Search found 839 matches

by T_Rex
2011-01-31, 04:59:04 PM
Forum: PMC Tactical
Topic: Is Frugalsworld dead?
Replies: 7
Views: 8702

Re: Is Frugalsworld dead?

haha

Yeah, that's what prompted me to switch, too. Well, Delphi was always around, but was rarely pleasant. :)

There's a refugee camp of sorts-
http://frugalsrefugees.yuku.com/directory

If you are interested.
by T_Rex
2011-01-12, 03:21:55 PM
Forum: ArmA 2 Missions
Topic: JTD Wolf3d mission
Replies: 0
Views: 5269

JTD Wolf3d mission

Posting this here and at OFPEC, just to get some feedback before going to BI forums with it. The Setup: Long ago, in what seems like a whole different world, it was 1992. In that year, the DOS-based progenitor of first-person-shooters was released: Wolfenstein 3d. Those of us of a certain age probab...
by T_Rex
2010-11-05, 02:35:16 PM
Forum: ArmA 2 Editing
Topic: Ambient Civilian Traffic module
Replies: 10
Views: 10673

Re: Ambient Civilian Traffic module

Simultaneous release at BI of this.... Here is a dev version. If I get some positive feedback, I'll make this an 'official' version. Download: http://www.mediafire.com/file/u3szfamiw3wrm2n/JTD_ACTON_02dev.7z This DOES NOT include the hpp. It should work with the one from earlier. (Actually, it may e...
by T_Rex
2010-11-05, 02:05:43 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

Hey, as soon as you get ArmA, you'll never turn back! :D Anyway, in a PMC exclusive, here is a dev version of the new mine implementation: http://www.mediafire.com/file/gyw34pz4f3yd753/JTD_Mines_devC_1105.7z It should have all the functionality of the original, plus a bit more. I can post some readm...
by T_Rex
2010-11-04, 12:30:22 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

Actually, I think I have that worked out - a hit or killed EH on the mine that actually detonates it and deletes the trigger, or places some sort of object within the trigger to detonate it. I have a couple other ideas, but that seems the simplest. The new implementation is a bit different - I'll up...
by T_Rex
2010-11-03, 12:45:33 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

Well, some setbacks in trying to increase the functionality of some stuff with the new system. I'm having to revert and start over. I was too unfocused when trying different things, and it just got too messy. I do have a better idea now, so can be more focused.
by T_Rex
2010-10-29, 06:52:39 PM
Forum: ArmA 2 Editing
Topic: BIS models in MLOD format
Replies: 10
Views: 5490

Re: BIS models in MLOD format

Do you regularly google random strings related to Arma? :)
by T_Rex
2010-10-26, 03:10:40 PM
Forum: ArmA 2 General
Topic: ArmA 2 OA v1.54 patch released!
Replies: 1
Views: 4951

Re: ArmA 2 OA v1.54 patch released!

I just got OA, and combined it with A2, which means that I'm running 'Combined Ops' or something. :) I gotta say that I'm really loving it. I'm running it with the latest beta, and my frame rates are better than with stock A2. But more, everything just seems... smoother... and more beautiful overall...
by T_Rex
2010-10-26, 03:06:53 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

hehe Very near an update. :) I *think* it is SP stable, with some additional functionality. There are just a few things I need to continue to test, and I'm a bit nervous about MP functionality, but that is just one of those things that I won't know until I test. I anticipate having a semi-private be...
by T_Rex
2010-09-20, 04:41:22 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

Brief update.

There were some MP issues discovered with the mines, so I'm trying to address those. I don't do much MP, but I want to make sure it does work for those folks. :)

Probably going to end up trashing the current system and moving to almost a purely setVariable system....
by T_Rex
2010-09-07, 12:08:48 PM
Forum: General Editing (tools)
Topic: ImageMagick
Replies: 1
Views: 5581

Re: ImageMagick

Yeah, I looked at making it portable a few years ago. As I recall, there's also another, related product, but I can't remember what it was called. :doh:

It was a very powerful app!
by T_Rex
2010-09-01, 01:14:24 PM
Forum: ArmA 2 Editing
Topic: Script designs; how to do x, and y etc?
Replies: 3
Views: 6056

Re: Script designs; how to do x, and y etc?

hehe You know me too well! Post an interesting problem, and I'll come like a moth to a flame.... :D Couple things. :) 1 - You can add the EH right when you create it. You can handle what to do with it in the script it calls, depending on what happened to trigger the EH. For instance: _helo =(spawned...
by T_Rex
2010-09-01, 12:43:45 PM
Forum: ArmA 2 Editing
Topic: Script designs; how to do x, and y etc?
Replies: 3
Views: 6056

Re: Script designs; how to do x, and y etc?

