should be able to control when a unit gets full ammo again a radio trigger will do the trick.
  3. for infinte ammo add an eventhandler to the unit that is firing the aalauncher. add a "fired" EH and make it add one stinger or strella to the unit. there u go, infinite ammo.
  4. oh! cool. but its wierd since those anim names are not in the config...
  5. gotta change the cnf_vehicle.hpp file for the C130 and add UserAction classes for the animations. I tried changing the MV22 config before, but the BinPBO from BIS wasn't able to add all the files back into the pbo. got lots of missing textures and config entries when i started the game. may be cpbo will work?
  6. true that, but then again, the anims are in the hpp file. they're just not implemented. Still, i find it sad, that developers are being put under pressure by their publishers so much to meet a deadline, that they are willing to ship a game which isn't ready to be shipped yet. I can't imagine BIS wanting to ship arma2 the way it was.
  7. I just realized, that the c130 exterior model is different from the one you see when sitting inside the c130. Dunno how that works out though. Do choppers work the same way? i realized that, when i tried to paradrop soldiers from an c130 with its ramps open. when viewed from 3rd person the ramp is open. when in 1st person view inside the c130 the ramp is closed. anyone know whats going on there. Is there a way to change that?
  8. hmm looks like the MV22 animations don't work. might be because the animduration is set to 0. Or there just are none. Which sucks in my opinion, since you can't sit in the C130's cargo hold (can't even walk into it or drive vehicles in because the ramp is too high). You can sit in the MV22 passanger compartment, but the ramp won't open. i think i'll dl o2 and see if it actually has animations. Then i can look into it getting them to work or even create some. ---------- Post added at 02:46 AM ---------- Previous post was at 02:06 AM ---------- can't open BIS' MV22 p3d file, can't read animations. can't repack air2.pbo with edited animationPhases. Result -> gotta wait for BIS to add the animations or for someone who knows how to take the MV22.p3d file and get it opened in o2 for editing. I am kinda disappointed that the mod community is left with debugging BIS' unfinished game...
  9. ok so i looked into the config.cpp of the c130 and there are animations for all doors including the ramp these are: door_1 door_2_1 door_2_2 ramp_top ramp_bottom animate the c130 like so c130test animate ["ramp_top", 1] c130test is the c130. 0 means closed, 1 is open. have fun. Oh and i didn't find the config.cpp for the MI24s yet. Thats the reason i looked into them in the first place to find the animations for those doors. Any1 know where to find that? ok found the anims for MI24. Same file actually ^_^! here they are: Right door open: _mi24 animate ["dvere_p_vrch",1] _mi24 animate ["dvere_p_spod",1] Left door open _mi24 animate ["dvere_l_vrch",1] _mi24 animate ["dvere_l_spod",1] replace 1 with 0 for closed. you can also call a script like so [this] exec "ca\air2\Mi35\data\scripts\rdoorop.sqs" [this] exec "ca\air2\Mi35\data\scripts\rdoorcl.sqs" replace [this] with your Hind and "rdoor" with "ldoor" for the left door. The scripts will play the opening and closing sounds. the animations alone won't the MV22 animations are: door_1_1 ramp -Tomsen Not yet tested, but should work
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