Jump to content

[evo] dan

Member
  • Content Count

    1503
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by [evo] dan


  1. I don't think anyone in their right mind would care if a foreigner has an accent.^^

     

    I was more referring to satire programmes which tend to mock different religious beliefs but usually refrain from outright insulting someone's faith. And it's of course also fair use of freedom of speech to criticise this satire. I don't mind anyone coming here really, quite the contrary, as long as the existing law is followed.

     

    Good luck on your veterinary thing!

    +1 to this

     

    Also, UK weather is REALLY weird compared to elsewhere. We had a soaking summer but we've got a roastingly hot September!

    • Like 1

  2. Out of interest, when I'm creating different detail LOD's, do I have to create lower detail versions manually or is their some kind of way to reduce the detail automatically from a higher level LOD? Or would it be better to retopologizing a lower level of detail upwards?

     

    I'm unsure on this as I've been reading through the "Blender Master Class" book but I don't think its geared towards game level models.


  3. If its an oil barrel why not inherit from a pre-existing static object, such as a house? Why a plane? Presumably because of the desired sling-loading.

    Wouldn't another sling-loadable static object be a more intelligent choice such as a shipping container or something similar...

     

    I used a plane just to see if it was me configuring it wrong or the thingX class. I still want to use the thingX class if I can as thats better suited (provided it supports wrecks). I don't think the container has a wreck model if i remember correctly. I'll have a check though.


  4. I've just been having a bit more of a play. I've got the wreck model to work by using the 'Plane' and 'PlaneWreck' classes. I get the impression that ThingX doesn't allow you to use wrecks, or that I am simply calling the 'Wreck' class wrong with it. Anybody confirm this or give me some pointers on how to get it to work correctly?

     

    Only problem with inheriting from the plane class is that I get the plane destruction effects by default and i'm unsure how to get rid of them and stick with the custom ones I've setup.

     

    Anyway, heres my config.cpp that I used to get it to work:

    class CfgPatches {
    	class dan_barrels {
    		units[] = {"dan_oil_barrel_type1", "dan_water_drum", "dan_oil_barrel_type1_wreck"};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {};
    	};
    };
    
    class CfgDestructPos{
    	class dan_barrel_destruct
    	{
    		timeBeforeHiding = 3;
    		hideDuration = 0.2;
    	};
    };
    
    class CfgVehicles {
    	class ThingX;
    	class Wreck;
    	class Air;
    	class PlaneWreck;
    	class Plane: Air
    	{
    		
    	};
    	class dan_oil_barrel_type1 : Plane
    	{
    		scope = 2;
    		model = "\Dan_Barrels\Oil_Barrel_Type1.p3d";
    		displayName = "Skydrol Drum";
    		vehicleClass = "small_items";
    		destrType = "DestructWreck";
    		armor = 30;
    		fireResistance = 0.1;
    		explosionShielding = 0.1;
    		damageResistance = 0.004;
    		slingLoadCargoMemoryPoints[] = 
    		{
    			"SlingLoadCargo1",
    			"SlingLoadCargo2"
    		};
    		class Damage
    		{
    			tex[] = {};
    			mat[] = {};
    		};
    		damageHalf[] = {};
    		damageFull[] = {};
    		class DestructionEffects
    		{
    			class Smoke1
    			{
    				intensity = 1;
    				interval = 1;
    				lifeTime = 2;
    				position = "";
    				simulation = "particles";
    				type = "ObjectDestructionSmokeSmall";
    			};
    			class Smoke2
    			{
    				intensity = 1;
    				interval = 1;
    				lifeTime = 2;
    				position = "";
    				simulation = "particles";
    				type = "ObjectDestructionSmoke2";
    			};
    			class DestroyPhase1
    			{
    				intensity = 1;
    				interval = 1;
    				lifeTime = 2;
    				position = "";
    				simulation = "destroy";
    				type = "dan_barrel_destruct";
    			};
    			class Fire1
    			{
    				intensity = 1;
    				interval = 1;
    				lifeTime = 2;
    				position = "";
    				simulation = "particles";
    				type = "ObjectDestructionFire1Small";
    			};
    		};
    	};
    	class dan_water_drum : dan_oil_barrel_type1 {
    		scope = 2;
    		displayName = "Water Drum";
    		hiddenSelections[] = {"CAMO_All"};
    		hiddenSelectionsTextures[] = {"\Dan_Barrels\Oil_Barrel_Type1Water_Texture.paa"};
    	};
    	class dan_oil_barrel_type1_wreck : PlaneWreck
    	{
    		scope = 1;
    		model = "\Dan_Barrels\Oil_Barrel_Type1.p3d";
    		class Eventhandlers{};
    		typicalCargo[] = {};
    		irTarget = 0;
    		transportAmmo = 0;
    		transportRepair = 0;
    		transportFuel = 0;
    		transportSoldier = 4;
    		class Eventhandlers{};
    	}; 
    };
    

  5. I think I might have set my proxy up wrong as I still cant get it to transition from the model smoking to a wreck, can someone check it out for me please?

