drunken officer
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Everything posted by drunken officer
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need a explanation to model.cfg, bone selektion
drunken officer replied to drunken officer's topic in ARMA 2 & OA : MODELLING - (O2)
Thx for the help. I will try it with one wheel (create a own part om model.cfg, (rotation & steering), than a second one. I think this is the best way to understand it totally. -
need a explanation to model.cfg, bone selektion
drunken officer posted a topic in ARMA 2 & OA : MODELLING - (O2)
Hello guys. I need a explantion to the model.cfg / bones selektion. After buildings, i try to create some vehilces. I know, there must be a different between skeleton[]={"bla","","bla2","","bla3"}; and skeleton[]={"bla","bla2","bla3"}; I found a tutorial about damage glass (cyborg11) and damagewheels. I named my windows glass 1 - 5 The tutorial shows me ..{"glass1","damageHide","glass2","damageHide"}; After 100% damage, the windows is gone. They "work" together with damageHide. DamageHide is an animation source=damage, type=hide.Thats why, the windows is gone. That i understand. But it's doesnt show me the half and full broken pics. And yes, i load it up with my config.cpp. I can only see the pics, if i damage the hull. When i copy the glass inside my bone selection at the first postion, my bluelight is not working, because i've a bluelighthelper in this skeleton. ...{"glass1","damageHide"....","","bluelighthelper","","breaksleft","","breaksright",""}; So i know, if the bones doesnt have a "", they "work" together. But i dont understand it totally, how! Thats why my broken wheels dont switch (mirror effect), because it's tricky. Can someone explain it to me (in german or english) -
is your XML working right? I mean, is the tag, the clan name, maybe your ICQ, bla bla in your player discription to see and is only the XML black? Are your working with ALPHA-Channels? I use gimp. 1. I start up and save it as *.psd (because it's better to work with it) 2. When it'S done, i save it as .png (jpg file is not working with alpha channels) 3. open texview2-> load *.png (drag & drop) -> save as (options: RGBA [with alpha-channel] & DTX5 4. load it up in your xml Make sure a) the size is 256x256 or 512x512 (with this i had never problems) Bigger is senseless. I use this one. I can change pictures and names, add or delete members without any problem. <?xml version="1.0"?> <!DOCTYPE squad SYSTEM "squad.dtd"> <?xml-stylesheet href="squad.xsl" type="text/xsl"?> <squad nick="SOA"> <name>Sick of it all</name> <web></web> <picture>soa.paa</picture> //512x512 <title>Bad Ass</title> // small letters under the xml- pic <member id="*****" nick="Drunken Officer"> //your ID and name from player profil <name>Drunken</name> // <icq>N/A</icq> <remark>the grandpa</remark> </member> <member id="*****" nick="the next member"> //member 2 <name></name> // <icq>N/A</icq> <remark></remark> </member> </squad>
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Glass problem
drunken officer replied to Mladja-ArmASerbia's topic in ARMA 2 & OA : MODELLING - (O2)
Here i found this one in english language. http://forum.armedassault.info/index.php?showtopic=1144 BTW: I did it by the same why. IDK why, i worked arround because destroyable wheels. So had binarized the model sometimes. Now, the outside is working perfect, the innerside is what i post. -
terrain makers caves and tunnel
drunken officer replied to smokedog3para's topic in ARMA 2 & OA : MODELLING - (O2)
Can you release the video WITHOUT sound? It's blocked in germany, because we have hard rules because copyrights. With "hidemyass" is a very very bad quality -
OA - Shooting out Glass
drunken officer replied to magicpanda's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
delete, because is a very old link. -
Glass problem
drunken officer replied to Mladja-ArmASerbia's topic in ARMA 2 & OA : MODELLING - (O2)
Here are the pictures. You can see it, what i mean. [/img] Uploaded with imageshack.us -
PuFu, i want to open it, because to create a car. And the owner of the model give the permission to downlaod and work with it...
