alexboy
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Everything posted by alexboy
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Need help with script a Attachto / animate script
alexboy posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
so im trying to animate a ramp that has a vehicle on it... i have a piece called "ramp" (its the name of the bone ramp) and im trying to attach the vehicle to it, then animate the ramp to close this gives an error.... could anyone please help me... i dont think the script sees the bone "ramp", and this script is inside the addon it self when its binarized... attachto.sqf _plane = _this select 0; _veh = _this select 1; _player = _this select 2; _d = direction _plane; _dv = direction _veh; _dv = _dv - _d; _difx = (cos(_d))*((getpos _veh select 0) - (getpos _plane select 0)) - (sin(_d))*((getpos _veh select 1) - (getpos _plane select 1)); _dify = (cos(_d))*((getpos _veh select 1) - (getpos _plane select 1)) + (sin(_d))*((getpos _veh select 0) - (getpos _plane select 0)); if (ABS(_difx)>4) then { hint (localize "STR_GALAXY_C5_OP"); if (true) exitWith {}; } else { _player setfuel 0; _player action ["GetOut", vehicle _player]; player disableAI "ANIM"; _veh disableAI "ANIM"; _veh disableAI "MOVE"; _veh setfuel 0; sleep 0.01; _difz = (getpos _plane select 2) - (getpos _veh select 2) + 6.0; _veh allowDamage false; hint format ["X1: %1 Y1: %2 Z1: %3", _difx, _dify, _difz]; _veh attachTo [_plane,"ramp"]; //[_difx,_dify,_difz]]; //changed _veh setfuel 0; [_plane] execvm "\dropship\scr\back_rampclose.sqf";//added sleep 0.01; sleep 1; // added //_difz = (getpos _plane select 2) - (getpos _veh select 2) + 6.0; //_veh allowDamage false; //hint format ["X2: %1 Y2: %2 Z2: %3", _difx, _dify, _difz]; //_veh attachTo [_plane,[_difx,_dify,_difz]]; _veh setDir _dv; //_veh setfuel 0; sleep 5; _veh enableSimulation false; if (true) exitWith {}; }; any help is appreciated -
help with finding FLARE : making my own coding...
alexboy posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
ok so im trying to find the Ammo.cfg or magazine .cfg idk, what i need to find is the where the 120Rnd_CMFlare_Chaff_Magazine is declared... i want to make my own flare_magazine.. and i havent had any success in finding where it is. any help is appreciated -
help with finding FLARE : making my own coding...
alexboy replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ya that is what im looking for thank you!!, i also found last night lol a configure the same as that but with the weights of the flares, etc so the flares drop more thanks bro -
When i use the vehicle (Lamborghini), and when i get into the vehicle, how do i make the driver to put up his hands to the steering wheel and have his legs in a certain way and other stuff? (like legs bent in a certain way?) also how do i make the person visible from the outside?
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what do you mean by edit movement for one, and 2 are you gonna make a model or use someone elses and edit it ? and what you are asking for is websites / forums that can help you convert what you wanna do to the coding language / explaining what everything means ? ---------- Post added at 19:24 ---------- Previous post was at 19:14 ---------- what do you mean by edit movement for one, and 2 are you gonna make a model or use someone elses and edit it ? and what you are asking for is websites / forums that can help you convert what you wanna do to the coding language / explaining what everything means ?
