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Everything posted by CheyenneAH56
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Replace default Rope model
CheyenneAH56 replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
soon SCmod v1.40 - more more more realistic, with more more more new fun stuff ! -
Replace default Rope model
CheyenneAH56 replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
no I don't repack data_f.pbo. create new addon folder. in my addons folder : \config.cpp \proxies\rope\model.cfg \proxies\rope\rope.p3d ----> modified with ODOL Web converter ----> Name original segment with named selection and added new rope segment with named selections. Here my config.cpp : //////////////////////////////////////////////////////////////////// //SCmod by CheyenneAH56 //////////////////////////////////////////////////////////////////// #define _ARMA_ //ndefs=13 //Class data_f : hook\config.bin{ class CfgPatches { class SCmod_Rope { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F"}; }; }; class CfgVehicles { //SCROPE /*extern*/ class All; class Rope: All { model = "\SCmod_rope\proxies\Rope\rope.p3d"; hiddenSelections[] = {"pipe", "pipeX"}; hiddenSelectionsTextures[] = {"","a3\data_f\proxies\rope\data\rope_co.paa"}; }; } //}; class CfgNonAIVehicles { class RopeSegment { model = "\SCmod_rope\proxies\Rope\rope.p3d"; hiddenSelections[] = {"pipe", "pipeX"}; hiddenSelectionsTextures[] = {"","a3\data_f\proxies\rope\data\rope_co.paa"}; }; class RopeEnd: RopeSegment { model = "\A3\Data_f\Hook\Hook_F.p3d"; }; }; inside my model.cfg : class CfgSkeletons { class Skeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]={}; }; }; class CfgModels { class rope { htMin=0; htMax=0; afMax=0; mfMax=0; mFact=0; tBody=0; skeletonName="Skeleton"; sectionsInherit=""; sections[]={"pipe","pipex"}; class Animations{}; }; }; pipe is original segment model pipeX is a new one, added inside same LOD 0.000, at same place, but bigger. and I use this little script to change texture, and reveal my pipeX (SCmod pipe) or rope model (pipe) : ropeX = vehicle player nearObjects ["rope", 20]; ropesegmentX = vehicle player nearObjects ["ropesegment", 20]; {if (typeOf _x == "rope") then {_x setObjectTexture [0, "\scmod_fire\data\pipes.paa"]; _x setObjectTexture [1, ""];};} foreach ropeX; {if (typeOf _x == "ropesegment") then {_x setObjectTexture [0, "\scmod_fire\data\pipes.paa"]; _x setObjectTexture [1, ""];};} foreach ropesegmentX; -
Replace default Rope model
CheyenneAH56 replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
extract rope config and rope proxies from proxies files in data_f.pbo repack it with a hiddenselection in config.cpp ; and use ODOL web converter to edit original rope proxy model, and add a selection name to define in hiddenselection config. -
replace default rope model
CheyenneAH56 replied to CheyenneAH56's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Right ! :D -
Weight distribution - Balance model
CheyenneAH56 replied to [aps]gnat's topic in ARMA 3 - MODELLING - (O2)
I know ! PlaneX is not compatible. Now it work. thanks a lot ! -
Weight distribution - Balance model
CheyenneAH56 replied to [aps]gnat's topic in ARMA 3 - MODELLING - (O2)
hello ! having the same problem, and I can't solve it. I'm working on CL-415 for my SCmod. if I use simulation = airplaneX > plane react normaly on wheels, but don't be amphibious. if I use simulation = airplane > plane is perfectly amphibious, but have the same problem described by Gnat. Gnat's memory LOD method don't work for me ! Plz help me ! -
replace default rope model
CheyenneAH56 replied to CheyenneAH56's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
