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#31 Posted at 2011-04-03 22:41        
     
I forgot about that oil rig. That's an elaborate one. Thanks for the link/reminder and nice comments. Yeah, I think someone else thought it was an April Fools joke too. Nope. Still working on this.

Did some more testing and found a few more problems today. Ug. Testing is lame. Just swimming around is more fun.

After some thought, I figure it would be best to have a normal sized pond but one that is invisible to attachTo. Originally I wanted one that I could just fit inside my unit's body. And I guess I'd still like to have that ultimately. But the benefit of the larger pond is that anyone who is near me will dive with me. As long as they don't swim too far away from me, beyond the edge of the pond, they will stay at the same level as me. Is there a way to set something invisible in the game, but still have it present?


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#32 Posted at 2011-04-03 23:03        
     
# Feint : Is there a way to set something invisible in the game, but still have it present?

Isn't there an invisible helipad? Not sure if that's what you're looking for, though.


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#33 Posted at 2011-04-04 00:40        
     
There is, and there are other objects that are also invisible like walls and stuff. I just need to set the pond as invisible. I tried applying textures to it via scripting but it hasn't worked so far. Maybe I can invert the pond. Hmm.


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#34 Posted at 2011-04-04 17:45        
     
These pictures are from the Danish Navy Frog men Corps. They use the net for camouflage when doing combat swimming.



/Boxter

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#35 Posted at 2011-04-05 00:49        
     
You fans of those camo net users are only getting one apology out of me. ;)

This post was edited by Feint (2011-04-06 04:18, ago)


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#36 Posted at 2011-04-06 04:23        
     
Does anyone have a link to a tutorial on making config.cpp files? I watched Gnat's awesome Oxygen tutorial and made a small flat square p3d that I hope to config into some water. I'm using stock BIS water as a template, but it's binarized so I'm not sure if the values I'm looking at are realistic or autogenerated by Oxygen2 because the real values are hidden or missing. I can't currently see the addon I made in the editor. But maybe things like water objects are hidden by default and this one is being hidden too? That's just a guess. I'm currently using MAP Editor Upgrade to see the vanilla BIS pond objects in the editor but maybe because there's no entry for the water I made, it's not showing in the editor. So I tried createVehicle but the RPT file says
Warning Message: No entry 'bin\config.bin/CfgVehicles/blah blah blah (lists every possibility of speech, weaponSlots, NightLightsOff, etc.

Here's the config:
class CfgPatches {
	class JFH_Water {
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {"CAData","CAMisc","CAMisc2","CAMisc3","CABuildings","CABuildings2","CAStructures","CASigns2","CARoads2","CARocks2","CAA10","CAAir","CAAir2","CAAir3","CAWheeled","CAWheeled2","CAWater2","CATracked","CACharacters2"};
	};
};


class CfgFactionClasses {
	class JFHWATER
	{
		displayName = "Invisible Water Faction";
	};
};


class CfgVehicleClasses
{
	class JFHWATER_WATER_INVISIBLE
	{
		displayName = "Invisible Water Vehicles";
	};
};

class CfgVehicles
{
	class Default;				// External class reference
	class Freshwater;			// External class reference
	class invisible_pond_JFH: Freshwater	{
		scope = public;
		displayName = "Invisible Water - Feint";
		vehicleClass = "JFHWATER_WATER_INVISIBLE";
		picture = "\ca\weapons_e\data\icons\backpack_ACR_CA.paa";
		icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa";
		mapsize = 2;
		model = "invisible_pond.p3d";
		rough=0;
		dust=0;
		soundEnviron="water";
		friction=0.9;
		restitution=0;
		isWater=1;
		character="Empty";
		impact="default_Mat";
	};
		
};

This post was edited by Feint (2011-04-06 06:31, ago)


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#37 Posted at 2011-04-06 17:57        
     
Have you used Kegetys' UnRap to make a config.bin in to a config.cpp for the BIS water?

Kegetys' Arma Tools: http://www.kegetys.net/arma/

Added 9 minutes later:

# Feint : You fans of those camo net users are only getting one apology out of me. ;)
I was not trying to get more apology's. :) Just showing how the swimmers in DK use them. They seem to use them only to remove any bright color from there face (Eyes, skin and hair) to blend more in to the water I guess.

This post was edited by boxter.dk (2011-04-06 18:12, ago)

/Boxter

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#38 Posted at 2011-04-07 07:14        
     
# boxter.dk : Have you used Kegetys' UnRap to make a config.bin in to a config.cpp for the BIS water?

Kegetys' Arma Tools: http://www.kegetys.net/arma/
Yes, I have been looking at the config for the water, but I seem to be unable to call it as an external reference. Maybe it's a problem with my model not having the right parts or something. In desperation, I hex edited an existing pond and I still couldn't get it to work as a new model. I'm thinking there might be some hard coded rule that I'm just missing. Like a naming convention or something. I have one or two more tricks I can try, but it's a frustrating process.

None of the BIS ponds seem to have their own classnames that I can find. I'm using MAP Editor Update which adds classnames (configVehicles) to each of those ponds. Looking at the way they do it, it seems they don't add any external references. They just make a new vehicle classname and reference the p3d filename of the pond. So I've tried to mimic that and I've also tried a bunch of other combinations and configurations, but no joy.

