Sousuke
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Posts posted by Sousuke
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OMG!!!A Arm Slave :3Do you have plans on doing a M9E Gernsback??
I love Full Metal Panic, cant wait to see more progress on this
There are TDD-1 and ARX-7 as a plan now.
M9 is scheduled.
I want to complete it as the ARMA2 edition so that TDD-1 started making it at ArmA.
However, time is excellent or it seems to borrow.
A1:TDD-1 WIP
A1:RK-92 WIP
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ARMA2
FullMetalPanic RK-92 Savage Addon WIP

Spec:
Height:8.1m
Weight:12.5t
The maximum jump amount:20m
Speed:130km/h+
Motive power:Gas-turbine engine 1300hp
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I want to express the grit that the helicopter rolls up right under the vehicle that I take.
However, it doesn't go well after it becomes ARMA2.
Do it become Unibarsal and have some usages changed?
At ARMA though it is when referring to here ・・・
_vehicle = (_this select 0); hint "airDestruction"; _ps1 = "#particlesource" createVehicleLocal getpos _this; _ps1 setParticleCircle [0, [0, 0, 0]]; _ps1 setParticleRandom [0, [0.4, 0.4, 0], [0.4, 0.4, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps1 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "billboard", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.2, 0.2, 0.2, 0.3], [0.35, 0.35, 0.35, 0.2], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, "", "", _this]; _ps1 setDropInterval 1.2;
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Gnat;1436546']Does your p3d have a CARGO or DRIVER View LOD ?Does that LOD have a driver proxy ?
Thank you.
It has improved it by adding DRIVER View LOD.

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It has progressed a little.
Both both p3d have not changed.
Both of "Pos driver" exist in MemoryLOD, too.
Case1::)
When T72_Base was done in extend, it operated without trouble ..anything...
class CfgVehicles { class Land; class LandVehicle : Land {}; class Tank : LandVehicle {}; class [b]T72_Base [/b]: Tank{}; class Cube: [b]T72_Base[/b] {         } }Case2::confused:
ARMA2.exe crashes though "Get In Driver" is displayed.
Though the change must not be in M113 and the succession relation
class CfgVehicles { class Land; class LandVehicle : Land {}; class Tank : LandVehicle {}; class Cube: Tank { : driverAction = "T72_DriverOut"; driverInAction = "T72_Driver"; : } } -
Even only other people's information of made is good.
Please continue your favors toward the person with some information.
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ODEN;1430560']Maybe your model are missing the properly named memorypoints?Yes. The following cases were tried.
0.Neither "pos driver" nor "pos driver dir" is set to Memory Lod.
1.Case to set "Pos driver" and "Pos driver dir" to Memory LOD
2.Case to add the following settings on config.cpp side
memoryPointsGetInDriver = "pos driver"; memoryPointsGetInDriverDir = "pos driver dir";
It doesn't go well when it is Tank class and doesn't understand the cause though it is displayed that it is Car class.
Moreover' date=' only AI can get on.
Did anything change from ArmA1?
It refers to a site here.
[url']http://ofp.gamepark.cz/_hosted/brsseb/tutorials/lesson2/lesson2_i.htm[/url]
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It is the first contribution.
:ARMA2 EUR 1.03 Version.
:BI Tools2
:Windows Vista SP2 32bit
Add-on of simple Tank is made.
However, the display of "Get In Driver" doesn't appear.
The display of "Get In Gunner" and "Get In Commander" appears. :confused:
Only AI seems to be able to get on as Driver even if not displayed
The display of Get In Driver appears when the succession origin is changed from Tank to Car. :)
Is it a bug of ARMA2?
It was displayed in ArmA.
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=xzWzCeh0CAo&hl=ja&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=xzWzCeh0CAo&hl=ja&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
The code is as follows.
config.cpp
class CfgPatches { class Test { units[] = {"Cube"}; requiredVersion = 0.1; weapons[] = {"CATracked", "CAWeapons"}; }; }; class CfgVehicleClasses { class Test { displayName = "Addon Test"; }; }; class CfgVehicles { class Tank; // External class reference class Cube: Tank { vehicleClass="Test"; armor=1900; maxSpeed = 130; model="\Cube\Cube.p3d"; crew = RU_Soldier_Crew; DisplayName="Cube"; side=TEast; unitInfoType = UnitInfoShip; scope=public; hasDriver=true; hasGunner=true; hasCommander=false; getInRadius = 10; driverOpticsModel = ""; commanderCanSee = 31;//default gunnerCanSee = 4+8+16;//default driverCanSee = 2+8+16;//default irScanRange=4000; irScanGround=true; extCameraPosition[]={0,3,-13}; }; };model.cfg
class CfgSkeletons { class Vehicle; class Tank : Vehicle {}; class Cube: Tank { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { }; }; }; class cfgModels { class Vehicle; class Tank : Vehicle {}; class Cube: Tank { skeletonName = "Cube"; sectionsInherit=""; sections[]={}; }; };
Lighting of light of briefing room
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted · Edited by Sousuke
How can I light the fluorescent lamp that exists in the ceiling in the briefing room of the aircraft carrier?
http://www.youtube.com/watch?v=EK5ePUWr-8g&feature=player_embedded