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Everything posted by natanbrody
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MP Safe Zone Help!!
natanbrody replied to natanbrody's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome is there also a way to have like some text pop up at the bottom saying that you have entered or left the area? also what would be in the condition field? -Update- It seems that if I spawn in the area I have godmode but I can't disable it when I leave the area but if I run into the area I don't get godmoded could you help me out somehow? -
MP Safe Zone Help!!
natanbrody replied to natanbrody's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can anyone help me please! -
Converting an Armed Assault Vehicle to Arma 3???
natanbrody replied to natanbrody's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Any way to do this with a Binarised file??" -
Converting an Armed Assault Vehicle to Arma 3???
natanbrody posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Could someone tell me how I can convert an Armed Assault vehicle to an Arma 3 Vehicle I know that I have to edit the config but what am I supposed to change in the config???? Please help! -
guys I have made a script that has the effect of a teargas grenade but I don't know how to make it affect everyone who doesn't have combat goggles (Classname - G_Combat) Here is the script so far While{true} do { "dynamicBlur" ppEffectEnable true; // enables ppeffect "dynamicBlur" ppEffectAdjust [0]; // enables normal vision "dynamicBlur" ppEffectCommit 15; // time it takes to normal resetCamShake; // resets the shake 20 fadeSound 1; //fades the sound back to normal waituntil{ ((nearestObject [getpos player, "SmokeShellRed"]) distance player < 10) and (getpos (nearestObject [getpos player, "SmokeShellRed"]) select 2 < 0.5) }; "dynamicBlur" ppEffectEnable true; // enables ppeffect "dynamicBlur" ppEffectAdjust [20]; // intensity of blur "dynamicBlur" ppEffectCommit 3; // time till vision is fully blurred enableCamShake true; // enables camera shake addCamShake [10, 45, 10]; // sets shakevalues player setFatigue 1; // sets the fatigue to 100% 5 fadeSound 0.1; // fades the sound to 10% in 5 seconds sleep 5; };
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Could someone please send me the texture file for the Black tactical vest {Classname = V_PlateCarrier1_blk}
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Is there a way to script certain magazines inside a ammobox to be like half full or for example with 10 bullets only in them. I plan on using them for training my men where you only have 10 bullets in your magazine. Thanks in a advance!!!
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UserActions onlyForPlayers?? Help!
natanbrody posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ok guys here is the issue I have made a nice little config with some animations and now when trying to preview the building in the editor I get a window saying that UserAction onlyForPlayers or something like that here is my config: #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class IDFTironut { units[] = {}; weapons[] = {}; requiredAddons[] = {}; }; }; class CfgFactionClasses { class Empty { displayName = "Empty"; priority = 0; side = 1; }; }; class CfgVehicles { class Static; class FiringRange : Static { scope = 2; model = "\IDFTironut\Objects\Ranges\FiringRange15x6m.p3d"; displayName = "Firing Range 1 15x6m"; faction = "Empty"; vehicleClass = "IDF Tironut"; }; class FiringTarget25m : Static { scope = 2; model = "\IDFTironut\Objects\Ranges\FiringTarget25m.p3d"; displayName = "Firing Target 25m"; faction = "Empty"; vehicleClass = "IDF Tironut"; }; class SmallMOUTBuilding1 : Static { scope = 2; model = "\IDFTironut\Objects\MOUT\SmallMOUTBuilding1.p3d"; displayName = "Small MOUT Compound 1"; faction = "Empty"; vehicleClass = "IDF Tironut"; animated=1; class Animations { class ani_Door1 { type="rotation"; animPeriod=2; selection="Door1"; axis="Door1_axis"; angle0=0; angle1=1; }; class ani_Door2 { type="rotation"; animPeriod=2; selection="Door2"; axis="Door2_axis"; angle0=0; angle1=1; }; }; class UserActions { class OpenDoor1 { displayName="Open Door"; position="pos_Door1"; radius=2.000000; condition="this animationPhase ""ani_Door1"" >= 0.5"; statement="this animate [""ani_Door1"",1]"; }; class CloseDoor1 { displayName="Close Door"; position="pos_Door1"; radius=2.000000; condition="this animationPhase ""ani_Door1"" < 0.5"; statement="this animate [""ani_Door1"",0]"; }; class OpenDoor2 { displayName="Open Door"; position="pos_Door2"; radius=2.000000; condition="this animationPhase ""ani_Door2"" >= 0.5"; statement="this animate [""ani_Door2"",1]"; }; class CloseDoor2 { displayName="Close Door"; position="pos_Door2"; radius=2.000000; condition="this animationPhase ""ani_Door2"" < 0.5"; statement="this animate [""ani_Door2"",0]"; }; }; }; }; -
Hey guys I need to know if I should Add the magazine when Im modelling my weapon or to leave it out Thanks in advance!!!
