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DerBiwi

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Posts posted by DerBiwi


  1. Here is a part of my Model.cfg, which contains the animation for the windowed Magazine:

     // FIRE BULLET HIDE ANIM START
     		  	class bullet001
       			{
       				type="hide";
       				source="revolving";
       				sourceAddress="mirror";
       				selection="bullet001";
       				minValue=-1.0;
       				maxValue=0.0;
       				hideValue=0.033;
       			};
              class bullet002: bullet001{selection="bullet002";hideValue=0.066;};
             class bullet003:bullet001{selection="bullet003";hideValue=0.099;};
             class bullet004:bullet001{selection="bullet004";hideValue=0.133;};
             class bullet005:bullet001{selection="bullet005";hideValue=0.166;};
             class bullet006:bullet001{selection="bullet006";hideValue=0.199;};
             class bullet007:bullet001{selection="bullet007";hideValue=0.233;};
             class bullet008:bullet001{selection="bullet008";hideValue=0.266;};
             class bullet009:bullet001{selection="bullet009";hideValue=0.299;};
             class bullet010:bullet001{selection="bullet010";hideValue=0.333;};
             class bullet011:bullet001{selection="bullet011";hideValue=0.366;};
             class bullet012:bullet001{selection="bullet012";hideValue=0.399;};
             class bullet013:bullet001{selection="bullet013";hideValue=0.433;};
             class bullet014:bullet001{selection="bullet014";hideValue=0.466;};
             class bullet015:bullet001{selection="bullet015";hideValue=0.499;};
             class bullet016:bullet001{selection="bullet016";hideValue=0.533;};
             class bullet017:bullet001{selection="bullet017";hideValue=0.566;};
             class bullet018:bullet001{selection="bullet018";hideValue=0.599;};
             class bullet019:bullet001{selection="bullet019";hideValue=0.633;};
             class bullet020:bullet001{selection="bullet020";hideValue=0.666;};
    
     		  // FIRE BULLET HIDE ANIM END
     		  // FIRE SPRING HIDE ANIM START
     		    class spring001
       			{
       				type="hide";
       				source="revolving";
       				sourceAddress="mirror";
       				selection="spring001";
       				minValue=0.0;
       				maxValue=1.0;
       				hideValue=0.933;
       			};
       			class spring002:spring001{selection="spring002";hideValue=0.866;};
       			class spring003:spring001{selection="spring003";hideValue=0.800;};
       			class spring004:spring001{selection="spring004";hideValue=0.733;};
       			class spring005:spring001{selection="spring005";hideValue=0.666;};
       			class spring006:spring001{selection="spring006";hideValue=0.600;};
    
     		  // FIRE SPRING HIDE ANIM END
    
    

    I'm working currently on a weapon pack, which use windowed Magazines. When you have questions, ask me ;)


  2. The Addonbuilder said, "Build failed, Result Code = 1", when I want to pack my Project folder!

    2014-07-14 14:58:39,316 [ERROR] 4: AddonBuilder.Tasks.ProcessBuildTask.StartProcess - [standardError]=Include file P:\biw_lrx\attachments\basicdefines_A3.hpp not found.
    Error reading binary file 'P:\biw_lrx\attachments\config.cpp'
    
    2014-07-14 14:58:39,317 [ERROR] 4: AddonBuilder.Tasks.CfgConvertTask.ExecuteImpl - CfgConvert returned error. Canceling... [result]=1
    2014-07-14 14:58:39,317 [DEBUG] 4: AddonBuilder.Tasks.BuildTask`1.Execute - Task end
    2014-07-14 14:58:39,318 [iNFO] 4: AddonBuilder.Builder.Run - Build failed
    2014-07-14 14:58:39,322 [DEBUG] 1: AddonBuilder.MainWindow._worker_RunWorkerCompleted - Build finished. [ResultCode]=1
    2014-07-14 15:01:31,290 [DEBUG] 1: AddonBuilder.MainWindow._worker_RunWorkerCompleted - 
    
    
    2014-07-14 15:01:31,291 [iNFO] 1: AddonBuilder.MainWindow._worker_RunWorkerCompleted - 
    
    
    2014-07-14 15:01:31,293 [iNFO] 1: AddonBuilder.MainWindow._worker_RunWorkerCompleted - Ready
    


  3. BAd to Hear :(

    Where can I create one?

    Maybe I can create a ticket to change this...

    @Devs, fix it please, if you see this post...

    Would be really awesome if you could realize this.

    @SaltatorMortis.

    No, there are no 2 diferent UGLs.

    Its one "barrel" , divided by the cover. If the first grenade is launched, the second GRenade will be transported into the "mainbarrel" from where it will be shooten. If the "magazine is empty, the Grenadier have to put the first grenade into the last part. Then the mechanic push the first grenade into the mainbarrel, then the Soldier can put the second grenade into it.

    I've already workeda bit on project art for an GrenadeLauncher, with the same System, but with an Magazine under it... ;).

