stiefel1976 10 Posted March 11, 2011 Hello, so now I need help in config & script. The ship is defined as such ! I have a finished surface to be defined as a roadway. It is a limited area accessible and fall at some point in the water :mad: this area will now be divided into four individual parts for example (deck1.p3d, deck2.p3d ....) these items are to be activated in the script as a roadway. I hope I've described to some extent understandable. Sorry for my bad english :butbut: I need an entry in the config and a script. It would be very nice to walk around the entire deck to run from one to another Maingun regards stiefel :bounce3: Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 12, 2011 It would be very nice to walk around the entire deck to run from one to another Maingun Oh course it would but the ArmA engine won't do it properly without a LOT of extra p3d models and scripts. I highly suggest you try decks LAST, after you get everything else about your ships working. I personally gave up on proper walk decks years ago with this game. Nice work on those models ! Share this post Link to post Share on other sites
stiefel1976 10 Posted March 12, 2011 hello gnat, thank you that is not good :( It is not so long ago........ I've been playing around with something landcantact found that I was able to run across the deck. Without a script and without house definition. It was defined as a ship. I had a # Roadway entire area on the ship # Geometry # Landcantact # Memory # and 0.0000 the stupid thing was that the ship was too deep or too heavy. I did not believe but it was so. I thought holy shit When I had the ship where it was positioned correctly, I fell again by ship's deck. Is this a possibility? So a balance between Landcontact, Geometry and Roadway? stiefel Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 12, 2011 Is this a possibility? So a balance between Landcontact, Geometry and Roadway? No, I have never seen any sort of a balance change the result. No doubt theres small things that can be done to each LOD to help, but NEVER have I completely avoided the typical problems of large models. What DOES change the result a little is exactly where you place the unit on a terrain (sea), in the editor. There seems to be an invisible grid to normal ArmA terrain, and large models placed a slight different positions within that grid get differing results on things like Resolution LOD clipping, Geometry LOD collision "holes" and of course Roadway deck "holes". Share this post Link to post Share on other sites
PacUK 1 Posted March 12, 2011 Just a small suggestion, but I'm not an oxygen modeller so don't take my word for it, with the landing craft if I44 although you can walk on the "deck" area, in water, ArmA2 really doesn't handle it too well (I guess because the boat move in relation to the water). What you may want to consider is two versions of ships so a vehicle version which can move and has the gunner positions etc, then a static model version like the Khe-Sahn (spelling?) carrier ship for walking around on. As Gnat said though, probably worth leaving this till last and focusing on the models as vehicles first. Good luck and great work! Share this post Link to post Share on other sites
stiefel1976 10 Posted March 13, 2011 (edited) Yes, good idea PacUK ;) It is possible that the accessible surface of the LHD matched my ship ? and then with the command "AttachTo ..." stiefel Edited March 13, 2011 by stiefel1976 Share this post Link to post Share on other sites
monkey! 10 Posted March 22, 2011 finally someone is making warships! keep up the good work! (hope this doesnt die) Share this post Link to post Share on other sites
stiefel1976 10 Posted March 22, 2011 hello, first: I solved the problem completely walkable deck! .......... I'll will report later........ Continue with the rear gun Caesar :confused: When I enter as a gunner in the turret Caesar, I can cover the rear of the ship. When I get out, then it turns into the position of the two front turrets. See the picture.... but it must be a 180 degree difference from the forward guns. Question now to the forum Hello monkey.....I will continue... firewill, where are you ;) stiefel Share this post Link to post Share on other sites
stiefel1976 10 Posted March 25, 2011 Hi, can someone create a script, so that the described situation can be resolved? It must be possible right? Here is an excerpt of the third config.cpp gun "Caesar " All guns are described in a config script that is not activated with AttachTo http://pastebin.jonasscholz.de/1355 If it is not possible, then please tell me, then I do not need further drill ....... Thanks to the FORUM regards stiefel Share this post Link to post Share on other sites
Drew 10 Posted March 26, 2011 ships looking good dude, dont give up arma 2 needs more ships/ship battles, i created a video a long time ago, Gnat is the man to talk to when it comes to war ships see my vid. IwR-RAVyGQg Share this post Link to post Share on other sites
babylonjoke 22 Posted April 17, 2011 (edited) Hey guys, very wonderful models!! Are you going to get it to work with the artillery module system? would be cool! Edited May 24, 2011 by Babylonjoke Share this post Link to post Share on other sites
battleship 11 Posted November 3, 2013 When will be the next update of this mod? Share this post Link to post Share on other sites
Delta Hawk 1829 Posted November 3, 2013 No digging up old threads! lol just kidding. I really want to know too. Share this post Link to post Share on other sites
chycius 10 Posted July 10, 2014 when will be ready the Iowa class? Share this post Link to post Share on other sites
Maio 293 Posted July 10, 2014 when will be ready the Iowa class? Hey, posting in old threads just to ask for updates is not recommended. As an alternative, send the thread author a private message. Share this post Link to post Share on other sites
yw983456 10 Posted February 3, 2015 These ships look cool. how many ships would u add for each class? Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted February 3, 2015 Words cannot express how I feel seeing this come up, thinking it was alive once more, and finding out it was just you, a new member without any brains whatsoever, who has never seen a calendar or a list of rules before in your life. The only words that come close to expressing it are also against the rules. So, these three will have to do. Share this post Link to post Share on other sites