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uiox

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  1. I've done a new M2 in 2 differents models link with a proxy, work well like the bis M2. In mine I have several animations in the weapon/proxy and other in the maingun (the model with the proxies), animations in maingun work not in the proxy. it's possible my own animations and hiddenselections in proxy with O2 and old CFG models? I use old tools of course. BTW it's a method for having a turret without bug exactly like in the game My configs: Model <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class cfgSkeletons { class All; // External class reference class Land; // External class reference class LandVehicle : Land {}; class StaticWeapon : LandVehicle {}; class NonStrategic; // External class reference class uiox_M2L_Mg_Skeleton : StaticWeapon { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "OtocVez","", "OtocHlaven","OtocVez", "RearmW","OtocVez", "reculW","OtocVez", "CanonReculW","OtocVez", "AnimTriggerW","OtocVez", "CoverW","OtocVez", "usti hlavne","OtocVez", "konec hlavne","OtocVez", }; }; class uiox_M2L_Skeleton : StaticWeapon { isDiscrete=1; skeletonInherit="uiox_M2L_Mg_Skeleton"; skeletonBones[]= { "OtocVez","", "OtocHlaven","OtocVez", "AnimBande","OtocVez", "recul2","", "usti hlavne","OtocVez", "konec hlavne","OtocVez", }; }; class uiox_M2TEject_Skeleton : NonStrategic { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "CoverAmmoBox","",}; }; }; class cfgModels { class All; // External class reference class Land; // External class reference class LandVehicle : Land {}; class StaticWeapon : LandVehicle {}; class uiox_M2L_Mg: StaticWeapon { sectionsInherit=""; sections[]= { "","","","","","1","2","3","4","5","6","7","8", "9","10","11","12","13", "OtocHlaven","OtocVez", "RearmW","reculW","CanonReculW","AnimTriggerW", "CoverW","OtocHlaven","OtocVez","konec hlavne","usti hlavne" }; skeletonName="uiox_M2L_Mg_Skeleton"; class Animations { class OtocVez { type = "rotationY"; source = "mainTurret"; selection = "OtocVez"; axis = "OsaVeze"; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = rad 360; }; class OtocHlaven { type = "rotation"; source = "mainGun"; selection = "OtocHlaven"; axis = "OsaHlavne"; memory = true; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = -rad 30; angle1 = rad 60; }; class uiox_Rearm { type="rotation"; source=""; selection="uiox_RearmW"; axis="axePoigneeRearm"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0=0; angle1=-pi/400; }; class recul { type="rotation"; source=""; selection="reculW"; axis="Axerecul"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0= 0; angle1= -pi/4000;  }; class CanonRecul { type="rotation"; source=""; animperiod = 0.05; selection="CanonReculW"; axis="AxeCanon"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0= 0; angle1= -pi/800;  }; class AnimTrigger { type="rotation"; source=""; selection="AnimtriggerW"; axis="axetrigger"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0= 0; angle1= -pi/4;  }; class Cover { type="rotation"; source=""; selection="coverW"; axis="axecover"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0= 0; angle1= -pi/2;  }; }; }; class uiox_M2L: StaticWeapon { sectionsInherit="uiox_M2L_Mg"; sections[]= { "Mag","Mag1","Mag2","Mag3","Mag4","1","2","3","4","5","6","7","8", "9","10","11","12","13","14","15","16","17","18", "19","20","21","22","23","24","25", "26","27","28","29","30","31","32","33","34", "35","36","37","38","39","40","41", "recul2","AnimBande", "OtocHlaven","OtocVez", "uiox_Rearm","recul","CanonRecul","AnimTrigger", "Cover","OtocHlaven","OtocVez","konec hlavne","usti hlavne" }; skeletonName="uiox_M2L_Skeleton"; class Animations { class OtocVez { type = "rotationY"; source = "mainTurret"; selection = "OtocVez"; axis = "OsaVeze"; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = rad 360; }; class OtocHlaven { type = "rotation"; source = "mainGun"; selection = "OtocHlaven"; axis = "OsaHlavne"; memory = true; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = -rad 30; angle1 = rad 60; }; class