drunken officer
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Everything posted by drunken officer
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flashing light doesnt work
drunken officer posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hello. I want to create a lightbar with a blue flashlight. In my lightbar (memory lod) is a point called "bluelight". But nothing happends, when i start it. :( SOLVED! -
proxy to arma object is not working
drunken officer replied to drunken officer's topic in ARMA 2 & OA : MODELLING - (O2)
thx, now it works! -
proxy to arma object is not working
drunken officer posted a topic in ARMA 2 & OA : MODELLING - (O2)
Hi guys. I want to place a arma table, phone, notbook into my building. For this i create a proxies. Command line: \ca\misc2\smalltable\smalltable.p3d If i open the buldozer to check out the current postion, i got the mesage "can not open xxxx.p3d".I did it with other objects, no way. I changed it in my config to test it with an charakter. Same command line \ca\..... I can place the "object" on map. What is my mistake, that i can't create a proxy to arma-objects? Whats the size of the ca folder? My ca folder at Armawork (or P:) is small. 131 mb and 1130 files. -
Strange "Cannot Open Object" error
drunken officer replied to ADuke's topic in ARMA 2 & OA : MODELLING - (O2)
To many points! Reduce it. -
I model some objects. But to one question, i dont find the answer. What means the field "User Value" in the properties ? What can i change with this value? My resolution LOD works with 0, 1 , 10, 15 ... I know, in the shadowLOD this value must set to 1.
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how to script a "check" if value getting higher or lower
drunken officer posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I've a simple problem I want to add 2 differnt sounds to my animations. closecell and opencell while {true} do {.... _blah = _this select 0; _cc = "closecell"; _ulc = "unlock" _oc = "opencell"; _anim0 = _blah animationPhase 'Open_cell_1'; if (_anim0 > 0 and _anim0 < 0.1 ) then {_blah say [_ulc,30,1];_blah say [_oc,30,1] }; if (_anim0 > 0.9 and _anim0 < 1) then {_blah say [_cc,30,1];}; }; So how is to command to check if the anim0 geeting higher or getting lower? i tryed if if (_anim0 > 0 and _anim0 < 0.1 and _anim0 ++) then .... = no working then i tryed if (_anim0 > 0 and _anim0 < 0.1 and [_ blah animate [""Open_zelle_1"", 1]) then... or (_anim0 > 0 and _anim0 < 0.1 and [_ blah animate [""Open_zelle_1"", 1] = true]) then ... not working. -
how to script a "check" if value getting higher or lower
drunken officer replied to drunken officer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
SOLVED! I used a counter to help. if (_anim0 > 0 and _anim0 < 1) then {_anim0counter = _anim0counter + 1} else {_anim0counter = 0}; // setting the counter. Anim = 0 or 1 -> counter = 0. Between the counter getting higher +1 player globalChat format["%1",_anim0counter]; // check if it works if (_anim0counter < 2 and _anim0 < 0.1 and _anim0 > 0) then {_blah say [_ulc,30,1];_blah say [_oc,30,1] }; // blocking sound if counter > 2 if (_anim0 > 0.9 and _anim0 < 1 and _anim0counter < 2) then {_blah say [_cc,30,1];}; // blocking sound if counter > 2 -
Hi guys. I've a small problem with my config.cpp. I want to destroy my object (NonStrategic) After this i want a ruin model and a fire. The same like, if a car destroy. My problem is: a) i've a riun model but no fire or b) i disable the ruin part and then i have fire. There are no examples to find at wiki. Only one small part. I declare it to simulate "house". If i choose "thing", my arma crash. Can anybody help me?
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ruin model and fire.
drunken officer replied to drunken officer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Here it is! class CfgVehicles { class All; class NonStrategic; class Ruins; class Thing; class plants_Base_Object : All { scope = 0; side = 3; icon = "iconStaticObject"; nameSound = "object"; simulation = "house"; picture = "pictureStaticObject"; model=""; sound = "Building"; placement = "vertical"; ladders[] = {}; vehicleClass = "plants_VehicleClass"; displayName = ""; coefInside = 1; coefInsideHeur = 0.25; mapSize = 7.5; animated = false; armor = 200; destrType = ""; damageResistance = 0.004; class DestructionEffects { class DestroyPhase1 { simulation = "destroy"; type = "DelayedDestruction" /* "DestructWreck" ? */ lifeTime = 4.2; position = "destructionEffect"; intensity = 3; interval = 1; }; }; }; //VERSION 1 class Land_weed: plants_Base_Object { model = "\pflanze\weed.p3d"; nameSound = ""; mapSize = 8; icon = "iconStaticObject"; accuracy = 1000; armor = 100; destrType = "DestructDefault"; scope = 2; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\pflanze\weed_ruin"; position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; class Land_weed_ruin : ruins { scope = 1; model = "\pflanze\weed_gross_ruin.p3d"; displayName = "weed ruins"; }; -
Hi guys. I want to add some different sounds to my model, when you walk inside. I know, i have to do it in the roadwaylod -> "e" -> "materials". But how to do, to "load" a sound file in a *.rvmat file?
