Jump to content
giallustio

Faces of War [WW2]

Recommended Posts

Hello Guys,

 

i little news about Italian Tank L3/33, in this moment are in WIP, but we wanna show you some Render about the interior of the Tank.

Hope you enjoy that!

 

q8OuBux.jpg

 

Ffh4VIu.jpg

 

 

 

J

 

  • Like 18

Share this post


Link to post
Share on other sites

Just want to report a bug i discovered playing with this mod.

 

For some reason, this mod breaks the Loadout editor of 3DEN. Not only with the objects of the mod; but the entire game. When i modify the loadout of an unit and i play the mission, the unit spawns with the default loadout instead. When i disable this mod, everything works fine again.

Just wanted to make you know it as it´s breaking my Spanish Civil War missions, which i tried to use your content but cannot because of this.

BTW, there is any chance to get french units of the 1939-40 period? I would like to have Adrian helmets someday :P

Share this post


Link to post
Share on other sites
14 minutes ago, nbc095 said:

Just want to report a bug i discovered playing with this mod.

 

For some reason, this mod breaks the Loadout editor of 3DEN. Not only with the objects of the mod; but the entire game. When i modify the loadout of an unit and i play the mission, the unit spawns with the default loadout instead. When i disable this mod, everything works fine again.

Just wanted to make you know it as it´s breaking my Spanish Civil War missions, which i tried to use your content but cannot because of this.

BTW, there is any chance to get french units of the 1939-40 period? I would like to have Adrian helmets someday :P

Can't reproduce. What other mods are you using?

Share this post


Link to post
Share on other sites
9 hours ago, giallustio said:

Greetings from @lennard
 

 

Is Lennard on vacation in Burma? :icon_confused:

  • Like 3

Share this post


Link to post
Share on other sites
2 hours ago, Barden said:

 

I would hope those Slouch hats think what those slouch hats really mean! *anzac intensifies*

One can dream... https://en.wikipedia.org/wiki/Kokoda_Track_campaign

I do love me a SMLE No.1 Mk.III with "Sword Style" Bayonet... gaaah! *shivers* I LOVE THAT RIFLE!!!! I also love the Lewis LMG!!! older version with radiator, Barrel shroud and flash hider!!!

  • Like 2

Share this post


Link to post
Share on other sites

New guinea is the small island that is close to tanoa? ^^

seriousely : good job Lennard !

 

Share this post


Link to post
Share on other sites

Known bug, it will be fixed in the next release! Thank you for reporting!

  • Like 2

Share this post


Link to post
Share on other sites

Recently I was inspired to start work on a WW2 Escort Carrier. For the most part I made it all from my head so it inst perfect.  I made the model in Sketchup and then send it through blender for uv options. But after a couple days of fiddling with this I cant seem to get the LODS working properly in object builder. I also cant seem to get the textures to work. But what i have managed to do is get the model in the game. I feel overwhelmed so many steps but I thought that maybe the users here could use the 3ds file. I may be bad at adding models to arma but I believe my modeling skills aren't bad the carrier looks great! For the most part all it needs is the atc to be finished and some more AA gun placements along the side. I don't mind finishing this model 100% but I don't want to finish it for nothing. If you guys would use it but want the model to be finished I could do that. If you guys would be interested I could send the .3ds file to any of the mod devs. you can do what ever you want with it. I just want a ww2 style carrier in Faces of War. Here is a photo! http://steamcommunity.com/sharedfiles/filedetails/?id=1091535259

 

Thanks!

  • Like 1

Share this post


Link to post
Share on other sites

so, you need to chop the carrier into manageable chunks and then use a script to fix it all together.

no point working on an object so large that Object Builder won't be able to handle it, and you can't build with the tools.

good to get sorted before you uvmap it.

 

  • Like 2

Share this post


Link to post
Share on other sites
19 hours ago, eggbeast said:

so, you need to chop the carrier into manageable chunks and then use a script to fix it all together.

no point working on an object so large that Object Builder won't be able to handle it, and you can't build with the tools.

good to get sorted before you uvmap it.

