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UK_SPAWN

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Posts posted by UK_SPAWN


  1. Okay a few things can make this happen.

    Have you MOVED anything in the model manually? if you have, all the animations will no longer match up. and you get that problem. This means SCALE, MOVE, ROTATE etc. all the parts must remain in there original position. (unless you want t make animations).

    If Some of the NameSelections like "head" ... "Left_Up_Arm" are wrong. can make problems.

    If you are using custom animation this may be what make the problem.

    If you have used a different size skeleton/pivotsmodel and normal size animations.

    Hope that helps.

    SPAWN


  2. Hi all, i'm new to modeling for arma 2 and oxygene.

    My question is : what workflow use to make lod resolution without rebuild named selection for each lods?

    I have made the 1.00 lod resolution of my character, do i made the same way for the other load :p.

    I think duplicate the load 1 and reduce polycount with the same named selection, but oxygen is not easy i use maya and my modeling knowlewdge to do that but in this way i have to reaffect the named selection.

    Thanks

    Etienne

    Yes youv got the right idea.

    If you have made LOD 0/1 you can Duplicate that and reduce ploys. Just remember that sometimes the LODs change,

    Like with a MAN the head is not in LODs 1 and 2, instead there is a head PROXY, and on LOD3 there IS a modeled head.

    Best thing you can do, is also open a BIS Example Character/Model at the side and compare as you go.

    Cheers


  3. thanks for the reply,

    Well i made a larger character and animations, and head. My problem is i cant get the head to work :(

    im not sure if to config them as 2 separate addons, or "allinone". and im not sure iv got the config entirely correct. iv had a few people out my group look at it, but its not somthing they are familiar with.

    Im confused very much with CFGFACES, CFGHEADS, CFGIDENTITIES , "facetype" and a lot of other things.


  4. Iv been trying to put this together now for about 3 or 4 days and still had no luck. Can i please send my files to (you) someone so they can have a look. it would be easier than going through all my configs yet again and all the tiny changes iv tried. and then you explaining to me what i need, only for me to be confused.

    Please, somebody download my models and configs and fix them for me :(

    here is a DL link.

    https://drive.google.com/file/d/0B_nvAx6VepYKM3N4bnkwUW5oQUE/edit?usp=sharing

    In return i would be happy to help you in anything i can (3d modeling or whatever you need).

    Thanks a lot

    SPAWN


  5. okay iv made a new head model, that is 1.33x scale, it fits my model perfectly when extracted in O2.

    How do i get my Character to use that head, i have changed the proxy path in O2, to my own "\myhead\myhead.p3d"

    i have attempted to make a model cfg and config cpp file to go with them, i think this is where my problem lies.

    Anyone know of any example of a head replacement procedure or just what i need in my configs. I have searched endlessly to no avail.

    Thanks all.


  6. thanks for your reply, lol i see that im a noob :P

    okay basically, when a player runs, it should say "charge" on the radio, to the group. (not enemy team etc) AND th sound should be heard locally, so i have used Say3d and not playSound.

    the ability needs to be on all BLUFOR units but not on OPFOR.

    It should work after respawns.

    while {alive player} do {_t = time; waitUntil {time - _t > 3};

    waitUntil {inputAction "MoveFastForward" > 0}; t1 Say3d "CHRG";[t1,"loc",rGroupChat,"CHARGE!!!"] call RE; sleep 20; }; sleep 2;

    seems to work how i want, but unfortunate any "PLAYER" that runs, even on the OPFOR, still triggers this. even if "execvm thisscript" is not in there init.

    but thats because its "waitUntill Inputaction", not wait "untill input action of specific units and not all units" or any way to define it.

    Basically it needs to do what default arma2 does, when you see an enemy. on the radio it says "enemy spotted" and the player says something relevant. but when a blufor player sprints (doubble tap W)

    ---------- Post added at 11:13 ---------- Previous post was at 11:11 ----------

    ah i thought [nil,player,"loc",rPLAYSOUND,"SOUNDFILE"] call RE; was, Play this sound on all things that are "local" to the "player" .. ie the PLAYERS squad...

    doh.

    ---------- Post added at 11:16 ---------- Previous post was at 11:13 ----------

    the enemy should be able to hear the player scream charge, yes, but not see the radio msg, or hear the sound over the other side of the map (like with playsound)


  7. while {alive player} do {_t = time; waitUntil {time - _t > 3}; waitUntil  
    
    {inputAction "MoveFastForward" > 0}; [player,nil,rPLAYSOUND,"SOUNDFILE"] call RE; 
    
    [player,nil,rSay,"TEXT"] call RE; sleep 20; }; sleep 2;

    --------------------------------------------------

    In the units that need this, i have

    --------------------------------------------------

    this = [null] ExecVM "SCRIPTNAME.sqf";
    

    --------------------------------------------------

    The problem is that when the player and 4 other AI/player are playing, and you run, the sound plays, and the MSG is displayed in the chat. however it is displayed 5 times (one for each player). (its not because the other units run/follow, because i told them to "stop".)

    iv tried variations to try to make it 'personal' to each unit,

    stuff like;

    --------------------------------------------------

    this1,2,3,4 etc = [null/player/_this/this/UNITNAME] ExecVM "SCRIPTNAME.sqf"; etc etc 

    --------------------------------------------------

    and stuff like;

    --------------------------------------------------

    _unit = _this select 0;
    
    while {alive _unit} do {_t = time; waitUntil {time - _t > 3}; waitUntil  
    
    {inputAction "MoveFastForward" > 0}; [player,nil,rPLAYSOUND,"SOUND"] call RE; 
    
    [_unit,nil,rSay,"TEXT"] call RE; sleep 20; }; sleep 2;

    --------------------------------------------------

    and, this, unitname, etc etc etc. but i just dont know enough to get it working.

