hcpookie 3770 Posted April 3, 2012 Yes I am! I figured out that the weight settings I had was causing the model to literally "bounce around" on its axis making it look like it was spinning in place. Due to the Arma engine's gravity, you have to weigh everything on what appears to be an inaccurate scale of weight. Otherwise it simply flips over if it hits a rock or a tree. SOOOOOO..... to make it work it has to be as heavy as a tank. Meaning it can plow down any tree it hits! Kind of funny but what can you do. The issue I have right now is that the skeleton seems to be incorrect. Everything "sags" to the ground on the damper (shock). Which is frustrating beyond belief. EIther an animation is incorrect in the cfgModels or the skeleton inheritance is wrong. It gets frustrating making changes repeatedly. Real Life keeps distracting me I haven't even gotten to the remote control part yet. RIght now it is still a very small tank that only drives around very slowly. So I could release it but you wouldn't like it :) Share this post Link to post Share on other sites
scarecrow398 43 Posted April 4, 2012 Yes I am! I figured out that the weight settings I had was causing the model to literally "bounce around" on its axis making it look like it was spinning in place. Due to the Arma engine's gravity, you have to weigh everything on what appears to be an inaccurate scale of weight. Otherwise it simply flips over if it hits a rock or a tree. SOOOOOO..... to make it work it has to be as heavy as a tank. Meaning it can plow down any tree it hits! Kind of funny but what can you do. The issue I have right now is that the skeleton seems to be incorrect. Everything "sags" to the ground on the damper (shock). Which is frustrating beyond belief. EIther an animation is incorrect in the cfgModels or the skeleton inheritance is wrong. It gets frustrating making changes repeatedly. Real Life keeps distracting me I haven't even gotten to the remote control part yet. RIght now it is still a very small tank that only drives around very slowly. So I could release it but you wouldn't like it :) Sounds like BIS really doesn't want SWORDS unless its in VBS :D you could ask the swedish army mod team if they're willing to help with the control system, they appear to have one working for thier UAV which looks pretty damn awesome. Share this post Link to post Share on other sites
R0adki11 3949 Posted April 4, 2012 Sounds like BIS really doesn't want SWORDS unless its in VBS :Dyou could ask the swedish army mod team if they're willing to help with the control system, they appear to have one working for thier UAV which looks pretty damn awesome. i think they might be using ACE to make theirs work, not entirely sure tho. Share this post Link to post Share on other sites
hcpookie 3770 Posted April 4, 2012 I may do that - I'm pretty sure it is something with the model.cfg but darned if I can figure it out. I am using a modified model.cfg based on the Arma1 sample models, but darned if I can get it working properly. I don't want to focus on the weapons yet until I get that done. I may take another stab at it this weekend since my allergies are keeping me from doing any yard work right now. However IF it rains and washes away this pollen then I won't have any excuse to avoid the yard work :) Also I was planning on making "one each" of the SWORD vehicles based on available weapons in teh Arma1 sample models - M107, M249, M240, AA-12 (that's using a proxy), but I would also like to have one that has the "disarm mine/satchel charge" skill. Not sure how to add that "disarm" command to a vehicle. Share this post Link to post Share on other sites
kremator 1065 Posted April 4, 2012 /crosses fingers for no rain :) Share this post Link to post Share on other sites
evil_brownie 17 Posted April 4, 2012 (..) Not sure how to add that "disarm" command to a vehicle. Maybe a proximity detection script for explosive type objects, like mines? Share this post Link to post Share on other sites
scarecrow398 43 Posted April 5, 2012 I may take another stab at it this weekend since my allergies are keeping me from doing any yard work right now. However IF it rains and washes away this pollen then I won't have any excuse to avoid the yard work :) *sigh* Join the club :( Also I was planning on making "one each" of the SWORD vehicles based on available weapons in teh Arma1 sample models - M107, M249, M240, AA-12 (that's using a proxy), but I would also like to have one that has the "disarm mine/satchel charge" skill. Not sure how to add that "disarm" command to a vehicle. Hmm, make it ACE reliant and give it a menu or use a exiting IED script, you could ask rezzo, make a Counter IED variant for his EOD mod and he might to it for you :P Share this post Link to post Share on other sites