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different sounds inside a building
drunken officer replied to drunken officer's topic in ARMA 2 & OA : MODELLING - (O2)
THX, it works! -
Custom Lightbar for Arma 2 OA
drunken officer replied to p1GER's topic in ARMA 2 & OA : MODELLING - (O2)
Have fun with it. I try it to. But my animation dont loop :( and to set a recolored *paa is not so easy. If you add the lightbar to the policecar, you have to change the config.cpp You need, a new animationsource, new useraction (stop/start) and a *.sqf file for the lights and the sounds. Or ArmaTec can do it for you. He has the knowhow. You work with shining *.rvmat files and settexture command or do you work with *lighpoint attachto command for your lightbar? how to find it in the editor: Do you create a own class? Do you have the stringtable.csv in the folder? is it "scope = 2"; ? -
switch *.paa when animation is done
drunken officer posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hello guys. I need help. It's my very first time, that i try to work with scripts. I've a 3D object, with a big door and a trafficlight (red & green). The light should shining red, when the door is not complete open. When it's open, then switch to green. initPhase 0 = close initPhase 1 = open Here is what i've, but i dont have a working *.paa file. The doorlight-selection is green all the time. step 1 select in the 0.000 LOD some faces and create a selection "doorlight". step 2 create in the config.cpp a hiddenselction and in the model.cfg by "selections" step 3 useraction in the config.cpp step 4 create the garagenlicht.sqs file. Here i checked other files, but i'm a greenhorn :mad: Thx for help -
switch *.paa when animation is done
drunken officer replied to drunken officer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hm, with this version, the light switch from green to red and back, when i use the action menue. But i need it, that the green light only shinning, when door_pb_aussenhof = 1. If it x < 1 then i need the red light- -
Hi guys. I checked the forum and found a example, but i doesnt works. My problem is, i have light. This one should rotation, as long the player dont stop it. The animation works, but not the loop function. class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class blaulicht_skeleton : Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "reflektor","" }; }; }; class CfgModels { class blaulicht { sectionsInherit=""; sections[]= {}; skeletonName="blaulicht_skeleton"; }; class blue_light : blaulicht { sectionsInherit="blaulicht"; sections[]={}; class Animations { class move_reflektor : blaulicht { type="rotationY"; selection="reflektor"; axis="reflektor_achse"; memory=1; [b]sourceAddress="loop";[/b] minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; }; }; }; class AnimationSources { class move_reflektor { scope = 2; source="user"; animPeriod = 1.5; initPhase = 0; }; }; class move_reflektor{ scope = 2; displayName="$STR_lichtan"; onlyforplayer = true; position="reflektor"; radius=4; condition="this animationPhase ""move_reflektor"" < 0.5"; statement="this animate [""move_reflektor"", 1]'"; 3. questions 1. where is my mistake, that the loop function doesnt works? 2. can somebody tell my, how the command is to stop the animation? 3. i need a alarm sound to this animation. Same way like the reflektor?
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loop doenst works
drunken officer replied to drunken officer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Nobody can help me? -
Hi guys I need a buildingPos in my house. Because the KI have to spawn there. I create one point in my memory-lod, called "buildingPos 1". But when i try it in the editor "this setPos [revier buildingPos 1];" nothing happends. Can somebody explane me, how to create a building postion? Thx
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create buildingPos
drunken officer replied to drunken officer's topic in ARMA 2 & OA : MODELLING - (O2)
thx again Mondkalb. I'll try it soon -
select the whole object and press the button "rotation". It'S one with a small yellow box. When you hold your mouse above the button, you can see the name of the button. You can choose between x-y-z-axis. You can use the "preview-button" to see whats happend.
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possible to lift up the player spawnpoint?
drunken officer replied to drunken officer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thx, we will try it -
possible to lift up the player spawnpoint?
drunken officer posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys. I hope this is the right selection. We have a problem. I build a house and i have to lift up the floor 0.60 m, because we do not want grass at the floor. But if a player spawn in that house, he allways spawn at the natural ground. That means, that the player spawn in my geo lod (important for collision query), and then the geo-lod didnt work (you can walk through the walls). Is there a way, to lift up the spawn point? thx -
Hello guys. How i have to script my config for global sound? I've a config, but the sound is local. That means, only the player who use the animation, hear the sound. But i need it in this way, that a other player, which is near can hear it. ** sound ** class CfgSounds{ class alarm2{ name = "alarm2"; sound[] = {"\polizei\sounds\alarm2.ogg",0.15,1.0}; titles[] = {}; };}; *** Animation ** class AnimationSources { class Open_outdoor { scope = 2; source = "user"; animPeriod = 7; initPhase = 1; };}; **User action ** class UserActions{ class Open_outdoor{ scope = 2; displayName="$STR_outdoor_open"; onlyforplayer = true; position="benutze_outdoor"; radius=1.3; condition="this animationPhase ""Open_outdoor"" < 0.5"; statement="this animate [""Open_outdoor"", 1];this say'alarm2'"; }; class Close_outdoor : Open_outdoor{ displayName="$STR_outdoor_close"; condition="this animationPhase ""Open_outdoor"" >= 0.5"; statement="this animate [""Open_outdoor"", 0];this say'alarm2'"; };}; thx for help!
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damn not solved! It was his microphone. I heard his sound in my TS. :mad: Normally the 3. number makes the sound global. Thats the same CfgSound like a siren. But mondkalb, your doorbell is "global", maybe you can help. :)
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Deactived the shadows on objects with proxy function
drunken officer posted a topic in ARMA 2 & OA : MODELLING - (O2)
Hi all I created a house with 3 floors. With the proxy option in O2, i placed tables, chairs, couch and the TV in this house. But now, in game and in buldozer, i have shadows through the whole building. I CANT deactivate the shadows in the O2 settings. When i press "e" there is a marker, but it's actived the whole time and i cant change it. Can anybody help me? -
Deactived the shadows on objects with proxy function
drunken officer replied to drunken officer's topic in ARMA 2 & OA : MODELLING - (O2)
solved. The shoadow lod was broken. now this lod works and the proxy shadows are gone.