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C130 re arm script.... help please
alexboy replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
how would i do that ??... also it still doesnt work it doesnt supply the plane with more flares... -
C130 re arm script.... help please
alexboy posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
So im trying to give my c130 more then 240 flares.... and i have made a easy script that should work.... but its not for some reason... so here is the script file name / content init.sqs if (!isServer) exitWith {} _plane = _this select 0 [_plane] execvm "\c130KJ\scr\flare.sqf"; if ((speed _plane) > 1.0) then {_plane setpos [getpos _plane select 0,getpos _plane select 1,200];}; _plane flyinheight 200; [_plane] execvm "\c130KJ\scr\Vapour.sqf"; #quit exit flare.sqf _plane = _this select 0; _count = 0; while {(_count != 10)} do { _count = _count + 1; _plane addmagazine "240Rnd_CMFlare_Chaff_Magazine"; //_plane addmagazinecargo "240Rnd_CMFlare_Chaff_Magazine"; //hint _count; }; for some reason its not working.... its not loading ammo into the plane ??? i do the same script with another one of my planes and it works.... idk if i typed anything wrong with this one... i checked it with both of the files and they have the same thing... idk what im doing wrong.... -
C130 re arm script.... help please
alexboy replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
the init is in the c130 model folder :) -
C130 re arm script.... help please
alexboy replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
so should i do .sqf and put ; at the end of everything ? -
VTOL (vertical lift off) help with scripting
alexboy posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
i have got a futuristic Osprey, but i havent been able to make the plane take off vertically... i cant find where to find the information for what vtol =1 , =2, or =3 are meant to mean what the aircraft can do.... i have seen people say put vtol =3, but how will the aircraft know when the animation should happen for the aircraft to take a VTOL lift off... ? -
VTOL (vertical lift off) help with scripting
alexboy replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
ya.. i did, i couldnt find any animation that related to the VTOL..... right now im trying to find out how to make the vtol animation i have to work with the actual VTOL script (when turned on... the plane goes up and down (the propellers turn upward), when turned off the plane goes forward (the propellers turn forward)) i want the animations to work like that... but for some reason i get 2 separate user actions... one for the arma script of like auto hover / vtol and the other for my animations.... i dont know how to combine them into one user action button so when i click that user button the vtol take off/landing can happen and my animation for that action goes at the same time.. and also for when i turn the vtol off, i want my animation for that to go with that at the same time too ========edit============== after thinking and looking around i looked into the AV8b model in arma 1 sample models and then into the model.cfg and i found out that it uses source = "thrustVector"; and it works!!!!! so for any vtol animation you want to work with the auto-hover user action use this as your source source = "thrustVector"; thanks everyone for their quick replies and help! -
Help with FLARE ANIMATION / Pattern
alexboy replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
so you manipulated the BIS ammo / weapons_e to make the flare go the way you wanted ??? ===edit===== so i checked weapons_e and i cant find cmflarelauncher.config..... :/ in there -
VTOL (vertical lift off) help with scripting
alexboy replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
ya but the pho of MV22 has little if nothing written inside of it :/.... -
Help with FLARE ANIMATION / Pattern
alexboy replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
oh.... ok ill do this its much easier..... i was trying to create a custom flare pattern called the angel flare system... its what C-130/AC-130 gunships use as their defense systems... its a T / J with a _ it the top shape flare it looks amazing but its easier to do this way and not go so indepth so i can work on other models... thanks for your reply it helped a lot -
Require help with config for a vertical missile launcher and missile.
alexboy replied to giorox's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
to the landcontact.. its basically where on the model does it touch the ground, for example: you can put points half way up your model in the landcontact LOD and the object will be halfway into the ground... this LOD just specifies where the object will be touching the ground :)... for the artillery computer.... you possible can... i have no idea but the way i do aircraft for get in and everything... there should be some kind of memory point in memory you can make... then in the config you save it as "named memory point" and you can set up a radius for it.... getInRadius=1.5; or like class OpenRear { displayName="$STR_c130kJ_OR"; onlyforplayer = false; position="pos nose open"; radius=100; showWindow = 0; condition="this animationPhase ""ramp_b_full"" == 0"; statement = "[this] execVM ""\c130kJ\scr\back_rampdown.sqf"""; }; position is the memory point... and the radius is how far from it can the person see the action hope this helps ======== edit ============= for the ammo you could possibly do something like this class CfgAmmo { class BulletBase; class Some_bullet_name : BulletBase { hit=50;indirectHit=3;indirectHitRange=0.5; visibleFire=25; audibleFire=28; visibleFireTime=4; cost = 80; explosive = 0; airlock=1; laserLock=2; irLock=1; tracerColor[]={0.2, 0.8, 0.1, 0.04}; tracerColorR[]={0.2, 0.8, 0.1, 0.04}; }; class