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Idomass

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Everything posted by Idomass

  1. Idomass

    p3d problems

    well i have problems with texturing but here is the results: http://www.mediafire.com/view/h03m73z6j3q3tcr/2014-12-25_00004.jpg (that should be a wreck) anyone knows what is the problem with the texture? and why im still cannot change the rvmat effect?
  2. Idomass

    p3d problems

    im using blender probably i forgot to apply the texture in blender but can you help me with doors?
  3. Idomass

    p3d problems

    thanks that helped me a lot! do you know how to make doors and visible texture from both sides in oxygen 2? thanks ahead
  4. Idomass

    p3d problems

    im applying mass and im sure that there is no problem in geometry just for case can you help write for me steps? i would appreciate it
  5. Idomass

    p3d problems

    i have try it and i have change the effect how can i make a structure with open door? every time im trying to do it i can walk through the structure
  6. Idomass

    p3d problems

    thanks!!!!!!!! i fix the errors with nonconvexities and it is not bouncing! another question when i firing at it have annoying sand effect http://www.mediafire.com/view/aq7criypcc3lcc0/2014-12-25_00003.jpg how can i change the effect?
  7. Idomass

    p3d problems

    yeah but why the object is still bouncing when im shot at him?
  8. Idomass

    p3d problems

    in the config the object is define as Furniture_base_F should i change it to something else?
  9. Idomass

    p3d problems

    100.000 is too low? im using blender and when i export the model it shows me mass option should i put it 100 like the cube?
  10. Idomass

    p3d problems

    when i click non convexities it select some things i saved it and launch and it still doesnt works i now trying something less complex ---------- Post added at 01:47 PM ---------- Previous post was at 01:45 PM ---------- i create a cube and i cant move throght it! but when i shot the cube it start to shake should i remove the fire geometry?
  11. Idomass

    p3d problems

    doesn't work....
  12. Idomass

    p3d problems

    this is the photo http://www.mediafire.com/view/zk8z9gs8df39w51/bit.jpg cant you move the post to editing section?
  13. Idomass

