alexboy
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Everything posted by alexboy
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I have been able to make the UAV fly up and down (vertical), i just cant get the option to take control of the turret, so i can )view through the camera ( which is a sniper rifle) on the uav, and be able to move the camera's view up and down and side to side), but the only option i get is the take controls of the uav.
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ArmA3 Helicopter model.cfg
alexboy replied to leight's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You most likely have to unpbo one of the models in the A3 libary that is for helicopters and see if the model.cfg is there or unpbo it and use eliteness on the helicopter.p3d model and in the eliteness should be a window to the right which shows the information in the model.cfg -
How to set up twin blade helicopter animations.
alexboy replied to LCpl Aaron's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
first of all you have to state both the names of the bones ( Hrotor1 , Hrotor 2) in the skeleton section (this was the main problem for me when bones wouldnt animate) well you could do class HRotor// front { type = "rotationY"; source = "rotorH"; selection = "velka vrtule staticka"; axis = "velka osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; class HRotor2// front { type = "rotationY"; source = "rotorH"; selection = "other Hrotor"; axis = "velka osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; -
How to set up twin blade helicopter animations.
alexboy replied to LCpl Aaron's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Are you trying to animate such as 2 H rotors and 1 v rotor or just 1 H rotor and 1 v rotor? if you are doing 2 H rotor you have to make a class for each H rotor, unless if you want the blades to spin in the same direction ( you name both bones with the same name) -
Assistance with ArmA 3 replacement configuration file
alexboy replied to LtShadow's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
no problem, i know you got permission, i was refering to the way he codes his configs and scripts, he doesnt use external references, thought that may have been the problem, but glad to know it works -
Changing Rvmats in loop?
alexboy replied to Extramous's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I can't do this now, but the idea is to make a script with a do while loop, which will alter the rvmat from blue to red, and in the animations in the config file, you can make a useraction that activates the script then turns it off. I dont know how to use / alter rvmats through script or the coding used for rvmats. but hope this helps -
possible way, look in the useractions in the config file, might be there, not on a computer to check it, but since it requires useraction to turn on and off, it should be there, and alter it so its always on, such as make the lights turn on when the engine is on, and off when the engine is off.
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Assistance with ArmA 3 replacement configuration file
alexboy replied to LtShadow's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Since I know the creater of Fa18 addon personally, you should talk to him, I have worked with him in creating different types of addons for my own use and he likes to use no external configs, which could possibly interfere with you, it has for me when adding items to my own models, but usually he has his genius ways of finding a way to make it work properly, but ill take a quick look well first of all class CfgVehicles { class JS_JC_FA18E //External class reference class JS_JC_FA18F //External class reference //replace sounds only - replace original should be (some times without ; it works and sometimes without it doesn't class CfgVehicles { class JS_JC_FA18E; //External class reference class JS_JC_FA18F; //External class reference //replace sounds only - replace original or class CfgVehicles { class JS_JC_FA18E { }; //External class reference class JS_JC_FA18F { }; //External class reference //replace sounds only - replace original -
The turret doesnt work, like i cant switch to the turret, which makes me unable to see if the turret can move or not, only option is to take controls of the UAV (be able to control the flight of the UAV), and the flying works just does a horizontal lift off for some reason rather than a vertical lift off...
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So, i was working on one of my models in Oxygen 2, (saving it several times) and my computer shutdown for some reason... and now when i right click my model, click open with => Oxygen 2, it comes up with an error "Unable to load file. Load error.", i have tried many different ways of opening it, and it keps coming up with this error, can anyone please help me, i put many days work into this model, i cant lose it.... (what iwas doing was putting textures right now, seeing which one goes where, etc, and also finalising animations) will appreciate any help at all.
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Porting from FSX is practically easy, if you have done it several times (with permission from the author), once the author gives you permission, this is where it can go hard or easy, depending on the type of model format they send to you to use... most file formats can be converted, but through several steps, most you gotta search up for hours to get the right ones that convert to the right format then convert that format to the type you want or etc... sometimes when converting formats you lose important information, (ex: textures, texture positions, bone names (some games dont require to name each bone or animation properly or can get lost in conversion), sometimes randomly points get deleted due to some type of error so model may not come out the way it was presented), but i agree with everyone above, you must bring respect to receive respect to oneself... you gotta be patient with people cause some may not know and might try to point you in the right direction.... it happens alot, little hints can go a long way... when you do get the type of model format... try to look up for converting programs (most likely no one knows it, so you must research your self to find it, its what i had to do alot of the times), then from there if you know modeling its easy... if not you can look for help best of luck
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Arma2 oa flare laucnh pattern
alexboy replied to batchlahawk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I can say this because i looked on the thread.... then couldnt find any thing... but you could have my friend... http://forums.bistudio.com/showthread.php?146983-Help-with-FLARE-ANIMATION-Pattern&highlight=flare ^ my thread i made long ago.. me and my friend figured it out finally good luck -
Help with FLARE ANIMATION / Pattern
alexboy posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I have been making a C-130 for Arma 2 co, and i was wondering if anyone out there could help me make a flare pattern called "Angel" flare pattern, its what C-130 / AC-130 use , its a T shaped flare pattern an example ==> any help will be appreciated. =========================== EDIT ===================== this is in flarelauncher.sqs _plane = _this select 0 ?(not alive _plane) or (not isengineon _plane): exit drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[10 + random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[-random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[-10 - random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[10 + random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[-random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[-10 - random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch"~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[10 + random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[-random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[-10 - random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch"~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[10 + random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[-random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" ~0.2 drop["\Ca\Data\kouleSvetlo","","Billboard",0.05,10,[0,-10,1],[-10 - random 10,speed _plane,50 + (speed _plane)/2],0,2.8,1,0.1,[3],[[1,1,0.3,1]],[0,1],0.1,0,"\c130kJ\scr\smokes.sqs","",_plane] _plane say "nzdf_c130_flarelaunch" #flareoff exit it gives error, but wont tell me whats the errors...... -
SeaSparrow / memory points for missiles
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
my mission doesnt have the coding.. i posted all the scripts the the SeaRam uses... if you would like me to repost coding.. config.cpp... and then all the scripts that im using ill post them... but like could it be that i use a different missile_body in the launch script i use the Fa_18 sidewinder...(the missile i use now) ....... i have tried the bos_rim7... then alex_rim7... (they dont usually work... jsut that they dont go to the target... they like zig-zag all over the place) -
I am making a SeaRam missile launcher for ships... I am trying to find the memory points for the gun/turret... i dont know what specific memory points are needed for it... all the animations/modelling/texturing are done... just gotta put the memory points for the missiles and others in... if anyone could help this would be very helpful im basing my model off of the SeaSparrow in Arma 2... just the Maker of it hasnt been on for a long time... so im looking to the community if any help could be given...
