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Eddie
Posted on: Feb 21 2010, 00:42


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Im trying to add a little flame to my mirage's engines. I have the hidden selection working propperly.

What i am trying to get right now is the engine eventhandler.

im trying to use:

engine = [_this select 0] setobjecttexture [4,"PRACS_Mirage3\tex\flame.paa"]


the effect this is supposed to have is while the engine is on the flame appears then when the engine turs off it disapears.

can anyone tell me what im doing wrong? i suck at scripting. or does anyone have a better idea to achieve this.
  Forum: Addons - Works in Progress · Post Preview: #69312 · Replies: 1 · Views: 3,270

Eddie
Posted on: Sep 20 2009, 22:04


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In arma 1 i used these 2 sqs (i know i need to convert them to sqf someday) to spawn extra hardware from a salvage truck in the mission.

CODE
_unit = _this select 0
_type = typeof _unit
_n = 0

?(_type == "truck5treammo"): Goto "actionadd"

#actionadd
action1 = _unit addaction ["Deploy A-10","scripts\deploy.sqs","UAZ"]
action2 = _unit addaction ["Deploy AH1Z","scripts\deploy.sqs","AH1Z"]
action3 = _unit addaction ["Deploy AV8B Bomber","scripts\deploy.sqs","AV8B2"]
action4 = _unit addaction ["Deploy AV8B LGB","scripts\deploy.sqs","AV8B"]
action5 = _unit addaction ["Deploy F-35 Lightning","scripts\deploy.sqs","F35B"]
action6 = _unit addaction ["Deploy MV-22","scripts\deploy.sqs","MV22"]
action7 = _unit addaction ["Deploy UH-1Y","scripts\deploy.sqs","UH1Y"]
action8 = _unit addaction ["Deploy C-130J","scripts\deploy.sqs","C130J"]
exit



CODE
_veh = _this select 3


?(_veh == "A10") : goto "A10"
?(_veh == "AH1Z") : goto "AH1Z"
?(_veh == "AV8B2") : goto "AV8B2"
?(_veh == "AV8B") : goto "AV8B"
?(_veh == "F35B") : goto "F35B"
?(_veh == "MV22") : goto "MV22"
?(_veh == "UH1Y") : goto "UH1Y"
?(_veh == "C130J") : goto "C130J"


Exit


#A10
_unit = player
_unitpos = getpos _unit
_uX = _unitpos select 0
_uY = _unitpos select 1
_uZ = _unitpos select 2
_hmg = "A10" createvehicle [_uX+1,_uY+1,_uZ]
_hmg addEventHandler ["killed",{_this exec "scripts\killed.sqs"}]
exit

#AH1Z
_unit = player
_unitpos = getpos _unit
_uX = _unitpos select 0
_uY = _unitpos select 1
_uZ = _unitpos select 2
_hmg = "AH1Z" createvehicle [_uX+1,_uY+1,_uZ]
_hmg addEventHandler ["killed",{_this exec "scripts\killed.sqs"}]
exit

#AV8B2
_unit = player
_unitpos = getpos _unit
_uX = _unitpos select 0
_uY = _unitpos select 1
_uZ = _unitpos select 2
_hmg = "AV8B2" createvehicle [_uX+1,_uY+1,_uZ]
_hmg addEventHandler ["killed",{_this exec "scripts\killed.sqs"}]
exit

#AV8B
_unit = player
_unitpos = getpos _unit
_uX = _unitpos select 0
_uY = _unitpos select 1
_uZ = _unitpos select 2
_hmg = "AV8B" createvehicle [_uX+1,_uY+1,_uZ]
_hmg addEventHandler ["killed",{_this exec "scripts\killed.sqs"}]
exit

#F35B
_unit = player
_unitpos = getpos _unit
_uX = _unitpos select 0
_uY = _unitpos select 1
_uZ = _unitpos select 2
_hmg = "F35B" createvehicle [_uX+1,_uY+1,_uZ]
_hmg addEventHandler ["killed",{_this exec "scripts\killed.sqs"}]
exit

