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CARRICK_IRISH

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Posts posted by CARRICK_IRISH


  1. Hey guys,

    maybe you can give me a hint. After cba remanaged the userconfig thing there is no more way to change the interaction key for digging out IEDs etc. Is there any way to change it without the ingame settings or is there a standard key i'm overlooking all the time?

    regards,

    ian

    edit: yeah, i know its gonna be fixed :-) but do you know any workarounds right now?


  2. Hey,

    first of all: thank you for sharing this great mod :) its working fine and i rly like the ambience it grants.

    only one thing about synergy with BTC Revive:

    - When I get revived after being unconscious (technically: dead and respawn in dead animation) the mod is giving me a new radio from the opposite faction and changes all my frequency presets.

    Maybe there is any good point about it and im still missing it but i thought it could be a good idea to share it :)

    best regards,

    ian


  3. I'm using the standard model.cfg as well

    class CfgSkeletons
    {
    class Default
    {
    	isDiscrete = 1;
    	skeletonInherit = "";
    	skeletonBones[] = {};
    };
    class OFP2_ManSkeleton
    {
    	isDiscrete = 0;
    	skeletonInherit = "";
    	skeletonBones[] =
    	{
    		"Pelvis","",
    		"Spine","Pelvis",
    		"Spine1","Spine",
    		"Spine2","Spine1",
    		"Spine3","Spine2",
    		"Camera","Pelvis",
    		"weapon","Spine1",
    		"launcher","Spine1",
    	//Head skeleton in hierarchy
    		"neck","Spine3",
    		"neck1","neck",
    		"head","neck1",
    	//New facial features
    		"Face_Hub","head",
    			"Face_Jawbone","Face_Hub",
    				"Face_Jowl","Face_Jawbone",
    				"Face_chopRight","Face_Jawbone",
    				"Face_chopLeft","Face_Jawbone",
    				"Face_LipLowerMiddle","Face_Jawbone",
    				"Face_LipLowerLeft","Face_Jawbone",
    				"Face_LipLowerRight","Face_Jawbone",
    				"Face_Chin","Face_Jawbone",
    				"Face_Tongue","Face_Jawbone",
    			"Face_CornerRight","Face_Hub",
    				"Face_CheekSideRight","Face_CornerRight",
    			"Face_CornerLeft","Face_Hub",
    				"Face_CheekSideLeft","Face_CornerLeft",
    			"Face_CheekFrontRight","Face_Hub",
    			"Face_CheekFrontLeft","Face_Hub",
    			"Face_CheekUpperRight","Face_Hub",
    			"Face_CheekUpperLeft","Face_Hub",
    			"Face_LipUpperMiddle","Face_Hub",
    			"Face_LipUpperRight","Face_Hub",
    			"Face_LipUpperLeft","Face_Hub",
    			"Face_NostrilRight","Face_Hub",
    			"Face_NostrilLeft","Face_Hub",
    			"Face_Forehead","Face_Hub",
    				"Face_BrowFrontRight","Face_Forehead",
    				"Face_BrowFrontLeft","Face_Forehead",
    				"Face_BrowMiddle","Face_Forehead",
    				"Face_BrowSideRight","Face_Forehead",
    				"Face_BrowSideLeft","Face_Forehead",
    			"Face_Eyelids","Face_Hub",
    			"Face_EyelidUpperRight","Face_Hub",
    			"Face_EyelidUpperLeft","Face_Hub",
    			"Face_EyelidLowerRight","Face_Hub",
    			"Face_EyelidLowerLeft","Face_Hub",
    			"EyeLeft","Face_Hub",
    			"EyeRight","Face_Hub",			
    	//Left upper side
    		"LeftShoulder","Spine3",
    		"LeftArm","LeftShoulder",
    		"LeftArmRoll","LeftArm",
    		"LeftForeArm","LeftArmRoll",
    		"LeftForeArmRoll","LeftForeArm",
    		"LeftHand","LeftForeArmRoll",
    		"LeftHandRing","LeftHand",
    		"LeftHandRing1","LeftHandRing",
    		"LeftHandRing2","LeftHandRing1",
    		"LeftHandRing3","LeftHandRing2",
    		"LeftHandPinky1","LeftHandRing",
    		"LeftHandPinky2","LeftHandPinky1",
    		"LeftHandPinky3","LeftHandPinky2",
    		"LeftHandMiddle1","LeftHand",
    		"LeftHandMiddle2","LeftHandMiddle1",
    		"LeftHandMiddle3","LeftHandMiddle2",
    		"LeftHandIndex1","LeftHand",
    		"LeftHandIndex2","LeftHandIndex1",
    		"LeftHandIndex3","LeftHandIndex2",
    		"LeftHandThumb1","LeftHand",
    		"LeftHandThumb2","LeftHandThumb1",
    		"LeftHandThumb3","LeftHandThumb2",
    	//Right upper side
    		"RightShoulder","Spine3",
    		"RightArm","RightShoulder",
    		"RightArmRoll","RightArm",
    		"RightForeArm","RightArmRoll",
    		"RightForeArmRoll","RightForeArm",
    		"RightHand","RightForeArmRoll",
    		"RightHandRing","RightHand",
    		"RightHandRing1","RightHandRing",
    		"RightHandRing2","RightHandRing1",
    		"RightHandRing3","RightHandRing2",
    		"RightHandPinky1","RightHandRing",
    		"RightHandPinky2","RightHandPinky1",
    		"RightHandPinky3","RightHandPinky2",
    		"RightHandMiddle1","RightHand",
    		"RightHandMiddle2","RightHandMiddle1",
    		"RightHandMiddle3","RightHandMiddle2",
    		"RightHandIndex1","RightHand",
    		"RightHandIndex2","RightHandIndex1",
    		"RightHandIndex3","RightHandIndex2",
    		"RightHandThumb1","RightHand",
    		"RightHandThumb2","RightHandThumb1",
    		"RightHandThumb3","RightHandThumb2",
    	//Left lower side
    		"LeftUpLeg","Pelvis",
    		"LeftUpLegRoll","LeftUpLeg",
    		"LeftLeg","LeftUpLegRoll",
    		"LeftLegRoll","LeftLeg",
    		"LeftFoot","LeftLegRoll",
    		"LeftToeBase","LeftFoot",
    	//Right lower side
    		"RightUpLeg","Pelvis",
    		"RightUpLegRoll","RightUpLeg",
    		"RightLeg","RightUpLegRoll",
    		"RightLegRoll","RightLeg",
    		"RightFoot","RightLegRoll",
    		"RightToeBase","RightFoot"
    	};
    	// location of pivot points (local axes) for hierarchical animation
    	pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
     	};
    };
    
