charon productions
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Everything posted by charon productions
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You mean inside the .p3d of the unit carrying the weapon? Sotosay the weapon proxy? Or inside of the .p3d that is being used to put the hand animation in place? Thats what i have tried but the weapon stays where it was ingame that way.
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Has anyone of you ever managed to change the position of the weapon via the weapon holding animation? I tried multiple times to lower the weapon to the hip but, only the hands position seems to be changed by the handanim .rtm. Any opinion would be appreciated.
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Tutorial: Creating custom vehicle muzzleflashes
charon productions replied to soul_assassin's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
How would you completely disable the muzzleffects for a certain ammo type? I tried But the smoke is still visible. Any help would be appreciated. EDIT: Seems like the smoke is hardcoded in "WeaponCloudsGun". Anyone know if that can be replaced in a custom config? I know of Sakeweaponfire, but that hacks the game´s config. -
Jungle Wars: Island of Lingor
charon productions replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
True, just aint gonna be convincing to the Predator not to whoop your hind end ;) Well maybe some nut will make some mud textures for soldiers, then it would look awesome. -
Jungle Wars: Island of Lingor
charon productions replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good thought. There is however no captives for the predator. Any unit on the map that is armed (except Predators of course) becomes a potential prey and is being hunted by the custom predator FSM. But the condition could be setvariabled to a soldier. It could be scripted at the shores of rivers to give a player the action menu option to use the mud. Biggest bummer is of course that the model won´t show the mud unless someone insane enough re-textures a lot of soldiers for hidden textures. The big questions is just "Where is the point of being muddy, but not being able to move?" :) -
Jungle Wars: Island of Lingor
charon productions replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That is actually a really good idea ;) Can certainly be done somehow -
Selection issues 'broken' arms, out of ideas.
charon productions replied to Fox '09's topic in ARMA 2 & OA : MODELLING - (O2)
I have a question concerning this too, but dont wanna open a new thread since it is related. If i wanna use an OPF model p3d, the geometry is usually posed with the arms being closer to the body. In order to get the arm part animations being played correctly, would it be advisable to adapt the geometry so it lines up with the Memory LOD points or is it safe to move the Memory LOD points into position where they fit the OFP geometry? It is of course easier to simply move the Memory Points, just wanna make sure that that would not be a part of model distortion. I am aware of the need for redefining selections later to fit the Arma2 skeleton requirements. I noticed that the arms are being shown cutting through the torso when i move the Memory LOD points closer to the body. Maybe i really need to change the geometry LOD then ??? EDIT: Okay i rotated the arm geometry in the geo lod in place to match the released BIS Memory LOD and the animations are okay now. Guess that´s the way to go then. Thanks, Charon -
Inheriting from CfgMovesBasic
charon productions posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi, unlike the usual class inheritance, i am having some problems inheriting the class CfgMovesBasic to a new class and re-defining some actions in the Actions class. I use: Upon starting the mission with the infantry having the new moves assigned, the engine indicates a "No entry error" for "RifleProneActions_injured". I interpret that as the according class not being inherited correctly but cant think of a reason for it. I have tried adding because i thought that the base class was maybe not found. Maybe someone can enlight me, on what i might have missed to successfully inherit the class here. Thanks in advance, Charon EDIT: The engine demands some sub class definitions that are only defined in CfgMovesMaleSdr, because something like would pop up a missing entry for the "States" class which is NOT defined in CfgMovesBasic at all, but in CfgMovesMaleSdr. The inheritance seems alright when i simply put: But still the class definitions from CfgMovesBasic don´t seem to be taken over. Hmmm. EDIT2: Okay in order to not let this unconcluded like many other threads, i just wanna point out that the simple rule is what must be considered here. I wanted to keep the classname Actions because the engine will look for that classname and the inheritance does not work. So the only solution that i see is to include the ENTIRE content of the action class which is about 4500 lines into my addon. A bit unelegant, but i see no way around it. If anyone does, feel free to let me know ;) -
Inheriting from CfgMovesBasic
charon productions replied to charon productions's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Well i am trying to assign different already existing animations to certain actions. The only way that works (found by try and error) is actually not to touch the actions class at all but to change the files in the states classes. At a later point i also want to integrate custom animations, so i will get back to you on your offer ;) -
Made config, but get 'some imput after endoffile?'