OK, here the method : first create a new addon (file) for your rope e.g. /YOUR_rope. CPP //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 4.39 //Mon Mar 17 00:27:58 2014 : Source 'file' date Mon Mar 17 00:27:58 2014 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //ndefs=13 //Class data_f : hook\config.bin{ class CfgPatches { class YOUR_Rope { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F"}; }; }; class CfgVehicles { //YOURROPE /*extern*/ class All; class Rope: All { model = "\YOUR_rope\proxies\Rope\rope.p3d"; hiddenSelections[] = {"YOURSELECTION", "ORIGINALSELECTION"}; hiddenSelectionsTextures[] = {"","a3\data_f\proxies\rope\data\rope_co.paa"}; }; } //}; class CfgNonAIVehicles { class RopeSegment { model = "\YOUR_rope\proxies\Rope\rope.p3d"; hiddenSelections[] = {"YOURSELECTION", "ORIGINALSELECTION"}; hiddenSelectionsTextures[] = {"","a3\data_f\proxies\rope\data\rope_co.paa"}; }; class RopeEnd: RopeSegment { model = "\A3\Data_f\Hook\Hook_F.p3d"; }; }; second unbin data_f.pbo search for data_f\proxies\Rope\rope.p3d copy it goto https://odolconverter.t-db.de/ and make editable p3d, with model.cfg thirdly put the dowloaded files in YOUR_rope/proxies/rope/ open rope.p3d in LOD 0.000, copy selection (original) without any change. paste it inside LOD 0.000 and change size (diameter only) and name it like you want e.g. YOURSELECTION. select original rope model in LOD 0.000 and name it like you want e.g. ORIGINALSELECTION. in shadowvolume 0.000, shadow volume 1000, and geometry, change size (diameter) of original selection. let memory LOD, and save rope.p3d model.cfg (in YOUR_rope/proxies/rope/) class CfgSkeletons { class Skeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]={}; }; }; class CfgModels { class rope { htMin=0; htMax=0; afMax=0; mfMax=0; mFact=0; tBody=0; skeletonName="Skeleton"; sectionsInherit=""; sections[]={"YOURSELECTION","ORIGINALSELECTION"}; class Animations{}; }; }; save all files and use addon builder to make addon. fourth to select the aspect of the rope, simply use script (here I let you decide your creation) for me it is : ropeX = vehicle player nearObjects ["rope", 20]; ropesegmentX = vehicle player nearObjects ["ropesegment", 20]; {if (typeOf _x == "rope") then {_x setObjectTexture [0, "\scmod_fire\data\pipes.paa"]; _x setObjectTexture [1, ""];};} foreach ropeX; {if (typeOf _x == "ropesegment") then {_x setObjectTexture [0, "\scmod_fire\data\pipes.paa"]; _x setObjectTexture [1, ""];};} foreach ropesegmentX; Create the rope first and use this script whenever the length of the string changes. This method allows to keep the original appearance of the rope, and to create, if necessary, a new appearance, to make pipes, etc. Have fun ! -
replace default rope model
CheyenneAH56 replied to CheyenneAH56's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
for those who are interested, as this post is not known enormously successful, I have the solution. I apply it to the SCmod (for next 1.40 version). You can easily modify the size of the rope (to make a pipe), and if necessary keep its original appearance. -
replace default rope model
CheyenneAH56 replied to CheyenneAH56's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
DONE ! :D simply repack original pbo with your modification. ... I'll test to apply personal textures and add hiddensection, to conserv original model look. -
Replace default Rope model
CheyenneAH56 replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
DONE ! :D simply repack original pbo with your modification. ... I'll test to apply personal textures and add hiddensection, to conserv original model look. -
Replace default Rope model
CheyenneAH56 replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
same with _SCrope = "rope" createVehicle [0,0,-2]; The problem is not the model. The rope model seem to appear only with BIS rope command (like ropecreate, etc.). Another method could be to change model of rope after creation. Searching for that, but ... :/ -
Need an integrator to rewrite SCmod scripts
CheyenneAH56 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi, I need an integrator to rewrite the scripts of my SCmod. Indeed, almost all the scripts of the mod are in SQS format. I want to integrate the current scripts in SQF format, by a competent integrator, and interested to optimize the mod, in terms of memory usage. If anyone is interested, make a sign to me. :biggrin_o: > SCmod 1.35 -
Need an integrator to rewrite SCmod scripts
CheyenneAH56 replied to CheyenneAH56's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
No problem ! I understand ! If any change, contact me ! now my account has good parameters. -
I'm sorry, I only answer you now because I realized that my account was badly parameterized. At all post that I posted, I waited for an email to see the comments, but in vain.
