BGF Krätzer
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Fields of War: Normandy 1.00 and beyond WIP thread (formerly The 31st Normandy mod)
BGF Krätzer replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
FH ones looks like more, you should notice this that. And i know that FH will never share Models :p -
Define Sound for Automode
BGF Krätzer replied to BGF Krätzer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
This code works, thx: #define _ARMA_ //Class KZ_FG42is : config.bin{ class CfGPatches { class KZ_FG42is { Units[] = {}; weapons[] = {"KZ_FG42is"}; requiredVersion = 1.0; requiredAddons[] = {"rw_weap","VILAS_Stare"}; }; }; class Mode_SemiAuto{}; class Mode_FullAuto{}; class CfgWeapons { class rw_bar; class KZ_FG42is: rw_bar { DisplayName = "KZ_FG42is"; model = "\KZ_FG42is\Fg42is.p3d"; modes[] = {"Single","ai_single","auto"}; magazines[] = {"VIL_20Rnd_mauser"}; class Single: Mode_SemiAuto { sound[] = {"\KZ_FG42is\sound\shoot.wss",5.62341,1}; recoil = "M4Recoil"; recoilProne = "m4Recoil"; reloadTime = 0.1; dispersion = 0.001; aiRateOfFire = 5; minRange = 25; minRangeProbab = 0.1; midRange = 10; midRangeProbab = 0.5; maxRange = 40; maxRangeProbab = 0.01; }; class ai_Single: Mode_SemiAuto { sound[] = {"\KZ_FG42is\sound\shoot.wss",5.62341,1}; recoil = "M4Recoil"; recoilProne = "m4Recoil"; reloadTime = 0.1; dispersion = 0.003; aiRateOfFire = 5; minRange = 25; minRangeProbab = 0.1; midRange = 100; midRangeProbab = 0.5; maxRange = 400; maxRangeProbab = 0.01; showtoplayer = 0; }; class auto: Mode_FullAuto { sound[] = {"\KZ_FG42is\sound\shoot.wss",5.62341,1}; recoil = "M4Recoil"; recoilProne = "m4Recoil"; reloadTime = 0.09; dispersion = 0.004; aiRateOfFire = 5; autofire = 1; minRange = 2; minRangeProbab = 0.1; midRange = 50; midRangeProbab = 0.1; maxRange = 100; maxRangeProbab = 0.01; }; }; }; class cfgVehicles { class ReammoBox; class TestWeaponBox: ReammoBox { scope = 2; accuracy = 1000; displayName = "Test Weapon Box"; model = "\ca\weapons\AmmoBoxes\USBasicWeapons.p3d"; class TransportMagazines { class VIL_20Rnd_mauser { magazine = "VIL_20Rnd_mauser"; count = 200; }; }; class TransportWeapons { class KZ_FG42is { weapon = "KZ_FG42is"; count = 12; }; }; }; }; //}; -
Define Sound for Automode
BGF Krätzer replied to BGF Krätzer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
So i need to search for the class code and can´t define it in die .cpp of the Weapon? -
What i have to paste here if i want that the weapon plays while firing this sound KZ_FG42is/sound/shoot.wss //////////////////////////////////////////////////////////////////// //Produced from mikero's Dos Tools using dll 2.99 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class KZ_FG42is : config.bin{ class CfGPatches { class KZ_FG42is { Units[] = {}; weapons[] = {"KZ_FG42is"}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgWeapons { class rw_BAR; class KZ_FG42is: rw_BAR { DisplayName = "KZ_FG42is"; Model = "KZ_FG42is\Fg42is.p3d"; }; }; class cfgVehicles { class ReammoBox; class TestWeaponBox: ReammoBox { scope = 2; accuracy = 1000; displayName = "Test Weapon Box"; model = "\ca\weapons\AmmoBoxes\USBasicWeapons.p3d"; class TransportMagazines { class 20Rnd_556x45_Stanag { magazine = "20Rnd_556x45_Stanag"; count = 200; }; }; class TransportWeapons { class KZ_FG42is { weapon = "Fg42"; count = 12; }; }; }; }; //};
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Define Sight position
BGF Krätzer replied to BGF Krätzer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thanks man its working now. I haven´t this barrel start barrel ends point, i added them and yeah it works now. Thank you so much =) -
Define Sight position
BGF Krätzer replied to BGF Krätzer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Der Punkt ist exakt hinter dem Scope, ich kann den sogar 100Meter links neben das Scope schieben und er ändert das nicht. Er ändert nur die höhe :/ -
Define Sight position
BGF Krätzer replied to BGF Krätzer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
And how i can change the X Axes? With another eye point or how? Atm it only changes the Y. Yeah i know that i will have to Model the zoom scope, but first i want a clear animation that goes to the scope. -
Define Sight position
BGF Krätzer replied to BGF Krätzer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I added the eye point but it looks like it only changes one axis? Same Position only higher..mhm? -
Define Sight position
BGF Krätzer replied to BGF Krätzer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
How can i define the eyepoint in the Memory LoD? How the point needs to be called "Eyepoint"? And the Point need an extra code or only the Memory point. -
What i need to do that the Aim Animation goes to the scope. Atm it moves to the downside of the Weapon. Do i need chnage the model.cfg oder the config.cpp? How i can adjust the muzzleflash, too?
