-
Content Count
105 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by giorox
-
This is amazing, specially because it uses the same system NodUnit and Franze used on their AH64D. Although, i wish this was in Arma 2 aswell :P
-
Trouble unpacking Arma 2 files to ca folder in P:\ drive
giorox replied to giorox's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thank you very much Bushlurker. Indeed the only missing thing was ConvertP3D i had seen the other ones and i had them, i just wasn't sure about ConvertP3D -
Trouble unpacking Arma 2 files to ca folder in P:\ drive
giorox replied to giorox's topic in ARMA 2 & OA : TERRAIN - (Visitor)
convert48.rar DePBO3.52.rar ExtractPBO1.80.rar I realize the version doesn't matter but the names are different. -
Hopefully PhysX will work as it does in VBS *Fingers crossed* Besides that, the cruise missiles will work as an artillery correct? Having to click on the map to target and stuff?
-
Arma 2 Addon request thread
giorox replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looking for a Guided Missile cruiser. More specifically the Ticonderoga-class cruiser, it doesn't have to have all of the armaments it has, all i really would like is the Naval cannon with Artillery computer and a proper cruise missile launcher (BGM-109 Tomahawks would be best), probably also using the Artillery computer. And if it's not too much to ask, could it be steerable? ^-^ Main reason for this request is because i have yet to see a proper missile cruiser (Map/GPS guided launch) and i have only seen naval cannons working on artillery computers on the ANZAC mod. I'd be willing to help with the model and if i can work with someone who knows scripting maybe help them in that (since i dont know jack-squat about it, when it comes to addons) http://en.wikipedia.org/wiki/Ticonderoga-class_cruiser http://upload.wikimedia.org/wikipedia/commons/b/be/US_Navy_030903-N-5024R-003_USS_Port_Royal_%28DDG_73%29_departed_on_deployment.jpg (2111 kB) http://upload.wikimedia.org/wikipedia/commons/6/6a/USS_Lake_Champlain_%28CG-57%29.JPG (333 kB) -
Arma 2: Operation Arrowhead multiplayer error: Connecting Failed
giorox replied to Derunzz's topic in ARMA 2 & OA - TROUBLESHOOTING
Same glitch, but only for self hosted servers (Non-dedicated) but dedicated most the time are fine :/ -
I have recently been working on my first ever addon, it consists of a land based vertical missile launcher that can hold up to 15 individual missiles, now i have both models done and properly working LODs and so on. My current problem is, i have no knowledge, at all, of configs for addons, and i currently face this huge problem in my way that stops me from completing my first ever addon :D What i ask from the great ArmA community, is help on this matter, what i wanted to do is have a land based missile launcher that, when approached should give you the "Ballistic/Artillery Computer" option, after setting a target on map, you clicked fire, and the missile would be fired 90 degrees from the tube (straight up), and have a sorts of parabollic flight towards the specified target. Though, i have no idea on how this would need to be phrased when it comes to config files :S Thank you for your help.
-
VTOL (vertical lift off) help with scripting
giorox replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
If it is how you say it is, then i'd say try to carbon copy the V-22 Osprey's config that's already in-game, should give you no problem. (: (Or atleast minimal?) -
Require help with config for a vertical missile launcher and missile.
giorox replied to giorox's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I fixed my geometry lod, but since it was inheriting from a vehicle it was looking for land contact points, which my model has none as my idea is to not be a vehicle at all. I dont know if it's possible, but could i have so a sort of "Artillery Computer" actually appears within x radius of the launcher? Instead of having to fake a gunner seat so that it can be used? Regarding memory LOD points, would i just place the point at from where i want the missile to be fired correct? If so, do i have to name it something? And would it fire straight up? Also are there any guides or pointers as to how to create new ammo/weapon classes? Since i want to have a custom missile on this (: I'll be on the topic of screens real soon (: -
Require help with config for a vertical missile launcher and missile.
giorox replied to giorox's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thank you so very much, this will indeed help me. AS you've stated i do need to make new ammo classes, as this project uses it's own missiles and as such would need to cause myself some "bleeding eyes" :P Though the only problem i perceive with this, is the fact that my addon isn't a vehicle and is more of a static weapon with no Driver/Gunner/Passenger seats at all, but i'll see what i can do about that Though i will see as to what extent this will work (: ---------- Post added at 18:32 ---------- Previous post was at 18:05 ---------- Well i have just tried the above config, and came up with a few things. First: It seems like the game can't load the texture, this is an error that wasnt previously hapenning with a config that only ports the model into the game (DISREGARD, as this was an error on my part and not in the config itself) Second: First time in editor, at the touch of the character, the model wobbled in a crazy way and then landed sideways just a few centimeters off Third: Model has (as expected) options for Driver/Gunner/Passenger seats just like the MLRS Fourth: Artillery computer works although when fireing the fire position is always from the right side of the model (as expected since it was ported from MLRS) That's what i found so far, and when taking my experience with configs i can not perceive a very near fix for this, without otherwise outside help :P Thank you very much for your help nonetheless -
How can I make a skin changer?