- 28 replies
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- scmod
- firefighting
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Need an integrator to rewrite SCmod scripts
CheyenneAH56 replied to CheyenneAH56's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi, I'm sorry, I only answer you now because I realized that my account was badly parameterized. At all post that I posted, I waited for an email to see the comments, but to no avail. Are you still interested? If so, I do not need to send you all the files, because only the scripts of the different file of the mod are extractable by dearchivating the files *pbo Give me news. -
Hi everyone ; > Unmanned helicopter don't work. Helicopter need to have one pilot / driver. > For winch, the command is only for driver. Or you can unpbo the mod, and check for script, and adapt to your mission. > Same for adding winch to another helicopter. All is in scripts (scmod_fire.pbo /script/)
- 28 replies
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- scmod
- firefighting
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Replace default Rope model
CheyenneAH56 replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm trying to do the same think for my SCmod, to improve the visual rendering of the pipe. I made a rope... Yes... but invisible : class CfgVehicles { class All {}; class Rope: All {}; class SCrope: Rope { access = 0; displayName = ""; simulation = "rope"; side = 8; maxRelLenght = 1.1; maxExtraLenght = 10.2; alwaysTarget = 0; irTarget = 0; irScanRangeMin = 0; irScanRangeMax = 0; irScanToEyeFactor = 1; laserTarget = 0; laserScanner = 0; nvTarget = 0; nvScanner = 0; artilleryTarget = 0; artilleryScanner = 0; author = "CheyenneAH56"; mapSize = 0.03; _generalMacro = "Rope"; scope = 1; model = "\SCmod_fire\data\SCrope.p3d"; }; }; I tested with this script : ~3.5 systemChat "init script"; _veh = (vehicle player); _veh setDamage 0.0; _SCrope = "SCrope" createVehicle [0,0,-2]; _SCrope attachTo [_veh, [0,0,-2]]; _posPipe = [(position _veh select 0), (position _veh select 1), (position _veh select 2) - 3]; _pipeX = createVehicle ["Land_BarrelEmpty_F", _posPipe, [], 0, "NONE"]; _pipeX addEventHandler ["HandleDamage", {false}]; [_pipeX,[0,0,0],[0,0,0]] ropeAttachTo _SCrope; ~1.0 _pipeX setMass (getmass _veh / 4); _SCrope setMass 2.0; systemChat format ["_pipeX : %1 - pipeMass : %3 - rope : %2 - ropeMass : %4", _pipeX, _SCrope, getMass _pipeX, getMass _SCrope]; Result : Land_BarrelEmpty_F is connected to invisible rope, with all rope proprieties. :-( I hope to understand how Project Life has done the manipulation. -
Another economic sector Bohemia Interactive can explore : Firefighting
CheyenneAH56 posted a topic in BOHEMIA INTERACTIVE - GENERAL
An economic sector is in the reach of Bohemia Interactive. Indeed, firefighters of the whole world train on simulators, to fight against forest fires. the RV4 graphic engine, already used on ARMA3, and professionally on VBS3, would be a good tool to simulate operations against forest fires. I honestly think it would be a good opportunity for Bohemia Interactive to explore this economic market. The SCmod I developed is a very modest example of what might become of such a simulation. > https://forums.bistudio.com/topic/198215-scmod-v135/ Indeed, with more resources and more expertise than me, the Bohemia Interactive teams would be able to create a more complete project, for a specialized simulation. France, Spain, Portugal, Italy, USA, Canada and many other countries use these kind of simulators (eg Vulcain 3.0). The professional simulators developed by Bohemia Interactive are a good example of the quality of such a project.- 4 replies
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- SCmod
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Another economic sector Bohemia Interactive can explore : Firefighting
CheyenneAH56 replied to CheyenneAH56's topic in BOHEMIA INTERACTIVE - GENERAL
To mondkalb > GOD SAVE BOHEMIA INTERACTIVE ! :627: HUGE ! :D :blink: But I imagine that no public downloads are possible. -_- You are awesome !- 4 replies
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- firefighting
- SCmod
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Right - fire weapon key. Any waterkit work like this. It's a minor bug. Getout the vehicle, and return to pilot position. And it's ok. Maybe I need to temporise again the script. I know the bug. SCmod is not only a scenario. It's a preconfigured module set, to equip with waterkit, any plane or helicopter, in the scenario editor.