My first thought was the dammaged or hit EH, but then when I went to check the reference, perhaps what you really want is the engine EH. Triggered when the engine of the unit is turned on/off. Global. Passed array: [vehicle, engineState] * vehicle: Object - Vehicle the event handler is assigned to *...
by T_Rex
2010-08-31, 01:36:04 PM
Forum: ArmA 2 Editing
Topic: Question: shot decals on buildings
Replies: 1
Views: 5456

Question: shot decals on buildings

Hey- What information is there out there about how the decals get placed on buildings when they are shot? I've looked at impactConcrete, and I think there's something to do with bisurf files. But, I know some mods (like SLX) put blood stains on buildings. How does it know where to place the particle...
by T_Rex
2010-08-26, 01:06:42 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

hehe

It isn't THAT bad. :)

I think you'd find it is in the same spirit as the FreeFalcon license, actually. Or at least, my personal vision of it. ;)

http://creativecommons.org/licenses/by-nc-sa/3.0/
by T_Rex
2010-08-26, 12:27:24 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

Ok, main release will be today: http://www.mediafire.com/file/r57yvrhj68jgb52/JTD_Mines_05a.7z I'm going to call this a "public beta." There are still quite a bit of things to get feedback on. Things that need tweaked that I know of: - bounding mines are not always partially buried in the ground (in...
by T_Rex
2010-08-19, 01:55:39 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

Ok, I tried the tripwire function and it seemed to work for me. :) Make sure you "end tripwire"? :) Also, here's the 3rd component - JTD_IEDs. These are purely editor-placed (at this point). http://www.mediafire.com/file/ucdt3ot8lddcck8/JTD_IEDs_PMC.7z Readme: Readme for the JTD Mines - IED - addon ...
by T_Rex
2010-08-19, 01:42:50 PM
Forum: ArmA 2 Editing
Topic: Dev scripts I use
Replies: 4
Views: 7471

Re: Dev scripts I use

Oh yeah, I played around with spawning groups of units, and vehicles. But, that was somewhat redundant of the BIS function that spawns groups, too. :)
by T_Rex
2010-08-19, 01:15:47 PM
Forum: ArmA 2 Editing
Topic: Dev scripts I use
Replies: 4
Views: 7471

Re: Dev scripts I use

Ok, been awhile since I've looked at these, so some may need updating, but they work for me. :) These all require you, in a mission init or unit init, to create addactions that reference the init scripts. Like in the mission init, I usually have something like: // @@ dev addactions _JTD_teleport = p...
by T_Rex
2010-08-19, 01:04:59 PM
Forum: ArmA 2 Editing
Topic: Ambient Civilian Traffic module
Replies: 10
Views: 10673

Re: Ambient Civilian Traffic module

Ah - no, not so much in terms of updates. Well, sorta. :) I had decided against further development of this, since OA seems to implement many of the things I had either already done, or was working on. But now, it seems like there are still MP issues with it, which I think mine resolves. So, it was ...
by T_Rex
2010-08-18, 06:22:30 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

Not really. Earlier versions were, and I got a bit of feedback on that, and it seemed to work.

But, I am helping out the Project Reality guys, and have given them a very similar implementation. No deep testing on that yet, but it seems ok.
by T_Rex
2010-08-18, 05:05:25 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

hehe Glad you like them. :) Trash: I played with this a bit more last night, in an "empty" commandline (it wasn't truly empty, but you know what I mean). I think part of the problem is that the default density is rather low. If you are getting the dots, something is spawning, although it may be smal...
by T_Rex
2010-08-18, 01:25:03 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

Another PMC evaluation version: http://www.mediafire.com/file/4u13r1nu6867qnp/JTD_Mines_PMC.7z This has the claymores and bounding mines. Readmes: Readme for the JTD Mines - claymore - addon for ArmA2 Ver. 05a JTD: -- DMarkwick -- ReconPathFinder -- TRexian ==========================================...
by T_Rex
2010-08-18, 01:04:41 PM
Forum: ArmA 2 Editing
Topic: Blender -> 02 tools
Replies: 2
Views: 5993

Re: Blender -> 02 tools

hehe

I'm wondering now what kind of typo I had last night with the title!!! :doh:

This guy Leopotam really looks like he's putting alot of support into it. Could be very beneficial!
by T_Rex
2010-08-17, 08:45:55 PM
Forum: ArmA 2 Editing
Topic: Blender -> 02 tools
Replies: 2
Views: 5993

Blender -> 02 tools

Leopotam at BI has come out with some Blender python scripts that I am VERY excited about:
http://forums.bistudio.com/showthread.php?t=105516

Import/export between Blender and O2 (p3d), including named selections and stuff like that! The fear is that I may turn into an ArmA 3d demon now..... :)
by T_Rex
2010-08-17, 05:22:37 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

Can you check your rpt? Are there any unusual comments?

