lonewolf_campi
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Posts posted by lonewolf_campi
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Sounds work right now. I had to use Thrust factor instead of rpm factor in the frecuency line. Problem was that RPMs hit 100% when the start up secuence is over. so there is no further change in RPMs when you trottle up. (at least in my moddel configuration) Volume thou should be atached to "RPM" instead of
"EngineOn" or else you hear the lowengine sound and/or idle sound start the second the engine starts up so it plays along with the start engine sound. Using "RPM" as volume triger the idleing sounds start off when RPMs are at 100%. Only downside (wich im trying to fix) is that when you turn off engine Idleing sounds keep playing until engine fully stops and it plays along with the stop engine sounds. I guess i have to use "(RPM factor [x,x]*" to triger volume in and out. but havent try this yet.
soundEngineOnInt[] = {"p51\startupint.wav", 0.562341, 1.0};
soundEngineOnExt[] = {"p51\startup.wav", 0.562341, 1.0, 550};
soundEngineOffInt[] = {"p51\p51shutdownint.wav", 0.562341, 1.0};
soundEngineOffExt[] = {"p51\p51shutdown.wav", 0.562341, 1.0, 550};
class sounds {
class IdleOut {
sound[] = {"\p51\p51idle", 0.562341, 1.000000, 400};
frequency = "1";
volume = "rpm*camPos*(thrust factor[0.2, 0])";
};
class engineLowOut {
sound[] = {"\p51\x1.wav", 1.778279, 1.000000, 1400};
frequency = "0.6+ (thrust factor[0.1, 0.4])";
volume = "rpm*(thrust factor[1, 0.1])";
};
class EngineHighOut {
sound[] = {"\p51\x4.wav", 2.238721, 1.600000, 700};
frequency = "0.9+ (thrust factor[0.1, 0.5])";
volume = "engineon*(thrust factor[0, 0.1])";
};
class ForsageOut {
sound[] = {"\p51\forsageout.wav", 2.238721, 1.100000, 1800};
frequency = "1";
volume = "engineon*(thrust factor[0.5, 1.0])";
cone = {3.140000, 3.920000, 2.000000, 0.500000};
};
........
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thx, the sounds load now. but theres no change in pitch when i trottle up. any ideas why?
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Hi, i would like to know if it is posible to have the 6 .50 cal MGs of a p51 modeled. and make them shoot under a single weapon selection.
Can this be done with out scripting? or using proxys? or how?
I know it can be done since the rate of fire of the p51 is low so i could have 1 bullet per fps and still have realism on it.
thx in advance.
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Can someone pls help me on how to load custom sounds for a veichle in ARMA II?
I try hard but sounds wount load.
Portion of the cfgveichle:
....
soundEngine = {"\p51\DATA\Sounds\x4", 316.227783, 1.300000};
};
class Sounds {
class EngineLowOut {
sound = {"p51\data\sounds\x2.wav", 2.238721, 1.200000, 700};
frequency = "1.0 min (rpm + 0.5)";
volume = "engineOn*(rpm factor[0.85, 0])";
};
class EngineHighOut {
sound = {"p51\data\sounds\x4", 2.238721, 1.600000, 700};
frequency = "1";
volume = "engineOn*(rpm factor[0.55, 1.0])";
};
};
...
Whats wrong? i have try with both .wav and wss files.
pls need help.
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Hi all!
Im a bit new to Arma modding. So i really need some help.
Back in Arma I i managed to make a tank work but now in arma 2 i can't make it work.
Im not sure if it is a config file problem or a model problem.
So far i modeled a p51 and an M26 All i could do was making them appear and be recognized as their respective classes, but animations and sounds don't work.
So, my question is: is 3d model configuration still the same as in ARMA I? (memory points, selections, etc)
Second, can some one post a working config file for a plane and a tank?
When i open a BI config file i don't see any skeletons configuration.
I use an ARMA I config file and all i can achive is making the unit apear as a static "moving" object.
If i do not binarize it the game keeps telling me "some input after end of file"
well anyway... can someone help me out please?



Undefined base class, help.
in ARMA 2 & OA : ADDONS - Configs & Scripting
Posted
when ever you need to call a base class from ARMA II you gotta use
/*extern*/ class Air;
for example. i dont know exactly the class name for what you need. but its something like this:
class CfgVehicles
{
class AllVehicles;
class Air: AllVehicles
{
/*extern*/ class NewTurret;
/*extern*/ class Air;
};
class Plane {
/*extern*/ class ViewPilot;
};
class av8b2: Plane
{
...
and you gotta delete the class turrets; and class mainturrets;