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alexboy

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Everything posted by alexboy

  1. hey thanks man that worked way easier than having to download other programs to fix it, helped a lot, so you suggest to do this any texture im trying to make, make it into .png then to .paa (will give me less havoc)
  2. alexboy

    Help Oxygen 2 Load Error

    thank you so much guys, but i ended up just unpacking a old pbo of it and started the animations over, its all good, i deleted the file cause of frustration lol, but i now finished it and gonna finalize it :). thank you everyone for their help, you can close this thread, or keep it open incase someone else has same problem
  3. alexboy

    Help Oxygen 2 Load Error

    ??? what do you mean be nevermind it... like forget about it...?, no way to fix it?
  4. alexboy

    Help Oxygen 2 Load Error

    what do you mean rename ===> right clicking the model and pressing rename, or some how through Oxygen 2? =======edit===== i did the rename===> i right click the model and pressed rename and i changed it, still didnt work...
  5. My model is too big for it all being in one .p3d file, there are too many vertices/points/faces, so i had to split it into 4 .p3d models. problem is, i cant have all of the skeletons/bones i want to animate under one .p3d file, is there a way that the main model can inherit the animations/skeletons/bones a part of that model that was "moved to proxy"? here is my coding, been trying to inherit the landing_gear to the c5_galaxy my model.cfg code is in spoiler been trying to mess around with the inherit and other things, hasn't really ended any where...
  6. thanks soo much franze, it works!!! im almost done with the plane now, just testing angles and everything. Thanks for your quick and detailed replies. helped a lot
  7. so what your saying is put the top ramp with its in its own proxy, or all the ramp pieces in one proxy? , thanks ill test around. and when i put the proxy in the skeleton, do i type like == > proxy:C:\Users\Alexander\Desktop\inprogress c-5 galaxy\c5_galaxy\left_aileron","", ? in that proxy is the left aileron with an axis. or what, how do i call that proxy..?
  8. so i have been modelling for awhile, and the model ended up with over 68k points, so i cut the model into 4 proxies, and im having trouble loading them... i get the error of "Cannot open object c-5_galaxy_ramps.p3d" when i check the proxy in the main model i have "\c-5_galaxy\ramps" and the Proxy ID "2" i have a c130 that i use for loading a part of the model with a proxy, and it works, but idk if there is something i have to do then just copy the pieces i want to send to the proxy, then press "Move selection to Proxy", and select the saving location (inside the same location of the main model). and the other model ".p3d" files do open in Bulldozer (i can view them in bulldozer) by themselves when i open them in their separate O2 files.
  9. Isnt the T-95/28, expose to raise/lower elevation of its full front end (not the barrel itself) to aim its gun?
  10. alexboy