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How to create new Weapon animations?
BGF Krätzer posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
How i can create animations for Weapons? Where the Hands are, how they move while reload etc., Bolt action reload...?? -
31st Normandy mod for ArmA2: WW2
BGF Krätzer replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You are interested in help? I have some Models that should look ingame better then some of yours ;D But the most ones need UV or Texture ;) http://kratzer.history-is-war.net/ (Connecting use PM, pls) -
Where i can find them?
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3Dsmax ArmA2 modding toolset
BGF Krätzer replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
It exportet now the scene, but i had to remove the lod1 and lod2. I don´t know why all lods used the same material. So The Material looks right, maybe it will work better in the next version. Btw. what is the setting in the cfg editor for drivewheels. And how to set Memory for a Steering wheel that isn´t x and y 0° -
How i have to code them and where i can find a cfg of an finally coded Truck? //0x753d947a /*SkeletonClasses zil131 transport EndSkeletonClasses*/ /*ModelClasses zil131 EndModelClasses*/ /*AnimationClasses lwheel3 lwheel2 ldrive rwheel3 rwheel2 rdrive EndAnimationClasses*/ class CfgSkeletons { //skelRefClass class transport; //skelClass1 class zil131:transport { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "Glass","", "l_wheel1","", "l_wheel2","", "l_wheel3","", "nvatrk_zil131_LOD0","", "r_wheel1","", "r_wheel2","", "r_wheel3","", "steer","", }; }; //skelClass2 }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; }; //modelRefClass //modelClass1 class zil131:Default { sectionsInherit = ""; sections[] = { //section }; skeletonName = "zil131"; class Animations { class rdrive { type = "rotationX"; source = "drivingWheel"; memory = "true"; angle0 = "rad -360"; angle1 = "rad 360"; axis = "r_wheel1_axis"; selection = "r_wheel1"; }; class rwheel2 { type = "rotationX"; source = "wheelR"; memory = "true"; angle0 = "rad -360"; angle1 = "rad 360"; axis = "r_wheel2_axis"; selection = "r_wheel2"; }; class rwheel3 { type = "rotationX"; source = "wheelR"; memory = "true"; angle0 = "rad -360"; angle1 = "rad 360"; axis = "r_wheel3_axis"; selection = "r_wheel3"; }; class ldrive { type = "rotationX"; source = "drivingWheel"; memory = "true"; angle0 = "rad -360"; angle1 = "rad 360"; axis = "l_wheel1_axis"; selection = "l_wheel1"; }; class lwheel2 { type = "rotationX"; source = "wheelR"; memory = "true"; angle0 = "rad -360"; angle1 = "rad 360"; axis = "l_wheel2_axis"; selection = "l_wheel2"; }; class lwheel3 { type = "rotationX"; source = "wheelR"; memory = "true"; angle0 = "rad -360"; angle1 = "rad 360"; axis = "l_wheel3_axis"; selection = "l_wheel3"; }; //animszil131 }; }; //modelClass2 };