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Guys I want to know If there is a way I can make some targets that when you shoot them some kind of script saves exactly where you hit on a certain piece of paper and then you can move to the target and there is an action that when you use it shows you like a pop up picture and where you hit the piece of paper is shown by small black dots on the paper so you can check your grouping ect. Here is an example of the piece of paper: https://www.dropbox.com/s/vf9bakxp843nxun/ArmA2OA%202014-03-07%2022-58-00-678.jpg
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Guys I have a problem with my GEO LOD and Fire LOD In Oxygen 2 I have done many things that other people have told me to do but it doesn't work I mean some of the components are working but others not. I have not textured the model yet but I don't think thats the problem... Here are some pics in Oxygen and in-game
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Geo LOD And FIRE LOD Problem !!
natanbrody replied to natanbrody's topic in ARMA 2 & OA : MODELLING - (O2)
Ok guys here is the latest development here is a pic of the new working GEO LOD the issue was is that I was using 3 point objects and not 4 point ones like here https://www.dropbox.com/s/isqrs9f2d91y0bw/bandicam%202014-02-27%2007-19-03-644.jpg -
Geo LOD And FIRE LOD Problem !!
natanbrody replied to natanbrody's topic in ARMA 2 & OA : MODELLING - (O2)
I have found out that GEO LODS can only be made using 4 point polys not 3 points so that was the issue :D -
Geo LOD And FIRE LOD Problem !!
natanbrody replied to natanbrody's topic in ARMA 2 & OA : MODELLING - (O2)
I made some walls before that were like 1cm thick and the geo LOD worked with them so i don't know why it doesn't work now I may just make the GEO lod from scratch -
Geo LOD And FIRE LOD Problem !!
natanbrody replied to natanbrody's topic in ARMA 2 & OA : MODELLING - (O2)
yes here is the pic : https://www.dropbox.com/s/w4l8f78qjet4se1/bandicam%202014-02-25%2015-51-04-046.jpg -
Geo LOD And FIRE LOD Problem !!
natanbrody replied to natanbrody's topic in ARMA 2 & OA : MODELLING - (O2)
OF my oxygen or arma? -
Geo LOD And FIRE LOD Problem !!
natanbrody replied to natanbrody's topic in ARMA 2 & OA : MODELLING - (O2)
Oh well that kind of sucks what would possibly be the max poly count for the GEO LOD? ---------- Post added at 13:14 ---------- Previous post was at 12:58 ---------- I can't seem to get it working it seems every door with a window or door doesn't work and you can shoot and walk straight through it!! -
Geo LOD And FIRE LOD Problem !!
natanbrody replied to natanbrody's topic in ARMA 2 & OA : MODELLING - (O2)
AN if i make a block that covers the windows in the GEO LOD will I be able to shoot through them in the FIRE LOD ? -
Geo LOD And FIRE LOD Problem !!
natanbrody replied to natanbrody's topic in ARMA 2 & OA : MODELLING - (O2)
I have read that tutorial already, And will the fire LOD not work without the GEO LOD? -
Geo LOD And FIRE LOD Problem !!
natanbrody replied to natanbrody's topic in ARMA 2 & OA : MODELLING - (O2)
So i should basically make the geo lod with simpler objects? And the fire LoD only works on some of the walls not all of them -
Geo LOD And FIRE LOD Problem !!
natanbrody replied to natanbrody's topic in ARMA 2 & OA : MODELLING - (O2)
ok sorry man here are the links instead: https://www.dropbox.com/s/78eygnozdg4haah/bandicam%202014-02-25%2009-49-15-309.jpg https://www.dropbox.com/s/msndqbeairlkvnp/bandicam%202014-02-25%2009-48-29-341.jpg https://www.dropbox.com/s/6mc5gvguwbtsac9/bandicam%202014-02-25%2009-48-22-133.jpg -
I need someone to help me make a config for my building... If anyone can help contact me privately please!!! :DDD
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Building Config help!!
natanbrody replied to natanbrody's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Can an admin delete this forum I have found and answer... -
ArmA 2 Building Modelling Help
natanbrody replied to natanbrody's topic in ARMA 2 & OA : MODELLING - (O2)
Nice man thanks!! could you also please tell me how I could somehow make another like folder thing in the EMPTY section like Natan's Objects or something like that? -
Hey guys I am trying to create some buildings with Oxygen 2 but I have not found any good tutorials that explain how to create your first mod except Mondklabs tutorial which did not help me that much any nice tutorials you find please post them here Thanks in advance