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Ranwer135

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Everything posted by Ranwer135

  1. I'll try and do that, thanks! (I may want to do a canteen bottle without the cover anyway). :D But still, a lot of the small items the Devs added are practically useful, and it just sounds like a waste of time re-creating them when you practically have these items already available. I just wish they made a sample package so I can adjust their positions. :(
  2. G'day code34, :) I have been looking for a persistent save/load database for my survival mod 'DSS: The Mod', which I have found this. But I have two questions that you may be able to answer: 1. Is this database persistent towards my own server? 2. Are there ways to not only store the location, health and gear of a player, but to store player and server variables as well? Congrats on the release! Rawner135
  3. Ranwer135

    Bullet Cam - Slow Time

    I understand that, but the script above is not intended to be complete but a guided solution for my problem (which I am aware of some of those issues you have pointed out). I was originaly after a slow motion script that fires before the bullet fatally kills the target.
  4. Ranwer135

    Changing Ladder Sounds

    Look in the config viewer under CfgVehicles >> CAManBase. I believe it is found there in sub-classes. but you can do some searches in the structures pbo configs for any ladder sounds and track them from there.
  5. Ranwer135

    Bullet Cam - Slow Time

    Updated the code above now, so yes it should work now. :) Although, using cursorTarget could be a bit inaccurate, so it may report back success if you aim a little off.
  6. Okay, So I managed to test an item that uses the binocular slot, and so far it works brilliantly in a similar manner to the attachTo command (but moves and rotates with the hand). But as for the Canteen model which was the test item (found in Objects (Small)), its model offset and rotation is a little off. Example photo below: Since the model is binarized by BI, is there any way to set the model's offset and/or rotation through the config or by script? Many thanks for your help, :D Rawner135
  7. Hey toadie2k! I have taken a look at your CAT rig, and it looks pretty cool. However, the bones do not seem to move with other bones like in Alwarden's blender rig? Also, are you able to get a binocular bone in the rig? I would really love to animate some other parts of the character than just reloads. :) Thanks, Rawner135
  8. Ah, of course! That would explain why the animations used for binoculars are set to true.However, so far (in my opinion) DayZ Standalone's engine is no where completely different to ArmA's engine. My best guess is that they have a system to check the simulation or type of the item, which then uses the appropriate animation and/or configuration. But I'll start testing out the binocular class to see if I am able to get a non-scripted item (e.g. 'waterbottle') onto the player's hands. Fingers crossed if this may be the original class they have used to build upon for their other items. :D
  9. Ok, thanks for pointing out for what they are. :) However, I did some searching in the ArmA 3 config viewer, and found these code commands for "CfgMovesMaleSdr": showItemInHand = 0; showItemInRightHand = 0; Is there any kind of info on how to use them, or are they practically useless? :unsure:
  10. Hey guys, Any word on the FBX tool being fixed? I have 3DS Max and the latest Motionbuilder, and would really like to enhance my skills in animating (The current rig I use is in Blender, but would really like to use yours if I can export it into ArmA 3). Cheers! Rawner135
  11. As the title says, I have always been getting this recurring thought: It seems very likely that the Devs will be making a continuation of the story, as like before in ArmA 2: Operation Arrowhead. Usually, with every official map comes an epic saga. ;) What do you guys think? Is the Arma community geared up for another continuation of the campaign?
  12. Ranwer135

    Whats happened to this community

    So ... what you're saying is that you would like to pirate the game and share it across the world, and that Steam shouldn't be as secure as it is supposed to be?!? I think some users on this forum had forgotten the fact that ArmA 2 and its previous titles were also non-steam. The only reason why they switched ArmA 3 to Steam is because they want to constantly improve the game and its current/upcoming DLCs. If it switched to Origin, the same bloody question would still be asked, causing more unneeded fires. If you have internet issues, then you must solve that for yourself or asks others for some guidance. But I guess this question will be brought up again in the next year or so. Congrats for asking the same question that was already answered 2-3 years ago..
  13. Ranwer135

    Bingo Fuel is impossible?

    Driving can be boring... try walking instead. :P
  14. I haven't tried it yet, but I can say that it is a masterpiece! ;)
  15. Ranwer135

    Lala14 WIP Thread

    If you really want to do something for the community, then go for it. But it all really depends on what your heart or mind is really set on. :)
  16. They are absolutely gorgeous, romzet! :wub: Also, development into the PDA is looking (and going) awesome. What's left is a couple of the menus and I'll be happy to PM you the file. In addition, the PDA will also be attached to a custom in-game notification, which is very identical to the one in S.T.A.L.K.E.R. As for its code, I have relentlessly worked on special code that remembers and restores it back into the PDA, as well as easy-to-use functions to create tasks, diary notes, etc. Here are a couple of screenshots. As you can see, the tasks menu is a little different, but I have pushed ArmA 3's abilities to the max on this particular menu (including the contacts menu, which is still under WIP). As for the map menu, I plan to add some more gizmos the player can use for the map. Map Menu: Tasks Menu:
  17. maybe try this?: {_x moveInCargo myBoat} forEach [myUnit1, myUnit2, myUnit3]; //myBoat is the name of your boat. And myUnit1-3 are your units. and: myUnit moveInGunner myBoat; //myUnit is the name of your unit. And myBoat is the name of your boat. Basically... moveInDriver is used to put a unit into the driver's seat (*BEEP *BEEP*), moveInCargo is used to put unit/s into passenger seats (*are we there yet?!?*), and moveInGunner is used to put unit/s into seats with a massive machine gun. (*PEW* *PEW*)
  18. Ranwer135