#MV22
_unit = player
_unitpos = getpos _unit
_uX = _unitpos select 0
_uY = _unitpos select 1
_uZ = _unitpos select 2
_hmg = "MV22" createvehicle [_uX+1,_uY+1,_uZ]
_hmg addEventHandler ["killed",{_this exec "scripts\killed.sqs"}]
exit

#UH1Y
_unit = player
_unitpos = getpos _unit
_uX = _unitpos select 0
_uY = _unitpos select 1
_uZ = _unitpos select 2
_hmg = "UH1Y" createvehicle [_uX+1,_uY+1,_uZ]
_hmg addEventHandler ["killed",{_this exec "scripts\killed.sqs"}]
exit

#C130J
_unit = player
_unitpos = getpos _unit
_uX = _unitpos select 0
_uY = _unitpos select 1
_uZ = _unitpos select 2
_hmg = "C130J" createvehicle [_uX+1,_uY+1,_uZ]
_hmg addEventHandler ["killed",{_this exec "scripts\killed.sqs"}]



The problem im having is in arma1 the script worked to spawn the item a few meters away from the TRUCK the script was attached too.

In arma2 it drops the vehicle straight on the PLAYER....


Now to solve this i would like to adjust the script so it spawns the the vehicles at a H named DEPLOY_1.

Can anyone please help me? Im not sure exactly how to write it.
  Forum: Mission Editing & Scripting · Post Preview: #66192 · Replies: 0 · Views: 4,840

Eddie
Posted on: May 17 2009, 14:14


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QUOTE(vilas @ May 16 2009, 13:14) *
BIS APCs?
i don't care that BIS APC is too strong, P85 aims in more realism, than overpowered BIS M113 and BMP2
how many 30mm series you need to kill M113? have you tested it?
it is easier to destroy T72 than M113 and BMP2, nonsense
i don't care also that other mods have so strong APCs, real APC like M113 is easy to destroy by 12.7 mm weapons
of course infantry should not fire to it, maybe i will change "damageresistant", but i think it is AI bug like many bugs of Arma




I would not worry about it Vilas, In the US Army i have spent plenty of time inside a M113..... and the enemy definately still shoots at it with small arms.....think of it as even more realism.
  Forum: Addons - Released · Post Preview: #61804 · Replies: 282 · Views: 359,494

Eddie
Posted on: Nov 2 2008, 16:38


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its the dialog for support that needs to be edited.
  Forum: Mission Editing & Scripting · Post Preview: #53336 · Replies: 1 · Views: 1,944

Eddie
Posted on: Oct 25 2008, 02:09


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Calm Terror,

If you are interested in collaberating Poject RACS wanted to do the SLA side to offset all the stuff we added fo the RSAF. We have a converted MiG21 form FDF with permissions from Kegetys as well as MiG23 with textures all done by EddyD. if you are intersted in working together drop me a line

Eddie
Project RACS
  Forum: Addons - Work in progress · Post Preview: #52974 · Replies: 27 · Views: 18,129

Eddie
Posted on: Sep 2 2008, 04:37


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gee thanks for the support..............




Etendards will be available soon ans well as the M113 pack.....


check back for updates....


Eddie
  Forum: Addons - Released · Post Preview: #50329 · Replies: 9 · Views: 7,217

Eddie
Posted on: Aug 31 2008, 22:27


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QUOTE(Eddie @ Aug 28 2008, 21:47) *
hey mods nuke.gif do you plan to host the F-16 or are they not good enough for you??? drunk.gif




thanks for not hosting my F-16...... you guys are just friggin awesome

f*ckoff.gif
  Forum: Addons - Released · Post Preview: #50272 · Replies: 9 · Views: 7,217

Eddie
Posted on: Aug 30 2008, 22:14


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QUOTE(OverCharger @ Aug 14 2008, 22:05) *
Hi, there are a lot of cool stuff already for Arma, but most of them packed inside Mods.
I want to request only one thing, please make standalone versions of addons, specially vehicles and aircrafts.
Is this possible?

You´ll keep all the credit and make a communitty happier....

Thanks.



Alot of us work very hard to bring you FREE addons. Some times its easier for config and model making purpose to combine a few addons into one PBO. Combining special features in one PBO actually reduces the amount of FREE CONTENT you have to download.

