Jump to content
dscha

Truck and Trailer - Arma 3 - Standalone Released (22.10.2015)

Recommended Posts

*UPDATE - 22.10.2015 (or: 10/22/15)*

Okay, finaly i found some time, to make a Standalone Version of that wobblewobblething (aka Truck and Trailer):

 

1st of all: Keep in mind, that the Truck and Trailer are just a Test-Objects! There are Textures missing, Wheels are not 100% perfect, etc. blabla. But for most of you guys, it should be enough to play around with and get the Idea, how it works and what i did.

Sadly, the Ropes still don't react as wished (Bungeeeeeeeeeeeee).

+Also: with the following, they react different (better)

cursorTarget setMass ((getMass cursorTarget)*2)
g4M75uQl.jpg

Download directly from the Distrikt41-DL Server

Download: packed Addon + bisign + Key

AND, since i am a friend of "Share your Knowledge", take that:

Download: Truck + Trailer MLOD

Do what you wan't with the MLODs, just be so kind and leave the Names in it ;)

Oh, just for Info: When it comes to Donation BS: I don't want my Scripts/Models on any Server with a Donationsystem on it!

+

APL-SA.png

Greetz Dscha

 

Alternative Download Links:

Release frontpaged on the Armaholic homepage.

 

news_download_a3_3.png

Truck and Trailer - Standalone v0.1 beta

&

banner-420x120.png

P.S. The get the Container onTop:

cursortarget animate ["HideCargo",-1];
-1 = show

0 = hide

(Don't ask me, why i used -1. I like to confuse ppl :))

 

 

To get the HEMTT Detach Option on a HEMTT add this, to the Player Init in the  missions*:

this addAction ["Detach Trailer",{ {ropeDestroy (ropes cursorTarget select 0)}forEach(ropes cursorTarget); },"",1000,true,true,"","(count(ropeAttachedObjects cursorTarget) != 0)"];
Or (when a HEMTT Mover is placed on the Map) simply add it to an existing HEMTT

 

 

this addAction ["Detach Trailer",{ {ropeDestroy (ropes this select 0)}forEach(ropes this); },"",1000,true,true,"","(count(ropeAttachedObjects this) != 0)"];
 

-----------------------------------------------------

-----------------------------------------------------

-----------------------------------------------------

OLD STUFF BELOW! BRACE YOURSELF!

-----------------------------------------------------

-----------------------------------------------------

-----------------------------------------------------

#####

Please support the Ticket to set the min. length of ropes to 0.1 (current 0.5). so it's hopefully a chance to get the Trailer, at least a bit, working)

http://feedback.arma3.com/view.php?id=22861

#####

First of all:

- Yeah, it looks crappy.

- Yeah, the wheels don't move.

- Yeah, there are ropes.

- Yeah, it looks crappy.

- Yeah, it's just a test.

- Yeah, i was bored.

- It's mainly for testing around

TEST #1

Since the fabulous autoparkingbreak, its almost unasable to tow Vehicles with others (might know as good as everyone).

Any other Ideas, how it can be done?

Current state:

- Trailer is an ordinary Object

- Weight definition inside the Model is highly important (heaviest point at the lowest rear point (150) - rest is almost everywhere 1-10)

- Since it's an object: Wheels dont move (getSpeed -> anim a wheel? meh...)

@BIS

Is there anything planed, to finaly impliment the Pivot Points?

I mean, its already implimented in VBS2 (since about 5-6-7-xxx Years?).

Time: 3:39

I just remembered, when we talked while playing on Nogova about walking/shooting from Vehicles, that is was already inserted in VBS1, then, about 10 Years later, it finaly came.

Could it be the same with Attaching Vehicles (2020 then)?

So long

TEST #2

Looks way better, but still... the ropes -.-

(+ Wheels moving)

TEST #3 (AI Compability)

Looks fine to me.

(except that bungee-behavior )

TEST #4 (New Model/Weights)

+ Reverse

From Closed Beta

Video from MultiSasch:

https://www.youtube.com/watch?v=pIm6SurxjVw

 

 

Latest Test:

https://www.youtube.com/watch?v=wou9tu7h-Gw

  • Like 6

Share this post


Link to post
Share on other sites

As always, if you wont pivot points, then pay for it... months asking for this feature, but looks like will never come... So sad that games like GTA V or similar have it and Arma 3, a simulator, cannot have this... Is so sad. We are very limited for making this "not war". The truck and trailers for logistics convoys, recoverys and so on can give Arma 3 a nice boost for those looking for simulation.

  • Like 1

Share this post


Link to post
Share on other sites
@BIS

Is there anything planed, to finaly impliment the Pivot Points?

I mean, its already implimented in VBS2 (since about 5-6-7-xxx Years?).