R0adki11 3949 Posted April 5, 2012 Hmm, make it ACE reliant and give it a menu or use a exiting IED script, you could ask rezzo, make a Counter IED variant for his EOD mod and he might to it for you :P Perhaps a better solution would be to make it work with and without ACE, not everyone uses ACE. Share this post Link to post Share on other sites
kremator 1065 Posted April 5, 2012 Hmm, make it ACE reliant .... and why would he WANT to do that? The previous version of Reezo's IEDs works perfectly without needing ACE. You can make ANYTHING able to disarm an IED! Share this post Link to post Share on other sites
Feint 137 Posted April 7, 2012 (edited) @hcpookie, looks like a fun vehicle to work with. Good luck on the project. You know a lot more about configs than I do. But have you considered looking at the ATVs? They are about the same size as your vehicle. Maybe you could try inheriting from an ATV. Also, in terms of the spent shells, how about faking it. If you test for the kind of gun, you can create a shell specific to that gun using createVehicle (FxCartridge_762 OR FxCartridge_556 or whatever). Then you can get the direction of the gun, do some fancy math and then using setVelocity shoot the shells into the air at the right angle perpendicular to the gun. Then just do that forEach time the gun fires a round. If you need the code for shooting things out at an angle depending on the direction something is facing, here is the code I'm using to shoot grenades while swimming depending on the direction you are looking: _caller = _this select 1; _grenade = whatever grenade I created depending on player inventory _headPos=screenToWorld [0.5,0.5]; _headDir=[ (_headPos select 0)-(getPos _caller select 0), (_headPos select 1)-(getPos _caller select 1), (_headPos select 2)-(getPos _caller select 2) ]; _dir = (_headDir select 0) atan2 (_headDir select 1); _grenade setDir _dir; _speed = 12; // change this to change the speed of the items being "thrown" _vel = velocity _grenade; // this is the speed that the grenade is moving, so if you were running, the grenade would already have some velocity to it in a few different directions _grenade setVelocity [ (_vel select 0)+((sin _dir)*_speed), (_vel select 1)+((cos _dir)*_speed), 7 // change this to shoot things higher into the air (higher into the sky, not faster or farther) ]; OR, you could try to make a particle effect that shoots out shell casings. Edited April 7, 2012 by Feint Share this post Link to post Share on other sites
J. Schmidt 10 Posted May 11, 2012 (edited) @hpookie I've been working really hard on a remote control script and after playing around with it I was able to incorporate being able to change positions in the MULE, you will probably be able to use it for your UGV's once I get it working. Edited November 16, 2012 by JSF 82nd Reaper Share this post Link to post Share on other sites
hcpookie 3770 Posted May 13, 2012 Tres cool! I toyed around with the model.cfg entries enough I got frustrated and sat it aside for a while. Can't get the damper animation to "not" animate. At INIT, the model's damper animation is completely animated downward. The instant the vehicle is started, the animation flexes and it stays bottomed out. Obviously something's wrong but it doesn't seem to be in the model.cfg (that I can tell) so I put it on the back burner for now. I am certain I've introduced something into my P3D that is causing the suspension animation to animate completley down. So what to do... I was able to repro the behavior when doing the water mines - it seems if you open one of the A1 sample models and Save As... it works fine. However if you make a new model in O2 via File > New the model's geometry doesn't work right. The model will always lean about 15 degrees backward. If this is indeed the problem I'm facing then I should be able to fix it by opening the A1 Shilka, Save As... and then copy/paste the contents of my model's LOD piece by piece. Tedious, but if it gets the leaning out of the picture then I'm happy. I just need to find the motivation to do so! :) I am tweaking a few other projects, so once I get ahead on those I will probably revisit this cut-and-paste theory of mine. Share this post Link to post Share on other sites
Feint 137 Posted May 14, 2012 Maybe your vehicle is too heavy. I had problems with the Raven when Baraka set the model weight to the real-world equivalent of 4 lbs and the Raven was nutso flipping over on turns and all screwed up. Once we changed the weight to 40lbs, it flew well. So we changed it to 80lbs and it few even better. If your suspension is bottoming out, maybe change the weight to 1 lb or something. Share this post Link to post Share on other sites
