Ranwer135
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Everything posted by Ranwer135
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EA-6B Prowler (Work In Progress)
Ranwer135 replied to Ranwer135's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Look, guys. I'm really using Gmax (and ive never heard of ripper either). I decided to take on the challenge to make sure this bird gets in arma 3 succesfuly (because other users like in arma 2 didnt finish it). Look, If you guys are accusing me of fraud and ripping the model, I'll just scrap the model and do something else, because I've had alot of experience in FSX modeling and not arma modelling, so just as it said, if your not happy, ill scrap the project :( Now, im not using ripper, but If I use other people's content, I would immediately stop the project before continuing on. Regards, Ranwer -
EA-6B Prowler (Work In Progress)
Ranwer135 replied to Ranwer135's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@John_Spartan: Thanks mann, I'll PM you when the model is ready ;) @WarLord554: Yeah, perhaps Bohemia Interactive might add the EA-6B Prowler to one of their updates? :cool: ---------- Post added at 15:57 ---------- Previous post was at 15:43 ---------- UPDATE: Did more on the bird, I'm also attempting to do an interior model too. ----------------------------------------------------------------------- New Pic ;) http://i40.tinypic.com/15d6w5z.png (115 kB) Cheers! Ranwer ---------- Post added at 17:40 ---------- Previous post was at 15:57 ---------- UPDATE: finished up to Tail, all thats left is the ailerons and the elevator wings. ---------------------------------------------------------------------- New Pic: Cheers! Ranwer ---------- Post added at 17:53 ---------- Previous post was at 17:40 ---------- hey guys, since in Australia, its almost the end of Sunday (and I've got work from monday-friday). I'll just do a few more touches to the model (and probably a few PM's) before closing up for today. The PROJECT is still running, but the WIP will be temporary pause till Saturday to Sunday (depends if I can get time from work, I might be able to post some updates) Kind Regards, Ranwer -
Anyone have any good Cockpit Templates?
Ranwer135 replied to Ranwer135's topic in ARMA 3 - MODELLING - (O2)
Well, is there a PBO extracter rather than PBOmanager (because PBOmanager doesnt work at all on my PC) -
Hi. I'm not sure if this modelling can be the same as the arma 2's way, but here is my question. I'm thinking of creating my first ever model for arma 3, The EA-6B Prowler. Now, I'm also very new to modelling also, so It would be great if anyone could give me some helpful links or step-by-steps to making an aircraft. (Please forgive me if theres a double post like this on the forums. :confused:) Cheers! Ranwer EDIT: If any tutorials that are posted on here that might help me learn basics etc. I could post information about the jet as well as a discussion Thread with it. (Only if I understand clearly about modeling as well as starting on the plane) :)
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EA-6B Prowler (Work In Progress)
Ranwer135 replied to Ranwer135's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey guys ;) I finally got my modelling sorted now, so right now im using gmax with a p3d converter. Also, a pic of the model will come really soon! Hopefully the pic will be posted today, so get ready! :459: Ranwer ---------- Post added at 12:25 ---------- Previous post was at 12:04 ---------- Here is the pic ;) Right now I'm slowly working from the nose to the tail, so here is the nose part: Yeah, I know it looks a bit weird, (all the unround stuff), but its getting there (soon I'll make those parts alot smoother. Cheers! Ranwer ---------- Post added at 12:58 ---------- Previous post was at 12:25 ---------- Ok, when I've finished the model, Im gonna need some guys to help finish the rest of the addon. This includes: _______________________________________________________________________________ --Animation (Canopy and Landing Gear) --Sounds (depending on the model, if it sounds better with the Default BI sound, then its ok) --Texture (Not Sure For This Section, Might be ok) --Packing (Since BI Tools 3 Hasn't come out yet, may need someone to pack it to .PBO format) ------------------------------------------------------------------------------------------- Also, I will make sure that this model will be finished entirely for the community. Cheers! Ranwer -
ok, but one final question though. I only have a trial version of 3ds Max, and it expired so what can I use? :( FINAL EDIT: Ok, I have Gmax and I found special converters for arma 3, thanks anyway guys! Cheers! Ranwer ------REQUESTING THREAD CLOSED------
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EA-6B Prowler (Work In Progress)