    (the sound seems ok, and plays only once not 5 times!)

    Any ideas guru-programmer guys?

    Cheers,


  8. that's not possible. if you have it working in the editor, simply export/save to multiplayer missions, and then send him/her that file from "...\Steam\SteamApps\common\Arma 2 Operation Arrowhead\MPMissions\" and the "mission.pbo" file is in there. there is no reason it will not work unless the other person does not have the addons that you used to make the mission like extra downloaded guns or cars etc).

    then just tell him/her to put the mission in the same folder.

    Also. If you just host the game online and he/she joins. he will automatically download and then have the mission.

    OR you could zip up your mission folder from "...Documents\arma2orOtherprofile\PROFILENAME\Missions\" . add the mission folder to a zip. Send. then tell him where to extract it.


  9. #include "init.sqf" i dont think that needs to be in the PBO file bud, thats like part of the mission stuff, and seperate to the PBO of the add-on.

    you do not need to make an addon, just to do a small melee script.

    just use the editor, and put in the init field of the player the "addAction" command. Like,

    XX addaction ["<t color='#FF0000'>**TEST ABILITY**</t>","SCRIPT NAME HERE.sqf",[],1,true,true,"",""];

    where XX is the UNIT NAME or "PLAYER" or "THIS".

    TEST ABILITY is the txt that will show.

    SCRIPT NAME is the name of the script in the mission folder, (C:\Users\XXXXX\Documents\ArmA 2 Other Profiles\XXXXXX\missions\MISSIONNAME.ISLANDNAME

    you can add arguments like,

    XX addaction ["<t color='#FF0000'>**TEST ABILITY**</t>","SCRIPT NAME HERE.sqf",[],1,true,true,"","ADD ARGUMENT"];

    an example of an argument is,

    "cooldown < 1"

    in the init of the player, just before addAction, if you put "COOLDOWN = 0", and at the start of your script you put "COOLDOWN = 1", then at the end of your script put a sleep of how long you want to wait, before the ability comes back again. "SLEEP 20;"

    then after that, put the cooldown back to 0. "Cooldown = 0";

    ----------------------------------------------------------------

    so as an overview, the cooldown is set to to 0 and is therefor available (<less than 1), you use the ability, that activates the script. the first thing it does is change the cooldown to 1, so the ability cant be used over-and-over, then the MELEE is done, and after that, it waits SLEEP 20; (20 seconds), and sets cooldown to 0 and makes it available again.

    Hope that helps.

    SPAWN

    ---------- Post added at 12:58 ---------- Previous post was at 12:54 ----------

    an example of a melee script is.

    ----------------------------------------

    Cooldown = 1;

    _target = cursorTarget;

    if (player distance _target <=8) then {_target setDamage 1};

    sleep 20;

    Cooldown = 0;

    the 8 is the distance to the target, for players set to 2 or 3 meters, for killing tanks with a punch (lol) you will need a higher value because the middle of the tank is further. try somthing like 8 :P


  10. yeah i do that anyway, arma is tempremental :P .. it was just me being stupid, RESPAWNS DON'T WORK IN SINGLE PLAYER EDITOR, but i bet they do if u load a server and start a new editor mission there... :) thats where i was confused and i used to allways edit missions from the MP menu.. i have recently done it from SP menu, editor. its dumb.

    ---------- Post added at 18:46 ---------- Previous post was at 18:44 ----------

    thanks for ya help Raynor

    ---------- Post added at 18:51 ---------- Previous post was at 18:46 ----------

    yes, what i said above is true. If you use the single player menu to access the editor, respawns do not function. If you use the MP menu and start a server, then edit mission from there, the Respawns will work in the editor. if anyone else is getting annoyed with it, THATS WHY!!12!!


  11. no i understand all that, its not like its a difficult task, there is somthing totaly wrong here, Iv even downloaded other peoples missions here and there respawns don't work either.

    ---------- Post added at 18:26 ---------- Previous post was at 18:25 ----------

    gunna go online and see what i get happen.

    ---------- Post added at 18:29 ---------- Previous post was at 18:26 ----------

    works online,

    ---------- Post added at 18:30 ---------- Previous post was at 18:29 ----------

    all my missions iv been building from C:\Users\USERNAME\Documents\ArmA 2 Other Profiles\UK_SPAWN\missions

    is this correct?

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