 

I ported the hell in the pacific USN Carrier to arma 3 as a way to keep my carrier at correct scale and as reference. When porting it as you said the carrier is split into multiple pieces [ wx_aircraftcarrier01, wx_aircraftcarrier02, wx_aircraftcarrier03_Bow, wx_aircraftcarrier03_Mid, wx_aircraftcarrier03_Stern ]. For me splitting the 3ds model on my carrier is easy I could do that with 20 minutes tops. I just find a lack of tutorials on object builder and setting up uv maps. Im not sure if you would label a stable aircraft carrier as a object or as a boat. Im not planning on making it move so I just want it to be a stationary object with collisions and with textures. If you guys have any tutorials that helped you link it to me. It would be much appreciated!

 

Added: Also as stated above i can split the model but im not sure how to export them and get them to line up properly in game if they are separate pieces. I would assume i would import all 3 pieces into object builder in the same project. Then line them up, copy them and then paste them in there own object builder projects?

  • Like 1

Share this post


Link to post
Share on other sites

Okay I have made progress on this escort carrier it is still missing side catwalks and some command deck details. But i added the 2nd and 3rd story command deck and a small vent on the side. At this point ive been trying to try to get the model ingame with collisions(Before I invest more time in the model). But i cant find any good tutorials on you tube. Most of the ones i find people just press buttons and don't tell us what they do. Ive decided to give this model away can this project use it? Here are some screen shots from blender.

PS: ive tried my best to make this model use the least amount of lines and faces for the most part ive hollowed out the inside except for parts i missed.

 

I tried to scale it correctly most escort carriers which is around:

Length: 512.3 ft

Beam: 65.2 ft

Draft: 22.5 ft

 

its not precise but close.

 

wihueT4.png

jSnBSRL.pngbEGK8T1.png

 

 

 

  • Like 7

Share this post


Link to post
Share on other sites

Congrats on getting the carrier model together! For the geo and road lod you unfortunately need to create different p3ds of roughly 40-50 meter size and place them via init script. The geo lod is responsible for vehicle collision detection, e.g. that a plane or helo or car or tank can drive on the carrier flightdeck, or a boat collides with the hull. The road lod is responsible for units walking on the surface. Take a look at https://community.bistudio.com/wiki/LOD for more information.

 

For the init script you need to know a little SQF and how Arma 3 constructs objects. The config.cpp for vehicles and the init line is explained in https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#init As starting from scratch can be a bit intimidating, feel free to use the scripts from the Nimitz or the Freedom carrier as a base. You can find the Freedom scripts via the config and function viewer tool in the Eden editor.

 

On the Nimitz init system, that has been overhauled and modernized by Leshrack:

 

In config.cpp the init function is called via:

                class EventHandlers {
                        init = "_this call TTT_nimitz_fnc_init";
                };

The main init function defines the carrier parts and calls either eden or default init:

params[["_nimitz", ObjNull]];
private ["_parts"];

_parts =
[
        "JDG_carrier_nimspots",
        "JDG_carrier_nimlights",
        "JDG_carrier_nimlightsInternal",
        "JDG_carrier_island",
        "JDG_carrier_deck_0",
        "JDG_carrier_deck_1",
...
		"JDG_carrier_hangar_9",
        "JDG_carrier_hangar_12r",
        "JDG_carrier_hangar_34r",
        "joe_nauticalbridge"
];

_nimitz setVariable ["carrierParts", _parts, true];

//if in eden call eden init
if(is3DEN) then
{
        _nimitz call TTT_nimitz_fnc_edenInit;
}
else
{
        //else call default init
        _nimitz call TTT_nimitz_fnc_defaultInit;
};

The main assembly function part in default and eden init looks like:

...
_parts = _nimitz getVariable ["carrierParts", []];

//assemble the parts
{
        private ["_part"];
        //create part at the nimitz position
        _part = _x createVehicle _nimitzPosition;

        // tie the part to the carrier spawner
        _nimitz setVariable [_x, _part, true];
        // same in reverse
        _part setVariable ["TTT_NimitzParent", _nimitz, true];

        _part setDir _nimitzDirection;
        _part setPos _nimitzPosition;
        _part allowDamage false;

        //alive compatibility
        _part setVariable ["ALiVE_combatSupport", true, true];

} foreach _parts;
...

