bracer
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Posts posted by bracer
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Another very far fetched Korea association:
Go SE (SEnse) from the space needle and you'll find the Korean consulate.
In Seoul there's a large tower similar to the space needle called the "N" (se"n"se) tower (needle).
http://www.nseoultower.net/english/nseoultower/intro.asp
:D
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The thing in the background on the second pic with MSA (gallet?) on it is prob'ly a flight helmet.Yeah, MSA Gallet, builds equipment like helmets.
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Thanks BI!
I've been using beta 77777, and now updated to this one.
It seems to run very well! Will keep on testing it.
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There goes all your hard work. :D(hint: turn the grass on)
That small piece of land I'm standing on?
It's random generated terrain outside of the map, not sure if it's possible...
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Thanks again for the input everyone!
@Metalcraze;
Yeah, I understand, the image looked quite obscure from that view.
It's a good thing you told me, cause I want everything on the map to be
thought through more than once.
I will look into the different options regarding the soccer goals,
but first I'll have to create a grand soccer field to fit the grand stadium!
In the meanwhile, here's my stress reliever whenever Visitor starts to drive me nuts:
8sliRdzQqR0
Sorry all german guys, you need to find a way around youtubes annoying rules...
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Thanks Bushlurker!
Hopefully we'll find a solution to hide those small pieces of road, quite anoying.
@Ryguy:
Thanks, that's a good thougt! I will mess around a bit with the hotels and see what I can come up with.
The best would be to group them as you said and use another tall building similar to the hotel at the other spots.
They way I've arranged them is based on a good tip I got from Raserisk 10 pages earlier, placeing them like they are with a courtyard in the middle.
I'll keep on tweaking!
Cheer guys!
Edit; forgot your question about the soccer field; I'm not sure yet, might add the lines atleast, but the goals might just be in the way for those Black Hawk Down type of bases.
I guess space is more worth than the goals inside the stadium. Will test some different options...
What do you guys think?
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Hey guys!
Thanks for the feedback!
@Pathetic_Berserker
Oh yeah, that's a good idea! Will try to rearrange it!
Do you have a screen on how you use to set it up?
Would be cool to have it the way it's intended!
Edit: I renewed my Urban Warfare mission after adding your stadium and put one of the captureable depo's inside the stadium,
I think it gave me the best fight I've had on Emita still! AI seem to use it well. Great job!
@Metalcraze
I'm not really sure what you meen? Could you elaborate?
But as Lightspeed says, this image shows parking spaces.
Might be easier to see in this old screen: http://img819.imageshack.us/i/25258552.jpg/
Regarding the overlapping roads; yeah that's a problem.
At some spots I haven't managed to make the few road parts I have fit together. Will try to fix most of them.
But without custom roads, it's probably not possible to make it perfect when the roads are complex.
And of course it's ALLWAYS the connecting roads that lies on top and not the main road. :rolleyes:
You can find this even on Chernarus.
@Lightspeed_aust
:bounce3: It would really make me happy to see your campaign on Emita!!
I'm honoured!
All the best! /Bracer
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Emita is still under construction.
See the last few posts for latests screens:
http://forums.bistudio.com/showthread.php?t=108077&page=12
Finally got a something that looks like an ok satmap.
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The only problem is when the model is put in Visitor and binarized with the map.
It shows up where I put it but doesn't rotate.
I've done like this in my Armawork folder:
\Bra_obj2\bra_test1.p3d + model.cfg and config.cpp
\Bracer\testmap\my map stuff
I binarize both folders to one addon folder called @Bracer.
Result is that the bra_test1 model can be placed in the editor and works perfectly thanks to your config.
But the one that is built into my map doesn't rotate yet.
Not sure why...
Will do some more tests,
like adding a useraction to the config and see if that only shows up on one of the objects aswell.
Will also test to put the bra_obj2 folder inside my nametag.
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Oh, yeah! It's magic!
The object can now be placed through the editor, and after a few tries with binarizing the pbo,
it finally rotated.
I used your config.cpp (added a # in line 1 though), and the model.cfg I posted earlier!
I'm currently binarizing my map, and I'll try to get my preplaced object to rotate aswell!
I'm very thankfull Konyo, will study this piece of config carefully!!
I might have some further questions/issues, will report here in that case!
Cheers mate!
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Hey again and thanks!