     

    https://www.dropbox.com/s/quui40vqul78qq7/Dan_Barrels.rar?dl=0​

     

    Do I need to put the proxy triangles into the wreck p3d for it to work or is this post just speculation?

     

    http://tactical.nekromantix.com/wiki/doku.php?id=arma2:modeling:wreck

     

    Or does ThingX not support wrecks?

     

    Changed my config to the following:

    class CfgPatches {
    	class dan_barrels {
    		units[] = {"dan_oil_barrel_type1", "dan_water_drum", "dan_oil_barrel_type1wreck"};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {};
    	};
    };
    
    class CfgVehicles {
    	class ThingX;
    	class Wreck;
    	class dan_oil_barrel_type1 : ThingX
    	{
    		scope = 2;
    		model = "\Dan_Barrels\Oil_Barrel_Type1.p3d";
    		displayName = "Skydrol Drum";
    		vehicleClass = "small_items";
    		destrType = "DestructWreck";
    		armor = 30;
    		fireResistance = 0.1;
    		explosionShielding = 0.1;
    		damageResistance = 0.004;
    		slingLoadCargoMemoryPoints[] = 
    		{
    			"SlingLoadCargo1",
    			"SlingLoadCargo2"
    		};
    		class DestructionEffects
    		{
    			class Smoke1
    			{
    				intensity = 1;
    				interval = 1;
    				lifeTime = 2;
    				position = "";
    				simulation = "particles";
    				type = "ObjectDestructionSmokeSmall";
    			};
    			class Smoke2
    			{
    				intensity = 1;
    				interval = 1;
    				lifeTime = 2;
    				position = "";
    				simulation = "particles";
    				type = "ObjectDestructionSmoke2";
    			};
    			class DestroyPhase1
    			{
    				intensity = 1;
    				interval = 1;
    				lifeTime = 2;
    				position = "";
    				simulation = "destroy";
    				type = "\Dan_Barrels\Oil_Barrel_Type1_Wreck";
    			};
    			class Fire1
    			{
    				intensity = 1;
    				interval = 1;
    				lifeTime = 2;
    				position = "";
    				simulation = "particles";
    				type = "ObjectDestructionFire1Small";
    			};
    		};
    	};
    	class dan_water_drum : dan_oil_barrel_type1 {
    		scope = 2;
    		displayName = "Water Drum";
    		hiddenSelections[] = {"CAMO_All"};
    		hiddenSelectionsTextures[] = {"\Dan_Barrels\Oil_Barrel_Type1Water_Texture.paa"};
    	};
    	class dan_oil_barrel_type1wreck : Wreck
    	{
    		scope = 1;
    		model = "\Dan_Barrels\Oil_Barrel_Type1_Wreck.p3d";
    		class Eventhandlers{};
    	}; 
    };
    

    Got the following error when I "killed" it:

     

    22:18:03 Warning Message: No entry 'bin\config.bin/CfgDestructPos.\dan_barrels\oil_barrel_type1_wreck'.
    22:18:03 Warning Message: No entry '.timeBeforeHiding'.
    22:18:03 Warning Message: '/' is not a value
    22:18:03 Warning Message: No entry '.hideDuration'.
    22:18:03 Warning Message: '/' is not a value

     

    I have no clue what to do about it but I'm guessing I've missed a class somewhere? (in destroyphase perhaps I need a different simulation?)


  6. Thanks for the answers!

     

    I have made 2 points defining the cargo-space and one defining the enter/exit point, in the memory-LOD. I have named them the same as in the reference. 

    I'm sorry I have to ask, but do I have to declare the points within model.cfg? In that case I suspect the problem is solved.

     

    I copied the example of the carrier from the reference, into the class Carrier as mentioned in the original post.

    I'd assume you'd have to define them in the model.cfg. Its worth giving it a try nonetheless to be perfectly sure


  7. Out of interest, I'm having a look in the Splendid config viewer and there are things with different colours but no legend to what they mean. Is this supposed to represent inherritance or whether a parameter is private or something?