Edit:
Try it with the init as:

JTD_trash_debug = true
by T_Rex
2010-08-17, 03:29:00 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

(Sorry about the pic sizes, I keep forgetting about that.) :doh: Ok, update just for PMC. :) Trash module is basically done. Readme: Readme for the JTD Trash addon for ArmA2 Ver. 05a JTD: -- DMarkwick -- ReconPathFinder -- TRexian ===================================================== Description: Th...
by T_Rex
2010-08-11, 01:08:44 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

Some more information on the trash module. These pics are with a trashDensity setting of 2, which means it would be 2x as much trash as default (which itself is a formula based on the area to be "trashed"). I did that to get a good idea of how spread out the trash would be. Anyway, this uses a formu...
by T_Rex
2010-08-10, 05:32:10 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

hehe Yes, I plan on doing videos to show how it all works. It looks more complicated than it really is. :) I guess right now I'm planning on vids as tutorials for: - mines: editor placing, player placing, spawning (including the player-carried anti-mine signs) - IEDs: editor placing, spawning - tras...
by T_Rex
2010-08-10, 05:00:45 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

hehe Well, I'm not sure how "important" it will be. :) Right now, I'm planning on the package containing 3 free-standing pbos: Mines, IEDs, and Trash. That way, I can separately update them, as necessary. I am interested in feedback - given what I mentioned, what are your expectations about the tras...
by T_Rex
2010-08-10, 04:04:22 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

Sorry for the length of this post :) But, I've done some work, including the readmes. It still will take some testing, but I think I'm in the range of 80-90% ready for beta release. There are 5 readme files: a general one, then one each for the trash module, claymores, boundings, and IEDs. I've got ...
by T_Rex
2010-08-04, 08:50:28 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

hehe

Just a formal update here. I'll likely have something to betatest in the coming weeks. Maybe as little as 2 weeks, even. It'll include the bounding mines.

Didn't want to post here without something more substantive, though. :D
by T_Rex
2010-06-28, 01:38:21 PM
Forum: ArmA 2 General
Topic: PMC ArmA 2 Operation Arrowhead review
Replies: 2
Views: 7386

Re: PMC ArmA 2 Operation Arrowhead review

Thanks, SnakeMan!

Your opinions carry alot of weight with me, and I'm sure many others!
by T_Rex
2010-06-17, 04:36:58 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

hehe

Just got back from a 10 day vacation (that was much needed). :)

I've got a few things to work on, but do intend to get back to the mines. I'll keep an eye on that other thread, too. :)
by T_Rex
2010-06-04, 12:46:59 PM
Forum: ArmA 2 Editing
Topic: JTD mines
Replies: 60
Views: 25225

Re: JTD mines

hehe Unfortunately, it is. :) To really be able to support many different kinds of mines, I'm having to significantly re-structure it. More variables instead of more hard-coding of stuff. I'm VERY happy to help you with whatever you need, but I suspect that what I'll have when I'm done will be more ...
by T_Rex
2010-05-16, 05:38:18 PM
Forum: ArmA 2 Editing
Topic: Ambient Civilian Traffic module
Replies: 10
Views: 10673

Re: Ambient Civilian Traffic module

Ah... video.. that's not a bad idea! :) I've certainly used plenty of utube tutorials for various things. I should do something like that to both promote this and to show how to use it.
by T_Rex
2010-05-16, 02:26:44 AM
Forum: ArmA 2 Editing
Topic: Ambient Civilian Traffic module
Replies: 10
Views: 10673

Re: Ambient Civilian Traffic module

Ok ladies, alpha version (really more like beta, but close enough) of version 2 is here: http://www.mediafire.com/file/nuzr2d1zozg/JTD_ACTON_2a.zip Anyway, there is a readme, but it could probably stand to have a fuller pdf to really detail how it works. There is quite a bit changed in the mechanics...
by T_Rex
2010-04-27, 12:28:04 PM
Forum: PMC Tactical
Topic: Hi Guys!
Replies: 4
Views: 7135

Re: Hi Guys!

hehe

Glad to see you around, too. :) Hope you finally finished a project. ;) :D

I was thinking recently of Martin "Terrapin" Gerner, too. Wonder what ever happened to him....

T
by T_Rex
2010-03-30, 08:27:07 PM
Forum: Falcon 4 General
Topic: Graphsim update about AF!
Replies: 1
Views: 6884

Re: Graphsim update about AF!

LMAO

So.. it'll be on the iPod Touch soon? :D
by T_Rex
2010-03-30, 12:51:23 PM
Forum: PMC Tactical
Topic: Is Frugalsworld dead?
Replies: 7
Views: 8702

Re: Is Frugalsworld dead?

Frugal in the (BBC) news! :)

http://news.bbc.co.uk/2/hi/technology/8589853.stm

Ironically, I remember when he got that deal....