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Everything posted by richard
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Taviana Island for ArmA 2!
richard replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Teaser for upcoming release: wGkQOrOzr00 -
Taviana Island for ArmA 2!
richard replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Krycek As far as I saw that, I think it's not texture bug, but rather a proxy or LOD bug. @HoodRussian13 That's just a few filters and proper layer blend modes. -
Taviana Island for ArmA 2!
richard replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Finally, congratulations! I raise a beer Pepsi. Also, a post card: -
Thanks for the good comments. Yes, I used that large pdf manual.
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Today I was sitting, making random missions for Taviana, when suddenly, great idea struck my mind. ArmA last of realistic map markers, so after a bit of googling I found an Army Technical manual from the year 1958. And here it is, after a few hours, I present you, Soviet Map markers. Download (Mediafire) Download (arma.at.ua) Thanks to Martin, who translated the stringtable. -R
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Taviana Island for ArmA 2!
richard replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We expect mission makers to understand what we need and to be able to read the scenario provided. Also knowledge of triggers. Scripting is good though not required. For Taviana army, we are open for any proposals. PM me with your IM details. -
Zil - Screwdrive released!
richard replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Now, I'm insulted... 3 pages of comments and none referring to me (except, of course, the original post). -
Taviana Island for ArmA 2!
richard replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We're really sorry to report a delay on Taviana's public beta. We've been very busy making and tweaking some stuff, but believe me, it is worth waiting. We will report if anything. Beta is hopefully coming this month and if not I can promise it will come this year Now let me get a little bit off topic, if you don't mind, and wish you happy spring time :biggrin_o: -
How deep vehicles float in water
richard posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
So, I need to find out how change the depth of car floating in water. Is there any way to do with config or do I have to decrease the weight of entire model? ---------- Post added at 12:08 AM ---------- Previous post was Yesterday at 11:15 PM ---------- Also, not making a new thread for that, is it possible to check whenever the headlights of the car is on/off? -
UserActions no longer work inside
richard replied to richard's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Fixed the problem by using ridiculously high radius... -
UserActions no longer work inside
richard posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Everything was ok, until recently. I pbo'ed the model and saw that my UserActions don't work inside of the car... What I mean is that actions doesn't show up, but when I get outside everything is fine. I don't remember changing anything to the class. And yes, I checked for quote pairs and things like that. Also if it helps, a bit of my code { ... class WipersOn { displayName = "Turn On Wipers"; position = "starter_axis"; radius = "3"; onlyForPlayer = "false"; condition = "(PLAYER == driver this) && (this animationPhase ""dash_wipers"" == 0)"; statement ="this animate [""dash_wipers"", 1]; this animate [""light_wipers"", 0]"; }; class WipersOff { displayName = "Turn Off Wipers"; position = "starter_axis"; radius = "3"; onlyForPlayer = "false"; condition = "(PLAYER == driver this) && (this animationPhase ""dash_wipers"" == 1)"; statement ="this animate [""dash_wipers"", 0]; this animate [""light_wipers"", 1]"; }; class dveri1open { displayName = "Open Driver Door"; position = "dveri1_axis"; radius = "2"; onlyForPlayer = "false"; condition = "this animationPhase ""dveri1"" == 0"; statement ="this animate [""dveri1"", 1]"; }; class dveri1close { displayName = "Close Driver Door"; position = "dveri1_axis"; radius = "2"; onlyForPlayer = "false"; condition = "this animationPhase ""dveri1"" == 1"; statement ="this animate [""dveri1"", 0]"; }; ... }; -
UserActions no longer work inside
richard replied to richard's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Yes, of course it is defined. Can't seem to find the problem :/ -
UserActions no longer work inside
richard replied to richard's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thanks, I know that radius must be a raw number, but both works - string and number. Also don't mind the logic of the condition, because this was copied pasted just to add those actions and will be fixed later. -
Taviana Island for ArmA 2!
richard replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey, guys, just a quick note: me and Martin are raising the curtain behind making of Taviana, what that basically means is that we are writing a blog. Blog which will allow us to get that extra energy drink we sometimes really need. So, the first post is published and ready for you to read. Please notice that there are two pages :smile: -
Taviana Island for ArmA 2!
richard replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We can always make ours :smile: -
Taviana Island for ArmA 2!
richard replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello everyone :smile: Taviana is making very good progress and as always we keep you guys informed about it by posting screenshots here on the forums. They say a picture can say a thousand words, so imagine how many words a video can say! Therefore Martin and me present proudly you Taviana Public Beta Teaser. Enjoy! -
Taviana Island for ArmA 2!
richard replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The beta is very close now, just some finishing touches are being done. And I can also say that beta won't be anything like the final release (which, fyi, comes when it's finished). Also about that villa, it's a communist island, everyone is equal. But there will be a castle. -
Mig-15 Converted to ArmA 2
richard replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tried placing an empty unit? -
RnM presents you two trolleybuses under development. Me and Martin are working on this project for some time now and we want opinions. First one is Å koda 14tr by Martin: The second is Å koda 9tr by Richard: More screens on 9tr: http://i53.tinypic.com/vr4gie.jpg - inside http://i53.tinypic.com/iqei6r.jpg - trolleybus without vandalism is just not a trolleybus http://i52.tinypic.com/2iu8ihf.jpg - front Now if it happens you don't know what a trolleybus, Martin can explain it to you:
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I'm afraid there's an unforeseen delay for screenshots. They told me to say they have some problems with airport security :)
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Oh, you posted them already, guess I'm too late :P P.S. Call me Richard and also, the last name ends with E, so it's Thorne
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Mig-15 Converted to ArmA 2
richard replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If there ever will be a future version, I'll try to fix it. Busy on many other projects though. -
Not really, because it's not a bus, it needs electric wires above to be able to run.
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Uhh, yeah, sure, whenever we have time...
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Those blueprints look good, may make one.