    class CfgModels
    {
    class Default
    {
    	sectionsInherit="";
    	sections[] = {};
    	skeletonName = "";
    };
    class ArmaMan : Default
    {
    	htMin = 60;          // Minimum half-cooling time (in seconds)
    	htMax = 1800;        // Maximum half-cooling time (in seconds)
    	afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
    	mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
    	mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
    	tBody = 37;  // Metabolism temperature of the model (in celsius)
    
    	sections[] =
    	{
    		"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
    		"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
    	};
    	skeletonName = "OFP2_ManSkeleton";
    };
    };
    
    class Helm01 : ArmaMan {};
    
    };

    The helmet is already ingame and i can use it. only the model and texture is missing right now.

    Edit: i tried to copy the steps from http://forums.bistudio.com/showthread.php?147988-Helmet-Addons


  4. Hey,

    i got a little problem including a p3d model for a new helmet via mod. Am i missing something obvious?

    class HeadgearItem;
    class ItemCore;
    class Helm01: ItemCore
    {
    	picture="\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
    	class ItemInfo: HeadgearItem
    	{
    		passThrough=0.80000001;
    		armor="3*0.3";
    		mass=100;
    		allowedSlots[]={901,605};
    		modelSides[]={3,1};
    		hiddenSelections[]=
    		{
    			"camo"
    		};
    		uniformModel="\Testmod\Helm01";
    	};
    	displayName="Test helmet";
    	hiddenSelections[]=
    	{
    		"camo"
    	};
    	hiddenSelectionsTextures[]=
    	{
    		"\Testmod\Helmet.paa"
    	};
    	model="\Testmod\Helm01";
    	weaponPoolAvailable=1;
    	Scope=2;
    };

    Regards,

    ian


  5. Hi,

    I want to create a mission where the goal is to find massive destrcuction weapons. However I didnt find bombs, or whatever similar, neither in the objects, nor military objects at the editor.... to show this weapons, I mean.

    I there any other way to show something similar?... Object/Weapon.

    Thanks in advance.

    What about an ammobox or container? So the bomb is still in its package.

    regards,

    ian


  6. Hey sxp2high,

    thanks alot for your impression and idea about the function. i tried to add it to my code and modified it your ways.

    the animation is playing in MP without any problem. still in MP it is not working. The addPublicVariableEventHandler seems to be inactive all the time. I added a check-hint "MP" to the event which is not shown, too.

    fn_unitSurrender = {
    
       private ["_unit"];
    
       _unit = _this select 0;
    
       if (local _unit) then {
           _unit SetUnitPos "UP";
           _unit playActionNow "Surrender";
           _unit disableAI "MOVE";
       };
    
    };  
    
    "unit_surrender" addPublicVariableEventHandler {
    
       _unit = _this select 1;
    hint "MP";
       [_unit] call fn_unitSurrender;
    
    };  
    
    _target = _this select 3; // the target ai forced to surrender
    [_target] call fn_unitSurrender; // Call locally so it works in SP aswell
    unit_surrender = _target; publicVariable "unit_surrender"; // Broadcast

    i guess i've done somethg wrong with the merge of your code to my variables?

    greets,

    ian


  7. I used the playActionNow function from the bi wiki and it worked. but on mp server the animation is not playing.

    _target = _this select 3; // the target ai forced to surrender
    _target SetUnitPos "UP";
    _target playActionNow "Surrender";
    _target disableAI "MOVE";

    @ Ranwer:

    thank you for your answer, but playMoveNow is not working with my script in any mode *sigh*

    i feel like looking for a needle in a haystack right now with all these animation functions :(

    i thought there could be any problem with _this on the mp server.

    greets,

    ian

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