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attorney1977

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Everything posted by attorney1977

  1. attorney1977

    Community Food and Drink Textures!

    Don't be too hard on yourself mate. It's good to see people getting creative and making stuff so try and think of it as a learning curve rather than a knock back. I think your stuff looks pretty good anyway. :) Keep it up!
  2. attorney1977

    Community Food and Drink Textures!

    There's some awesome stuff going on in here guys - really liking the new foods and books. :) Been working on something myself: Small work in progress video: Still got some work to do on the textures and config, but then should be good to push to Github.
  3. attorney1977

    Community Food and Drink Textures!

    The author of the Blender scripts threw a wobbly over Arma 3 and discontinued all of his work: http://forums.bistudio.com/showthread.php?105516-Blender-import-export-plugins/page19 But, someone else has made some scripts that will export from Blender. Details in link below: http://forums.bistudio.com/showthread.php?97889-O2-light-to-Blender-to-O2-light
  4. attorney1977

    Community Food and Drink Textures!

    Cool. I've put together a basic config for you that you can fiddle about with. Most things have been commented, so you can play about with the values for the nail gun, it's magazines and it's ammo. If you look through the config, there's some links to the configs it was based on and also the Bohemia official config reference guides. I couldn't do some stuff on config level (like removing the muzzle flash), so I think that has to done in the model itself. I've deleted things like empty cartridges and their sounds for you already. Also, there is some placeholder files for ui pictures of the nail gun and it's nails. Plus there is a placeholder sound so you can edit it/replace it as necessary. In this download is all the source files (and the pbo). The only thing that's missing is the models for nailgun, it's magazines and the actual nail you fire at other people zombies. Do whatever you like with it. It can be used as a template for other weapons as well if you want. Nailgun files If you want to test it in game, drop the @Nailgun folder in your Game folder and add the following to your Op Arrowhead shortcut: -mod=@Nailgun; If you want to place them in the editor to try, add a unit and place this text in its init line: this addMagazine "100Rnd_20mm_angle_head_nails"; this addWeapon "Nailgun"; I didn't set any of the numbers up, so you will need to adjust things like dispersion, range, and muzzle velocity to your liking. I would say the following are good ones to look at for this project: CfgWeapons: dexterity dispersion model (change this from the M9 to your model path when your mate gets it done) reloadtime selectionfireanim (this is defined to "zasleh", set up on the model) Reference: http://community.bis...onfig_Reference CfgMagazines count initspeed model (change this from the M9 mag to your model path when your mate gets it done) Reference: http://community.bis...onfig_Reference CfgAmmo airfriction caliber deflecting hit model (change this from the 9mm bullet to your model when your mate gets it done) timetolive typicalspeed Reference: http://community.bis...onfig_Reference If it helps, it looks like the only type of nail gun that is portable would be either a battery powered one or one powered by blank ammo (percussion caps). The really cool rotary ones are all on pneumatic lines. I guess there will have to be some suspension of disbelief as Arma can only simulate one one ammunition source, but in reality, they need nails and a battery, or nails and blank ammo. Maybe something could be scripted in to simulate consumption of two sorts of "ammo", but imo that seems like too much trouble for not enough benefit. After all, NVG's are currently powered by infinite battery so nobody should really mind if this is too. Solving battery problem should be subject of another topic imo. You may also find that a portable nail gun would be hard pressed to hit something 20m away and the nails would lose velocity very quickly due to their unaerodynamic qualities. (Just something I noticed when researching this). This is offset I suppose by their ridiculously large "magazine" size. Anyway, Here is nailgun working in game menus: Enjoy :) I might start work on one of these:
  5. attorney1977

    Community Food and Drink Textures!

    You'll also need an entry for cfgMagazines and one for cfgAmmos. In the relevant .hpp's in Dayz_code. You can inherit an existing classes properties (class Rifle would probably be the best to use imo if the weapon occupies the main weapon slot). If you want to do things like make custom recoil, that's possible too (defines in cfgRecoils). Hit me up if you want any other pointers - if you want to make the config together, we can do it on the forums here, or pm me. I like doing stuff on the forums so the info is available for others to use in the future. Personally, I would make it as a standalone mod (easier to make and test as you go along) and then when you are happy with it, import it into the relevant community assets files.
  6. attorney1977

    Character Origins (Roleplay mechanics)

    Awesome story there Het - I like the epilogue at the end (revisiting the hangar).
  7. attorney1977

    DAYZ Developer MINI Blog April 10th

    Thanks for the update guys. :)
  8. attorney1977

    Retexturing models and testing them in game

    It means that somewhere previous in your configFile, you already have an entry called ItemSodaRocketFuel. See below for example: class cfgMagazines { class default; class myClass: default { // stuff }; class myClass: default { // same stuff }; }; Would throw that error because we have myClass defined twice. Try going through your config using CTRL F (find) from the top and search for "class ItemSodaRocketFuel" without the "..." wrapped around it. Ideally, you should only find it once in it's own right (bear in mind though that child classes will be defined and inherited from it). If you find it twice, make all of your definitions in the first config entry for it and delete the second/comment it out. Hope that helps you. EDIT: BTW - Excellent guide SausageKing - very thorough :)
  9. attorney1977

    DayZ singleplayer/LAN?