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SeaSparrow / memory points for missiles
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
unmanned version... for now... the manned version locks on with i tab and everything... just have to focus the scope to fit where the models aiming and same with the tracer.... but for the unmanned one... when the ai fires the missile goes straight... i dont understand why he wont lock onto the enemy... its anoying... the planes/helicopters dont even drop flares/chaff to make the missile vear off... so it shows taht its not even locking on... -
SeaSparrow / memory points for missiles
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
oh ill try that... and i dont know about the different between arma and combined ops performance with cba and MMA... lol computer died been looking for charger haha... setting it up ========EDIT============== OK so i finaly was able to try it out... the problem still is at hand... the missile when fired goes straight (in the direction / angle) the model is aiming at.... it only hits none moving targets perfectly... moving planes/helicopters dont even drop chaff/flares to avoid it... they just keep flying... so that means my missile isnt locking on them... but with the seasparrow it does lock on to them and they chaf when the sparrow locks and fires at them -
SeaSparrow / memory points for missiles
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
combine ops.... ima run Arma just with CBA... and MMA and my addons to see if this works... will take a while to set up... -
SeaSparrow / memory points for missiles
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
lol his seasparrow is messed up... since the missile is launches (like there is a delay) then it ignites and flies... sometimes it goes wrong... and doesnt work properly .... but ya it works here and there... just tried to fix the delay on the seasparrow to see if it will work properly wtih my searam... but ya i do got all logics and everything down.... just the fact that the missile doesnt follow the plane /helicopter like a AA missile shouuld... -
SeaSparrow / memory points for missiles
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
i got the manned one to work :P.... later on i might incorporate the SAM after being released to see errors and so on... and either keep it and make another one with the SAM.... or something... but i like finishing the unmanned one (AI/unmanned)... only thing is... it hits non-moving helicopters... that are hovering... it tries to hit the jets... but the missile doesnt follow the jet... it just goes in a straight path :/? -
SeaSparrow / memory points for missiles
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
i do have that in the init... i use the standard mission that comes with the SeaSparrow... CIWS_test.utes... i copy the init from the Seasparrow and paste it into my SeaRam... i have 2 versions of my SeaRam... one maned by MMA... one maned by a AI/player... when i use the sidewinder... it works.... (still errors wrong in the human one (only made that one to test it to see why the MMA wasnt working))... but i will try to use the bos_rim7... -
SeaSparrow / memory points for missiles
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
... i just noticed that when i put the model to 0.... the model faces the opposite direction... but for some reason it ... i point the front of the model in the direction with the Oxygen 2 shows front... ? when i put that into the init... it comes up with 0.... but as said above... my model faces like 180 from 0... DAYYUMM... so i fliped my model... 180 degrees.... guess what it launches now -_-....... stragiht and everythign... now the problem is that the missile doesnt hit its target... it goes stragiht... and doesnt follow its target :/ -
SeaSparrow / memory points for missiles
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
ill check... give me a min or so to do this... so put this hint format["%1", getDir this]; in the searam init ... i just noticed that when i put the model to 0.... the model faces the opposite direction... but for some reason it ... i point the front of the model in the direction with the Oxygen 2 shows front... ? -
SeaSparrow / memory points for missiles
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
ok so i tried this... the missile still launches backwards.... i tried moving the points around... like fully flippign all the points... it still goes back wards? and for some reason it launches parallel to the grownd... not at the angle the model is aiming upward at..... i dont know how to put this in the game Where is the target, in relation to the model? can you put in the init line of model a hint to give you the direction when placed down? does it coincide with what you thought? all the scripts are based off of vector direction, and direction of the model i dont knwo how to find that -
SeaSparrow / memory points for missiles
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
so make [_sam, 0, ["Air"], 10, 500, 6000, 12, [-24,-140,17], 360, 0, _enemysides, true, false, true, true, 55]exec"alex_SeaRam\script\mando_alex_searam_auto.sqs"; into [_sam, 0, ["Air"], 10, 500, 6000, 12, [-24,-140,17], 180, 0, _enemysides, true, false, true, true, 55]exec"alex_SeaRam\script\mando_alex_searam_auto.sqs"; ? =====EDIT===== doesnt work... still has the missile shooting backwards... the missile launces and goes and hits the model itself