    ArmA 3 System Requirements

    hoping they some how lower the requirements to make it perform better on lower pc's too, like make the video performance actually work, and not make the game lag when lowering the video data.
  11. have you updated your ace/cba mods and also have you put any addons inside those mod folders, also check your common/expand folder cause an addon you placed in there could cause the problem as well also try redownloading the mission it may have had an error downloading
  12. SWEET, ok ill try it but right now with the script for somereason the parachute spawns on ground lvl ill have to adjust the height of it cause i guess the player height doesnt transfer or something... that should be easy to fix but one last question how do u remove a weapon in a .sqs or .sqf, it sounds stupid i know but for some reason unit removeweapon "class_name"; doesnt work or im doing it wrong... in the halo/data/script im changing the info (its the same as ca/air2/halo/data/script) it works perfectly all im trying to put in it or find away to do is that if player deploys chute then i want to delete a weapon ( its how the emergency para script knows wether or not to deploy its chute) so when i deploy the chute i need to delete this weapon,
  13. everything in my mission works except for this (its expose to auto deploy a chute if no one deploys a chute) _parauni = _this select 0; sleep 26; number = _this select 1; While {alive _parauni && number != 1} do { If (((_parauni hasWeapon "ACE_ParachutePack") == true) && ((getPosASL _parauni select 2) <= 180)) then { //animationState _parauni == "HaloFreeFall_non"; _parauni switchMove ""; //_parauni switchMove "HaloFreeFall_non"; _vehicle1 = createVehicle ["BIS_Steerable_Parachute", [getPos _parauni select 0, getPos _parauni select 1, (getPos _parauni select 2)],[],0,"FLY"]; _pos1 = [getPos _parauni select 0, getPos _parauni select 1, (getPos _parauni select 2)]; _vehicle1 setPos _pos1; _parauni setPos _pos1; _parauni moveInGunner _vehicle1; _vehicle1 lock false; number = 1; }; }; regards alexboy
  14. so if i use If (_parauni hasWeapon "ACE_ParachutePack") then {code here} and its true itll execute it and if its false itll just skip right ?
  15. when i execute the code unit addweapon "ACE_ParachutePack"; it put it in the units gear so does this mean its a weapon or still can be a backpack? BTW THANKS FOR THE QUICK REPLIES YOU GUYS RULE
  16. Thanks Tryteyker, ill use that, but for the If (((_parauni hasWeapon "ACE_ParachutePack") == true) && ((getPosASL _parauni select 2) <= 180)) then is that correct? or is If (((getPosASL _parauni select 2) <= 180) && ((typename (_parauni hasWeapon "ACE_ParachutePack")) == typename True)) then { or is there a proper way of doing this, i need to check if the unit _parauni has "ACE_ParachutePack",
  17. So im trying to move the car by calling the script in from a Trigger script code _unit = _this select 0; num = 1; While (num <= 10) do { num = num + 1; _unit setPos [ (getPos _unit select 0) + num, getPos _unit select 1, getPos _unit select 2]; Sleep 3; hint Format["Dist > %1",num]; }; when i activate the trigger it only moves it one space and stop ? i want it to look like its moving till num hits 10, like when the trigger is activated the car moves 1, 2 ,3 ,4 ,5 .... till it hits 10 spaces away from where it is, not just jump to the 10th space. if that makes sense
  18. wtf... my codes just a rebel i guess, i tried your mission out and it worked like a charm, ill see if i can take the .sqf and see what was different. thanks for your quick responses ---------- Post added at 16:18 ---------- Previous post was at 16:10 ---------- ok i found my problem, it wasnt the scripting it was the way i called it in the trigger [hmv_1_1] exec "move-vehicle.sqf"; rather then nul = [hmv_1_1] execVM 'move-vehicle.sqf'; but thanks for everything Jw Custom, and thanks for quick responses
  19. it still doesnt work? it only moves back 2 spaces then stops ? Thanks for quick reply Code: _unit = _this select 0; If (!local _unit) exitWith{}; num = 1; While {num <= 10} do { _unit setPos [ (getPos _unit select 0) - num, getPos _unit select 1, getPos _unit select 2]; Sleep 2; hint Format["Dist > %1",num]; num = num + 1; };
  20. can we use this to set for a placed carrier on a map, as in adding the correct coordinates for each input for the carrier landing so that the ils menu will show you the direct path to land onto the carrier? also would it make AI land at that point too?
  21. I am making a mission in which AI are inside a static C-130 at 1000 height, i was wondering if there is a way so that the units walk/run out of the back end of the plane ? with out using the record function, i have tried this and havent been successful in making it properly. everything works except for the fact that AI wont run out the back of the plane
  22. Can you please make a ai halo insertion with a hmv or dunebuggy, would be crazy!!!, for some reason my ai deploy the ugly parachute (the round out usually the large version of it is used for cargo drops) and they dont use the steerable parachute/ the one that i am given when i press pull rip cord is there some what to change what parachute they use to be similar to the one i use ? ERROR - Also when the AI deploy their shoots after a few seconds the chute disapears this goes with the ship too, but for me when i deploy my chute it works perfectly, then the ai fall to their death and hit the water ==================EDIT======================================== after taking addons off and applying them one by one, i found out that the (@Pacific_beta) addon for some reason messes up the parachutes' abillitly to hold on to its object aka. the AI unit and/or the CRRC boat, i have no idea why this addon effects this, but wanted to state this, and after looking inside the @Pacific_beta add-on i found inside a mod called wx_parachute im guessing this is the only thing that can effect the mod since it has something to do with parachutes.. maybe you know why.. but wanted to state this incase you can fix it or if anyone else has this problem and has this addon in their mod line.
  23. where are the releases to all your vehicles i look all over the place and i cant find any but liek 5 released??
  24. So I found the FA-37 Talon on the http://www.simviation.com, and i have been converting the model to to (.p3d) format and as of right now the, when I (.pbo) my whole file for the plane, it shows up in the editor, i can spawn inside the plane, but I dont know how to animate the plane, and I am having trouble texturing the plane itself, its all white (default texture), I been trying to 'copy' the model.cfg and config.cpp, from (http://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model#User_Animation) and other sites, and changing the 'bones' and other classes to the models' information. If someone who knows how to animate and texture a plane, please pm me, and see if you could help me fix any problems i have. would be awesome to have this plane in arma 2, why not have another stealth jet other then the F-22 and the F-117 nighthawk???
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