Jump to content

Macser

Member
  • Content Count

    1061
  • Joined

  • Last visited

  • Medals

Everything posted by Macser

  1. Macser

    ArmaRig for Blender

    First page updated with a link to Version 6.3. Some constraints have been added and things tidied up slightly.
  2. Macser

    ArmaRig for Blender

    Maybe you're talking about hand anims? Hand anims would override what ever exists in the static, presumably.
  3. I pulled the toolbox folder out of the master, zipped it up and installed as usual. That version works. It's mentioned here: https://github.com/AlwarrenSidh/ArmAToolbox/issues/25 Thanks for the responses though. 👍
  4. I'm using 2.9 and 2.83 with version 3.0.4 of the addon. Neither works unfortunately. I only have the option to add or remove single frames.
  5. Hello. I'm not saying it doesn't function as an addon. It does.The problem is the newer versions seem to have lost a couple of options from the rtm section. Adding a single frame at a time is ok for anything under 10-20 frames. But it's not really useful for multiple actions with 50 or more frames. I may have to revert to using 2.79 for a while. But I'll probably have to rebuild some rigs in the process. The bone constraints don't seem to be backward compatible. My query is more about character animation than modeling. 🙂
  6. Macser

    ArmaRig for Blender

    I haven't done any anything with that rig in a long time, but that sounds very odd. I suspect the bone constraints may be broken post 2.7X.
  7. Hey Al. Do you intend to return the ability to add all key frames in the timeline? Unless I'm missing something, it's only possible to add 1 frame at a time at the moment. Same question regarding the vector fields.
  8. Macser

    Sights are off

    Like Krzy said. There's no point trying to get it pixel perfect. You can get close though, with a bit of patience. He's probably spent more time looking into that kind of thing than I have. :)
  9. Macser

    Sights are off

    There's a couple of programs I've used. Pantool and Paatool. I usually use Pantool for creating optics. It tends to give me the results I want without messing around with settings.
  10. Macser

    Sights are off

    I just use GIMP or any other decent editor for mine. You should be dealing with no more than a few pixels. The center should be the center of the image. But it can be slightly different depending on how the sight looks.
  11. Macser

    Sights are off

    Are your sights custom or default? As they're images it's possible to get the centering wrong.
  12. Macser

    Trying to install Mastertronic GOTY version

    That sounds an awful lot like a problem I had in the past. It was as Zulu mentioned. A small amount of damage on the disc I was installing from. On a side note, there's no major difference between the original version and 1.99. Not as far as the player's concerned. Nostalgia should be unaffected once you get into the campaign. I wish you luck finding a solution nonetheless. 🙂
  13. Macser

    OFP Addon request thread

    I thought the version in OFP was the first production model M2. Incorrectly labelled as the M2A2. My version you're talking about is an M2A2.
  14. Just passin by, thought I'd stick my nose in... Shouldn't the landcontact points only be where you would actually contact the ground? Those points sitting near the hull may be confusing the engine.
  15. Macser

    No prone and no crawling

    That's the animation played while you have no weapons. Are you sure that's what you want to change? I wasn't aware the terminators went prone...
  16. There's nothing conspiratorial or theoretical about UFOs as far as I'm concerned. They are exactly what the acronym suggests. Otherwise they wouldn't be referred to as such. Unfortunately there's a lot of baggage with that particular description. It's likely discouraged many honest, observant people from ever reporting what they've seen. 🙂 Public and scientific dismissal, out of hand, has been the norm. And of course ridicule. Considering the depth of the phenomenon and the confirmation by the US navy recently , it's surprising people still have such an attitude. Old habits die hard I suppose. The evidence is pointing to something unusual being in the skies around the world. What it is, is open to debate. But we certainly will never know if serious unbiased investigation is avoided at every opportunity.
  17. Macser

    OFP Addon request thread

    http://www.modify-the-game.com/OFP/Nam.html You could try that page. 6th link from the top. Seems to be working. In fact, check out Faguss's website for a compilation of links to existing OFP related sites. https://ofp-faguss.com/links
  18. Macser

    Making a unit surrender

    https://dropmefiles.com/yPZDZ Try that out. I'm not a mission maker, or scripter. It's using what was posted earlier in the thread. There are some small issues you might have. Certain animations can only be called with switchmove. The problem with that command, is that it's instantaneous. There's no lead in, or out. Unfortunately the surrender anims are affected by this. So the movement will appear very sudden and "snappy".
  19. Macser

    OFP videography

    I'm surprised at how good it turned out. Obviously the OFP visuals are an acquired taste. But there's a lot to be said for decent characters, a narrative and some great voice acting. Personally, if I had to make a choice between the look and those elements, I'd go with the latter.
  20. The problem, as I see it, would be the triggers. Or rather the simplicity of the triggers. Try this out. I'm not much of a mission designer, but maybe it'll get you moving. I figure it's better than trying to explain it. https://dropmefiles.com/YDjPF
  21. Macser

    transitionsSimple

    Sorry I didn't see this sooner. But I think my reply is relevant. It's a list of animations that "flow" into and out of each other. At first glance it seems like a long string of info, like one massive sentence. But a closer look shows that there are distinct groupings, or blocks. Example: "Combat","CombatReloadMagazine",2,"CombatReloadMagazine","Combat",2, Put simply, this tells the engine that "Combat" flows directly into "Combatreloadmagazine", and back again, when you reload. The numerical values after the animation state don't seem to have an appreciable effect on their own. None that I noticed at least. Of course that begs the question; why bother if the states in CfgMoves already have entries for connectTo[] and connectFrom[]? And which takes precedence? I don't know to be honest. The connections are laid out in a sequential fashion. Which is easier/faster to read than editing each state. With that said, I've rarely done much with it.
  22. Macser

    Red Hammer II **Project Release**

    I used an old cheat code, as listed in my last post. Otherwise it won't advance. Not in my experience anyway.
  23. Setunitpos "up" in a unit's init field, keeps them standing even with enemy units at close range. At least it does for me. I can't shed any light on group link though.
×