HptFw. MoinxDGamer 6 Posted September 14, 2019 Hey folks, I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects. A rescue basket and a life raft. I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help. Here is a model of the rescue basket I made https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052 I was able to implement it into Arma but I need to add some features and solve some problems with your help. Features I have to add: -basket floats on water (implemented) -basket can be slingloaded to a helicopter (implemented) -basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket (implemented) -basket has strobelights for night operation (not really implemented) -lights can be toggled Problems: -basket is static, it won't fall down if placed in the air (fixed) -i dont know how to get textures on the basket (worked around) -basket doesnt move if a vehicle crashed into it (fixed) -crew view position is not where its supposed to be -sling loading behaves odd -light sources don't relly emit light to the environment Basically I want the basket to be a Boat which can't be driven because it has no motor. This is the current config of the basket class cfgPatches { class Rescue_Basket { units[] = {"Rescue_Basket"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; class Life_Raft_8 { units[] = {"Life_Raft_8"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; }; class CfgVehicles { class Boat_F; class Rescue_Basket : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; }; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; }; }; 2 Share this post Link to post Share on other sites
HptFw. MoinxDGamer 6 Posted September 15, 2019 I got slingloading to work, but it behves a little odd. The cargo tends to move in the wrong direction. If I pitch forward the cargo moves to the front. If I pitch backwards the cargo moves to the back. Share this post Link to post Share on other sites
DSabre 2332 Posted September 23, 2019 Nice job. I agree, ship is probably the best way to go. If you want to remove the engine you could set the fuel to zero. What is the problem with adding textures? Share this post Link to post Share on other sites
HptFw. MoinxDGamer 6 Posted September 25, 2019 On 9/23/2019 at 6:34 PM, DSabre said: Nice job. I agree, ship is probably the best way to go. If you want to remove the engine you could set the fuel to zero. What is the problem with adding textures? I don't know how to get the textures from blender. I can't find tutorials on that with blender version 2.8 Share this post Link to post Share on other sites
Grovesy57 1 Posted September 30, 2019 On 9/15/2019 at 6:39 AM, HptFw. MoinxDGamer said: -basket has strobelights for night operations Hope I'm not intruding on this one, as you didn't list it as a problem, but.. Can we use a MarkerLights class for this? class CfgVehicles { class Boat_F; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; class MarkerLights { class StrobeLight { activeLight = 1; ambient[] = {0.05,0.005,0.005,1}; blinking = 1; brightness = 0.01; color[] = {0.05,0.005,0.005,1}; daylight = 0; name = "position_ref"; }; }; }; }; Share this post Link to post Share on other sites
HptFw. MoinxDGamer 6 Posted October 1, 2019 Hey, I wanted to update you about the process I made. Inside Life Raft: Life Raft (Day) Life Raft (Night) Rescue Basket (Day) Rescue Basket (Night) Life Raft Crew View Rescue Basket Crew View For updated goals and problems look at the first post. 2 Share this post Link to post Share on other sites
HptFw. MoinxDGamer 6 Posted October 1, 2019 Current Code: //Basket class Boat_F; class Rescue_Basket : Boat_F { driverAction = "driver_boat_transport_02"; transportSoldier = 1; cargoAction[] = {"passenger_flatground_generic01"}; maxSpeed = 5; extCameraPosition[] = { 0,1.0,-8.0 }; leftFastWaterEffect = ; rightFastWaterEffect = ; class Turrets {}; side = 1; scope = 2; faction = Coast_Guard; EditorSubcategory = Rescue; model = "\Coast-Guard\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = { "\Coast-Guard\Data\Rescue_Basket.paa"}; }; //Raft class Life_Raft_8 : Boat_F { driverAction = "passenger_apc_generic02"; transportSoldier = 8; cargoAction[] = {"passenger_flatground_generic02"}; maxSpeed = 0; extCameraPosition[] = { 0,1.0,-8.0 }; leftFastWaterEffect = ; rightFastWaterEffect = ; class Turrets {}; side = 1; scope = 2; faction = Coast_Guard; EditorSubcategory = Rescue; model = "\Coast-Guard\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; hiddenSelections[] = { "camo" }; hiddenSelectionsTextures[] = { "\Coast-Guard\Data\Life_Raft.paa"}; }; Share this post Link to post Share on other sites