recul2 { type="rotation"; source=""; selection="recul2"; axis="Axerecul2"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0= 0; angle1= -pi/4000;  }; class AnimBande { type="rotation"; source=""; selection="AnimBande"; axis="AxeBande"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0= 0; angle1= -pi/800;  }; }; }; class NonStrategic; // External class reference class uiox_M2TEject: NonStrategic { sectionsInherit=""; sections[]={"CoverAmmoBox"}; skeletonName="uiox_M2TEject_Skeleton"; class Animations { class Couvercle { type="rotation"; source=""; selection="Couvercle"; axis="Axe couvercle"; memory=0; sourceAddress="clamp"; minValue=0; maxValue=1; angle0=0;       angle1=Pi/2;  }; }; }; }; NonAi (for declare proxy model) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgNonAIVehicles { class ProxyGunner; // External class reference class ProxyM2Gunner : ProxyGunner {}; class ProxyGoggles; // External class reference class ProxyLeftHand; // External class reference class ProxyNVG_Proxy : ProxyGoggles { model = "\ca\Weapons\NVG_Proxy"; }; class ProxyDalekohled_Proxy : ProxyLeftHand {}; class ProxyWeapon {}; class ProxySecWeapon {}; class ProxyM2_Static : ProxyWeapon { model = "\uiox_M2\uiox_m2L_mg"; simulation = "alwaysshow"; }; }; And finally the cfgvehicle (only M2 part) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class uiox_M2D : StaticWeapon { scope = 2; side = 1; crew = "SoldierWB"; model = "\uiox_M2\uiox_M2L.p3d"; picture = "\ca\Weapons\data\ico\m2_mg_CA.paa"; icon = "\Ca\weapons\Data\map_ico\icomap_M2_CA.paa"; mapSize = 4; sound[]={"\uiox_M2\sons\M2.wss",100,1}; reloadMagazineSound[]={"\uiox_M2\sons\ReloadM2base.wss",100,1}; displayName = $STR_uiox_M2fixe; nameSound = "mgun"; typicalCargo[] = {"SoldierWB"}; extCameraPosition[] = {0, 0.6, -0.7}; hiddenSelections[]={"Mag","Mag1","Mag2","Mag3","Mag4","1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16","17","18","19","20","21","22","23","24","25","26","27","28","29","30","31","32","33","34","35","36","37","38","39","40","41"}; // Phase 6 Try to connect Soldier's anims  ******** NOTE give up cause I think rtm of ofp are not compatible,will retry later getInAction = "ManActLying"; getOutAction = "ManActUp"; // OFP version was gunner instead driver //driverAction = "ManActuiox_AnimM2dem"; //driverInAction = "ManActuiox_AnimM2dem"; driverAction = "ManActCargo"; driverInAction = "ManActCargo"; class Turrets : Turrets { class MainTurret : mainturret { body = "OtocVez"; gun = "OtocHlaven"; gunAxis = "OsaHlavne"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev = -10; minTurn = -70; maxTurn = 70; initTurn = 0; //maxHorizontalRotSpeed = 0.5; //maxVerticalRotSpeed = 0.5; weapons[] = {"uiox_M2"}; magazines[] = {"uiox_M2Mag", "uiox_M2Mag", "uiox_M2Mag", "uiox_M2Mag"}; //gunnerAction = "ManActuiox_AnimM2dem"; gunnerAction = "AGS_Gunner"; }; }; class eventhandlers { init = [ _This select 0] exec "\uiox_M2\Scripts\events\Init.sqs"; Fired= [ _This select 0, _this select 1,_this select 2,_this select 3,_this select 4, "uiox_M2d",velocity(nearestObject [_this select 0 , _this select 4 ]), getpos (nearestObject [_this select 0 , _this select 4 ]),getDir (nearestObject [_this select 0 , _this select 4 ])] exec "\uiox_M2\Scripts\events\Fired.sqs"; }; // Convert Phase 5 // You need to define the animationsources param if you do your own animation in config models and define the anim period here class AnimationSources { class uiox_Rearm { source = ""; weapon = "uiox_M2"; animPeriod=0.1; }; class recul { source = ""; weapon = "uiox_M2"; animPeriod=0.05; }; class recul2 { source = ""; weapon = "uiox_M2"; animPeriod=0.05; }; class CanonRecul { source = ""; weapon = "uiox_M2"; animPeriod=0.05; }; class AnimBande { source = ""; weapon = "uiox_M2"; animPeriod=0.05; }; class AnimTrigger { source = ""; weapon = "uiox_M2"; animPeriod=0.05; }; class Cover { source = ""; weapon = "uiox_M2"; animPeriod=0.05; }; }; soundGetOut[] = {"\ca\Weapons\Data\Sound\m2gun_inout", 0.001, 1}; soundGetIn[] = {"\ca\Weapons\Data\Sound\m2gun_inout", 0.000316228, 1}; armorStructural = 10.0; };
  2. uiox