    dialog trouble

    I looked at your mission, Use this in your description.ext: #include "defines.hpp" #include "dialog.hpp" Instead of this: #include "dialog.hpp" #include "defines.hpp" The reason behind all this is to do with code structure. Because you have included dialog.hpp first, then the controls that inherit the ones in defines.hpp (even your combo box) would come up with 'Undefined'. But again, instead of letting you know your combo box is 'undefined' as well, it gives an error on the first occurrence and stops the code. BTW: If you do not feel satisfied with the RscFrame class in your defines.hpp, you can always replace it with this: :) class RscFrame { type = 0; idc = -1; style = 64; shadow = 2; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "PuristaMedium"; sizeEx = 0.02; text = ""; };
  19. G'day, Obviously, there is no way of 'extracting' something that is already extracted... With .hpp, .sqm, .cpp and .ext files, they are completely different from .sqf and .sqs scripting. These files, known as 'configuration' files, are used to define a variety of stuff, such as: vehicles, dialogs, userActions, sounds, music and maps. Unfortunately, they are not used for scripting, but they can be used as what I have mentioned before. But they can be opened with a text editor, the same way you would do with .sqf and .sqs files. Hope it helps, Rawner135
  20. Ranwer135

    DSS: The Mod

    Well, I haven't stopped, to be honest. But I guess it's the common boredom that hits modders when you focus on one mod. At this time, I have realized I have got 3 projects to handle now. (DSS: The Mod, Star Trek: Evolution, and a PDA system for the ArmSTALKER Online project ... which so far, is the best dialog I have ever made) I know I have left this thread dead for a couple of months, but this year, I plan to change that and develop DSS (and my other projects) for good. In addition, I PMed the author of Ravage, heleks, to be allowed to experiment with my mod, and that he can adapt it to his mod. For the past couple of months, I have been working my butt off on models, scripts and the campaign for DSS. And for the campaign, its epilogue will begin on the upcoming map, Tanoa. So for this year, DSS and its campaign will have a bit of a S.T.A.L.K.E.R. approach. The current plan I have for this year on DSS: - Mutants. (Models will be from GSC. But like all other stalker-fan mods, GSC has given permission for a non-commercial use. And of course I will mention credit for the original authors :) ) - Style overhaul on all DSS menus. - New effects when attacked by zombie or shadow zombie. - Ambient Blowout (or "FLX") storms. (Parameter for turning it on/off will be provided) - New items, especially usable devices. - Survival mission for upcoming Tanoa map. (This mission will be jam-packed with horror and survival) - The never-arrived Loot Spawner module WILL arrive. :P - In-game UI when carrying specific devices. - The official campaign for DSS. - And many more that I cannot fit on this post... To keep spirits lifted on this project, I have released a sneak-peak photo on the epilogue. (which I am hoping to have it on the upcoming map, Tanoa) (Chinese Soldier about to shoot player in dramatic scene. The two guys at the back I am not revealing, but I can give a hint that "They are back and badder!") So again, sorry if I have left this thread dead for a while. Best Regards, Rawner135
  21. Ranwer135

    Legal Violations / Realistic cars in Arma 3

    You may, but you must ALWAYS give credit to their logo, or trademark (Otherwise it could be like Disney suing a small mod for 88 Million bucks). However, using other peoples content without their permission (especially if they are from official games) is strictly prohibited. Although, games like STALKER have allowed their content to be shared, so make sure you keep an eye on their news and Terms & Conditions. :) If you are looking for more info on BI's policy, here is the AMAR site: http://amar.arma3.fr/
  22. I'll see to it that it looks and functions the same. ;) Btw: Just to confirm, is this the type of style you want for the PDA? (Different stalkers had different styles, so I'm not sure... but I would be happy to create different types of PDA's)
  23. Ranwer135

    Zombies & Demons 5.0

    Where's Arnold Schwarzenegger? :P
  24. Ranwer135

    Star Trek: Evolution

    Yes, they will be. If they are of not the proper size in Object Builder, I will have to scale it of course. UPDATE: Starfleet Starships Mayflower, Newton and Armstrong have been finished, which now leaves one of my most favorite ones to do, the Enterprise. Armstrong: Mayflower: Newton: In addition, work has also been done on the Warp Jump Drive (Only its code and sfx, though).
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