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Pufu, idk norhing about this model. I found it on a webside with open models for free downlaod. Maybe i can contact the artist
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Glass problem
drunken officer replied to Mladja-ArmASerbia's topic in ARMA 2 & OA : MODELLING - (O2)
I will post a picture, when i'M at home. Maybe in 2 days. -
Important Error. Value fault in line xxxxxx Today i found one model, that i can open. I think it's a "memory" problem. But with 8GB, strange
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How to load own engine sound?
drunken officer replied to drunken officer's topic in ARMA 2 & OA : MODELLING - (O2)
Okay, the original sound is gone, but now i can hear nothing. I turned up the volume, nothing. Other question: I can hear my sirens and after 650 m it's quiet. Yes, that was i want. But when i'm inside my car or a other car, it's really really hard to hear. You must turn up the volume... The sounds are actived by script. cfgsounds { name = "sirene"; sound[] = {"\policecar\sounds\sirnebmw.ogg", db-5, 1}; titles[] = {}; }; -
How can i load a own engine sound. I did it in my config.cpp, but it's not working Here is the code: class CfgSounds{ class motor1{ name = "motor1"; sound[] = {"\sportcar\sounds\motor.ogg", db-5, 1}; titles[] = {}; }; }; class CfgVehicles { class LandVehicle; class Car : LandVehicle {}; class VWGolf : car {}; class carbase: VWGolf {.... soundEngine[]={\ca\wheeled\Data\Sound\4WD_Loop4,db-35,1.2}; soundGear[]={\ca\wheeled\Data\Sound\shifter_v2,db-75,1}; SoundGetIn[]={\ca\wheeled\Data\Sound\4WD_DoorOpenClose1,db-20,1}; SoundGetOut[]={\ca\wheeled\Data\Sound\4WD_DoorOpenClose1,db-30,1}; getInAction=GetInLow; getOutAction = GetOutLow; .....}; class sportcar1 {... soundEngine[]= {"motor1"}; //here i tried the same folder like the cfgsounds, but it not working. I here the standart sound. ...};
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Glass problem
drunken officer replied to Mladja-ArmASerbia's topic in ARMA 2 & OA : MODELLING - (O2)
I've a problem to. I use a glass_ca.paa (is this _ca important?). And a glass_reflektion.rvmat (it was an bundle as download) I changed the folder, everthing was fine. At the beginning, it was working. But now a) Buldozer show me a nice glass b) in game, i see the triangles and squares, when i move me car. If the sun shining into the glass, then it's looks ugly. I disable me shadow lod, the problem was notfixed. I revmoved all faces and did it new, same one. Sharp egdes, trinagulate (all versions) , problem is still there. :( -
How to load own engine sound?
drunken officer replied to drunken officer's topic in ARMA 2 & OA : MODELLING - (O2)
Okay, you're using this code class Sounds: Sounds That means, i've to define it before. What i've to do? Load it in the cfgVehilce as "basic sound" ? ... class Sounds; class cfgvehilce {.... -
I've BMW model. I use the same amor setting like a sedan. But my BMW is like a tank. I've hitpoints, a selction called "karoserie". But when i ram a wall, nothing happends. Only with a gun, i can damage the hull. Someone know's the problem and have a idea?
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Problems with a model
drunken officer replied to drunken officer's topic in ARMA 2 & OA : MODELLING - (O2)
Solved. The problem was the armor value in the class hitpoint. 1 = tank -
Problems with a model
drunken officer replied to drunken officer's topic in ARMA 2 & OA : MODELLING - (O2)
noone knows it? -
Hi community. I've created a car. So far so god. I can see it in the editor and on map. There are a strange thing, and i dont know what i've to do. Version a) I can shoot through the window, and the driver is dead, but no damage at car class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Car: LandVehicle { class HitPoints { class HitBody {armor=1;material=51;name="karoserie";visual="karoserie";passThrough=1;}; class HitEngine {armor=0.4;material=60;name="motor";visual="motor";passThrough=1;}; class HitRGlass {armor=0.3;material=-1;name="sklo predni P";passThrough=0;}; class HitLGlass {armor=0.3;material=-1;name="sklo predni L";passThrough=0;}; class HitFuel {armor=0.3;material=51;name="palivo";passThrough=1;}; class HitLFWheel {armor=0.15;material=-1;name="Levy predni tlumic";visual="Levy predni";passThrough=0;}; class HitRFWheel {armor=0.15;material=-1;name="Pravy predni tlumic";visual="Pravy predni";passThrough=0;}; class HitLF2Wheel {armor=0.15;material=-1;name="Levy dalsi tlumic";visual="Levy dalsi";passThrough=0;}; class HitRF2Wheel {armor=0.15;material=-1;name="Pravy dalsi tlumic";visual="Pravy dalsi";passThrough=0;}; class HitLMWheel {armor=0.15;material=-1;name="Levy prostredni tlumic";visual="Levy