charon productions replied to konyo's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ok, maybe i was not explicit enough drifting off into text editors. What i meant was that your LAST line of code contains a (closing) bracket that has no corresponding bracket that would open it. It is most likely a remnant of copied-over code. Just count the numbers of opened and closed brackets and you will see ;) If you have done that already, there is two additional errors: must be : As a general rule, if you define an array in your config then you need to put the two brackets right before the equal-sign.It is a requirement of Arma2´s compiler. The irritating thing is, that CPBO wont output config files with those brackets, so they can be easily forgotten. Hope that helped, Charon EDIT: Forget what i said , Deadfast was faster and he is right those config values need strings and no arrays. -
Made config, but get 'some imput after endoffile?'
charon productions replied to konyo's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I recommend using a better text editor like Notepad++ Errors like that can be easily avoided because it will count the opened and closed brackets for you and marks pairs of brackets with red colour. Your error lies in the very last bracket being one too much. Regards, Charon -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hard to say, still a couple of bugs that even i am already aware of, before i can give that version to the beta testers. Arma2´s animation handling is a nightmare :/ Maybe a week or two. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes, the entire damage system has been re-written, to balance it with the new feature of players being able to play as zombies. This is the version history for the newest version which i decided to name V0.9 due to the huge amount of changes: -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I need TESTERS ! Can´t debug such a complex thing otherwise effectively. So anyone seriously interested please PM me. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=TN2-bn_KdTw?fs=1&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=TN2-bn_KdTw?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hmm, how do you imagine could zombies destroy thick steel? -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Weird, i did not (and could possibly not) mess with the model geometry at all. Must be an Arma2 bug ;) -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice mood in your mission judging from the videos. As of now the code optimizations are just for the infected module. Once this runs seemingly bug-free, i will modify the zombie module. The zeds now use FSMs only for proximity check to the assigned group target. That way they can strike fast if they are close to it. EDIT: Started porting it to the zombie module and it looks good. Needs more testing though. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well it´s actually more of a V0.92 if you look at the amount of new features and fixes. Not sure yet to not go ahead and actually name it V0.92 It still undergoes testing the code optimizations really changed hundreds of lines of code, but things are so much more faster now. There is also a new feature, that a location will be set (and marked on the map) to "Under Attack" Status when the first zed hurts a human in that location. The "Infected" status has been until now given to a location once the first human got killed and resurrects as a zed. This has been the easiest way to implement it. Still thinking to maybe make that more dependent on how many zeds flood a location in relation to the humans there and less on the first kill only. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Worked on the virtual infection system and made some major code optimizations. Now zeds will pretty much spawn instantly once the player(s) enters town outskirts. Also the position update for their target is much faster now, which makes them much more threatening. The virtual infection system should also work in MP now, spawning undead groups when a player enters a town (Needs testing). -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No there isnt. I would not even know how to script something like that. Maybe try to check if they are inside a trigger then set their group to non migrating. At least they will not migrate out of the trigger, but they will still hunt humans outside of that zone though. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If players that are into COOP missions want to help get a nice and big infected mission to work in MP, please PM me. I need to verify that all taskhints appear on the clients too. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think i have now fixed the respawn bug. It works for me and a few testers with non-dedicated servers. Any of you guys playing the Undead Mod with dedicated servers willing to test the update just to check if respawning players don´t spawn with the infection counter still running? -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Extract the demo missions to your user missions folder and look how the modules are set up or read the documentation. All your answers are in there. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Since there seems to be no-one here who is a multiplayer script specialist for dedicated server games who could point out to me how and where to execute the heal infection (even after death), i can not fix that. I have tried all kinds of approaches (server only and on all hosts) and it simply does not work. My hands are tied. If a player uses the action "Inject Antidote" then the script UNDEAD_INJECTION.sqf is being executed locally that should reset the infection variable for the healed unit and that variable is allowed to be transmitted over the network with the "true"-parameter, even though the counter is handled locally as well. Still for some reason it does not work sometimes. It seems as if something keeps resetting the unit to "infected" status, although this makes no sense, because ONLY when a zed swings at a human then that variable is set to true and at no other point in any script is that being done too. It would be interesting to know if there is still the message "Your infection has been reversed" displayed, but the countdown goes on or the unit still dies all of a sudden. If the message does not show up at all in those mentioned most cases, then it´s a sign for the script not even being executed. If it does show up then the setvariable command is not being processed correctly.