    This would be more Aesy, because of one primary muzzle.


  4. Hey Folks, Im currently working on a Weapon with included Grenade Launcher. The GL got a two chamber system (one Grenade in the barrel, the other behind it.)

    Now, I want to realize this Animation:

    The very special thing is, that the animation just have to start, when:

    1. Before shooting, both GRenades are in the "MAgazine".

    2. The Magazine is NOT empty.

    I thought abaout a script solution with eventhandlers and count elements, but I dont know, how to realize this Script and include into the config and/or the Model.cfg, so some help would be very nice :)

    The other thing, I wanted to ask is, whether I only need an .rtm, shown in the video (of course later exported from Matrices) or I need more than this.

    Answers and all help is welcome.

    Greets,

    Biwi


  5. Hey Folks,

    I'm currently experimenting with an Assault Rifle, which got an Flashlight already included into its mainbody.

    So, I'm interested in, how I can activate it (with "L", like an normal Side Accessory).

    This is, what I copied and overtook from the Config of the SCAR with laser of the A2 Samplemodels:

    class FlashLight 
    	{
    		color[] = {0.9, 0.9, 0.7, 0.9};
    		ambient[] = {0.1, 0.1, 0.1, 1.0};
    		position = "flash_dir";
    		direction = "flash";
    		angle = 30;
    		scale[] = {1, 1, 0.5};
    		brightness = 0.1;
    	};

    So, my simple question is: have I to make something special to make it activatable by the player?

    Greets,

    Biwi


  6. Hey guys. For some days, I cannot find out, why I have the same issue than last time again.

    It looked so:

    http://steamcommunity.com/id/DerBiwi/screenshot/38596151986286242

    So I believe, its a binarizing error.

    This is my Animation as .rtm:

    http://www.file-upload.net/download-9226149/BISkeleton_lrx.rar.html

    And my model.cfg:

    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 A3_headgear_example: ArmaMan{};
    class A3_headgear_NVGslot: ArmaMan{};
    class A3_character_example: ArmaMan{};
    class A3_vest_example: ArmaMan{};
    };

    I dont know, What I can do to solve this problem.

    Please help me...


  7. Hey Folks,

    since the new bootcamp update, I wanted to update my Weapons, which arent finished yet :)

    Now, When I want to pack my Addon in AB, I get this message: http://www11.pic-upload.de/05.07.14/2lqegl9txuw.png

    Then, The building is finsihed, it said, the build was successfull, but when I take a look on my Desktop, There is no .pbo file and no error textfile.

    And i Cannot figure out the Error, when I dont get a errorfile.

    Do somebody have a solution for this?

    Greets,

    Biwi


  8. The only thing I know is, that in the ArmA I Sample Models are some type of Palms. But without Textures.

    How long it will durate?! After my own experience (I have not much) its durate so long, until you are happy with it.

    But what you have to do, if you want to make your own Trees:

    -Make the stomp and the mainbody

    -define the leafes (the most complicated part, take a look into the A1 and A2 Sample Models)

    But there are also some other addons, which are for A2, but they will also work with A3MP or AiA.

    However, I hope this information could help you a little bit at your way to become a 3D-Gardener :)

    Regards,

    Biwi


  9. Hey guys.

    I've created a retexture of the stadard BLUFOR-Uniform and Vests, but when I want to start the Mission in Editor, I got this error message:

    http://cloud-4.steampowered.com/ugc/486698653722459280/50CE66E6A018FE8E28BD436083E16115A8F54B1E/

    I've defined the Uniform so:

    	class U_greek_uniform: Uniform_Base
    {
    	scope = 2; /// scope needs to be 2 to have a visible class
    	allowedSlots[] = {BACKPACK_SLOT}; /// where does the uniform fit to when not equipped
    	displayName = "Uniform (Multi-Fleck)"; /// how would the stuff be displayed in inventory and on ground
    	picture = "\A3\characters_f\data\ui\icon_U_BasicBody_CA.paa"; /// this icon fits the uniform surprisingly well
    	model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; /// how does the uniform look when put on ground
           hiddenSelectionsTextures[] = {"biw_units_campaign\data\units\greek_clothing.paa"};
    
    	class ItemInfo: UniformItem
    	{
    		uniformModel = "-";
    		uniformClass = Test_Soldier_base_F; /// what soldier class contains parameters of the uniform (such as model, camouflage, hitpoints and others)
    		containerClass = Supply90; /// what fake vehicle is used to describe size of uniform container, there is quite a lot SupplyXX classes ready
    		mass = 80; /// combined weight and volume
    	};
    };

    And so I included it into the unit:

    class  greek_soldier :greek_base
        {
    
    author = "Biwi";
    scope = 2;
           displayName = "Rifleman";
          uniformClass = "U_greek_uniform"; //the uniform item
     side = 2;
    faction = "biw_secyour_faction";
    vehicleClass = "biw_greek_infantry";
    };

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