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SCmod v1.35 aerial firefighting simulation TOPIC UPDATE : http://forums.bistudio.com/topic/198215-scmod-v135/ November 2016 new updates.> read the *.pdf readme file for more details about the mod. Download : http://www.armaholic.com/page.php?id=26967 Mirror (filedropper.com) : http://www.filedropper.com/scmodv135 Youtube (gameplay 1.35) : http://www.youtube.com/watch?v=ZjW3613Jls8
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SCmod v1.2 aerial firefighting simulation November 2015 updated http://www.armaholic.com/page.php?id=26967 Updates : - New AS-532 helicopter (SCmod & civilian rescue) from the FFAA mod. - New L-100J aircraft (for MAFFS missions). - New HEMTT water truck (for re lling MAFFS tanks). - New SC pilot unit. - New SC crew unit. - Forest fires are located only in wooded areas. - New smoke fog effect, according to the intensity the forest fires. - New realistic water drop effect. - New display with the direction, distance, and the status of forest fire. - New action menu command to control the ropes height (bladder & cargo). - New action menu command to use a winch for rescue missions (AS-532 only). - New textures for water tank kits. - New large waterkit fixed tank for AS-532 helicopter. - New MAFFS module for aircrafts (especially for L-100J). - Improvements of radio dialogs. - Improvements of scripts.
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Hi, Here are the ingame screenshots of the SC_Mod pre-release version. http://img841.imageshack.us/img841/8876/scmod1.jpg http://img846.imageshack.us/img846/14/scmod2.jpg http://img59.imageshack.us/img59/7984/scmod3.jpg http://img190.imageshack.us/img190/1056/scmod4.jpg http://img684.imageshack.us/img684/3649/scmod5.jpg http://img84.imageshack.us/img84/6663/scmod6.jpg http://img18.imageshack.us/img18/4962/scmod7.jpg http://img841.imageshack.us/img841/4771/scmod8.jpg http://img402.imageshack.us/img402/8331/scmod9.jpg http://img69.imageshack.us/img69/1951/scmod10.jpg http://img196.imageshack.us/img196/4892/scmod11.jpg http://img163.imageshack.us/img163/780/scmod12.jpg http://img838.imageshack.us/img838/5439/scmod13.jpg http://img683.imageshack.us/img683/7800/scmod14.jpg http://img801.imageshack.us/img801/8492/scmod15.jpg Bye.
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(solved) Campaign stuck?
CheyenneAH56 replied to dga's topic in TAKE ON HELICOPTERS - OFFICIAL SCENARIOS
selects a contract from the contract furniture in the office of Joseph. if you have not finished all the contracts (government, private, etc.). -
SC_Mod Ingame screenshots
CheyenneAH56 replied to CheyenneAH56's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
beta mod enable : http://www.armedassault.info/index.php?cat=news&id=5483&game=1