Search found 839 matches

by T_Rex
2009-12-04 14:47:07
Forum: Vietnam: The Experience (ArmA 2)
Topic: ArmA 2 VTE as "modules"?
Replies: 13
Views: 17122

Re: ArmA 2 VTE as "modules"?

hehe Yeah, my n00bness reveals itself again. :D It seems to me, though, that the interconnectivity isn't strictly required. Vehicles = empty vehicles. If people want to load up Chernarussian insurgents into a 1965 USMC M113 APC, well, they can. :) To my knowledge, they don't NEED a crew to be releas...
by T_Rex
2009-12-04 13:16:49
Forum: Vietnam: The Experience (ArmA 2)
Topic: ArmA 2 VTE as "modules"?
Replies: 13
Views: 17122

Re: ArmA 2 VTE as "modules"?

Unless I misunderstood you that megapack would be just 1 rar with all modules? LOL Yeah... this one. :) Like what Solus is doing with SLX... only not to the same extreme. He's got what feels like hundreds of pbos for various things that are all somewhat intertwined. Yeah, sure, you can take some st...
by T_Rex
2009-12-03 16:24:33
Forum: ArmA 2 Editing
Topic: Dev scripts I use
Replies: 4
Views: 13076

Dev scripts I use

If anyone is interested, I have a series (continually in development) of scripts I use to dev stuff. Most of them are quite simple, but I can post the code if you are interested. I. Mission testing ........ JTD_intCam.sqf JTD_intCamInit.sqf - these initiate an internal camera from an addaction - usa...
by T_Rex
2009-12-03 16:19:04
Forum: ArmA 2 Editing
Topic: Artillery Module
Replies: 2
Views: 9456

Re: Artillery Module

I'm not sure if this is wiki-worthy, but I've worked out a way to use the SOM module (and the virtual arty game logic) to give the player some artillery options via script. This uses the radio channel to allow the player to call artillery. _artyTrig = createTrigger ["EmptyDetector", (getpos Player)]...
by T_Rex
2009-12-03 15:48:12
Forum: ArmA 2 Missions
Topic: [SP] JTD River and Rock mission
Replies: 5
Views: 14110

Re: [SP] JTD River and Rock mission

LOL

Reminds me of the old commercials with that guy who talksreallyreallyfastsoyoucanbarelyunderstandwhatheissaying! :D

That looks like a great start for me, though, thanks!
by T_Rex
2009-12-03 13:08:06
Forum: ArmA 2 Missions
Topic: [SP] JTD River and Rock mission
Replies: 5
Views: 14110

Re: [SP] JTD River and Rock mission

Hey SnakeMan -

I recall, at some point in the distant past, seeing a tutorial on how to do Intros/Outros, but I can't find it. :( Do you happen to know where such a thing is/have such a thing/be able to write such a thing? :)

Thanks!
T
by T_Rex
2009-11-30 18:20:38
Forum: ArmA 2 Missions
Topic: [SP] JTD River and Rock mission
Replies: 5
Views: 14110

Re: [SP] JTD River and Rock mission

Ok, spent some time working on this. Or really, these. :) I've decided to work this up as a double-mission, basically. "Blue" and "Red" versions. The one from the original post will be the Blue version, and there'll be a new Red one, where you play as a Russian special forces unit, tasked to defend ...
by T_Rex
2009-11-27 14:50:16
Forum: ArmA 2 Editing
Topic: about scripts
Replies: 8
Views: 12099

Re: about scripts

It depends. :) Generally, scripts are used most effectively when you are creating a mission and want certain things to happen. Then, you export the mission (from within ArmA) which creates a pbo of it so that others can play it. Or, you can package the scripts themselves as a pbo (using BI tools) an...
by T_Rex
2009-11-25 18:48:58
Forum: ArmA 2 Editing
Topic: started my first Arma2 mod
Replies: 26
Views: 23969

Re: started my first Arma2 mod

Glad you like it. :)

I stumbled upon the 3ds stuff:
http://forums.bistudio.com/showthread.php?t=82188
by T_Rex
2009-11-25 16:39:27
Forum: ArmA 2 Editing
Topic: started my first Arma2 mod
Replies: 26
Views: 23969

Re: started my first Arma2 mod

Here is the thread here: http://www.pmctactical.org/forum/viewtopic.php?f=54&t=22118 :) It is kinda complicated, let me know in that thread if you have any questions. :) For instance, to set up the artillery/UAV/CAS, hit 0 0 then select which one you want to activate (will have to do that for each o...
by T_Rex
2009-11-25 15:38:33
Forum: ArmA 2 Editing
Topic: started my first Arma2 mod
Replies: 26
Views: 23969

Re: started my first Arma2 mod

Hey qawa - I think that link is bad (or at least, it doesn't work for me). :)

Yeah, I know what you mean about enjoying actually playing the game, though. :D There's a mission I made that has really captured my attention that I'm really enjoying.