I just remembered, when we talked while playing on Nogova about walking/shooting from Vehicles, that is was already inserted in VBS1, then, about 10 Years later, it finaly came.

Could it be the same with Attaching Vehicles (2020 then)?

Oh no you're gonna bring the wrath of Dwarden on us all! :16_6_8:

Seriously though, being in VBS (its own fork of the engine) is no indication of how much something can be pulled off in Arma as an engine-supported thing that meets the devs' satisfaction (i.e. in performance) versus a scripted workaround that a VBS customer accepted.

As always, if you wont pivot points, then pay for it...
Funny thing is, this is closer to how VBS development works than you intended... for example, the snow implementation in VBS3 "only exists in VBS because the Swedes helped pay for it", while the Australian military got exclusive access in v3.4 to upgraded Tiger ARH simulation that other customers had to wait on v3.6.

Oh, and BI runs away from the word "simulator" these days so don't bother with that comparison either.

Share this post


Link to post
Share on other sites
Oh no you're gonna bring the wrath of Dwarden on us all! :16_6_8:

:yay: Come and get me Dwarden :yay:

hmm, my last standing (long long time ago) that it's nearly the same (for example Scripting). oO

Share this post


Link to post
Share on other sites
First of all:

- Yeah, it looks crappy.

- Yeah, the wheels don't move.

- Yeah, there are ropes.

- Yeah, it looks crappy.

- Yeah, it's just a test.

- Yeah, i was bored.

- It's mainly for testing around

Still better than bohemia, because you are trying to do something in this direction. Thanks for your efforts and keep up good work :)

  • Like 1

Share this post


Link to post
Share on other sites

Test #2 done - OP updated.

Changes:

Runs much smoother, since it's a "real Vehicle" now.

I wish there would be an option, to strict (right word? idk) the max. length of the rope -.- (incl. Bungeeeffect)

Edited by Eggi

Share this post


Link to post
Share on other sites

Bis more than likely already has working tractor trailers but can't get the ai to drive them properly so they're not enabling thier use in game.

Edited by Delta Hawk

Share this post


Link to post
Share on other sites

Yeah, with getVelocity, SetVelocity, getPos, setPos, getDir etc. (Extrem hardwarehungry and not realy possible in MP)

Kinda the same thing, we did with the AEF-Train back in the OFP Days.

Share this post


Link to post
Share on other sites

Have you happened to run into the geometry pin and hole method that I believe should still work?

This is the video I first saw and found inspiration to try it out in A2

Our MCV is two vehicles joined with geometry and the tractor pulls it pretty well. Have not had the chance to port it to A3 yet and try it with PhysX, but it might still work.

http://www.moddb.com/mods/cc-tiberian-era/videos/arma2-mcv-test#imagebox

AI drives it really badly off road though as it can't account the trailer.. On road it manages a bit better but not well enough.

Share this post


Link to post
Share on other sites

Using roadway in truck and landcontact point in the trailer. Probably yo can reduce the pitch of the trailer.

Share this post


Link to post
Share on other sites
Have you happened to run into the geometry pin and hole method that I believe should still work?

The problem with that was that once the vehicles were X distance away from the player, they ceased to have geolods and the trailer dropped off the truck. Which made it completely unusable for AI purposes, and is why it was dropped by most of the people investigating it when they could not find a way around the issue.

Share this post


Link to post
Share on other sites
The problem with that was that once the vehicles were X distance away from the player, they ceased to have geolods and the trailer dropped off the truck. Which made it completely unusable for AI purposes, and is why it was dropped by most of the people investigating it when they could not find a way around the issue.

Oh yeah that. :D Had forgotten about that.. It was pretty hilarious to see.

Share this post


Link to post
Share on other sites

bungeeropes = pain in the A**...

But, when it stop wobblewobble = Looks good.

I may upload a video in the next few days. Needs some testing in MP first.

Share this post


Link to post
Share on other sites
Even the AI got no real problem with it!

https://www.youtube.com/watch?v=8q4rZwvhZqI]

@BIS Pls! Add a non-Bungeerope (or at least higher the force, so it's dragged faster to the "normal state/length" =/)

*OP Updated

I dont know, about this, but the bungee probably is controlled by hookes law. If you can reduce rope lenght to about 1cm, bungee will be little and probably you cant see it.

Share this post


Link to post
Share on other sites

min. lenght is 0.5m/50cm, thats the problem.

Share this post


Link to post
Share on other sites

Does it work any better if you have multiple half meter ropes instead of one?

Share this post


Link to post
Share on other sites

It's possible, like in Video #3. So too much Bungeerope-effect, as long as BIS don't change something =/

We are testing the current State on our Server in about 2-3 Weeks.

Edited by Eggi

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×