    p3d problems

    i dont sure that is the problem this is my geometry setting: when i click geomtry all the object is selected and there are 48 components and the mass is on 2.000 what is the problem? (there is no gray squares that i saw in videos)
  14. I got some problems with weapons change of a tank weapons & magazines I want to the custom mag replace with my custom mag (I'm pretty sure that the problem is in tank config) my mag config class CfgPatches { class hatzav { units[] = {"hatzav_ammo","hatzav"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; Author[] = {"Ido"}; }; }; class cfgammo { /*extern*/ class shellbase; class hatzav: ShellBase { displayName = "Hatzav Shell"; explosive = 0.8; hit = 700; indirectHit = 12; indirectHitRange = 0.400000; typicalSpeed = 2000; cost = 700; airFriction = -0.000040; CraterEffects = "ExploAmmoCrater"; explosionEffects = "ExploAmmoExplosion"; caliber = 30; timeToLive = 15; whistleOnFire = 1; whistleDist = 14; model = "\A3\Weapons_f\Data\bullettracer\shell_tracer_white"; tracerScale = 3; tracerStartTime = 0.100000; tracerEndTime = 3.000000; muzzleEffect = ""; class HitEffects { hitMetal = "ImpactMetalSabotBig"; hitMetalPlate = "ImpactMetalSabotBig"; hitBuilding = "ImpactConcreteSabot"; hitConcrete = "ImpactConcreteSabot"; hitGroundSoft = "ImpactEffectsGroundSabot"; hitGroundHard = "ImpactEffectsGroundSabot"; default_mat = "ImpactEffectsGroundSabot"; }; allowAgainstInfantry = 0; class CamShakeExplode { power = "(180^0.5)"; duration = "((round (180^0.5))*0.2 max 0.2)"; frequency = 20; distance = "((180^0.5)*3)"; }; class CamShakeHit { power = 180; duration = "((round (180^0.25))*0.2 max 0.2)"; frequency = 20; distance = 1; }; class CamShakeFire { power = "(120^0.25)"; duration = "((round (120^0.5))*0.2 max 0.2)"; frequency = 20; distance = "((120^0.5)*8)"; }; class CamShakePlayerFire { power = 0.020000; duration = 0.100000; frequency = 20; distance = 1; }; }; }; class CfgMagazines { /*extern*/ class VehicleMagazine; class hatzav_ammo: VehicleMagazine { scope = 2; displayName = "Hatzav Shell"; displayNameShort = "Hatzav Shell"; ammo = "hatzav"; count = 32; initSpeed = 2000; maxLeadSpeed = 300; tracersEvery = 0; nameSound = "cannon"; }; }; }; my tank config (the tank with the problem is Merkava) class CfgPatches { class merkava { units[] = {"namer","shirion_crew","merkava"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Armor_F"}; Author[] = {"Ido"}; }; }; class CfgVehicleClasses { class shirion { displayName = "Shirion"; }; }; class cfgvehicles { /*extern*/ class B_Soldier_base_F; /*extern*/ class B_APC_Tracked_01_rcws_F; /*extern*/ class B_MBT_01_CANNON_F; class shirion_crew: B_Soldier_base_F { author = "Ido"; faction = "IDF"; scope = 2; _generalMacro = "shirion_crew"; displayName = "Shirion crew"; nakedUniform = "U_BasicBody"; model = "\A3\Characters_F_Beta\INDEP\ia_soldier_01.p3d"; vehicleClass = Shirion; uniformClass = "shirion_uniform"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\armor\shirion_uniform\data\shirion_co.paa"}; weapons[] = {"RH_m4a1_ris", "hgun_P07_F", "Throw", "Put", "Binocular"}; respawnWeapons[] = {"RH_m4a1_ris", "hgun_P07_F", "Throw", "Put", "Binocular"}; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", }; respawnMagazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", }; linkedItems[] = {"H_HelmetCrew_I", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; respawnLinkedItems[] = {"H_HelmetCrew_I", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; }; class namer: B_APC_Tracked_01_rcws_F { _generalMacro = "namer"; author = "ido"; scope = 2; faction = "IDF"; displayName = "Namer"; vehicleClass = "shirion"; crew = "shirion_crew"; hiddenselections[] = {"camo1", "camo2", "camo3", "insignia"}; hiddenSelectionsTextures[] = {"A3\Armor_F_Beta\APC_Tracked_01\Data\apc_tracked_01_body_crv_co.paa", "\armor\armor\data\namer_body.paa"}; }; class merkava: B_MBT_01_CANNON_F { _generalMacro = "merkava"; author = "ido"; crew = "shirion_crew"; scope = 2; faction = "IDF"; armor = 900; maxSpeed = 70; weapons[] = {"Merkava_cannon", "LMG_M200"}; magazines[] = {"hatzav_ammo", "16Rnd_120mm_HE_shells_Tracer_Red", "2000Rnd_65x39_belt", "2000Rnd_65x39_belt"}; discreteDistance = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200, 2300, 2400 , 3000; displayName = "Merkava Siman IV"; vehicleClass = "shirion"; camouflage = 5; hiddenSelections[] = {"Camo1","camo2"}; hiddenSelectionsTextures[] = {"\armor\armor\data\mbt_01_mk.paa", "\armor\armor\data\mbt_01_tow_mk.paa"}; }; }; }; cannon config class CfgPatches { class merkava_cannon { units[] = {"merkava_cannon"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; Author[] = {"Ido"}; }; }; class cfgWeapons { /*extern*/ class cannon_120mm; class merkava_cannon : cannon_120mm { scope = 1; displayName = Merkava Cannon; magazines[] = {hatzav_ammo,32Rnd_120mm_APFSDS_shells, 32Rnd_120mm_APFSDS_shells_Tracer_Red, 32Rnd_120mm_APFSDS_shells_Tracer_Green, 32Rnd_120mm_APFSDS_shells_Tracer_Yellow, 30Rnd_120mm_APFSDS_shells, 30Rnd_120mm_APFSDS_shells_Tracer_Red, 30Rnd_120mm_APFSDS_shells_Tracer_Green, 30Rnd_120mm_APFSDS_shells_Tracer_Yellow, 30Rnd_120mm_HE_shells, 30Rnd_120mm_HE_shells_Tracer_Red, 30Rnd_120mm_HE_shells_Tracer_Green, 30Rnd_120mm_HE_shells_Tracer_Yellow, 16Rnd_120mm_HE_shells, 16Rnd_120mm_HE_shells_Tracer_Red, 16Rnd_120mm_HE_shells_Tracer_Green, 16Rnd_120mm_HE_shells_Tracer_Yellow}; reloadTime = 4; magazineReloadTime = 4; }; }; };
  15. Idomass

    Middle East Conflict mod

    looks amazing!!!! i'm creating an IDF extension mod and it going to be amazing to fight against them
  16. Idomass

    config : some inpot after EndOfFile

    The issue is resolved i should put [] in the hiddenSelections (hiddenSelections[]) and i should do it with the hiddenSelectionsTextures too
  17. Im trying to make a merkava mod but i got som unknown problems with my config class CfgPatches { class merkava { units[] = {"MBT_01_base_F","Tank_F","merkava_f","merkava"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Armor_F"}; Author[] = {"Ido"}; }; }; class CfgVehicleClasses { class shirion { displayName = "Shirion"; }; }; class cfgvehicles { /*extern*/ class B_MBT_01_cannon_F; class merkava: B_MBT_01_cannon_F { _generalMacro = "merkava"; author = "ido"; scope = 2; faction = "IDF"; displayName = "Merkava MK4"; vehicleClass = "shirion"; crew = "shirion_crew"; hiddenSelectionsTextures = {"armor\data\mbt_01_mk.paa", "A3\armor_f_gamma\MBT_01\Data\MBT_01_tow_CO.paa"}; hiddenSelections = {"camo1", "camo2", "insignia"}; }; }; can anyone help notice: when i removing hiddenSelections there is no problem with the config but the tank is invisible
  18. Idomass

    config : some inpot after EndOfFile

    The topic did not help me i have no problem with the rename but i got problems with the hiddenSelections When I put it in th file the messege ("config : some inpot after EndOfFile") appears
  19. if you want the heli to land use this : heli1 land "LAND"
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