Ranwer135 replied to Ranwer135's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello everyone. The model is in work, but I'm having a few probs with my 3ds Max Program, so right now I'm using Blender while I get an activation key for 3ds Max from Autodesk. But, the model Is in progress, Hopefully a photo of the project might come in soon (I'm starting with the plane's nose). Cheers everyone! Ranwer -
EA-6B Prowler (Work In Progress)
Ranwer135 replied to Ranwer135's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ranwer: It should be. But the EW will be a bit unrealistic because arma 3 doesnt have any jamming effects (except the splashscreen) Chortles: My view is "hard to do when there's damn near nothing else for it to be realistic against"......... EDIT: I'll try to perfect the bird, but the posts above tell about whats gonna happen with the project. ;) -
EA-6B Prowler (Work In Progress)
Ranwer135 replied to Ranwer135's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cool. Thats a great Idea NightIntruder. I'll take a look at his addon though (I've never played his plane so ill give it a try). But, yeah its a great idea bud. -
EA-6B Prowler (Work In Progress)
Ranwer135 replied to Ranwer135's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello everyone. @Chortles: Yes, there will be upcoming WIP pics of it. But I have just started on the project, so you can expect some pics between weekends or the holidays. ;) EDIT: I'll list out the features of what it will have below. Electronic Warfare (EW): Just had an Idea, I can create an addaction for the plane to turn the EW on and off. Also, with the Warfare, I put a trigger that follows the plane in a 500x500 radius, plus the jamming will have a random burst of the static splashscreen (the one used at the end of a showcase). :D So it is possible for jamming. :o So, with the project, right now im planing all the sides and dimensions before racing into it (as well as getting the proper tools ready for conversion as well as moddeling) I also had a few backup plans in case if someone wanted to port their plane in arma 3 (but so far no one has created the plane for arma 2, so ill mose well claim it). FEATURES FOR THE PLANE: --JAMMING --2 seater or 4 seater versions --Depending on how well the model goes, it might look really detailed (so far im starting on it) ________________________________________________________________________________ Cheers everyone! Ranwer EDIT: Also the plane will be for the sides: OPFOR and BLUFOR ;) ---------- Post added at 06:52 ---------- Previous post was at 06:21 ---------- Here is a few vids (or previews) of the bird. This is not the actualy model I'm working on, but heres what it can do. ---------- Post added at 07:52 ---------- Previous post was at 06:52 ---------- UPDATE: Possible plans for EA-6B Prowler. Even though its already an AWACS jet, I can make it stronger :D I dunno, but the things im doing to make the model are these steps: ____________________________________________________ 1.Choose what vehicle or jet you want to do. 2.Get all the information like width, length etc. 3.For any edits of the aircraft, I use paint. 4. I start 3DS MAX. 5.Create the model (may take time). 6.Get the textures set up for the aircraft. 7.Set up all the scripts like landing gear, EW etc. 8.test it to see if it works. 9.RELEASE TIME! ---------------------------------------------- -
Ok, So I have Blender, but I'm not used to its tools though. But I'm used to 3DS MAX and GMAX :)
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Can 3DS MAX models be ported in the arma 3 engine as well (like, when you finished creating the model, you can export it to .p3d format and use it as the addon with other scripts?)
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Day Z Announced as standalone title.
Ranwer135 replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
soo...the game isn't offline, it has no editor, and its not portable?!? Sorry if im being rude here, but I think the whole project of DayZ standalone is useless. :( I mean seriously? If it has no editor, SP missions, or even offline mode, then its an arcade game. I love DayZ myself, but if its going to be a standalone, then it needs an editor. Sorry if I might have offended you guys of DayZ, but if its going to be official it needs an editor. After all, its an apocalyptic survival simulator. Rgds, Ranwer -
I know this photo is from DayZ, but look at the comparison with the similar engine and arma 3! :eek: When DayZ standalone comes out, we might port this in arma 3. AWESEOME! http://www.gamerepublic.it/wp-content/uploads/Ut8mm.jpg (559 kB)
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Day Z Announced as standalone title.
Ranwer135 replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
Quick Question: --Will it have the 3D or 2D editor? --Will it allow the player to fight and survive offline? --Will it be portable in arma 3? If so, it might change the whole gameplay of arma 3? Ranwer -
(3rd Person Post) How to get these scripts to work?