hcpookie 3770 Posted May 14, 2012 That was my first problem - too light and did the moon bounce :D I've actually found it works better (less flipping) when really heavy. Real-world weight as you probably know isn't in the game. Moon gravity is what I've understood the game gravity to be. Share this post Link to post Share on other sites
scarecrow398 43 Posted May 14, 2012 So we'll end up with a 240kg UGV made with part depleted uranium? even if we lose it in a firefight we still win :D Share this post Link to post Share on other sites
J. Schmidt 10 Posted May 23, 2012 @hcpookie Here's a link to the remote control thread I started with the working remote control scripts posted on the last page. (the remote control scripts on the last page are the ones I used in my MULE addon.) I hope this helps you out with your UGV. :D http://forums.bistudio.com/showthread.php?134255-Remote-Control-Script&p=2154372#post2154372 (If you need any help feel free to pm me and I'll help you the best I can, and if I can't help I'll get a hold of Nordin for you so you two can discuss the script.) Share this post Link to post Share on other sites
hcpookie 3770 Posted November 15, 2012 Progress. No this isn't dead... just slow in getting it completed! I'm going to work on the Russian version(s) next. Hey JSF I may need to ping you soon! :) Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted November 16, 2012 Wow! Those are looking GREAT. ArmA 2 badly needs combat robots, and these definitely look like the ones to use. Thank you for updating us and for working on our behalf. Bookmarked! Share this post Link to post Share on other sites
scarecrow398 43 Posted November 16, 2012 Megusta, though the M107 seems a little pointless :P the recoil on it should push it around a little like the Stryker MGS :D Share this post Link to post Share on other sites
nodunit 397 Posted November 16, 2012 I don't know why...but the image of a little robot wheeling it's way up, firing a shot which propels it several feet backwards is oddly amusing. Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted November 16, 2012 . Do you think that when you're done with building these, that you'd be willing to make something that's currently fantastical, but is totally plausible? Odds are, I'm sure that something close to these are already being selectively field tested. It would be pretty horrifying to encounter mechanical beasts such as these...! http://digital-art-gallery.com/picture/gallery/big_dog http://www.g4tv.com/thefeed/blog/post/706197/tom-clancys-ghost-recon-future-soldier-pushed-back-to-march-2011/ http://www.gamersyde.com/news_ghost_recon_future_soldier_trailer-9115_en.html Please note, that I am NOT asking you to make the above, but rather something similar to them. These might push the tech-boundary a bit for ArmA 2's usual settings, but would perfectly fit in for ArmA 3's future setting. One would be killing two birds with one stone. If you're interested, and wouldn't mind, I'd be happy to cook up some designs and send them your way for consideration. Let me know. Share this post Link to post Share on other sites
krycek 349 Posted November 18, 2012 @Kyle,the first one I think will be a nightmare to animate,but the "wheely" one from GR looks very good. Share this post Link to post Share on other sites
scarecrow398 43 Posted November 18, 2012 @Kyle,the first one I think will be a nightmare to animate,but the "wheely" one from GR looks very good. Yea animating anything other than a person walking ends up being a bad idea >_> on a side note the bigdog prototype in the first link (walking one) is what's in GR, the later wheeled ones where from early development where they went way into the future before bringing it back into something a little more plausable (kind of like what BIS is doing with Arma 3, Lol). Share this post Link to post Share on other sites
krycek 349 Posted November 18, 2012 on a side note the bigdog prototype in the first link (walking one) is what's in GR, the later wheeled ones where from early development where they went way into the future before bringing it back into something a little more plausable (kind of like what BIS is doing with Arma 3, Lol). In my opinion both are very plausible,not sure what's so futuristic about the wheeled one,it's just a Talon on steroids or it's big bro.I can't really say how tech will be by the mid 2030,but it's a very high possibility that we will have more UGV platforms by that time than the pimped up MULE look-alike we saw on A3. Share this post Link to post Share on other sites
pressytcn 10 Posted November 18, 2012 yes i been waiting to see the aa12 mounted on a viecle Share this post Link to post Share on other sites