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striker(PANDA)

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About striker(PANDA)

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    Lance Corporal
  1. striker(PANDA)

    Chrome Texture

    Lol np, it seems easy to do in ArmA 2, but harder to make in ArmA 1, hopefully it can be done... Ive been editing a rvmat for a few days and still no luck... So my best hope is here. Thanks
  2. striker(PANDA)

    Chrome Texture

    Wow thats the effect i want in that picture, but how :/
  3. striker(PANDA)

    Chrome Texture

    Sorry mate, still non of the ideas you have given me are working on my model. It seems its pretty hard to make a chrome like texture.
  4. striker(PANDA)

    Chrome Texture

    Emm your way doesnt seem to work, i select the part i want to colour, i colour it in a grey, i use the rvmat you said, but its just a grey, not shining at all.
  5. striker(PANDA)

    Chrome Texture

    Hey guys, im just wondering, how do i get a nice grey chrome texture? Ive been fiddleing around with the rvmats but its not working how i want it to work... Thanks
  6. Hey, is there any way i can add an action to menu ingame via config, i want an alarm option "Turn On Alarm" but how would i do that in config. Thank you
  7. striker(PANDA)

    Config Error

    Sorry for double post, but can i have some more help, i go inside the greenhouse, and then i shoot, now for some reason, the flash of the bullet or whatever you wunna call it (Not a gun expert here) shows the ground instead of the building, hard to explain, tryed to get a screenshot.
  8. striker(PANDA)

    Config Error

    Ah its working nicely now, thank you Gnat (:
  9. striker(PANDA)

    Config Error

    Ok thanks gnat. Now im getting this.
  10. striker(PANDA)

    Config Error

    Hello. Im getting an error when i binarize my addon. here is whats in the log. Error reading binary file 'p:\greenhouse\config.cpp' Error reading text file 'showroom\glass-pass2.rvmat' C:\Program Files\Bohemia Interactive\Tools\BinMake\CfgConvertFileChng\CfgConvertFileChng.exe returned error 1 Error context units[] = {Greenhouse}; File p:\greenhouse\config.cpp, line 4: '/CfgPatches.Greenhouse': '{' encountered instead of '=' Config : some input after EndOfFile. Error 3 while parsing Error in config p:\greenhouse\config.cpp W:\c\El\ParamFile\paramFile.cpp(736) : Class destroyed, but still locked Error context units[] = {Greenhouse}; File p:\greenhouse\config.cpp, line 4: '/CfgPatches.Greenhouse': '{' encountered instead of '=' Config : some input after EndOfFile. Error 3 while parsing Error in config p:\greenhouse\config.cpp W:\c\El\ParamFile\paramFile.cpp(736) : Class destroyed, but still locked For some reason it keeps doing it, ive fiddled around with it and still cant find whats causeing it. And heres the model and config. Config #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { Greenhouse { units[] = {Greenhouse}; weapons[] = {}; requiredVersion = }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Static : Land {}; class Building : Static {}; class NonStrategic : Building {}; class Fence : NonStrategic {}; class WireFence: Fence {}; class House: NonStrategic {}; class ViewTower2: House{}; class Greenhouse: ViewTower2 { model="\Greenhouse\Greenhouse"; armor=2000; scope=2; vehicleClass="Objects"; displayName="Greenhouse"; class AnimationSources { class door { animPeriod = 2; initPhase = 0; source = "user"; }; }; class UserActions { class Open_door { displayNameDefault = open door; displayName = open door; position = "door"; radius = 15; onlyForPlayer = 0; condition = "this animationPhase ""door"" < 0.5"; statement = "this animate [""door"", 1]"; }; class close_door : Open_door { displayNameDefault = close door; displayName = close door; condition = "this animationPhase ""door"" >= 0.5"; statement = "this animate [""door"", 0]"; }; }; actionBegin1 = "Open_door"; actionEnd1 = "Open_door"; }; }; Model.cfg class Rotation; class cfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class greenhouse : default { SkeletonBones[]= {"door","" }; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; class greenhouse : default { skeletonName="greenhouse"; sections[]= { }; class Animations { class door: rotation { type="rotation"; source="user"; selection="door"; axis="door_axis"; minValue = 0; maxValue = 5; sourceAddress =clamp; angle0=0; angle1="rad -160"; memory = 1; }; };//Animations };//modelclass };//CfgModels Can someone help me with this issue? Thanks
  11. striker(PANDA)

    p:/ Drive

    Ah dont worry, got it fixed after 15 attempts to make it work ^^ ty
  12. striker(PANDA)

    p:/ Drive

    Hey guys, ive just reinstalled my pc, now ive installed the BI tools, i cant seem to see the P:/ drive on my machine. Can anyone tell me why it wont create a p:/ drive into my machine. Thank you
  13. striker(PANDA)

    Smdi

    I just need to know a simple metal texture look code for ArmA. Still trying but failing all the time
  14. striker(PANDA)

    Smdi

    Hello Everyone, i have made a car, i want it to be a nice shine of yellow. I have this atm. ambient[] = {1.0, 1.0,1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {1.0, 0.0, 0.0, 0.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {1.0, 1.0, 1.0, 1.0}; specularPower = 1000.0; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "porche\yellow.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0,0}; up[] = {0.0,1, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "porche\yellow_smdi"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; It doesnt seem to work... Can anyone help me please?
  15. striker(PANDA)

    Stopping on bridge

    So it cant be fixed? How do the BI Models go over it then?
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