(And I stay away from flying stuff.) ;)
by T_Rex
2009-11-25 13:17:39
Forum: ArmA 2 Editing
Topic: started my first Arma2 mod
Replies: 26
Views: 23969

Re: started my first Arma2 mod

qawa- I saw someplace that someone had a 3ds plugin for ArmA models. BI uses a proprietary format - they have their own 3d modeling program called O2. O2 isn't very difficult, it just has its own unique way of doing things. :) From my experience, if you can use 3ds to create and texture-map the mode...
by T_Rex
2009-11-24 17:09:48
Forum: ArmA 2 Editing
Topic: Mountains / skybox remove
Replies: 4
Views: 9566

Re: Mountains / skybox remove

Ah... :doh:

Any way to use some generic blank textures, and make it mostly a cfg change?
by T_Rex
2009-11-24 15:58:21
Forum: ArmA 2 Editing
Topic: Mountains / skybox remove
Replies: 4
Views: 9566

Re: Mountains / skybox remove

hehe

Yeah, but I think his solution resulted in a 30mb download! :D
by T_Rex
2009-11-24 15:56:15
Forum: ArmA 2 Editing
Topic: started my first Arma2 mod
Replies: 26
Views: 23969

Re: started my first Arma2 mod

w00t! qawa in the HOUSE!!! :D Nice to see you around, mate! (SnakeMan - this could easily lead to more traffic here.) ;) Hey - I've been doing some configs for others recently, and would LOVE to help get you going qawa! First - you should probably register a "tag" at OFPEC: http://www.ofpec.com/tags...
by T_Rex
2009-11-24 15:51:17
Forum: ArmA 2 Editing
Topic: Ambient Civilian Traffic module
Replies: 10
Views: 20413

Re: Ambient Civilian Traffic module

Updated version!
http://www.mediafire.com/file/moy5e2zmz ... TON_01e.7z

This one allows for mission makers to specify/override the hpp settings. :)
by T_Rex
2009-11-24 15:49:36
Forum: ArmA 2 Missions
Topic: [SP] JTD River and Rock mission
Replies: 5
Views: 14110

[SP] JTD River and Rock mission

I've created a mission that keeps me occupied pretty well. :) This is still in betatesting, though. Here's the download: http://www.mediafire.com/file/wndmkjzzjj5/RiverAndRock2211.Chernarus.zip Here's the description. Author: Trexian, of JTD Version: .01j (22 Nov 09) Required Addons: (likely) JTD_Fi...
by T_Rex
2009-11-10 14:37:32
Forum: ArmA Editing
Topic: City creation algorithm
Replies: 7
Views: 14622

Re: City creation algorithm

This guy would probably be worth talking to. :) Edit: Dammit - forgot to post the link! http://forums.bistudio.com/showthread.php?t=89926 :D The idea: basic building elements, arranged and spawned per script to form/build random, yet somehow authentic/believable - functional - buildings (inclusiv in...
by T_Rex
2009-11-09 14:58:06
Forum: Vietnam: The Experience (ArmA 2)
Topic: ArmA 2 VTE as "modules"?
Replies: 13
Views: 17122

Re: ArmA 2 VTE as "modules"?

Yeah, I feel like I've become familiar with OFP/ArmA culture now, and I think a good way to release is in chunks. People can then grab what they want/need. It is up to you how "granular" you want it, but I would even suggest something like: Viet Cong weapons/men Viet Cong vehicles USian weapons/men ...
by T_Rex
2009-11-09 14:52:37
Forum: Vietnam: The Experience (ArmA 2)
Topic: Better PR/advertisment?
Replies: 5
Views: 10207

Re: Better PR/advertisment?