     

    I've had a bit more of a play having had a look through the ammobox's config in the viewer. I'm closer but still not quite there yet. What happens with the following config to get the object to smoke and then disappear into the ground once 'killed'.

    class CfgPatches {
    	class dan_barrels {
    		units[] = {"dan_oil_barrel_type1", "dan_water_drum", "dan_oil_barrel_type1wreck"};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {};
    	};
    };
    
    class CfgVehicles {
    	class ThingX;
    	class dan_oil_barrel_type1 : ThingX
    	{
    		scope = 2;
    		model = "\Dan_Barrels\Oil_Barrel_Type1.p3d";
    		displayName = "Skydrol Drum";
    		vehicleClass = "small_items";
    		destrType = "DestructBuilding";
    		armor = 30;
    		fireResistance = 0.1;
    		explosionShielding = 0.1;
    		damageResistance = 0.004;
    		slingLoadCargoMemoryPoints[] = 
    		{
    			"SlingLoadCargo1",
    			"SlingLoadCargo2"
    		};
    		class DestructionEffects
    		{
    			class HouseDestr
    			{
    				intensity = 1;
    				interval = 1;
    				lifeTime = 10;
    				position = "";
    				simulation = "destroy";
    				type = "DelayedDestructionAmmoBox";
    			};
    			class Smoke2
    			{
    				intensity = 1;
    				interval = 1;
    				lifeTime = 10;
    				position = "";
    				simulation = "particles";
    				type = "AmmoSmokeParticles2";
    			};
    		};
    		selectionDamage = "Barrel_Hull";
    	};
    	class dan_water_drum : dan_oil_barrel_type1 {
    		scope = 2;
    		displayName = "Water Drum";
    		hiddenSelections[] = {"CAMO_All"};
    		hiddenSelectionsTextures[] = {"\Dan_Barrels\Oil_Barrel_Type1Water_Texture.paa"};
    	};
    	class dan_oil_barrel_type1wreck : dan_oil_barrel_type1
    	{
    		scope = 2;
    		model = "\Dan_Barrels\Oil_Barrel_Type1_Wreck.p3d";
    		displayName = "Wrecked Barrel";
    		vehicleClass = "small_items";
    	}; 
    };
    

    However, this isn't quite what I want it to do. I've tried changing it to destrType = "DestructWreck"; but all this does is cause it to smoke without it falling through the floor now. Looking through the config's in the viewer, things such as the ammotruck use this class, but I cannot figure out how it switches to the wreck model even though I have the wreck model defined and within the config file and has a proxy setup within the p3d file to the wreck model. I've looked on the config megalist as well as on the 2 references but I cannot find anything on the DestructWreck type, can anybody shed some light on this?


  8. Thanks for that link. I've tried looking at that link and this link:

     

    https://forums.bistudio.com/topic/123483-example-of-damage-to-model/

     

    However, my model does recognise that it 'dies' via a trigger to check it in the editor. However nothing happens at all after it says its died. Only takes just over a mag of Vermin ammo to kill it which is ok for testing purposes so i'll change that later. If I use explosives it just flies off in any direction a short distance.

     

    Heres my config.cpp:

    class CfgPatches {
    	class dan_barrels {
    		units[] = {"dan_oil_barrel_type1", "dan_water_drum", "dan_oil_barrel_type1wreck"};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {};
    	};
    };
    
    class CfgVehicles {
    	class ThingX;
    	class HouseBase;
    	class Ruins: HouseBase{};
    	class dan_oil_barrel_type1 : ThingX
    	{
    		scope = 2;
    		model = "\Dan_Barrels\Oil_Barrel_Type1.p3d";
    		displayName = "Skydrol Drum";
    		class DestructionEffects;
    		vehicleClass = "small_items";
    		destrType = "DestructBuilding";
    		armor = 30;
    		fireResistance = 0.1;
    		explosionShielding = 0.1;
    		damageResistance = 0.0004;
    		slingLoadCargoMemoryPoints[] = 
    		{
    			"SlingLoadCargo1",
    			"SlingLoadCargo2"
    		};
    		class Hitpoints
    		{
    			class Hit1
    			{
    				armor = 30; 
    				name = "Barrel_Hull"; 
    				passThrough = 1;
    				material = -1;
    				minimalHit = 0.005;
    				convexComponent = "Barrel_Hull";
    				class DestructionEffects 
    				{
    					class Ruin1
    					{
    						simulation = "ruin";
    						type = "\Dan_Barrels\Oil_Barrel_Type1_Wreck.p3d"; 
    						position = "SlingLoadCargo1";
    						intensity = 1;
    						interval = 1;
    						lifeTime = 1;
    					}; 
    				};
    			};
    		};
    
    		class EventHandlers;
    	};
    	class dan_water_drum : dan_oil_barrel_type1 {
    		scope = 2;
    		displayName = "Water Drum";
    		hiddenSelections[] = {"CAMO_All"};
    		hiddenSelectionsTextures[] = {"\Dan_Barrels\Oil_Barrel_Type1Water_Texture.paa"};
    		class DestructionEffects;
    	};
    	class dan_oil_barrel_type1wreck : ruins
    	{
    		scope = 2;
    		model = "\Dan_Barrels\Oil_Barrel_Type1_Wreck.p3d";
    		displayName = "Wrecked Barrel";
    		vehicleClass = "small_items";
    	}; 
    };
    