giorox replied to gummybear_qc's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
@BlenderRus How would one go about setting this as an addaction for the player might i ask? So far i've tried the following: To no avail. Though keep in mind I have a very basic basic knowledge of scripting in Arma and as suck, might be doing a simple mistake (and asking a real simple and obvious question) EDIT: Disregard, i got it to work with some simple modifications :P -
setObjectTexture after vehicle respawn
giorox posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So recently, i've been using the setObjectTexture command to retexture some vehicles, and they work fine with JIPs and MP, though my current problem is that i cant make it so after the vehicle is destroyed and it respawns, so that it has the same texture, and that it broadcasts globally. I am currently using Simple Vehicle Respawn v1.7 by Tophe of Östgöta Ops [OOPS] Which goes like this: if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; // Start monitoring the vehicle while {_run} do { sleep (2 + random 10); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_TOW_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCommands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; }; Now i understand that i could put setobjecttexture after it creates the vehicle, though the problem i've ran into is that it only executes setObjectTexture locally, is there anyway to have it broadcast globally? -
setObjectTexture after vehicle respawn
giorox replied to giorox's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, that isn't as complicated as i was trying to make it out to be... Seems like it was just what i suspected, i had to double the quotation marks...Well, that goes to show that you should try everything you can to fix it :P Thanks marker, foxy and iceman, it seems to be working fine. (: -
setObjectTexture after vehicle respawn
giorox replied to giorox's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What do you mean double? I know that my vehicle has 2 hidden selections, but i was testing for only 1 to see if it worked with setVehicleInit, except it didn't even respawn said vehicle. -
setObjectTexture after vehicle respawn
giorox replied to giorox's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The test i ran was, the other player would be on the server when the mission started (but JIPs also worked) and he would see all the textures perfectly, we then went and destroyed one of the vehicles, and then awaited respawn, when it respawned it showed me the texture but not the other person. But would you mind telling me what you did? EDIT: Would it work if i added this after it creates the vehicle (in the script): EDIT2: Didn't work, nevermind... When that is added the vehicle wont even respawn. -
setObjectTexture after vehicle respawn
giorox replied to giorox's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have and the problem is, it only broadcasts locally. -
Any plans on fixing pilot/Gunner-view LODs? As it stands you can't see wings apart from being able to see through the plane if you look back in first person.
-
F/A 18 Super Hornet for Arma 2 OA
giorox replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Oh stupid me. I've been running with ACE all this time aswell. Guess i use it so much i dont even notice anymore :P But yeah it should be working fine. -
F/A 18 Super Hornet for Arma 2 OA
giorox replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Idk if you understood wrong or if i did. But not having ACE compability conflicts with GLT_Missilebox? If so then ok. But otherwise i mean i've been using GLT_missilebox missiles and they show up as expected except they are not ready to fire, it just sits in the red reloading state. -
F/A 18 Super Hornet for Arma 2 OA
giorox replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Expected GLT_MissileBox full compatibility? As of right now, i cannot fire AIM9Ms/Xs/AIM7s from GLT_MissileBox with your F/A-18s, would really love compatibility :D Also the AIM120Cs are not working correctly they are set to air-to-ground missiles and not Air-to-air thus neither players or AI can lock on to aircraft with them. Cheers. Love the F/A18E/F :D -
Doesnt affect anythign yeah, but it is pretty ugly hehe
-
So as of a few months ago i've been getting a script error when catapult launching any kind of aircraft, it's as follows: Anyone else getting this?
-
An interview with ArmA3 devs with question from the editing community
giorox replied to granQ's topic in ARMA 3 - GENERAL
How about more support for bigger vehicles, better walkable interiors and maybe even being able to have entity attached to object when on the move (Ala Carrier moving on water and not having to use attachTo to hold all the vehicles/players etc.), would make alot of people's work much easier and open new ideas for the community since, in my honest opinion, we lack in water vehicles when compared to all others :D -
So recently i found JDog's CRRC extraction script using the RAF CH47, after messing around and changing from the RAF CH47 to Kyono's MH47E, I've come to a point where i would like to implement this sort of script into a MP environment, where independent of how many times i do it, it still works. Though the only problem i currently have is to how i would activate the script that attaches the CRRC to the helicopter, in a multiplayer environment, i've thought about using addactions though my scripting knowledge is very poor and thus i have come forth to ask help from the scripting gurus here at the BI forums. Below i've attached the edited example mission using Kyono's MH47E. Example Mission
-
Turning JDog's CRRC Extraction script into something that can be used on dynamically
giorox replied to giorox's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So when do you expect it to be ready? :D Seems pretty neat, though the scripts there only talk about ejecting the CRRC, which is not my problem. My problem is how would attaching the boat dynamically, in maybe infinite amounts of time would be feasible in an MP environment and how i would do it.