    Demo today....WOOT

    Nice. What else? Need more than dual 7900 gtx etc... for have a decent framerate? Try low, no. I return to trackmania united and my wii. Try a lesson at Nadeo  have to work. Good gameplay. intuitive. Nice M2
  3. uiox

    M2 addon

    I'll do a lite version if aa demo has no editor clic for enlarge.
  4. uiox

    M2 addon

    Alpha version only for test  & take a look. orange fuck you It's for fun not 4 playing, not 4 MP, it's 4 screenshot. Mega Thank to M9Ace, ace of ammo boxes pictures. Mega Thank to Deicide, ace of M2 pictures. A hell of scripts, animations, big textures, 10 k poly model, but OFP rocks, yeah.
  5. uiox

    Galix effect like on Leclerc

    Oh oh what do you mean? I have done the galix effect for the Leclerc of OFrP. For the most it's a hell of scripts and killer framerate. I like it. I'm alone but I don't care. For the moment i work on the m2, after i have a crazy other project with an other MG. Something like RTOFP. No time to waste, everything is in the scripts. If you want permission to use no problemo. So do yourself. PS: no permission for use what i do. No credit. Nothing. I don't want to write thank to Euclide or Pythagore
  6. uiox

    Galix effect like on Leclerc

    galix is use Sweden tank only I think, maybe i'm wrong? PM me.
  7. uiox

    Galix effect like on Leclerc

    What do you want about this? It's my work.
  8. uiox

    Addon Research Topic

    I'm searching for ammo boxes for cal .50 M2HB : http://perso.wanadoo.fr/uiox/ammoboxe.jpg Thanks Deicide some of your pictures was very useful for this: http://perso.wanadoo.fr/uiox/m2progress2.jpg If someone have hight res pictures of the bottom and top of the body of the M2HB. The back of the cover group (mg open)
  9. uiox

    Addon Research Topic

    I'm searching for ammo boxes for cal .50 M2HB : http://perso.wanadoo.fr/uiox/ammoboxe.jpg Thanks Deicide some of your pictures was very useful for this: http://perso.wanadoo.fr/uiox/m2progress2.jpg If someone have hight res pictures of the bottom and top of the body of the M2HB. The back of the cover group (mg open)
  10. uiox

    ArmA Progress Updates

    Awesome screens! Impressive heli guns! For arma/VBS2 I think it's the same core, so same game. Differences are in the use. VBS2 dynamical MP with a powerful workshop, AA an immersive story for single player.
  11. uiox

    OFrP #5 Release

    we try...
  12. uiox

    Armed Assault - should the name be changed?

    Arme Dassault, it's for planes? Finally I like it, Rafale a good plane. PS: If you read this in french it's "weapondassault", Marcel Bloch was a great man... seriously. AA DSK AA engine AA like AA technology Short, easy and first
  13. uiox

    OFrP #5 Release

    10 rc is realistic : wheels not for direction, it's wheels, but work like tanks for turn...
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