If interested in this, please get a de-pbo tool (I recommend getting familiar with Mikero's tools if you're seriously interested in Arma 3 modding) and look at the mod unpacked. I'll try to answer any questions you might have best by PM.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, TeTeT said:

Congrats on getting the carrier model together! For the geo and road lod you unfortunately need to create different p3ds of roughly 40-50 meter size and place them via init script. The geo lod is responsible for vehicle collision detection, e.g. that a plane or helo or car or tank can drive on the carrier flightdeck, or a boat collides with the hull. The road lod is responsible for units walking on the surface. Take a look at https://community.bistudio.com/wiki/LOD for more information.

 

For the init script you need to know a little SQF and how Arma 3 constructs objects. The config.cpp for vehicles and the init line is explained in https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#init As starting from scratch can be a bit intimidating, feel free to use the scripts from the Nimitz or the Freedom carrier as a base. You can find the Freedom scripts via the config and function viewer tool in the Eden editor.

 

On the Nimitz init system, that has been overhauled and modernized by Leshrack:

 

In config.cpp the init function is called via:


                class EventHandlers {
                        init = "_this call TTT_nimitz_fnc_init";
                };

The main init function defines the carrier parts and calls either eden or default init:


params[["_nimitz", ObjNull]];
private ["_parts"];

_parts =
[
        "JDG_carrier_nimspots",
        "JDG_carrier_nimlights",
        "JDG_carrier_nimlightsInternal",
        "JDG_carrier_island",
        "JDG_carrier_deck_0",
        "JDG_carrier_deck_1",
...
		"JDG_carrier_hangar_9",
        "JDG_carrier_hangar_12r",
        "JDG_carrier_hangar_34r",
        "joe_nauticalbridge"
];

_nimitz setVariable ["carrierParts", _parts, true];

//if in eden call eden init
if(is3DEN) then
{
        _nimitz call TTT_nimitz_fnc_edenInit;
}
else
{
        //else call default init
        _nimitz call TTT_nimitz_fnc_defaultInit;
};

The main assembly function part in default and eden init looks like:


...
_parts = _nimitz getVariable ["carrierParts", []];

//assemble the parts
{
        private ["_part"];
        //create part at the nimitz position
        _part = _x createVehicle _nimitzPosition;

        // tie the part to the carrier spawner
        _nimitz setVariable [_x, _part, true];
        // same in reverse
        _part setVariable ["TTT_NimitzParent", _nimitz, true];

        _part setDir _nimitzDirection;
        _part setPos _nimitzPosition;
        _part allowDamage false;

        //alive compatibility
        _part setVariable ["ALiVE_combatSupport", true, true];

} foreach _parts;
...

If interested in this, please get a de-pbo tool (I recommend getting familiar with Mikero's tools if you're seriously interested in Arma 3 modding) and look at the mod unpacked. I'll try to answer any questions you might have best by PM.

Thanks for the help. For the most part the only scripts i have work on have been on missions this looks miles harder. I dont know what to do so far all i have been able to do is get the whole model ingame with no textures and with no collisions. when ever I add LODS when i put it in the game the model is invisible. I feel like i cant do this without a hand by hand guide. I probably will go back to mission making. If anyone is interested ill probably just give the model away. I feel sad about this but i feel like i will never get this to work. Back in beta i tried to make a map spent 20 hours working on it to never get it to work. this might be another part to my list of failures.

Share this post


Link to post
Share on other sites
On 6/7/2017 at 6:25 PM, hawk_silk said:

 

Try using:


FlakCannon forceWeaponFire [weaponState FlakCannon select 1,weaponState FlakCannon select 2];

replace "FlakCannon" with the name of your gun of course.