  Forum: Addons - Work in progress · Post Preview: #50216 · Replies: 388 · Views: 353,286

Eddie
Posted on: Aug 30 2008, 22:08


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QUOTE(UKGBlazero @ Aug 21 2008, 20:15) *
rofl.gif leet Speak rofl.gif not to me but if admins think it is so what any way the UH1 is not a Blackhawk & the what the hell is a EFS2000 i ask for a EF2000 Eurofighter Typhoon
any way back to what id like to see as a addon the EF2000 Eurofighter Typhoon



the Spanish FFAA mod has the Typhoon in it......

  Forum: Addons - Work in progress · Post Preview: #50215 · Replies: 388 · Views: 353,286

Eddie
Posted on: Aug 28 2008, 21:47


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hey mods nuke.gif do you plan to host the F-16 or are they not good enough for you??? drunk.gif
  Forum: Addons - Released · Post Preview: #50095 · Replies: 9 · Views: 7,217

Eddie
Posted on: Aug 27 2008, 00:14


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keep checking back... i think we have some other arcraft that will satisfy your needs
  Forum: Addons - Released · Post Preview: #49948 · Replies: 9 · Views: 7,217

Eddie
Posted on: Aug 26 2008, 21:30


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I am using this script as an afterburner for our MiG23.....

The loss of fuel is woking but the velpcity change of the aircraft is not working....

can anyone help?




CODE
_plane = _this

~1
_plane setobjecttexture[1, "\PRACS_MiG23\tex\flame.paa"]

_endtime =time + 22

#Loop
_factor =1.001
?(speed _plane > 400) : _factor = _factor * 1.001
?(speed _plane > 700) : _factor = _factor * 1.001
?(speed _plane > 1000) : _factor = _factor * 0.999
?(speed _plane > 1200) : _factor = _factor * 0.999
?(speed _plane > 1600) : _factor = 1

_vel = velocity _plane
_plane setvelocity[(velocity _this select 0) - ((vectordir _this) select 0)*30*(1/(speed _this + 1)),(velocity _this select 1) - ((vectordir _this) select 1)*30*(1/(speed _this + 1)),(velocity _this select 2) - ((vectordir _this) select 2)*30*(1/(speed _this + 1))]
~.1
_plane setfuel (fuel _plane -.0005)
?(time < _endtime) : goto "Loop"

_plane setobjecttexture[1, ""]

#Exit
exit
  Forum: Addons - Work in progress · Post Preview: #49941 · Replies: 0 · Views: 2,739

Eddie
Posted on: Aug 26 2008, 20:39


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project RACS is working on a MiG23......

we are having an issue with the swing wings.....




No entry 'bin\config.bin/CfgVehicles/All/AnimationSources.leftwing'.


yet i have the source defined????


CODE
};
class leftwing
{
source="user";
type ="rotation";
animPeriod =4;
selection ="leftwing";
axis ="axisleftwing";
minValue = 0;
maxValue = 1;
angle0 =0;
angle1 =-1;
};




any ideas gents?


  Forum: Addons - Work in progress · Post Preview: #49936 · Replies: 0 · Views: 1,601

Eddie
Posted on: Aug 23 2008, 04:09


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well they posted our Mirage but missed the F-16s....

so here is a link ot the release post......

http://www.flashpoint1985.com/cgi-bin/ikon...ST;f=70;t=74954
  Forum: Addons - Released · Post Preview: #49710 · Replies: 9 · Views: 7,217

Eddie
Posted on: Aug 6 2008, 22:53


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http://pastebin.com/m8ae6b9a
  Forum: Addons - Work in progress · Post Preview: #48135 · Replies: 13 · Views: 8,571

Eddie
Posted on: Aug 6 2008, 19:22


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well unfortunately unless we get some help on thsi soon this project may never see the light of day...... everyone wants to beg for our stuff but nobody wants to help.....

thanks to the rest of the community thats helped over the months.....
  Forum: Addons - Work in progress · Post Preview: #48068 · Replies: 13 · Views: 8,571

Eddie
Posted on: Aug 2 2008, 20:13


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QUOTE(D@V£ @ Aug 2 2008, 19:47) *
I take it you've got the animations defined in the config, right?
If you're going to binarize it you'll need to move everything from cfgskeletons and cfgmodels to a model.cfg file, which will be applied to the models upon binarization.




no thats the funny part.... we use a model.cfg for all our addons
  Forum: Addons - Work in progress · Post Preview: #47758 · Replies: 13 · Views: 8,571

Eddie
Posted on: Aug 2 2008, 18:11


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Project RACS is looking for someone to help us out. We have some stuff ready to release unfortunately we need help binarizing it. When I try i get a bunch of errors like the landing gear no longer working or a CTD.