    And my model.cfg:

    class CfgSkeletons {
    	class dan_barrels_skeleton {
    		isDiscrete = 1;
    		skeletonInherit = "";
    		skeletonBones[] = {"Barrel_Hull"};		
    	};
    };
    
    class CfgModels {
    	class Oil_Barrel_Type1 {
    		skeletonName = "dan_barrels_skeleton";
    		sections[] = {"CAMO_All","Barrel_Hull"};
    	};
    };
    
    class Animations
    {
    	class Hit1
       	{
        		type="hide";
    		source="Hit1";
    		selection="Barrel_Hull";
                    minValue = 0;
                    maxValue = 1;
                    minphase = 0;
                    maxphase =1;
    		hideValue = 0.9;
    	};
    };
    

    Am I missing a class somewhere in this as I just cant put my finger on it and I've been trying all of this evening to try and get it to work.

     

    Am I using the wrong destrType now or something?


  9. Hi all,

     

    I've recently started making models for Arma, and have gotten around to configuring them to work ingame.

     

    I have managed to get the object to be able to be slingloaded, however, if I drop the object from some height, I wish the model to either explode or change to a wreck model when it 'dies'. I think it dies if I drop it from a height or shoot it a load already as it stops being able to be slingloaded after said conditions. I've got multiple versions and the wreck model in the config and these are placeable within the editor.

     

    I had a look at destrType but I couldn't get it to seemingly do anything. Can anyone provide me with some advice on making it explode on or change to wreck once it reaches the condition where I can't slingload it? (which should also be its 'dead' state)

     

    Heres my config.cpp:

    class CfgPatches {
    	class dan_barrels {
    		units[] = {"dan_oil_barrel_type1", "dan_water_drum", "dan_oil_barrel_type1wreck"};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {};
    	};
    };
    
    class CfgVehicles {
    	class ThingX;
    	class dan_oil_barrel_type1 : ThingX
    	{
    		scope = 2;
    		model = "\Dan_Barrels\Oil_Barrel_Type1.p3d";
    		displayName = "Skydrol Drum";
    		vehicleClass = "small_items";
    		armor = 30;
    		fireResistance = 5;
    		slingLoadCargoMemoryPoints[] = 
    		{
    			"SlingLoadCargo1",
    			"SlingLoadCargo2"
    		};
    		class Hitpoints
    		{
    			class HitBody 
    			{
    				armor = 30; 
    				name = "Barrel_Hull"; 
    				passThrough = 1;
    				material = -1;
    				minimalHit = 0.05;
    			};
    		};
    		class EventHandlers;
    	};
    	class dan_water_drum : dan_oil_barrel_type1 {
    		scope = 2;
    		displayName = "Water Drum";
    		hiddenSelections[] = {"CAMO_All"};
    		hiddenSelectionsTextures[] = {"\Dan_Barrels\Oil_Barrel_Type1Water_Texture.paa"};
    	};
    	class dan_oil_barrel_type1wreck : ThingX
    	{
    		scope = 2;
    		model = "\Dan_Barrels\Oil_Barrel_Type1_Wreck.p3d";
    		displayName = "Wrecked Barrel";
    		vehicleClass = "small_items";
    	}; 
    };
    

  10. I don't think my actual model is being killed and I think that's my problem here. I've put satchel charges next to it and it blows up the littlebird next to it but not the barrels which stay intact although they can't be slingloaded no more.

     

    I tried setting up the killed event handler in the config with the code specifying a hint should popup. But no hint popped up at all. Is this the right way to check or would the hint never popup for some reason? rpt seems clean and makes no mention of any errors.

     

    Just as a further note, should my model destroy and disappear if its dead if I don't specify the destrType because by defaults its set to DestructDefault within the ThingX class according to the config viewer?


  11. I've been having another play with the config tonight. Still a bit stuck but i'm starting to understand it a bit more now. I've got the hitpoints stuff working by inheriting the hitpoints class from the car class to the point where I can change how much it takes to make my barrels unable to be slingloaded (which I assume means they are "dead"). However, its still not transitioning to the wreck model. I have added the wreck model into the config.cpp, and it places down and works fine in the editor.

