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arremba san zorzo

PROGETTO FLOTTA (Navy Project) - PedagneMOD

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Bella Arremba!!!! Bel lavoro!

Ma sarà utilizzabile solo con la PEdagne o anche come mod standalone?

Will it works only as an extensiono of the Pedagne mod or standing alone?

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Bella Arremba!!!! Bel lavoro!

Ma sarà utilizzabile solo con la PEdagne o anche come mod standalone?

Will it works only as an extensiono of the Pedagne mod or standing alone?

extension of the pedagne mod

For the moment, the lack of physx makes these ships not very friendly with Arma 2. There are some workarounds but not very friendly

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I have add weapons as static weapons. As turret in main 3dmodel and as single 3Dmodel added thorugh init.sqs....nothing work!

Some idea or an examples multilods for study?

Well if you want a static ship that isnt affected by other objects hitting it dont use "class ship" use "house". Until ArmA3 and PhysX it wont work properly. And if you use attachto rather than setpos you are going to give yourself more potential problems and mass properties of the child objects maybe ignored so the only object that will have mass as far as the game engine is concerned is the parent class ship object. You can add the weapons as "class staticweapon" etc quite easily too without the loss of their properties.

Personally I have a few ships built like this ingame already and they arent affected by things banging into them.

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I do not know if it works, have you tried to use the attach to command

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Beautiful work, Arremba. These are the most realistic naval models I have seen in ArmA yet!

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I have add weapons as static weapons. As turret in main 3dmodel and as single 3Dmodel added thorugh init.sqs....nothing work!

Some idea or an examples multilods for study?

I''m no modder, so i'm not familiar with how the ARMA engine deals with larger or smaller ships, but did you take a look a GNATS models?

In his original release of his OHP and Krivak IV frigates GNAT used a script to attach static weapons to a moving ship. This was in OFP.

In his ARMAII Release he used intergrated weapons/turrets.

ARMAII

http://www.armedassault.info/index.php?game=1&cat=addons&id=1531

OFP

http://ofp.gamepark.cz/index.php?showthis=10406

Edited by arkengel
spelling

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...nothing, doesn't work....

you could do it with the imitation weapons as if they were already in the model without them work

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...nothing, doesn't work....

Well I didnt use MAGIC to get them to work ...... !!

Post some configs and model.cfg and we'll look

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i've followed to ways:

1) the result is that simply doesn't work. I follow the FSF way (as stinger pod weapon) with this script:

GunnerOTO76.sqf

//----------------------------------------
//script by Gnat
//----------------------------------------
private["_ship","_pod","_unit"];
_ship = _this select 0;
if (!isServer) exitWith {};
_pod = ObjNull;
_unit = ObjNull;
while {isNull _pod} do {_pod = nearestobject [_ship, "ASZ_SanGiusto_OTO76"];};

_pilot_grp = group driver _ship;
_unit = _pilot_grp createUnit ["ASZ_NavyCrew_21_MM", [0,0,0], [], 0, "FORM"];
//"ASZ_NavyCrew_21_MM" createUnit [[0,0,0], _pilot_grp, "ASZGunner = this", 0.9, "PRIVATE"];
[_unit] join _pilot_grp;

//_ship vehiclechat format["Pod %1", _pod select 0];
_unit AssignAsGunner _pod;
_unit moveInGunner _pod;
//[ASZGunner] join grpNull;

and this INIT sqs:

//start init by jdg for QE
//Exit now if client
if (!isServer) exitWith {};

_SG = _this select 0;
_SGDir = getdir _SG;
_SG setpos [getposasl _SG select 0, getposasl _SG select 1, 0];
_SGpoint = [getposasl _SG select 0, getposasl _SG select 1, 0]; 


//Assemble carrier
_parts =
{
  _carrier = _x createVehicle _SGpoint;
  _carrier setdir _SGDir;
  _carrier setpos _SGpoint;
  _carrier allowDamage false;
} foreach _parts;

SanGiustoA = "ASZ_SanGiusto_A" createVehicle _SGpoint;
SanGiustoB = "ASZ_SanGiusto_B" createVehicle _SGpoint;
SanGiustoC = "ASZ_SanGiusto_C" createVehicle _SGpoint;
SanGiustoD = "ASZ_SanGiusto_D" createVehicle _SGpoint;
SanGiustoE = "ASZ_SanGiusto_E" createVehicle _SGpoint;
SanGiustoF = "ASZ_SanGiusto_F" createVehicle _SGpoint;