CfgMagazines { class VehicleMagazine; class some_magazine_name: VehicleMagazine { scope = 2; displayName = "mag_name"; ammo = "ammo_name"; count=480; initSpeed = 1080; }; class CfgWeapons { class MGun; class some_weapon_name: MGun { scope = 2; displayName="weapon_name"; displayNameMagazine="mag_name"; shortNameMagazine="20mm"; reloadTime=0.01; burst=6; autofire=1; flash = gunfire; flashSize = 0.1; recoil = Empty; multiplier=1; dispersion=0.01; soundContinuous=0; sound[]={\ca\Weapons\Data\Sound\M197_5shots_rotation_end,db25,1}; initSpeed=900; CanLock=2; optics = 1; aiDispersionCoefX = 0.8; aiDispersionCoefY = 0.8; magazines[]={3lb_20mm_M61A2}; minRange=1;minRangeProbab=0.10; midRange=1400;midRangeProbab=0.58; maxRange=3000;maxRangeProbab=0.04; maxLeadSpeed = 2000; }; sorry, couldnt find the spoiler thing to paste this stuff into... contact me if you need more help, ill do my best to try -
VTOL (vertical lift off) help with scripting
alexboy replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
what do you mean carbon copy? i been trying to find the mv22's config.bin and i cant find the real one with all the information in it... only one that has lil info in it and not the info needed like animations etc.... if you know how to find it could you tell me ? like when i open the ca.pbo i dont see scripts in the mv22 folder.... but people use this ==> \ca\air2\mv22\scripts/fold to fold the wings of the mv22....? -
Modeling aircraft, adding flares and weapons
alexboy posted a topic in ARMA 2 & OA : MODELLING - (O2)
I am making a FA-37, and im wondering how do i make the plane have flares (make it fire from a certain point on the plane) and how to add it to the config or where ever i have to add the coding? also this goes for missiles/machine gun firing/ position i see on a modeling im basing off of mine they have ("flare_launcher1" and "flare_launcher1_dir") in memory LOD, but in the config or anywhere else i dont see those names being used again.... so it may be something easy to explain, but I'm really confused and i cant really find a forum explaining this properly... thanks for any help ========== edit ===================== i found out how to put flares and machine gun.... but the machine gun wont point where the HUD shows where the bullets will hit... also when i get hit by a missile or targeted... my flares disappear (120 flares go to 0) anyone can help me with this ? -
Proxy:Pilot issue with person placement
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
so dont have a driver proxy in the LOD of 0, 1 ,2 etc.? only have in view cargo. is there anywhere else to put it in and for the driver action, do i unpbo the file of the vehicle to see the config.bin to see what driver action they use, or what? -
my model, when put in Arma 2 co, the plane takes more then the runway to takeoff, is there somthing in the model itself, config.cpp, or anything that can make the planes flaps lift the plane off of the ground and into the air. i have looked around and havent found anything really, aileronSensitivity = 0.6; elevatorSensitivity = 0.6; // relative elevator sensitivity noseDownCoef = 1.1; // how much goes nose down during turns wheelSteeringSensitivity = 8.5; landingAoa = "rad 5"//7*3.1415/180//"rad 55"; envelope[] = {0.000000, 0.100000, 0.800000, 2.000000, 2.200000, 2.800000, 3.550000, 3.550000, 3.550000, 3.550000, 2.600000, 0.800000, 1.000000}; landingSpeed = 225; gearRetracting = True; ejectSpeed[]={0,0,0}; extCameraPosition[]={0,8,-75}; type=VAir; maxspeed = 900; theres more but dont think its needed for this question any help is appreciated
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help with Plane take off distance
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
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WIP satellite, mask, heightmap creation tool WIP
alexboy replied to ylguf's topic in ARMA 2 & OA : TERRAIN - (Visitor)
would this be used for a such GPS system in game ?, or to just to help reality gameplay, so you can tell another player what street, avenue, block, etc? -
Texturing problem with converting .tga to .paa
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
oh ok, thanks, makes more sense now, ill try that out -
Texturing problem with converting .tga to .paa
alexboy posted a topic in ARMA 2 & OA : MODELLING - (O2)
when using the PAAtool1.1 and i select my .tga file and press convert, it comes up with TGA File is not 32bpp, was 8bpp.. i have no idea what this means, i have researched this on here, but only found old threads and i dont wanna post in them due to the rule of not posting in old threads. i have seen people saying photoshop and other programs, but they dont say what to do in those programs, plus i don't have money to buy programs.... any help is appreciated -
help with Plane take off distance
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
i forgot for the weight in the geometry, the vertices' color is the weight of it correct? like red is heavy? or what, i forgot how to check how much it weighs and i think there is a way to see it in kg or something ? ============edit====================== ok so i changed the weight form liek 65000 to like 7000 (the real kg mass of the plane in real life), but it still takes more length then the runway of the map "Sands" to take off... -
Texturing problem with converting .tga to .paa
alexboy replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
all my tga files that werent able to be converted to .paa in textviewer, when converted to .png from their original .bmp format, then from .png to .paa in textviewer fixed the problem, because the image in .bmp was saved as 8hpp or 24hpp but when saved as .png it doesnt matter, so it helped so much to Das attorney mostley, but thank you to everyone else for their quick responses