Rabidus
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Posts posted by Rabidus
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1) use Oxygen 2 ( O2 )
http://www.ofpec.com/tutorials/index.php?action=read&id=218
^^ good tutorial for animations
2) Double tap Right Ctrl then press X ?? or in the init line of a soldier ......... this setunitpos middle
3) try this http://www.ofpec.com/ed_depot/index.php?action=details&id=619&game=ArmA
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looking very nice Rock , i canni wait!
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i couldn't find it on the Andriod Market :(
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@ RabidusIn fact you would probably not be able to join any of the regular servers with this addon...because regular servers run Veteran mode most of the time and such addon are a portal for cheats. Right now you already have to check first what addons are allowed on the particular server....and that are few usually.
yep ... thats what i was saying , like i said more hasstle than it would be worth
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(sorry for the wrong section. Please could moderators move this?)Yeah you're right, Rabidus. Overriding server settings for one player's advantage is generally bad thing. Just to rectify my intentions: The way I'm doing this doesn't give any chance to do it in reverse as far as I know. Making the values larger than original wouldn't create any new, non-existent markers, e.g. map markers or permanent group info on Veteran difficulty. Only the markers that are already there would get bigger in size.
I didnt mean you was going to use it to cheat or anything , i see what you are trying to do ... just saying how it could be if it was so easy to do.
No doubt this is do able tho , prob's alot more effort than its worth tho.
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@magixrima , you have to redefine the backback to the associated parts of the unit ... been a while since i have played about with Soldier p3d's but im pretty sure if you redefine the back pack with ' spine( 1,2,3 ) ' selections you should see it show on his back
p.s hotlink your images as they are over 100kb
ok, thanks for the look. but once again I changed it to like you said but its a no go. Still nothing but invisible ghost or whatever. This is frustrating...is there anything else that can cause something invisible like this?whoa, I just tried to covert jhonnys special forces over using the same configs and all. Well guess what I converted them fine no problems. Do you think its because of the LOD or something..obviously something is wrong with my Model. all I did was use Bis model template
Do you get any errors while loading with your addon .pbo? are all the texture path's correct?
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wrong place to post this ( should of put it in the editing section )
as far as i know it isnt possable to override server settings ... people would be able to reverse it then and play with easier settings when the server is on veteran mode and essentialy be using a " cheat "
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Myke;1984763']Could you send me the p3d file? Actually by just looking at pics i'm out of ideas. Discretion is guaranteed. ;)I have sorted it!! ........ done the GEO once AGAIN!! and seems to work this time :S , not a clue why it didnt work before as i have not done anything diff this time apart from putting the main body as " Component01 " instead of 2 , but dont see how this would of changed it at all looks like it has tho.
Thanks for help Myke and everyone else !
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thanks for reply , but still the same problem. I changed the part you suggested to be a square to keep it simple , but still the same problem ....... really lost as to what it can be , i have changed the GEO lod a few times now and still the same problem , so im starting to think it must be something else but not a clue what it is ...........
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Looking good , cant wait to have a play with these!
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Version 1.1
Updates:
*Fixed RDG5 Bug
*Added bisign
*Added key
*Included Example Mission
*Included Ammo Box Script
*Changed to use RAB_ Tags
Download : http://www.megaupload.com/?d=NZZS8ZGV
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Have you tried the "find non convexities" thingy ?no not yet , i will try and let you know
Edit : No joy!
Is the face in a named selection?yes all are in Component selections
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long and short of it ........... you cant , altho people i do believe re-texture bi models etc using programs such as hex edit
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not sure if this is what you are trying to do but i done something similar like this
Trigger / Radio Alpha
OnAct : s1 setdammage 0.899
Unit name s1 also added in the medical modules and when you Radio Alpha he will roll around on the floor and you can then move up to heal him..
Not sure about it being ACE compatable tho
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Have you tried
This setdammage 0.899
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For some reason units can walk slightly in the rear of the vehicle , i thought it might of been the Geo Lod ... but i have re-done it over from scratch , all closed etc works fine. The side's front etc dont have the same problem it is only the back end ..
few shows showing
Problem :confused:
Side Working fine
p.s , ignore my dodgy brightness settings
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F-16 is looking mega! , cant wait to see the paint job
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Four Zero Alpha [ 4ØA ] Back Active!
After about a year off 4ØA is now back and actively recruiting.
We still have the same outset as before , British Based Platoon Sized Unit. Along with in house addons custom built for the unit and comprehensive missions and training. We thrive for realism but not taking it to the ridiculous level. We have a mixture of members at the moment some who are currently serving , ex service men. Any nationality's are welcome!!
Any Questions Please Ask
Details :
Website: http://www.fourzeroalpha.co.uk/
Server Filter: Four Zero Alpha
TS3: 85.236.100.27:20107
Email: admin@fourzeroalpha.co.uk
Xfire: chrisa1986 or jeza123c
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Looking good Rock .... cant wait for this!!
on a side note , what is project 210??
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nay dramas , thanks for the help Gnat
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Gnat;1981181']Pretty sure thats not what hes asking JakeWedRab' date='
No is the basic answer.
But there are ways to simulate a similar result.
examples
- Bridging mech is part of main model, but can be made disappear. When the bridge is layed, the disappear section is replaced with a separate static model in th same place.
- Bridging mech is NOT part of main model, but ATTACHTO the main model at the start. Later you animate the atteched section to "lay", then DETACH the static bridge.
ie, 2 models and a little bit of scripting.[/quote']
Thanks Gnat .... Just another quick question , could this be done via script to say boom out the bridge in stages (e.g. 3,5,10 mtrs ) then place a diff size bridge? .... so when you move the arm out to 3 mtrs it place's that size bridge and so on?
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How to setup a Ladder in Oxygen 2?
in ARMA 2 & OA : MODELLING - (O2)
Posted
is this a object you are going to place in the editor or are you adding the object in via Visitor onto a custom map?
the only other thing i can see that may cause a problem is using the class FlagCarrier