Yeah, I'm not sure why PMC doesn't get more attention, too. Might be worth reaching out to some of the online squads to see if they'd be willing to betatest work in development? Also, videos can help, I think, to show people what they are getting. Otherwise, just keep doing what you're doing. :) Bui...
by T_Rex
2009-11-06 15:03:27
Forum: Vietnam: The Experience (ArmA)
Topic: Last ArmA VTE release underway
Replies: 3
Views: 11602

Re: Last ArmA VTE release underway

BTW, don't know if you already have this, but I was talking to my USAF Vietnam vet uncle last night. He said that, when flying his O-1, he would have a grenade launcher with him. :) Much better than his pistol....
by T_Rex
2009-11-05 14:02:48
Forum: ArmA 2 Editing
Topic: Ambient Civilian Traffic module
Replies: 10
Views: 20413

Re: Ambient Civilian Traffic module

New version: http://www.mediafire.com/file/gjmw2oekjza/JTD_ACTON1104.zip Functionally, this will be the public beta version. I want to change the icon, and figure out what issues/tweaks there may be. The zip has 2 files, the pbo and the hpp. The pbo goes into the \addons\ subfolder of your choice (i...
by T_Rex
2009-11-04 14:35:46
Forum: General Editing (tools)
Topic: Choosing a programming language
Replies: 8
Views: 15302

Re: Choosing a programming language

BTW, the really good Unity engine is now available for free.

http://www.moddb.com/engines/unity/news ... developers

I grabbed it, just to have. :)
by T_Rex
2009-11-04 14:17:09
Forum: ArmA 2 Editing
Topic: Ambient Civilian Traffic module
Replies: 10
Views: 20413

Re: Ambient Civilian Traffic module

hehe You *know* I love PMC. :) Sometimes, you just want someplace comfortable to get feedback instead of the TERRIBLE signal to noise ratio at something like BI forum. Don't get me wrong, BI forum has some great resources and ideas, and it is *the* place to really release stuff. But, I've found you ...
by T_Rex
2009-11-03 18:24:39
Forum: ArmA 2 Editing
Topic: Ambient Civilian Traffic module
Replies: 10
Views: 20413

Ambient Civilian Traffic module

I'm working up a module that can be placed on a map with the Ambient Civilian module, that will create civilian traffic. There's a thread at OFPEC, but it is down, and I am pretty close to having a decent public beta to release. The idea is that, similar to the JTD FireAndSmoke, there will be a hpp ...
by T_Rex
2009-10-27 13:20:41
Forum: ArmA Editing
Topic: City creation algorithm
Replies: 7
Views: 14622

Re: City creation algorithm

Here is a link to all the sqfs that are "stock" with A2, to make the various compositions. http://dev-heaven.net/repositories/browse/cmb/scripts/A2/unformatted/ca/modules/DynO/data/scripts/compositions They might come in handy as ways to handle certain things. If it isn't too complicated, I would al...
by T_Rex
2009-10-26 19:01:23
Forum: ArmA Editing
Topic: City creation algorithm
Replies: 7
Views: 14622

Re: City creation algorithm

DM and I had a conversation a long time ago about some of this stuff. :) Would you use your tool after setting roads, or use it as part of the same process? If roads are already set, you'd need to find the nearest road and put the "front" of the building model pointing towards the road. Only rarely ...
by T_Rex
2009-10-26 17:50:27
Forum: ArmA Editing
Topic: City creation algorithm
Replies: 7
Views: 14622

Re: City creation algorithm

In what format are the buildings, I mean, can you get the model information as to size? I'm thinking that you could start by defining 3 groups of buildings - large, medium and small. Also, it would be ideal if you could divide them by function - commercial, housing (houses and apartments), and utili...
by T_Rex
2009-10-15 18:12:20
Forum: PMC Tactical
Topic: Is Frugalsworld dead?
Replies: 7
Views: 16304

Re: Is Frugalsworld dead?

It was up for a couple days last week. I've heard through the Frugals Refugee network that he may be physically relocating his server(s).

Haven't heard directly from him. The FW email add bounces back. :(
by T_Rex
2009-10-12 02:35:27
Forum: ArmA 2 Editing
Topic: O2 / buldozer cannot find textures
Replies: 3
Views: 9227

Re: O2 / buldozer cannot find textures

hehe Here I am, like a moth to a flame. ;) In O2 File-options-texture path, that is what gets prepended to all paths in other places, from what I can tell. I think that's why Synide's setup (and the O2 manual) say to have that only be the drive letter for the workspace. For textures, the only path t...
by T_Rex
2009-09-09 17:35:05
Forum: ArmA 2 Editing
Topic: Sunrise/sunset times?
Replies: 12
Views: 14774

Re: Sunrise/sunset times?

