Posted on: Feb 21 2010, 00:42 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Sep 20 2009, 22:04 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: May 17 2009, 14:14 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Nov 2 2008, 16:38 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
its the dialog for support that needs to be edited. |
Forum: Mission Editing & Scripting · Post Preview: #53336 · Replies: 1 · Views: 1,944 |
Posted on: Oct 25 2008, 02:09 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Sep 2 2008, 04:37 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Aug 31 2008, 22:27 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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Forum: Addons - Released · Post Preview: #50272 · Replies: 9 · Views: 7,217 |
Posted on: Aug 30 2008, 22:14 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Aug 30 2008, 22:08 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
leet Speak 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 |
Posted on: Aug 28 2008, 21:47 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
hey mods do you plan to host the F-16 or are they not good enough for you??? |
Forum: Addons - Released · Post Preview: #50095 · Replies: 9 · Views: 7,217 |
Posted on: Aug 27 2008, 00:14 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Aug 26 2008, 21:30 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Aug 26 2008, 20:39 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Aug 23 2008, 04:09 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Aug 6 2008, 22:53 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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Forum: Addons - Work in progress · Post Preview: #48135 · Replies: 13 · Views: 8,571 |
Posted on: Aug 6 2008, 19:22 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Aug 2 2008, 20:13 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Aug 2 2008, 18:11 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Jul 24 2008, 05:12 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Jul 23 2008, 03:14 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Jul 19 2008, 14:54 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Jul 15 2008, 05:08 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Jul 13 2008, 22:04 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 |
Posted on: Jul 12 2008, 19:49 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
again.... does anybody have anything in writing..... |
Forum: Addons - Work in progress · Post Preview: #45884 · Replies: 10 · Views: 6,227 |
Posted on: Jul 12 2008, 03:58 | |
Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
google Brsseb tutorials.... that should help |
Forum: Addons - Work in progress · Post Preview: #45804 · Replies: 4 · Views: 3,745 |
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