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logan83

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Everything posted by logan83

  1. ok testing some things, i see a curiosity, car module reactivate after succefully deactivation just when Arma report this error furniture module reactivate too, but i dont know why :(
  2. uhm some modules like furniture, or cars continue spawning once reach hes specific delay time... ad must to be deactivate before this time is reached...
  3. Ok i reduce the time in the condition to 10 secs, and check all the modules with the Hint Str command and now all are false except tpw_Cars_active, i check the condition "tpw_car_delay" in userconfig\tpw_mods\tpw_mods.hpp and its set to 10Secs,well, i reduce the time in the trigger condition to 5 seconds and works well :) im sorry was my fault. thanks for all!
  4. in a trigger : on act: tpw_air_active=false; tpw_boat_active=false; tpw_car_active = false; tpw_civ_active = false; tpw_park_active = false; tpw_radio_active = false; tpw_skirmish_active = false; tpw_soap_active = false; tpw_streetlights_active = false; shape type circle over all stratis island type: bluefor present rep. condition: vehicle player in thislist && time > 15; this dont work to me, cars spawning everytime people and all the stuff... whats wrong? omly can disable enable stuff in userconfig file
  5. with the 0.34v. when i start a mision with some Vanilla Nato Artillery, and the player is more than 400m away from the artillery, request seems working ok, radio messages and text is showing with fly time etc... but any round release, and the debugin module not show any round fliying... Someone has similar problem? PD.: sorry about my Bad english :(
  6. Just this, somebody know how can add electric wires from one electric tower to another??? im using "Land_HighVoltageTower_F" thanks guys :)
  7. Great, you avoided me many headaches dude!! Thanks!!
  8. ok ill try with these commands thank u hallyg ;)
  9. hi there guts, im trying to maintain a chopper in the ground after unload some units with Heli1 setvelocity [0,0,0], and the heli, veeeeeery slowly add throttle up and gets more and more height whats wrong?
  10. logan83

    Setvelocity Broken?

    Ohm Sorry! i Missunderstand... i Use Setvelocity 0 :wacko: now i try Heli1 flyInHeight 0; some times works some times nope... but find a dirty solution: while {isEngineOn Heli1 && count crew heli1 <=5 } do{ heli1 setVelocity [0,0,-0.3]; }; Not the best, but works, thanks to both...
  11. logan83

    Setvelocity Broken?