Just pbo that config (with the stuff I want to add) and put it in the \testing\addons folder, eh?

I may try that technique and fiddle with the values for the sun, too. :)
by T_Rex
2009-09-09 16:58:31
Forum: ArmA 2 Editing
Topic: Sunrise/sunset times?
Replies: 12
Views: 14774

Re: Sunrise/sunset times?

Ah, right!

That will overwrite whatever the existing cfg entries are?

Will try that - maybe over the weekend. :)
by T_Rex
2009-09-09 15:09:56
Forum: ArmA 2 Editing
Topic: Sunrise/sunset times?
Replies: 12
Views: 14774

Re: Sunrise/sunset times?

Nothing that extensive. :) On Utes, I've figured out the SR/SS times for the whole year (mostly). (Utes and Chernarus have the same data.) Then tried to figure out where in the globe it corresponds to. I'm not sure how to do the island-pbo-ing stuff to see if the long/lat stuff changes make a differ...
by T_Rex
2009-09-09 13:49:25
Forum: ArmA 2 Editing
Topic: Sunrise/sunset times?
Replies: 12
Views: 14774

Re: Sunrise/sunset times?

hehe I'm not sure what I'm saying, either, really. :D Well, I can tell you that from my basic testing, the long/lat values don't correspond to that long/lat SR/SS times. I think the key is the config that seems to refer to the brightness/rgb values has additional data points. (Kinda reminds me of F4...
by T_Rex
2009-09-09 13:12:50
Forum: ArmA 2 Editing
Topic: Sunrise/sunset times?
Replies: 12
Views: 14774

Re: Sunrise/sunset times?

BTW, I've done some more looking, and I think the sunrise/sunset times correlate more with the Baltics than New Zealand. :) About 60N 30E (which is really more St. Petersburg) seems to line up pretty well.

It may be a bit of an inside joke - Belarus/Chernarus. :D
by T_Rex
2009-09-08 15:16:56
Forum: ArmA 2 Editing
Topic: Sunrise/sunset times?
Replies: 12
Views: 14774

Re: Sunrise/sunset times?

Ok, you've confirmed what I first thought. However, the configs for Utes and Chernarus place the lat/long at -45/30, which I believe is New Zealand (the northern island). The NZ sunrise/sunset times can be found here: http://www.rasnz.org.nz/SRSStimes.htm But, in some testing, those don't match up f...
by T_Rex
2009-09-08 13:07:46
Forum: ArmA 2 Editing
Topic: Sunrise/sunset times?
Replies: 12
Views: 14774

Sunrise/sunset times?

Hey Snake Man, I noticed from the .hpps for Chernarus and Utes that there is a whole section that seems to control brightness and such. However, there is no apparent link between those values and times for sunrise/sunset. I was wondering if these times are something controllable via config, or if th...
by T_Rex
2009-08-25 14:10:52
Forum: ArmA 2 Editing
Topic: Location functions issues
Replies: 7
Views: 11211

Re: Location functions issues

Well - I haven't seen it flipped, so that's good. :) No, more like, I can click a spot that is in a crossroads (to test it, I used the onMapClick to get a position) that appears big enough for it. But, it will actually spawn around the corner behind a building. Now, this is using the BIS function to...
by T_Rex
2009-08-25 12:45:45
Forum: ArmA 2 Editing
Topic: Location functions issues
Replies: 7
Views: 11211

Re: Location functions issues

Ok, here's a small development. :) This is a pic of the map with red markers on each city center that is linked to at least 3 (or more) other neighboring cities, according to the config. As you can see, there are plenty of combinations. :) Also, there are some cities that are rather close, but not c...
by T_Rex
2009-08-24 14:15:10
Forum: ArmA 2 Editing
Topic: Location functions issues
Replies: 7
Views: 11211

Re: Location functions issues

Heya SM- Just wanted to let you know, I've done some more investigation on this and posted the info here: http://www.ofpec.com/forum/index.php?topic=33978.0 Also, I can't find the thread, but I recall you talking about issues with spawning tanks and vehicles in a city. I found, and have played with,...