Here's the code I tried, seemed closest to what I needed:
http://forums.bistudio.com/showpost.php?p=1264996&postcount=9
Here's my model.cfg:
class CfgSkeletons {class House;
class BRA_tst_skeleton : House {
isDiscrete=1;
skeletonInherit="";
skeletonBones[]= {"bra_Trup",""};
};
};
class CfgModels {
class rotation {};
class House;
class bra_test1: House {
sectionsInherit="";
skeletonName="bra_tst_skeleton";
sections[]={};
skeleton="";
class Animations {
class thingy_anim: Rotation {
type="rotationY";
source="time";
sourceaddress="loop";
selection="bra_trup";
axis="bra_test1_axis";
memory=1;
minvalue=0;
maxvalue=15;
angle0="rad -360";
angle1="rad +360";
};
};
};
};
and config.cpp:
class CfgPatches {class Bra_my_object {
units[]={"bra_test1"};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]={"CAData"};
};
};
class CfgVehicles {
class House;
class Bra_my_object: House {
scope = public;
access=ReadOnly;
model = "\bra_battleship\bra_test1.p3d";
//icon = "\Ca\buildings\Icons\i_camosmall_CA.paa";
displayName = "Thingy";
animated = true;
//vehicleClass = "RKSL_Objects";
//nameSound = "bunker";
accuracy = 0.2; // accuracy needed to recognize type of this target
//typicalCargo[] = {};
//destrType = "DestructBuilding";
//transportAmmo = 0;
//transportRepair = 0;
//transportFuel = 0;
mapSize = 10;
cost = 0;
armor = 8000;
class AnimationSources {
class thingy_anim {source="time";sourceAddress="loop";};
};
};
/* What's this?? /Bracer
class Land_rksl_radar_tower1: rksl_radar_tower1 {
scope=protected;
access=ReadOnly;
model = "\RKSL\rksl-ti40-obj\airport\rksl_radar_tower1.p3d";
};
*/
};
It rotates in bulldozer even without a config.cpp, should it be able to rotate ingame without a config?
Cheers!
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Great, thanks for the reply! I'll have a look!
Well, it's not a plane, just tried with plane instead of "default" to see if that fixed anything.
It's hopefully gonna be a stationary object that's gonna rotate,
that I'm gonna put in my map.
I've tried some of the tut configs, also a config from a stationary radar.
But it's often far too advanced for me... Can't figure out what's needed and what's not.
I just need to learn the simplest possible way to make an object stand still and rotate.
Then we'll see what it can become!
Btw, if it rotates in Oxygen/bulldozer, should it then work ingame aswell? Might it be a problem when adding it to my map?
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Hey!
I'm trying to learn some baseic modelling.
And now I have created a simple model that I want to rotate when a game starts.
I've succesfully got it to rotate in Oxygen/Bulldozer when previewing it.
But when I start Arma2 it doesn't work.
I guess this is where the config.cpp comes in?
Anyway all I have is a model.cfg:
class CfgSkeletons {
class plane;
class BRA_tst_skeleton : Plane {
isDiscrete=1;
skeletonInherit="";
skeletonBones[]= {"bra_Trup",""};
};
};
class CfgModels {
class rotation {};
class Plane;
class bra_test1: Plane {
sectionsInherit="";
skeletonName="bra_tst_skeleton";
sections[]={};
skeleton="";
class Animations {
class thingy: Rotation {
type="rotationY";
source="time";
sourceaddress="loop";
selection="bra_trup";
axis="bra_test1_axis";
memory=1;
minvalue=0;
maxvalue=15;
angle0="rad -360";
angle1="rad +360";
};
};
};
};
This seems to be enough to rotate it in bulldozer.
How do I as simply as possible make it rotate ingame?
Write a config.cpp? How?
Thanks for any help!
Cheers
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Oh yeah, me too. Looking forward to releasing it.
Hopefully I'll be able to show the current progress before the end of the week.
I'm starting to get very happy with the result, but there's still a little bit to go!
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Read on this part of the forum and if you have further questions you'll probably get an answer there: http://forums.bistudio.com/forumdisplay.php?f=96
First of all you need the modtools.
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Nice progress guys!!!

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Looking great Mondkalb!
These will definitly come to use!
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@bracerI tried that, but yes there is the respawn issue you mentioned but also the "no player selected" one also
Right. Then you'll have to open it in your editor and make the unit you wanna play into a player.
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Yeah, you could just put a warfare mission in your missons folder,
but you wont be able to respawn.
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I did it like this, probably not the best way though...
Assume you have 4 Seal guys.
Make sure they are not grouped together.
Name them Seal1, Seal2, Seal3 and Seal4.
Name the boat: Boat1
In each units init write:
this moveincargo Boat1
And then in the transport Unload waypoint you group them together by writing:
[seal2, Seal3, Seal4] join Seal1;
See if that works.
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Hi!
I'm trying to make the OA light vehicles buyable in the USMC lighfactory in warfare.
I'm using the A2 warfare module, and not the WarfareOA one.
Mission template is BIS Urban Warfare.
What I've done is to simply copy/paste from the OA warfare config_lightfactory.sqf, and put into my config_lightfactory.sqf.
But the units don't show up as buyable.
I'd did like that with weapons without any problem.
But what more needs to be done to get both A2 and OA vehicles buyable from one lightfactory?
Cheers!











Emita City
in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Posted
Oh yeah, you'll get to see more of the countryside.
But you'll have to settle with the previous shots of the countryside until next update.
Hopefully won't very be long until next update comes! :-)