Ranwer135 posted a topic in ARMA 3 - QUESTIONS & ANSWERS
My friend on the chat is wondering about this: It would be great if any BI scripter can help my bud. Ranwer -
In the future, will you be making a police car like this even the releastic lighting? http://www.wakpaper.com/large/Lamborghini_wallpapers_132.jpg (480 kB)
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This thread was requested by "ARMA3_guest_bif0968". QUESTION: Will there be a 7zip plugin to extract pbos? ARMA3_guest_bif0968
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Need help on fixing description.ext
Ranwer135 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello all scripters. I'm trying to get dialogs working (that includes the bottom right corner icons), im also trying to get ice's new group join script working. :( It would be great if someone could look at the link of the description.ext file and fix the problem for me. It also came up with this error: "Config : some input after EndOfFile" Here is the link of the description.ext file: http://pastebin.com/T7Mzb3rN The source of the error is between line 14 to 30. And the other source is on line 727 to 730. Ranwer -
Need help on fixing description.ext
Ranwer135 replied to Ranwer135's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok, well ive studied more into it and I realized that the description.ext is fine as long as it has the RscTitles script I found. Apparently the init.sqf is the key to making the bottom right icons working. I've managed to get it working now, all I need to do is to get rid of the random spawn dialog -
Need help on fixing description.ext
Ranwer135 replied to Ranwer135's topic in ARMA 3 - MISSION EDITING & SCRIPTING
UPDATE: Found a better script in the stratis life PBO file. Problem is It came up with this: Also, here is the description.ext file: overviewText = "Dynamic Survival Sandbox"; overviewPicture = "mission\dzsPic.paa"; author = "Ranwer/[47th]Pvt.Campo-navy"; onLoadName = "DSS"; onLoadMission = "Dynamic Survival Sandbox"; // Description loadScreen = "mission\dzsPic.paa"; // Preview picture briefing = 0; respawn = "BASE"; respawndelay = 5; disabledAI = 1; respawnDialog = 1; saving = 0; #include "joinerUI\defines.hpp" #include "joinerUI\dialog.hpp" class CfgHints { class user { class usermade { arguments[] = {}; description = "%1"; displayName = "Info"; }; }; }; class cfgMusic { tracks[]= { RZM_track0, RZM_track1, RZM_track2, RZM_track3, RZM_track4, RZM_track5, RZM_track6, RZM_track7, RZM_track8, RZM_track9, RZM_track10, RZM_track11, RZM_track12, RZM_track13, RZM_track14, RZM_track15, RZM_track16, RZM_track17, RZM_track18, RZM_track19, RZM_track20, music }; class RZM_track0 { name="RZM_track0"; sound[]={"\T_RZM\0.ogg", db+0, 1.0}; }; class RZM_track1 { name="RZM_track1"; sound[]={"\T_RZM\1.ogg", db+0, 1.0}; }; class RZM_track2 { name="RZM_track2"; sound[]={"\T_RZM\2.ogg", db+0, 1.0}; }; class RZM_track3 { name="RZM_track3"; sound[]={"\T_RZM\3.ogg", db+0, 1.0}; }; class RZM_track4 { name="RZM_track4"; sound[]={"\T_RZM\4.ogg", db+0, 1.0}; }; class RZM_track5 { name="RZM_track5"; sound[]={"\T_RZM\5.ogg", db+0, 1.0}; }; class RZM_track6 { name="RZM_track6"; sound[]={"\T_RZM\6.ogg", db+0, 1.0}; }; class RZM_track7 { name="RZM_track7"; sound[]={"\T_RZM\7.ogg", db+0, 1.0}; }; class RZM_track8 { name="RZM_track8"; sound[]={"\T_RZM\8.ogg", db+0, 1.0}; }; class RZM_track9 { name="RZM_track9"; sound[]={"\T_RZM\9.ogg", db+0, 1.0}; }; class RZM_track10 { name="RZM_track10"; sound[]={"\T_RZM\10.ogg", db+0, 1.0}; }; class RZM_track11 { name="RZM_track11"; sound[]={"\T_RZM\11.ogg", db+0, 1.0}; }; class RZM_track12 { name="RZM_track12"; sound[]={"\T_RZM\12.ogg", db+0, 1.0}; }; class RZM_track13 { name="RZM_track13"; sound[]={"\T_RZM\13.ogg", db+0, 1.0}; }; class RZM_track14 { name="RZM_track14"; sound[]={"\T_RZM\14.ogg", db+0, 1.0}; }; class RZM_track15 { name="RZM_track15"; sound[]={"\T_RZM\15.ogg", db+0, 1.0}; }; class RZM_track16 { name="RZM_track16"; sound[]={"\T_RZM\16.ogg", db+0, 1.0}; }; class RZM_track17 { name="RZM_track17"; sound[]={"\T_RZM\17.ogg", db+0, 1.0}; }; class RZM_track18 { name="RZM_track18"; sound[]={"\T_RZM\18.ogg", db+0, 1.0}; }; class RZM_track19 { name="RZM_track19"; sound[]={"\T_RZM\19.ogg", db+0, 1.0}; }; class RZM_track20 { name="RZM_track20"; sound[]={"\T_RZM\20.ogg", db+0, 1.0}; }; class music { name="music"; sound[]={"\sound\music.ogg", db+0, 1.0}; }; }; class CfgSounds { class bandageRip { name="bandageRip"; sound[]={soundbandageRip.ogg,1,1}; titles[]={}; }; class heartBeat { name="heartbeat"; sound[]={soundheartbeat.ogg,1,1}; titles[]={}; }; class tent { name="tent"; sound[]={soundtentpack.ogg,1,1}; titles[]={}; }; class sleep { name="sleep"; sound[]={soundsleep.ogg,1,1}; titles[]={}; }; }; class RscTitles { #include "dialog\hud.hpp" }; And here is the hud.hpp: /* @file Version: 1.0 @file Name: hud.hpp @file Author: [404] Deadbeat @file Created: 11/09/2012 04:23 @file Args: */ #define hud_status_idc 3600 #define hud_vehicle_idc 3601 class WastelandHud { idd = -1; fadeout=0; fadein=0; duration = 20; name= "WastelandHud"; onLoad = "uiNamespace setVariable ['WastelandHud', _this select 0]"; class controlsBackground { class WastelandHud_Vehicle:w_RscText { idc = hud_vehicle_idc; type = CT_STRUCTURED_TEXT; size = 0.040; x = safeZoneX + (safeZoneW * (1 - (0.42 / SafeZoneW))); y = safeZoneY + (safeZoneH * (1 - (0.30 / SafeZoneH))); w = 0.4; h = 0.65; colorText[] = {1,1,1,1}; lineSpacing = 3; colorBackground[] = {0,0,0,0}; text = ""; shadow = 2; class Attributes { align = "right"; }; }; class WastelandHud_Status:w_RscText { idc = hud_status_idc; type = CT_STRUCTURED_TEXT; size = 0.040; x = safeZoneX + (safeZoneW * (1 - (0.16 / SafeZoneW))); y = safeZoneY + (safeZoneH * (1 - (0.20 / SafeZoneH))); w = 0.14; h = 0.20; colorText[] = {1,1,1,1}; lineSpacing = 3; colorBackground[] = {0,0,0,0}; text = "100 <img size='0.8' image='icons\food.paa'/><br/>100 <img size='0.8' image='icons\water.paa'/><br/>200 <img size='0.8' image='icons\money.paa'/>"; shadow = 3; class Attributes { align = "right"; }; }; }; }; -
playActionNow in MP
Ranwer135 replied to CARRICK_IRISH's topic in ARMA 3 - MISSION EDITING & SCRIPTING
... its not working because playActionNow doesnt exist. Try this: _unit playMoveNow "Gear"; If you want a player to do it: player playMoveNow "Gear"; EDIT: Also, when your previewing the mission your editing, pause it and go into animations. Because I think the script of "Gear" is longer than that. Now if you want to put it in the init of a unit, do this: this playMoveNow "Gear"; Also, the proper script to do it is this: this playMoveNow "AinvPercMstpSnonWnonDnon_G01"; -
Need help on fixing description.ext
Ranwer135 replied to Ranwer135's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, the GroupJoiner UI works (100%). I just don't know how those guys got the icon script working?:confused: -
Dialogs, action mistake
Ranwer135 replied to mr_shadow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, the bottom line action = ["Test",'set.sqf',[],1,true,true,"",""]; could be the problem? Try this instead: ---action = ["Test",'set.sqf',[],1,true,true,","]; ---action = ["Test","set.sqf",[],1,true,true,"",""]; ---action = ["Test",'set.sqf',[],1,"true"]; ---action = ["Test",'set.sqf',[]"1,true"]; (EXCLUDE THE --- IN THEM) Now, im not sure because i'm still in the midst of learning hardcore stuff like this, so its best to give the scripts I have listed a try. If they all don't work, i'd recommend you to contact Moricky or Ice about this. Hope it helps, Ranwer -
Need help on fixing description.ext
Ranwer135 replied to Ranwer135's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Probably, I dunno? Well I know the GroupJoinUI works, but how do I get those arma 3 wasteland icons to work (the food, water icons etc). I'm creating a survival mission completely from scratch thats relating to this, so it would be great for some help about this. Ranwer