

frankyman
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Hello folks, I'm having real problems with a project. Unfortunately I have to admit that I am a real noob when it comes to scripting. The project is an xm7 with the xm157 visor. For the aiming optics I use “xm157_info_type” from the Ace. Unfortunately this is not very good when it comes to close combat. So my idea was to convert the optics into a 3d sight. Like in the RHS MOD ( big fan ). but the conversion was so extensive that it is now necessary to change the model, if you are in the CameraView==“GUNNER”, and in the correct OpticsMode 0= “DOT” the complete model must be exchanged for another. My previous procedure is really bad. https://drive.google.com/file/d/1eie9dWsaiKda1dDxvRLUxhhMw9ibzOqJ/view https://drive.google.com/file/d/1X4pmTKe3GFQBQud29DaoPUl1Yc-Yrvxq/view Class CfgFunctions class CfgFunctions //eigene Klasse in der config.cpp { class abw { tag = abw; class functions { class checkoptik { file = "abw\scripts\abw_checkoptik.sqf"; description = "Handling of prefered optic changing"; }; }; }; }; class RscInGameUI { class RscUnitInfo; // External class reference class RscWeaponZeroing; // External class reference class abw_01_xm157 : RscWeaponZeroing { onLoad = "['onLoad',_this,'RscUnitInfo','IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay');[] call abw_fnc_checkoptik"; }; }; cfgWeapons class of the XM157 class ItemCore; class InventoryOpticsItem_Base_F; class XM157: ItemCore { displayName = "XM157"; descriptionShort = "Fire Control Systems<br />Magnification: 8x"; scope = 2; author = "101stAB Frankyman"; model = "abw\xm157\XM157"; picture = "abw\ui\xm157ui_ca"; inertia = 0.3; class CBA_ScriptedOptic { bodyTexture = "abw\xm7Tex\ace_vector_body_co"; bodyTextureSize = 1; minMagnificationReticleScale[] = {1,"5*1.026"}; maxMagnificationReticleScale[] = {8,"5*1.026"}; hideMagnification = 1; disableTilt = 0; }; ACE_ScopeHeightAboveRail = 5.54325; discretedistance[] = {100,200,300,400,500,600,700,800,900,1000}; weaponInfoType = "abw_01_xm157"; class ItemInfo: InventoryOpticsItem_Base_F { mass = 10; scope = 2; optics = 1; modelOptics = "\x\cba\addons\optics\cba_optic_big_100"; class OpticsModes { class optic { opticsID = 1; useModelOptics = 1; opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"}; opticsZoomMin = 0.03125; opticsZoomMax = 0.25; opticsZoomInit = 0.25; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000}; discreteDistanceInitIndex = 1; distanceZoomMin = 100; distanceZoomMax = 1000; memoryPointCamera = "opticView"; visionMode[] = {}; opticsFlare = 1; opticsDisablePeripherialVision = 1; cameraDir = ""; }; class RedDot { opticsID = 2; useModelOptics = 0; opticsPPEffects[] = {""}; opticsFlare = 0; opticsDisablePeripherialVision = 0; opticsZoomMin = 0.375; opticsZoomMax = 1; opticsZoomInit = 0.75; memoryPointCamera = "eye"; visionMode[] = {}; distanceZoomMin = 100; distanceZoomMax = 100; }; }; }; }; class XM157_hide : XM157 { scope = 1; model = "abw\xm157\XM157_un"; weaponInfoType = "abw_01_xm157"; class CBA_ScriptedOptic {}; class OpticsModes { class optic {}; class RedDot {}; }; }; }; at the moment i would be really happy if at least the change of class “XM157” to “XM157”_hide and back again would work. the whole thing should be solved via a function. Ich konnte schon vor 10 Jahren, als ich nun Fahrzeuge für Arma2 gemacht habe, nicht skripten. Die Zeit und einige gesundheitliche Probleme machten es nicht besser. deshalb schäme ich mich das skript zu posten. if (!isServer) then { while {true} do { disableSerialization; private _p = missionNamespace getVariable ["bis_fnc_moduleRemoteControl_unit", player]; if (((primaryWeaponItems _p) select 2) isEqualTo "XM157" && cameraView isEqualTo "GUNNER" && cameraOn _p && (player getOpticsMode 0) isEqualTo "RedDot") then { _p addPrimaryWeaponItem "XM157_hide"; }, {exitWith} sleep 0.5; }; }; I am open to all ideas. another possibility would be PIP . but when I looked at the code for it and the one from ACE, I have to admit quite honestly that it's out of my league. Thank you for reading at least this far.