    nope :( error type number vector needed... :(
  12. Hi Dudes! im Working in a training mision to my Campaign, and have some Firing Ranges With Random Targets etc... But I want to make a Range with Raised targets, and when i shoot to them make a downed targets count, like in a Raid or a COF. Some Body Know how can i make it? i try this but doesnt work :( popup=FALSE; _count = 0; _targets = [CQB_1, CQB_2, CQB_3, CQB_4, CQB_5, CQB_6, CQB_7, CQB_8, CQB_9, CQB_10, CQB_11, CQB_12, CQB_13, CQB_14, CQB_15, CQB_16, CQB_17, CQB_18, CQB_19, CQB_20, CQB_21, CQB_22, CQB_23, CQB_24, CQB_25, CQB_26, CQB_27]; nopop=true; {_x animate["terc",0]} forEach _targets; hint "GoGoGo"; sleep 5; while {_count<26} do { sleep 2; if (_targets animationPhase "terc" > 0.1) then { _count = _count+1; }; hint format ["Hit :%2",_count]; }; sleep 4;
  13. ok thanks for answer, working on it :) :)
  14. hi lifetap, this dont work hi lifetap thanks for yor answer, i tryed this, dont work, im think i miss something in the P3d model... somebody have any idea?? ----------------------------------------------------------------SOLVED---------------------------------------------------------------------------------------- A simple space in a proxy name :(
  15. Hi dudes, im trying to add 2 FFV Seats in a LAND LOVER, but have a issue, in third view all works like a charm, if i Aim trough the optics/ironsights of the weapons works perfectly, but wen i enter in first person, the model lose the antiroll bars, the other tubes, and the benches... it only happen in the FFV seat, the cargo seats and driver seat are fine. Some Help? I think It culd be aproblem of the 3D model but Im a newbie. I search and cant find a solution only a buddy with a similar problem... ironshigt view, its ok First Person view, Where are the RollBars and the Benches? Extract of Confing where define FFV class Turrets { class CargoTurret_01: CargoTurret { /// position for Firing from Vehicles gunnerAction = "passenger_inside_1"; /// generic animation for sitting inside with rifle ready gunnerCompartments = "Compartment2"; /// gunner is not able to switch seats memoryPointsGetInGunner = "pos Fpos"; /// specific memory points to allow choice of position memoryPointsGetInGunnerDir = "pos Fpos dir"; /// direction of get in action gunnerName = "Firing Seat (LEFT)"; /// name of the position in the Action menu proxyIndex = 6; /// what cargo proxy is used according to index in the model maxElev = 30; /// what is the highest possible elevation of the turret minElev = -25; /// what is the lowest possible elevation of the turret maxTurn = 50; /// what is the left-most possible turn of the turret minTurn = -85; /// what is the right-most possible turn of the turret isPersonTurret = 1; /// enables firing from vehicle functionality ejectDeadGunner = 0; /// seatbelts included //enabledByAnimationSource = "Doors"; /// doesn't work unless the said animation source is 1 }; class CargoTurret_02: CargoTurret { /// position for Firing from Vehicles gunnerAction = "passenger_inside_1"; /// generic animation for sitting inside with rifle ready gunnerCompartments = "Compartment2"; /// gunner is not able to switch seats memoryPointsGetInGunner = "pos Fpos1"; /// specific memory points to allow choice of position memoryPointsGetInGunnerDir = "pos Fpos1 dir"; /// direction of get in action gunnerName = "Firing Seat (RIGHT)"; /// name of the position in the Action menu proxyIndex = 7; /// what cargo proxy is used according to index in the model maxElev = 30; /// what is the highest possible elevation of the turret minElev = -25; /// what is the lowest possible elevation of the turret maxTurn = 85; /// what is the left-most possible turn of the turret minTurn = -34; /// what is the right-most possible turn of the turret isPersonTurret = 1; /// enables firing from vehicle functionality ejectDeadGunner = 0; /// seatbelts included //enabledByAnimationSource = "Doors"; /// doesn't work unless the said animation source is 1 }; };
  16. Hi dudes, im makin a PMC mod and one of the vehicles ive included has giving me head pain... its a chevrolet suburban, with two issues, when i shoot to the car, the impact sounds like metal or glass, depending where i shoot, but the particles are like sand :( it hurt my eyes :S how can i Fix This? The other issue, its in the mirrors, i want to put PIP mirrors, but i cant, this is my CFG // Pip Imagen Retrovisores class RenderTargets { class LeftMirror { renderTarget = "rendertarget0"; /// parameter renderTarget defines which texture shall the source be mapped at (only the rendertargetX part is used) class CameraView1 { /// class CameraView1 is a subclass of this source and contains all the parameters for rendered scene pointPosition = "PIP0_pos"; /// pointPosition and pointDirection should be respective memory points in model pointDirection = "PIP0_dir"; renderQuality = 2; /// renderQuality is in range from 0 to 2 and defines quality of rendering for said source renderVisionMode = 4; /// renderVisionMode defines the vision mode - 0 = HDR, 1 = NightVision, 2 = ThermalVision, 3 = Color, 4 = Mirror fov = 0.7; /// fov defines field of view of this source }; }; class RightMirror { renderTarget = "rendertarget1"; class CameraView1 { pointPosition = "PIP1_pos"; pointDirection = "PIP1_dir"; renderQuality = 2; renderVisionMode = 4; fov = 0.7; }; }; class FrontCam { renderTarget = "rendertarget2"; class CameraView1 { pointPosition = "PIP2_pos"; pointDirection = "PIP2_dir"; renderQuality = 2; renderVisionMode = 4; fov = 0.7; }; }; }; }; Im Not having any errors simply dont work, searching in BIWiky i found this: "renderTarget: what texture is going to be used, it should be mapped in model like #(argb,256,512,1)r2t(rendertarget0,1.0)" but cant Understand this and dont know how do this... its chinese for my :S Sorry about my english Guys :(
