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cervantes

WW2 warships release on arma3 engine

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Okay

 

hi Rakad im really so happy your like this contents :)

 

das boot and a lots of documentarys have inspired my works for sure ;)

 

the major issue with torpedoes is fixed i just unlike this damned tremors ;)

 

i c'ant tell any date because i have not finiched to implement my news features ;)

 

i actualy working on a news fx and hide damaged hitparts on the models.

 

i want also trying to implement a module for spawning ships and convoys :)

 

Thx for your answer. I understand you and I really like the idea of random spawning convoys. It is really hard to wait for me you know ^^ Hope you fix everything.

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nice panel make a movie when finiched ;)

 

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heyyy pedersen alway alive my friend?^^

 

 

awesome job aplion happy to see your foward ;)

 

me i actualy encountering a issue with a visual asdic ui and trying to fix it.

 

and also working one civilian fhishing boat for ambient life with the talentuous colonel klink fisihing boat make on ofp ;)

 

movie coming soon ;)

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@cervantes could you say how many percent is already done of your project? It is so hard to wait :D

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@cervantes is there any chance you may know the IDC number for magazines left, similar as shown on ingame top right GUI ? I want to add this info in my targeting GUI - reticle and I can't locate that.

 

Any help will be much appreciated.

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i think you need return a current turret magazine for this ;)

 

 

_mags = vehicle player magazinesTurret [0, my turret];

 

or

 

_mags = my vehicle  currentMagazineTurret [my turret];

 

 

and returns mags with format text ;)

 

 

0 is a driver turret 1 commander 2 gunner etc etc ;)

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i think you need return a current turret magazine for this ;)

 

 

_mags = vehicle player magazinesTurret [0, my turret];

 

or

 

_mags = my vehicle  currentMagazineTurret [my turret];

 

 

and returns mags with format text ;)

 

 

0 is a driver turret 1 commander 2 gunner etc etc ;)

 

Not sure that I understood mate ... can you please be more specific on that ?

 

This is giving me the magazine class name ... what I want is the IDC number of magazines in general, for a GUI ... as shown in-game on right upper corner.

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damned gui is not my cup of tea ^^

 

its for this i use minimal ui and prefer a hint format windows for this ;)

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you can check my torpedo cam script also for this mate.

 

_mags = my vehicle  currentMagazineTurret [my turret];
ctrlSetText [13, format["Currentmag : %1 m",_mags]]
 
13 is a text control of ui check your number control text for aply this script line and return your curent turet magazine ;)

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Basically I found these into \a3\ui_f\hpp\defineresincl.inc ...

				class CA_AmmoCount: RscText
				{
					idc = 184;
					style = 1;
					colorText[] = {"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])","(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])","(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])","(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"};
					x = "4.5 * 					(			((safezoneW / safezoneH) min 1.2) / 40)";
					y = "1 * 		((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
					w = "3.5 * 		(((safezoneW / safezoneH) min 1.2) / 40)";
					h = "1.5 * 		((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
					sizeEx = "1.5 * 	((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
				};
			        class CA_MagCount: RscText
				{
					colorText[] = {"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])","(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])","(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])","(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"};
					idc = 185;
					x = "8 * 		(((safezoneW / safezoneH) min 1.2) / 40)";
					y = "1.5 * 		((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
					w = "2 * 		(((safezoneW / safezoneH) min 1.2) / 40)";
					h = "1 * 		((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
					sizeEx = "0.8 * 	((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
				};

... and it seems that idc 184 is for ammoCount and idc 185 for magCount. The problem is that neither of these values seems to be working for my UI ...

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do you tried?

 

_mags = my vehicle  currentMagazineTurret [my turret];

 

ctrlSetText [185, format["Currentmag : %1 m",_mags]]; 

 

 

 

if not i think you can try also 

 

_mags = currentMagazine  _my vehicle;

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ok i now finiched my first beta of Col. Klink fishing boat conversion for arma3 engine.

 

full fishing animations and ambient ia fishing scripts also finiched ;)

 

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ok i now finiched my first beta of Col. Klink fishing boat conversion for arma3 engine.

 

full fishing animations and ambient ia fishing scripts also finiched ;)

 

 

Nice but to much smoke I must say :)

 

btw ... this kind of smoke should be nice for under fire ships after torpedo impact :) is it possible to have this script ?

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^^ d'ont forgot is a ww2 fishing boat ,old engine big smoke ^^

 

 

for script look smoke.sqs ;)

 

and add a smoke memorie point on our p3d models ;)

 

 

 

for torpedoes smoke effect is debrit_A debrit_b debrit_C.sqs

 

script originaly works for a mando missile addons ;)

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^^ d'ont forgot is a ww2 fishing boat ,old engine big smoke ^^

 

 

for script look smoke.sqs ;)

 

and add a smoke memorie point on our p3d models ;)

 

 

 

for torpedoes smoke effect is debrit_A debrit_b debrit_C.sqs

 

script originaly works for a mando missile addons ;)

 

Actually I need a nice torpedo impact effect along with smoke and maybe flames on the ship after hit ... not sure of how to use these scripts for that, plus that they include some ArmA 2 links into them ...

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all script is inside the mod for arma2oa.

 

read a torpedoes scripts ;)

 

and read a cargo scripts and config also :)

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now i finiched a full rvmats on the p3d and add a very enhanced shadows volume and finich a seagulls script :)

 

 

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Nice video but I'm afraid the fishermen will not last long due to smoke inhalation :)

PS.

You might need some sharks in the water :)

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hé hé note the green peace attitude a smoke d'ont kill a seagulls :D

 

 

yes a big white sharks :p

 

but no sample for working them ^^.

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heyyy guys news addons is now finiched.

 

one old project born in arma2 and only begin and finiched on A3 

 

a kriegsmarine u-boat commander ;)

 

working with arma2 camel pilote sample and new commander cap headgear.

 

 

we c'ant actualy define in config a crew for each turrets but a commander is now playable.

 

i have also reworking my kriegsmarine crew model for compatibility with arma3 heads and headgears :)

 

now all caps is add in headgears and randomly deploy for each crews by script.

 

i have also add a new u-boats action, for launching a torpedoes a opened torpedoes launchers doors is required.

 

 

i actualy working on a second fishing boat specialised for a shark hunting with a animated harpoon turret and a scared great white shark model.

 

no nikiforos this shark is not animated and we c'ant use it :p

 

i have tried this but a catshark animations not working for this model and we have not a tutorial for working a fish addons :'(

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