By the way, my evil boss just put in his two weeks notice today at work. SO I'm pretty fricking happy right now!!! :) :) :) And in typical corrupt fashion, he helped secure a very lucrative contract for the company that he will now be working for.

Added 2 minutes later:

This is my most recent config which gets the pond into the editor alright. But I'm getting "no entry" errors all over the place.
#define true 1
#define false 0

#define VSoft 0
#define VArmor 1
#define VAir 2

#define private 0
#define protected 1
#define public 2

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3

class CfgPatches {
	class JFHWATER {
		units[] = {};
		weapons[] = {};
		requiredAddons[] = {"CAWeapons", "CAData","CAMisc","CAMisc2","CAMisc3","CABuildings","CABuildings2","CAStructures","CASigns2","CARoads2","CARocks2","CAA10","CAAir","CAAir2","CAAir3","CAWheeled","CAWheeled2","CAWater2","CATracked","CACharacters2"};
		requiredVersion = 1.02;
	};
};


class CfgFactionClasses {
	class JFHWATER_SIDE
	{
		displayName = "Invisible Water Faction";
	};
};


class CfgVehicleClasses {
	class JFHWATER_SIDE_VEHICLES
	{
		displayName = "Invisible Water Vehicles";
	};
};

class CfgVehicles {
	class Static;
	class JFH_pond_small_28 {
		scope = public;
		displayName = "Invisible Water - Feint";
		vehicleClass = "JFHWATER_SIDE_VEHICLES";
		picture = "\ca\weapons_e\data\icons\backpack_ACR_CA.paa";
		icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa";
		mapsize = 2;
		model = "pond_small_28.p3d";

	};
		
};


class CfgSurfaces
{
	class Default;
	class Freshwater
	{
		access=2;
		files="watersurface*";
		rough=0;
		dust=0;
		soundEnviron="water";
		friction=0.9;
		restitution=0;
		isWater=1;
		character="Empty";
		impact="default_Mat";
	};
};


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#39 Posted at 2011-04-07 11:04        
     
I'm not an expert on configs. I can do some sqf scripting. That's all I'v been working on so far.
I think you need some help from the BIS forums. Talk to Robalo from Alpha Squad or the dev's from the ACE team.

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#40 Posted at 2011-04-07 11:56        
     
If I translate and understand your current research:
ago on 3D models of boats BIS zone texture nome antiwater_ca.paa explores this track.
ca\water\data\antiwater_ca.paa

If it is the manufacture of water for arma 2 I may be a different track, I can post flake.


P.S: sorry for my English by a translator because I'm very bad.

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Feint  



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#41 Posted at 2011-04-07 14:56        
     
# ADO GMC : If I translate and understand your current research:
ago on 3D models of boats BIS zone texture nome antiwater_ca.paa explores this track.
ca\water\data\antiwater_ca.paa

If it is the manufacture of water for arma 2 I may be a different track, I can post flake.


P.S: sorry for my English by a translator because I'm very bad.
I don't completely understand, but I'll look for that texture and look for a model that is using it. Thank you for that information. :) Merci.

Added 7 minutes later:

# boxter.dk : I'm not an expert on configs. I can do some sqf scripting. That's all I'v been working on so far.
I think you need some help from the BIS forums. Talk to Robalo from Alpha Squad or the dev's from the ACE team.
I just posted a question in there in the hopes that someone can assist me with this part of it. Thanks for the push. I was debating.

This post was edited by Feint (2011-04-07 15:04, ago)


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#42 Posted at 2011-04-08 04:51        
     
You might also check over at the OFPEC forums as I know of a number of really talented folks (scripting, configs, etc.) hang out over there. Worth a try, anyhow. Wish I could help but you're way past my skillset!

Good luck!
- z

UPDATE: Forgot to add the link...sorry! http://www.ofpec.com/forum/index.php


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#43 Posted at 2011-04-08 05:16        
     
# zonker3210 : You might also check over at the OFPEC forums as I know of a number of really talented folks (scripting, configs, etc.) hang out over there. Worth a try, anyhow. Wish I could help but you're way past my skillset!

Good luck!
- z

UPDATE: Forgot to add the link...sorry! http://www.ofpec.com/forum/index.php
Thanks for the advice Zonker3210. I'll take a look. :)


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#44 Posted at 2011-04-09 06:23        
     
BIG UPDATE: Defunkt made me an invisible pond. I just tested it and here's what we have now:

Some screenies: (as you can see, as I look down, you can no longer see the surface of the pond!)



He also gave me the idea of using createVehicleLocal to create the invisible pond in game and then deleting it when I detach the pond (when surfacing). It's easier and cleaner that way and works fantastically. Thanks Defunkt!


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#45 Posted at 2011-04-09 07:56        
     
it is superb, I am on the bottom, my work basic with the men frogs (plungers) now take thanks to you another dimension.
I hope that in the year futures BIS will take into account this request of the players of explored sea-beds.
Multitudes of scenarios of missions will be born thanks to you. O:-)

You have just carried out what I do not have could make by lack of time and of competences.

Miles Thank you. *THUMBS UP*

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