  17. ok this works!, now some help with this?????? : "renderTarget: what texture is going to be used, it should be mapped in model like #(argb,256,512,1)r2t(rendertarget0,1.0)
  18. class Turrets { class CargoTurret_01: CargoTurret { /// position for Firing from Vehicles gunnerAction = "passenger_inside_1"; /// generic animation for sitting inside with rifle ready gunnerCompartments = "Compartment2"; /// gunner is not able to switch seats memoryPointsGetInGunner = "pos Fpos"; /// specific memory points to allow choice of position memoryPointsGetInGunnerDir = "pos Fpos dir"; /// direction of get in action gunnerName = "Firing Seat (LEFT)"; /// name of the position in the Action menu proxyIndex = 6; /// what cargo proxy is used according to index in the model maxElev = 30; /// what is the highest possible elevation of the turret minElev = -25; /// what is the lowest possible elevation of the turret maxTurn = 50; /// what is the left-most possible turn of the turret minTurn = -85; /// what is the right-most possible turn of the turret isPersonTurret = 1; /// enables firing from vehicle functionality ejectDeadGunner = 0; /// seatbelts included LODTurnedIn = 1000; LODTurnedOut = 1000; //enabledByAnimationSource = "Doors"; /// doesn't work unless the said animation source is 1 }; class CargoTurret_02: CargoTurret { /// position for Firing from Vehicles gunnerAction = "passenger_inside_1"; /// generic animation for sitting inside with rifle ready gunnerCompartments = "Compartment2"; /// gunner is not able to switch seats memoryPointsGetInGunner = "pos Fpos1"; /// specific memory points to allow choice of position memoryPointsGetInGunnerDir = "pos Fpos1 dir"; /// direction of get in action gunnerName = "Firing Seat (RIGHT)"; /// name of the position in the Action menu proxyIndex = 7; /// what cargo proxy is used according to index in the model maxElev = 30; /// what is the highest possible elevation of the turret minElev = -25; /// what is the lowest possible elevation of the turret maxTurn = 85; /// what is the left-most possible turn of the turret minTurn = -34; /// what is the right-most possible turn of the turret isPersonTurret = 1; /// enables firing from vehicle functionality ejectDeadGunner = 0; /// seatbelts included LODTurnedIn = 1000; LODTurnedOut = 1000; //enabledByAnimationSource = "Doors"; /// doesn't work unless the said animation source is 1 }; }; what im doing wrong?
  19. the Proxy, in the 3Dmodel, to create a Fire From Vehicle position, simply move up/elevate the position about 30 centimeters... proxy for FFV seats appear slightly below the rest of proxys when you load the model in the game... in my Land Rover i Have to modify the proxys position to let all at the same height.
  20. thanks for the help klamacz! ill try it this evening! :D
  21. Thanks BadHabitz!! i suppose the problem was im using arma II bisurf files includes in my pbos... ill try with the arma III ones... thank u again :)
  22. Can you show a image capture from Thrid view please? i think you need to elevate the ffv proxy seat in the P3d... but im not a expert...
  23. Hi to all this is my unit reesking config class BT_Heavy_Leader: BT_BDU_Cuadros_Base { scope = 2; author = "Logan83"; displayName = "Coordinador de Operaciones"; icon = "iconManLeader"; detectSkill = 40; nakedUniform = "U_BT_BASE_BasicBody"; uniformClass = "U_BT_BDU_TAN_2"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\LG83_BT\textures\Uniforms\U_BT_BDU_TAN_2.paa"}; [color="#FF0000"]Items[] = {"optic_MRCO"}; RespawnItems[] = {"optic_MRCO"};[/color] weapons[] = {"arifle_mas_ak_74m_sf","hgun_mas_acp_F","Throw","Put","Binocular"}; respawnWeapons[] = {"arifle_mas_ak_74m_sf","hgun_mas_acp_F","Throw","Put","Binocular"}; magazines[] = {"30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_T_mag","12Rnd_mas_45acp_Mag","12Rnd_mas_45acp_Mag","12Rnd_mas_45acp_Mag","SmokeShell","SmokeShellRed","SmokeShellGreen","HandGrenade","I_IR_Grenade"}; respawnMagazines[] = {"30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_mag","30Rnd_mas_545x39_T_mag","12Rnd_mas_45acp_Mag","12Rnd_mas_45acp_Mag","12Rnd_mas_45acp_Mag","SmokeShell","SmokeShellRed","SmokeShellGreen","HandGrenade","I_IR_Grenade"}; linkeditems[] = {"optic_MRCO","H_BT_Cap_headphones_Brn","V_BT_Vest_Marpat_Battle","NVGoggles_mas","G_Aviator","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"}; respawnlinkeditems[] = {"optic_MRCO","H_BT_Cap_headphones_Brn","V_BT_Vest_Marpat_Battle","NVGoggles_mas","G_Aviator","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"}; }; using the lines Items[] = {"optic_MRCO"}; and RespawnItems[] = {"optic_MRCO"};" i put that optic in the units gear, but i want to put the optic in the unit weapon directly. How can do this? thanks
  24. Wtf? no DB folder :butbut: and cant extract from the rar... downloading again... ---------- Post added at 21:34 ---------- Previous post was at 20:27 ---------- Oks all correct now Db Folder full and working like a charm!!! Powerfull Tool!! +10
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