     

    I think it is something stupid I must be missing here, maybe its something I've setup within the proxy model wrong perhaps that prevents proper transitioning?

     

    Heres my updated project:

     

    https://www.dropbox.com/s/quui40vqul78qq7/Dan_Barrels.rar?dl=0

     

    And here's my config.cpp:

    class CfgPatches {
    	class dan_barrels {
    		units[] = {"dan_oil_barrel_type1", "dan_water_drum", "dan_oil_barrel_type1wreck"};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {};
    	};
    };
    
    class CfgVehicles {
    	class ThingX;
    	class Car;
    
    	class dan_oil_barrel_type1 : ThingX
    	{
    		scope = 2;
    		model = "\Dan_Barrels\Oil_Barrel_Type1.p3d";
    		displayName = "Skydrol Drum";
    		vehicleClass = "small_items";
    		armor = 30;
    		fireResistance = 5;
    		slingLoadCargoMemoryPoints[] = 
    		{
    			"SlingLoadCargo1",
    			"SlingLoadCargo2"
    		};
    		class Hitpoints
    		{
    			class HitBody 
    			{
    				armor = 30; 
    				name = "Barrel_Hull"; 
    				passThrough = 1;
    				material = -1;
    				minimalHit = 0.1;
    			};
    		};
    		class EventHandlers;
    
    	};
    	class dan_water_drum : dan_oil_barrel_type1 {
    		scope = 2;
    		displayName = "Water Drum";
    		hiddenSelections[] = {"CAMO_All"};
    		hiddenSelectionsTextures[] = {"\Dan_Barrels\Oil_Barrel_Type1Water_Texture.paa"};
    	};
    	class dan_oil_barrel_type1wreck : ThingX
    	{
    		scope = 2;
    		model = "\Dan_Barrels\Oil_Barrel_Type1_Wreck.p3d";
    		displayName = "Wrecked Barrel";
    		vehicleClass = "small_items";
    	}; 
    };
    
    

    EDIT: I've tried using the "destrType = "DestructWreck";" in my config.cpp under the barrel class but still no transitioning. Not even destroying itself so I'm not sure whats wrong with my config. Based it on the config mega list but still no joy. Do I need to trigger it off via the killed event handler or something?

     

    Also, I had a look through this:

     

    https://forums.bistudio.com/topic/134187-wreck-model-isant-straight-nose-sunk-into-ground/


  12. I've defined the geo model since its so simple as the hit-points LOD and created a selection in that LOD called "Barrel_Hull". I've also pointed to the proxy in the wreck model which is its own P3D. I've added a section in the config.cpp but I get a error message about the class "Barrel_Hull" although I thought that class was supposed to be named after the selection and I think that's the last place I am going wrong before it'll use a wreck model on the object taking too much damage. Heres my config.cpp:

    class CfgPatches {
    	class dan_barrels {
    		units[] = {"dan_oil_barrel_type1", "dan_water_drum"};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {};
    	};
    };
    
    class CfgVehicles {
    	class ThingX;
    	class dan_oil_barrel_type1 : ThingX {
    		scope = 2;
    		model = "\Dan_Barrels\Oil_Barrel_Type1.p3d";
    		displayName = "Skydrol Drum";
    		vehicleClass = "small_items";
    		slingLoadCargoMemoryPoints[] = {
    			"SlingLoadCargo1",
    			"SlingLoadCargo2"
    		};
    		armor = 2;
    		class Hitpoints {
    			class Barrel_Hull {
    				armor = 1;
    				minimalHit = 0.01;
    			};
    		};	
    	};
    	class dan_water_drum : dan_oil_barrel_type1 {
    		scope = 2;
    		displayName = "Water Drum";
    		hiddenSelections[] = {"CAMO_All"};
    		hiddenSelectionsTextures[] = {"\Dan_Barrels\Oil_Barrel_Type1Water_Texture.paa"};
    	};
    };
    

    Heres the rest of my project so far if you want a look:

    https://www.dropbox.com/s/quui40vqul78qq7/Dan_Barrels.rar?dl=0


  13. It's usual to place a wreck in it's own p3d and then place a proxy placeholder in the main model Wreck LOD.

     

    The reason for this is because the wreck model is not just a visual image, but also commonly has differing Geometry, LandContact, Shadow and FireGeometry LOD's.

    Looking at the tank sample, I can't seem to find a reference outside of the model to the p3d for the wreck model. Do I need to define it in the model.cfg or config.cfg or is just putting the proxy in to the model from the current config good enough? Having a bit of trouble finding anything on wreck models on the biki.

×