If you would like to help out please PM me.

Thanks
Eddie
Project RACS MOD team leader







  Forum: Addons - Work in progress · Post Preview: #47745 · Replies: 13 · Views: 8,571

Eddie
Posted on: Jul 24 2008, 05:12


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QUOTE(D@V£ @ Jul 23 2008, 12:11) *
Close, it's done with setpos.

Use this code in your object init field:
CODE
This setpos [getpos this select 0,getpos this select 1,-12]

Which will set it 12 meters beneath the ground.

If you're placing docks in particular, you can use setposASL instead, which will use the height above sea level for the last value, in this case if you use 0, it'll appear directly on sealevel.



That works great to move it up and down, how to make it level with the sea water instead of the beach?



^^^^^^^^Edit^^^^^^^^^^^^^^^^^^
I used the setPosASL command and it worked perfectly

thanks
  Forum: Mission Editing & Scripting · Post Preview: #46963 · Replies: 2 · Views: 2,512

Eddie
Posted on: Jul 23 2008, 03:14


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i want to place a dock on the coast of sahrani. the issue is its half under water and the other end it 12 feet in the air.... how does one place this "level" ? is this done with the setobjectheight? if so how is it written

Thanks
Eddie
Project RACS
  Forum: Mission Editing & Scripting · Post Preview: #46893 · Replies: 2 · Views: 2,512

Eddie
Posted on: Jul 19 2008, 14:54


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I am trying to script a chemical weapons effect ad an ammo type for a howitzer int he upcoming Project RACS addons.

What we have are GP, HE, and Frag shells. I want to add a chemical shell with the effects similar to that of the script in Evolution support console. But i want it as an ammo type. So how would one write a smoke shell to start with? then turn it into a killer fog?

Below is my ammo config. If somone has a solution and needs the addon for testing Please PM me and i will send you the beta
CODE
class CfgAmmo
{

class ShellCore; // External class reference
class ShellBase : ShellCore {};


class PLQ86_155mm_Frag : ShellBase
{
hit = 120;
indirectHit = 125;
indirectHitRange = 85;
typicalspeed = 290;
thrustTime = 0.5;
thrust = 150
explosive = 0.8;
cost = 300;
model = "\ca\Weapons\shell";
};


class PLQ86_155mm_GP : ShellBase
{
hit = 2850;
indirectHit = 10;
indirectHitRange = 10;
typicalspeed = 400;
explosive = 0.8;
cost = 300;
model = "\ca\Weapons\shell"
};
class PLQ86_155mm_HE : ShellBase
{
hit = 850;
indirectHit = 20;
indirectHitRange = 20;
typicalspeed = 400;
explosive = 0.8;
cost = 300;
model = "\ca\Weapons\shell"
};
};
  Forum: Addons - Work in progress · Post Preview: #46514 · Replies: 0 · Views: 1,585

Eddie
Posted on: Jul 15 2008, 05:08


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Does anybody know the name of or the classname of the wall below?

  Forum: Mission Editing & Scripting · Post Preview: #46079 · Replies: 3 · Views: 3,158

Eddie
Posted on: Jul 13 2008, 22:04


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could sombdy adapt this into a artillery shell ammo that dissipates over time for my project?
  Forum: Mission Editing & Scripting · Post Preview: #45977 · Replies: 12 · Views: 6,655

Eddie
Posted on: Jul 12 2008, 19:49


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again.... does anybody have anything in writing.....
  Forum: Addons - Work in progress · Post Preview: #45884 · Replies: 10 · Views: 6,227

Eddie
Posted on: Jul 12 2008, 03:58


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google Brsseb tutorials.... that should help
  Forum: Addons - Work in progress · Post Preview: #45804 · Replies: 4 · Views: 3,745

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