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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)";
 };
};

 

 

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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.

 

F16A3AC554679810F0B547BD6A04ADB4EFE40DD0

62D97150FFD2C24B03FE5602FF43E69805265F0C

 

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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?

 

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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

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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";
		};
	};
 };
};

 

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Hey,

I wanted to update you about the process I made.

 

Inside Life Raft:

87E65131BF351F103ABC73B0576DBE5B11DFD134

Life Raft (Day)

BA4496B8E411170F3B83384BA736D15378AFA24A

Life Raft (Night)

DD7E764FDBBB000AE95DE5516C5074E59902B51F

Rescue Basket (Day)

530C4BF0294736A17AB2F935BBAB5BEE326C55C1

Rescue Basket (Night)

917D1742A18FB4CC78A20D5A6A32F4E4A55A3758

Life Raft Crew View

DC498C0F50B5E6D821A70B5638A310B36C7E13DA

Rescue Basket Crew View

D95E6A7B902F4706C950EF26A1FA8DD89841CA93

 

For updated goals and problems look at the first post.

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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"};
	};

 

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