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Hello folks, after almost 10 years I wanted to do some modding again. I was able to solve many problems myself, but here is a problem where I can't get any further. I have created an animation with the Blender examples. Simple hand animation for a weapon. In the O2/ObjectBuilder it all looks great. But when I pack the addon it looks crappy. Suggested solutions? Any Checklist´s ? more info: Folder : \weapon\anim\nameofanim.rpt in this folder are : the anim and Model.cfg of the skeleton (from samples) in CfgWeapons : handanim[] = {"OFP2_ManSkeleton","\abw\anim\Test002_ArmaRig_Example.rtm"}; Blender File is the same as in this Vid https://ibb.co/Q9tQ6Np https://ibb.co/xzYmN1f
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Upcoming Addons/Mods - NO DISCUSSION
frankyman replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
For some time I work on a boxer GTK. My time is limited, but I try to advance this project -
I particularly interested in the maps. Every map which is the same as Chernarus are my favorites. I´m also interested at the Pandur. The Vehicle need some Work at the moment, but I am confident that it is very good.
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Here our new Addonpack The Package includes meanwhile the DingoA2A in two Version, one with 40mm Grenade Trower and one with the MG3 Machine Gun and the G250 Wolf. Also the Package includes now the Gepard 1A2 AAA Tank. All Vehicels are available in four different Types of Camo except the Gepard 1A2. The 4 different Camos are Woodland, Desert ISAF, Desert and Winter Camo. For the Gepard 1A2 there are three different camouflage without the camouflage for the ISAF Troops. We put in all Manpower and Know How we have to develop this AddOn. If there will be any Kind of Failure or other Problems, then let us know about it on our Homepage http://amt.kkwebservices.de in the specific Boards (We have one Area (English) for international Support and our main German spoken Area). Nobody is perfect ... :-D The Addon is signed and Server Keys are included in the Package. IMPORTANT Since Version 1.4 of the AMT AddOn´s it is necessary to change the parameters for the Entry “classaddons“ in the File „mission.sqm“. Old Entries like „AMT_wolf“ should be replaced with „AMT“ !!! Changelog: Changelog v 1.1 * cfgpatches in class AMT_Dingo2A2 changed * full ACE2 support for Arma2 * Derivation for Weaponstation changed * Derivation for Vehicel changed * Texturen and Rvmats fixed * Crash sounds inserted * Damping behavior changed * Termalsight for Gunner inserted * Termaltextures inserted Changelog v 1.2 * Dingo2A2 with Flw100 Weaponstation and MG3 included * Dingo2a2MG with Nato , Desert ,ISAF and Winter Textures * Termalsight from green/withe to green/black changed. * TI Textures for all Komponents changed and/or added * Weaponstations now have Rangefinder incl. Target Range Setting. * New Server KEY included !!! Changelog v 1.21 * proper crew in desert Dingo * Damping behavior changed * Speed changed * Animationsource bug fixed * Baseclass bug with ACE2 fixed Changelog v 1.3 * Dingo Icons changed • G250 Wolf included in four different Camo´s Changelog v 1.35b *advanced Configs *PBO´s divided for easier Hotfix realeses if needed *Scripts and sound PBO´s inserted *Texturupdates *Model updates *smaller Fixes Changelog v 1.4 *inserted Gepard 1A2 in three different Camos Download
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WIP: Stuff you are working on 2!
frankyman replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
well Burns Not yet, but if you tell me How it can be made .... -
WIP: Stuff you are working on 2!
frankyman replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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Hide part of model using alpha layer in texture only?
frankyman replied to mcnools's topic in ARMA 2 & OA : MODELLING - (O2)
texview2 makes perfekt _co.paa maps. Its the best way to get holes in Meshes witkout modeling the holes. I use this technic for Tracks , holes and alpha Shadow Lods. No Face Order, no Alpha Bug with smoke Effekts ... Sorry for my bad English. Im to old to learn it :blush: -
Hide part of model using alpha layer in texture only?
frankyman replied to mcnools's topic in ARMA 2 & OA : MODELLING - (O2)
since Arma 2 an _co map is able to work with an 1 bit Alpha Channel. 1Bit = black or white no grey or Smothing is supportet. -
WIP: Stuff you are working on 2!
frankyman replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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WIP: Stuff you are working on 2!
frankyman replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
ai Gun Test. -
Tutorial on how to use Multimaterial ?
frankyman replied to beton's topic in ARMA 2 & OA : MODELLING - (O2)
ahh, much better than my sample. thx Mondkalb. sorry but i had not much time to create a tutorial. -
Tutorial on how to use Multimaterial ?
frankyman replied to beton's topic in ARMA 2 & OA : MODELLING - (O2)
You are german right?? So i made a sample with German Text , thats munch easier for me. Is that OK? Multimaterial is realy easy. -
Tutorial on how to use Multimaterial ?
frankyman replied to beton's topic in ARMA 2 & OA : MODELLING - (O2)
i have tested Multimaterial on my Dingo, looks good. If i had some Time I make a Sample Mlod from a Cube. -
Multi material on Vehicle ?
frankyman replied to frankyman's topic in ARMA 2 & OA : MODELLING - (O2)
Yes, I have made progress in this matter. 1 Vehicle , 2 Uvwsets, and 2 kinds of textursets. Lod 1+2+3 are multimaterial any other Lods are basic shader with new texset. tested it with 48 vehicles on desert island. Lod 1+2+3 without other lods in scene = 10% better FPS Scene with all LOD´s in 120m Viewdistance to the Vehicle = 25% more FPS. but I have currently stopped all work