    There is a way to do this but it might trigger FADE (the copy protection) if you do it incorrectly. From the official Arma 2 BIKI so presume it's legit. http://community.bistudio.com/wiki/User:Alef/nocdkey Also you would have to run something like a Bliss server (or however it's done these days) and both connect to it so that's extra complication. TBH it might work out easier/quicker for you to do a bit of overtime and just buy another copy of the game
  10. attorney1977

    CPU Cooling & Thermal Paste

    Same thing happened to me too. Idling at 60 deg and after redoing the thermal paste it dropped down to about 40 deg. I probably shouldn't have left it for 3 years...
  11. No, if anything, they will gain insightful knowledge into coding for 8 cores. Not a threat to PC at all IMO. EDIT: By the power of Greyskull though, please give them their own section in the forums. Shared would be a clusterfuck. ;)
  12. attorney1977

    Rather Odd FPS Drops

    Expanding on what mZLY said, once your VRAM fills up, Arma 2 starts to read information directly from disk, which starts to churn up your HDD and if you've got a slow one, the game will suffer as a result. You coulld temporarily alleviate this by lowering "Video Memory" in the graphics options or setting the MaxVRAM start up parameter to something less than your VRAM on your card http://community.bistudio.com/wiki/Arma2:_Startup_Parameters But your best solution would be a new HDD.
  13. attorney1977

    Dayz Map testing

    Nice initiative - hope it goes well for you :)
  14. Sup, I have coded a system for DayZ to simulate wind and it's affect on ballistics. I have submitted the idea to R4zor and his team and they generally seem positive about including it. The system works like this: The server periodically sets the wind (based on the DayZ weather module) and broadcasts it to all clients. Whenever a projectile is launched by a player (bullet, can, grenade, pellets), a modifier is applied to the projectile based on the strength and direction of the wind, plus the properties of the projectile itself. The projectile's new path is then recalculated and set on it's merry way. The system also features a 3D wind sound source. The volume of the wind sound changes in accordance with the strength of the wind. The sound will be played to the player from the direction of the wind, so you can turn your head to check where the wind is coming from. (Of course, you could always look at which way the trees and grass is leaning, but there may not be any around in some areas of the map). There is also a system for windage on sights, so that you can compensate for the wind. The windage system works much like the default BIS zeroing system, so you press a pre-defined key for left windage and another for windage to the right. I don't want to replace the default Arma zeroing system because it works fine (no point reinventing the wheel). Here is a mock up of it working: Disclaimer: All sounds and values used for this demonstration are WIP. Please ignore the debug information and use of triggers for the wind. The code is 90% complete, but to get it accurate for all weapons, I need some help from the community. How you can help I need to find out how much each caliber of bullet will drift with a set speed of wind over a set distance. So, if you can post in here some data (or links to accurate data), it would save me a whole bunch of time. (Example: .50 cal will drift by 30cm over 500 yards in a 5m/s cross wind). Basically, I need data for every gun (or caliber) in DayZ. Obv, I'll be looking stuff up myself, but if you can help, I would really appreciate it. I'll also post up on Reddit in case anyone there can assist. Once I've got enough to work with, I will submit the code to the devs for consideration. I can't promise that they will accept it, but as long as it's fit for purpose, then there's a good chance it could be put in game. EDIT: Reddit linky
  15. attorney1977

    Attn Community: Help needed - wind and windage

    Herre is the finished thing for anyone interested. I'll be packing it off to Github for consideration shortly. Thanks to Gews, Hetstaine, -=PA=- Mikhail and the guys off the Russian forums for their help :)
  16. attorney1977

    DayZ Alpha won't launch until launched !

    ha ha
  17. attorney1977

    DayZ Alpha won't launch until launched !

    I still don't have a clue what you're on about. I asked someone else a question about what's ok to say on these forums and you start pasting up bits of the dictionary. I'd say this is offtopic at best. If you're talking about the DayZ June thing, then I haven't even commented.
  18. attorney1977

    DayZ Alpha won't launch until launched !

    So what's your point dictionary boy? I asked someone a question and you post up some shit about nouns.
  19. attorney1977

    DayZ Alpha won't launch until launched !

    Yeah I know what cancer is, and when someone says "That video gives me cancer", I hardly think they're referring to a destructive phenomenon sweeping across the world. Thanks for the definition though. I'll be sure to remember that one seeing as you went to all that trouble.
  20. attorney1977

    DayZ Alpha won't launch until launched !

    Semi serious question here 'Lok. How come self harm's not a subject to joke about but I see members in this forum regularly talk about how they got cancer from a thread, YT vid or post. I mean, I don't find either very funny, especially after seeing my mates dad waste away to a 60lb skeleton from cancer.
  21. attorney1977

    Improvised night vision.

    Nice idea See this guys guide Looks quite fiddly though.
  22. Thanks for typing this up Smasht :)
  23. attorney1977

    DayZ Alpha won't launch until launched !

    It's fair enough I think. He doesn't owe us anything and should just release when ready.
  24. attorney1977

    Community Food and Drink Textures!

    Just checked the billboard just North of Krutoy Cap. You can find it's id, which is: 978679: bilboard_cibulka.p3d And you can use some scripting commands on it, like: (getPos player nearestobject 978679) setDammage 1; or hint format ["%1", getpos (getpos player nearestobject 978679)]; But there is no way to hide it with hideObject or deleteCollection, plus setObjectTexture doesn't work on it.
  25. attorney1977

    Community Food and Drink Textures!

    Just had a quick look through, wow there's some relics from OFP and Arma 1 in there! As far as I can see, there isn't a config for these models, which is a shame. A lot of the models in Chernarus don't have proper classes (like trees and clutter) so there is no way to change any of their properties without getting hold of the .pew file from BIS that governs object placement in the world. The only other thing I can think of would be to hex edit the path to the texture in the models p3d file, but it's naughty to do without permission, and also would mess up the default installation of Arma. Maybe I'm missing something here as a lot of the OA billboards/signs can have setObjectTexture applied to them, but I can't see any way to do this for the older (Arma 2) files.
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