Search found 839 matches
- 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...
- 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...
- 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...
- 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)]...
- 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!
That looks like a great start for me, though, thanks!
Reminds me of the old commercials with that guy who talksreallyreallyfastsoyoucanbarelyunderstandwhatheissaying!
That looks like a great start for me, though, thanks!
- 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
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
- 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 ...
- 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...
- 2009-11-25 18:48:58
- Forum: ArmA 2 Editing
- Topic: started my first Arma2 mod
- Replies: 26
- Views: 23969
- 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...
- 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. There's a mission I made that has really captured my attention that I'm really enjoying.
(And I stay away from flying stuff.)
Yeah, I know what you mean about enjoying actually playing the game, though. There's a mission I made that has really captured my attention that I'm really enjoying.
(And I stay away from flying stuff.)
- 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...
- 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?
Any way to use some generic blank textures, and make it mostly a cfg change?
- 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!
Yeah, but I think his solution resulted in a 30mb download!
- 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...
- 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.
http://www.mediafire.com/file/moy5e2zmz ... TON_01e.7z
This one allows for mission makers to specify/override the hpp settings.
- 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...
- 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...
- 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 ...
- 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...
- 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....
- 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...
- 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.
http://www.moddb.com/engines/unity/news ... developers
I grabbed it, just to have.
- 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 ...
- 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 ...
- 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...
- 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 ...
- 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...
- 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.
Haven't heard directly from him. The FW email add bounces back.
- 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...
- 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.
I may try that technique and fiddle with the values for the sun, too.
- 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.
That will overwrite whatever the existing cfg entries are?
Will try that - maybe over the weekend.
- 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...
- 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...
- 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.
It may be a bit of an inside joke - Belarus/Chernarus.
- 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...
- 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...
- 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...
- 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...
- 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,...