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jackmomma

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Posts posted by jackmomma


  1. yeah I think the problem is that ace is over running smk but i could be wrong. -noSplash -noFilePatching -showScriptErrors -Skipintro "-name=CW2 K. Mackenzie[TF313]" "-mod=@CBA;@ACEX_SM;@ACE;@ACEX;@ACEX_USNavy;@ACEX_RU;@SMK" thats my target line and it works fine.

    ---------- Post added at 08:34 PM ---------- Previous post was at 08:32 PM ----------

    Also do you run any other mods than ace and smk?


  2. Do you think generic' date=' non-explosive breaching tools would be possible? Like a breaching sledge. I don't know if there's an existing animation for it though, so it may be out of the question.[/quote']

    Honestly i have no idea if it's whether or not i would be able to do that. In the beginning I was thinking about having a set of animations like kicking down the door but i think right now it's not really an option so stuck with using explosives or your weapon.


  3. Are you making custom buildings to go with this? (Most buildings in A2/OA don't have doors, that's why I ask)

    As of now were not planning on creating any buildings but it is a possibility. Were mainily focusing on the models and coding and right now it's only me and someone else so designing buildings is a little overwhelming right now :P especially because this is my first addon.

    ---------- Post added at 10:04 AM ---------- Previous post was at 10:03 AM ----------

    hooo it's really great, how it works?

    Im not sure what your refering to the AGP-DB14 charge or the addon it self?


  4. This addon is designed to make arma's CQB be more tactical. It will give the player the ability to breach a door either by explosives or by shooting down the door.

    BreachCharge.jpg

    This is a model of the AGP-DB14 Door Breaching Charge. So far The model is complete and some of the scripts are complete.

    We plan to create more charges very shortly.

    If anyone is interested in helping out email me: ken21@rogers.com


  5. class CfgPatches {

    class BreachCharge_Strip {

    units[] = {};

    weapons[] = {};

    requiredVersion = 1.6;

    requiredAddons[] = {"Extended_EventHandlers", "ace_c_weapon", "ace_main"};

    version = 1.13.0.521;

    };

    };

    class CfgAddons {

    class PreloadAddons {

    class BreachCharge_strip {

    list[] = {"BreachCharge_strip"};

    };

    };

    };

    class CfgAmmo {

    class Breachcharge,// External class reference

    class BreachCharge_Strip : G_40mm_HE {

    typicalspeed = 1;

    soundHit[] = {"", 1, 1};

    soundFly[] = {"", 0, 0};

    CraterEffects = "";

    explosionEffects = "";

    model = "\ca\Weapons\granat";

    hit = 0;

    indirectHit = 0;

    indirectHitRange = 0;

    explosive = 0.01;

    explosionTime = 1;

    deflecting = 0;

    };

    class BreachCharge_Strip: BreachCharge_Strip {

    model = "\x\Tacbreach\addons\BreachCharge_strip";

    };

    This is all i have so far and im not really sure what im doing first time making an addon. If needed here's a link to the model http://www.mediafire.com/?cd9u2cwdobm8w8b


  6. I'm pretty sure you cant change the door animation speed. Maybe there is another way around this? This is a cool idea.

    Yeah i know there is a way to increase the speed on an animation i just have no idea how to lol. only other option would be to replace the opened door with a destroyed door but im not sure if it's possible since the door is part of the building and yeah i think its a cool idea too i couldn't find a breaching mod or script so i decided to give it a go.

    ---------- Post added at 08:51 PM ---------- Previous post was at 07:10 PM ----------

    Does anyone know how to get an id for a door or even a name that i could go off of?


  7. could look into the fired near event controller

    yeah probably the easiest way. Do you know by any chance if theres a way to get the id of the door or even create one?

    ---------- Post added at 01:11 AM ---------- Previous post was at 12:10 AM ----------

    Well ive gotten further than before. Im able to open or breach the door by shooting at it. There was no need for an event handeler but you would still be able to do it that way also but unfortunatly im not finished perfecting it yet :p but anyways thanks for the help guys.


  8. Hey, that's a great idea. Why haven't I thought of that?

    I'm not an expert on the scripting, but here are a couple questions. Can I assume you're using some method of getting the ID of the door into a name that you can use, having a "get nearest object..." in a game logic or something? Have you tested the door with a simpler Open script? Like a radio trigger that will open it? Some doors don't open with "Dvere", I recall.

    well so far i haven't found the id of the door but it would make doing this alot easier :p. I did use nearest object but no luck and yea the door opens but the way ive made the script its stating that the building needs to be damaged but a simple bullet isnt going to do anything but if i put a satchel and damage the building the door does open. Any ideas on how to get it to open using small arms?

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