 

Regards Hawk.

 

Hi,

 

Any suggestions? I have placed a Helipad (Invisible) at 1000m, named is helipad_1. Made a trigger and synced it to the Flak36. Placed the doWatch in the trigger. So far so good, its pointing up. Then i placed the forceFireWeapon function in the trigger, and got a error that a string is expected. That is true because the function requires 2 strings. You fixed that with an array so i quess it should work because the weaponstate also returns strings. I also tried fow_ger_flak36_tan forceWeaponFire [weaponState flak_2 select 1, weaponState flak_2 select 2]; which results in no error, but the unit should use that command. I tried for 1,5 hour al variants in trigger, flak36, commander and gunner at no avail. 

 

Cheers from Amsterdam.

Share this post


Link to post
Share on other sites

Great Mod ! Also very much like the princes Irene Brigade. Now an urban map and a  bridge for Market Garden. I see some Bridge parts are already in the build. 

 

Bridge+from+northeast.jpg

Share this post


Link to post
Share on other sites

Currently working on the remake of Terror of Tarawa part 2 and im currently having issues I tried to transfer code from the original mission but it is just not worth it, I decided to start from scratch. The map will have 5 main tasks the first task is to find enemy Intel this is easy I can do this. second mission is where I need help, For some of you this is a piece of cake. After a 15 second timer at start of mission I need 4 AI spawners to start spawning Japanese AI from FOW mod at random intervals(Not all at once because of lag maybe on 30 can be spawned at any given time. These spawners need to spawn AI till 80 AI die from the counter attack. When they spawn I want them to head to a set of way points ive placed for each spawner. For example ill name the spawners (spawn1,spawn2,spawn3,spawn4) then for spawn1 the wayponts will be markers named (mkr1-1,mkr1-2,mkr1-3) spawn2 waypoints would be (mkr2-1,mkr2-2,mkr2-3) and so on. So as said before after 80 AI are killed I want these AI spawners to disable. In the mission its a counter attack and the players have to hold the counter attack. Next part of the mission is to push back the Japanese to the next sector, In this mission there a 4 sectors so the first sector is the one where the counter attack took place. And the other three are Japanese controlled. Once the Ai counter attack is defeated, the spawners in sector 2 will activate and the ai will go to sector 1. After taking sector 1 the AI spawners in sector 2 will disable and the spawners in sector 3 will turn on. when sector 2 is defeated the last spawners at the back of sector 3 will start.

Here is a visual representation Hope you guys can Help!

 

http://i.imgur.com/yjkywm8.png

 

Share this post


Link to post
Share on other sites

Maybe you  could user  triggers that  fire when the  first mission is complete, and start their own spawn scripts with the corresponding way points. With sleep you can spawn at an set interval  and loop for an amount as needed. With 4 spawn points, just loop 20 times per spawn point. With triggers you can set an area so that is their are no more  enemies, that sector sector will spawn. Maybe you can use CAS add-on to give some artillery barrage before attacking the next sector. Little like BF 1 uses the  Operation.

Share this post


Link to post
Share on other sites
7 hours ago, fschuurman said:

Maybe you  could user  triggers that  fire when the  first mission is complete, and start their own spawn scripts with the corresponding way points. With sleep you can spawn at an set interval  and loop for an amount as needed. With 4 spawn points, just loop 20 times per spawn point. With triggers you can set an area so that is their are no more  enemies, that sector sector will spawn. Maybe you can use CAS add-on to give some artillery barrage before attacking the next sector. Little like BF 1 uses the  Operation.

probably adding ai and giving the waypoints is the hardest part people say i need to make a squad assign the squad to the waypoints then when the ai spawn add them to that squad. Im currently dabbing in the modules seeing if i could use sector modules. For the most part i can get them working but everytime i capture a sector it ends the mission. Ill just keep looking at my options.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×