prostredni";passThrough=0;}; class HitRMWheel {armor=0.15;material=-1;name="Pravy prostredni tlumic";visual="Pravy prostredni";passThrough=0;}; class HitLBWheel {armor=0.15;material=-1;name="Levy zadni tlumic";visual="Levy zadni";passThrough=0;}; class HitRBWheel {armor=0.15;material=-1;name="Pravy zadni tlumic";visual="Pravy zadni";passThrough=0;}; }; }; class carbase : car .... Version b (with SkodaBase) I've damage, but my glass.rvmat is not working. I can kill through the engine but not through the door and the glass. For the metals i use a arma2 template. For the glass, i used my own rvmat and a aram2 template { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Car: LandVehicle { class HitPoints { class HitLFWheel; // External class reference class HitLBWheel; // External class reference class HitLMWheel; // External class reference class HitLF2Wheel; // External class reference class HitRFWheel; // External class reference class HitRBWheel; // External class reference class HitRMWheel; // External class reference class HitRF2Wheel; // External class reference }; }; [b] class SkodaBase : Car [/b] { class HitPoints { class HitBody {armor=1;material=51;name="karoserie";visual="karoserie";passThrough=1;}; class HitEngine {armor=0.4;material=60;name="motor";visual="motor";passThrough=1;}; class HitRGlass {armor=0.3;material=-1;name="sklo predni P";passThrough=0;}; class HitLGlass {armor=0.3;material=-1;name="sklo predni L";passThrough=0;}; class HitFuel {armor=0.3;material=51;name="palivo";passThrough=1;}; class HitLFWheel {armor=0.15;material=-1;name="Levy predni tlumic";visual="Levy predni";passThrough=0;}; class HitRFWheel {armor=0.15;material=-1;name="Pravy predni tlumic";visual="Pravy predni";passThrough=0;}; class HitLF2Wheel {armor=0.15;material=-1;name="Levy dalsi tlumic";visual="Levy dalsi";passThrough=0;}; class HitRF2Wheel {armor=0.15;material=-1;name="Pravy dalsi tlumic";visual="Pravy dalsi";passThrough=0;}; class HitLMWheel {armor=0.15;material=-1;name="Levy prostredni tlumic";visual="Levy prostredni";passThrough=0;}; class HitRMWheel {armor=0.15;material=-1;name="Pravy prostredni tlumic";visual="Pravy prostredni";passThrough=0;}; class HitLBWheel {armor=0.15;material=-1;name="Levy zadni tlumic";visual="Levy zadni";passThrough=0;}; class HitRBWheel {armor=0.15;material=-1;name="Pravy zadni tlumic";visual="Pravy zadni";passThrough=0;}; }; }; class carbase : SkodaBase {
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i cant import OBJ.... error message
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set back the animation value by script
drunken officer posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi guys. I try to create a bluelight, which is turn around all the time, when the player start it. It should stop the roation, when the player stop it. After a lot of hours, i know, that i've to use a script for that. SourceAddress="loop"; is not working with source="user";. I tryed it with source="time"; the loop works. So far. Now i want to write a script. My target is to start the animation and if the animation value = 1, then set back the animation to 0.1. Not to 0, because i've a sound with this rotation. But to set back the value to 0.1 is not working in my script. There i need help. if (isDedicated) exitWith {}; private ["_blah","_bommel"]; _blah = _this select 0; _bommel = _blah animationPhase 'bluelight'; hintSilent "script start"; //test while {true} do { if (_bommel == 1) then {_blah set [animationPhase 'bluelight', 0.1];}; sleep 0.1; }; Thx -
set back the animation value by script
drunken officer replied to drunken officer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
if (isDedicated) exitWith {}; private ["_blah","_animVal","","_bl"]; _animVal = 0; while {true} do { _blah = _this select 0; _bl = _blah animationPhase 'bluelight'; waitUntil {_blah animationPhase 'blaulicht' > 0 }; player sideChat format["%1",_bl]; ... lightpoint.... // code for lightpoint _animVal = _animVal + 0.1; _blah set [animationPhase 'bluelight',_animVal]; }; -
Animate door of the LVTP-7
drunken officer replied to catito14's topic in ARMA : CONFIGS AND SCRIPTING (addons)
config.cpp class AnimationSource { class puertalvtp7 { scope = true animPeriod = 3.7; initPhase = 0; };}; After your "radius" is a ; missing -
set back the animation value by script
drunken officer replied to drunken officer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
It's not working. One turn, thats all :( At the first, i choose the way like Thromp and work around with hiddenselections. But this should not be the end of it. -
set back the animation value by script
drunken officer replied to drunken officer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
no one knows the answer :(