{_x setDir _SGDir; _x setPos _SGpoint; _x allowDamage false;} forEach [sanGiustoA, SanGiustoB, SanGiustoC, SanGiustoD, SanGiustoE, SanGiustoF];

//Make animated models accessible to clients

publicVariable "SanGiustoA";
//////////////////////////////////////////////////////

if (!isServer) exitWith {};
_xx = 10 preloadObject "ASZ_SanGiusto_OTO76";
//Get var form ship
_check = _ship getVariable "boatsloaded";
//Check is var is empty/not set
if(isnil "_check")then
{
//load ships and set var
//Broadcasts ships loaded
_ship setVariable ["boatsloaded", true,true];
//run boat loading scripts
_cannon = "ASZ_SanGiusto_OTO76" createvehicle[0,0,0];
_cannon attachto [_ship,[0,0,0]];

}else{
//Var is set so do nothing
//not needed but wont hurt
if(true)exitwith{};

2) the result is that the gunner go in the sea never island around. the second way was as launch a boat, so i launch to mount on a canno OTO Melara 76, with this two scripts:

LAUNCH

//----------------------------------------
//script by Gnat
//----------------------------------------
// if you use it, credit me as appropraite
//----------------------------------------
_ship = _this select 0;
_man = PLAYER;

_ship animate ["OTO76in",1];

_lan = "OTO76in" createvehicle[0, 0, 5000];
_lan SetvectorDir (VectorDir _ship);
_lan SetPos (_ship ModelToWorld (_ship selectionposition "pos gunner"));
_lan Setvelocity (velocity _ship);

_man action ["EJECT", _ship];
unassignVehicle _man;
_man setpos (getpos _lan);
_man assignasdriver _lan;
_man action ["getInGunner",_lan] ;

DOCK

//----------------------------------------
//script by Gnat
//----------------------------------------
// if you use it, credit me as appropraite
//----------------------------------------
_ship = _this select 0;
_lan= nearestobject [_ship, "ASZ_SanGiusto_OTO76"];


{_x action ["EJECT", _lan];unassignVehicle _x;_x setpos (getpos _ship);_x action ["getInCargo", _ship]; _x moveincargo _ship; } foreach (crew _lan);

deletevehicle _lan;

_ship animate ["OTO76",0];

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I've solved the issue of weapons trough the placement of weapons as indipendent vehicle within the mission. There is another problem that i really don't know how to solve: the icon on map of San Giusto, in one PC (graphic card AMD) the ship it's right oriented with the map icon. In other PC (graphic card GeForce) the ship is oriented of 180°degree to the icon map. Someone has an idea?

('cause the ships geometry it's so damned HARD on Arma2? grrrrrr........)

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Im no modder, but it seems you are not the only one with that problem. I think several other static ship addons have the same issue, the OFrP carrier is also inverted I think.

Edited by arkengel

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It seems it is something than only happens with class House objects and its derivatives. It doesn't happen with other kind of objects such as Ships or other mobile classes.

Pay attention to this thread or one in the A3 forum because there are going to be a couple of surprises!!!

Underwater surprises!!!

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Great work arremba !

Your 360° mod looks awesome, with the first working fleet ever made inside a mod !

Now its' time for mission makers...

Any idea ?

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yes mate, yes....

an idea? a Minicampaign of 6-7 missions

Island Pantera or Duala:

Italy has a little garrison in a part of island with a 1/2 company of soldiers and a little naval base with some patrol boats. Revolution in near state of RED STAR, endangers civilian and the italina soldiers. The italian soldiers and sailors hold a fragile defense line. When the situation become unsostenible, they go away from island on patrol boats under artillery fire and refuse on near islet. Here, with the help of some patrol boats and with many casualties they resisting to enemy force until the arrive of the San Giusto that with the escort of FREMM, start the amphibious landing. They start to landing with the first direction on airport. Unfortunely, the high resistence of RED STAR damage the runway. After a drop a reinfrocements they consolidate the beachhead and repairing the runway. The first part may end with the stabilization of the enemy line...

Mate, we continuing on

http://forums.bistudio.com/showthread.php?157871-PedagneMOD-Amphibious-pack-at-360%C2%B0&p=2432069#post2432069

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