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We need new link since armaholic is down now
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Door gunning animation? What happened
Get Trippy replied to xxgetbuck123's topic in ARMA 3 - GENERAL
Does anybody know how to do this, I've been trying to add this to my black hawk but the gunners hands and feet are stretched out. I've tried to find any documentation possible on how to do this but this thread is all that I could find. -
Get Trippy changed their profile photo
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when it comes to model configs i'm not that experienced, I've been stuck here for about a week now and it seems no matter what i do the model won't animate. Here is my model.cfg
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They use to yes, now they're all just black screens. Here is a picture --
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Does anyone know why my MFD's are working on my pave hawk project? its a ported version of the arma 2 UH60M black hawk and i just can't figure out whats wrong with it. Here is my model config. (I have no experience with how MFD's work) Also they use to work before i fixed my glass on the helicopter, all i did was move the glass to the top of the proxy list which fixed my refueling probe from being white while looking through the glass. class CfgSkeletons { class Vehicle; class Helicopter: Vehicle { skeletonInherit="Vehicle"; skeletonBones[]={}; }; class UH60M_skeleton: Helicopter { isdiscrete=0; skeletonInherit="Helicopter"; skeletonBones[]= { "dampers","", "damper_rear","", "elevator","", "horizont_1","", "horizont_1b","", "compass_1","", "horizont_2","", "horizont_2b","", "compass_2","", "leftDoor","", "rightDoor","", "mala vrtule","", "velka vrtule","", "rotordive","velka vrtule", "rotor static dive","velka vrtule" }; }; class UH60M_MG_skeleton: UH60M_skeleton { skeletonInherit="UH60M_skeleton"; skeletonBones[]= { //"otocvez_1","", //"otochlaven_1","otocvez_1", //"gatling_2","otochlaven_1", //"gatling_1","otochlaven", "gatling_1","otochlaven", "otocvez","", "otochlaven","otocvez", "gatling_2","otochlaven_1", "otocvez_1","", "otochlaven_1","otocvez_1", }; }; }; class Rotation; class CfgModels { class Vehicle; class Helicopter: Vehicle { sectionsInherit="Vehicle"; sections[]={}; skeletonName="Helicopter"; class Animations { class IndicatorSpeed; class IndicatorSpeed2; class IndicatorVertSpeed2; class IndicatorVertSpeed; class IndicatorAltBaro; class IndicatorAltBaro2; class IndicatorAltRadar2; class IndicatorAltRadar; class HorizonDive; class damageHide; class RotorTilt; }; }; class UH60M_MEV: Helicopter { skeletonName="UH60M_skeleton"; //sectionsInherit="Helicopter"; sections[] = { "trup", "podsvit pristroju", "mala vrtule blur", "mala vrtule staticka", "velka vrtule staticka", "velka vrtule blur", "camo1", "camo2", "camo3", "clan", "clan_sign" }; class Animations: Animations { class HRotor { type="rotation"; source="rotorH"; selection="velka vrtule"; axis="velka osa";//*probably* sourceAddress = loop; minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.29578 angle0 = 0.0;//rad 0.0; angle1 = 6.2831855;//rad 360.0; animPeriod = 1.4013e-045/*#DEN*/; initPhase = 0.0; // memory = true;//(default assumed) }; class VRotor { type="rotation"; source="rotorV"; selection="mala vrtule"; axis="mala osa";//*probably* sourceAddress = loop; minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.29578 angle0 = 0.0;//rad 0.0; angle1 = -6.2831855;//rad -360.0; animPeriod = 1.4013e-045/*#DEN*/; initPhase = 0.0; // memory = true;//(default assumed) }; class horizonDive { type="translation"; source="horizonDive"; selection="horizont_1"; axis="axis_horizont_1"; memory=1; minValue=-1.000000; maxValue=1.000000; offset0=-0.610000; offset1=0.610000; }; class horizonDive_gunner:horizonDive { type="translation"; source="horizonDive"; selection="horizont_2"; axis="axis_horizont_2"; memory=1; }; class horizonBank { type="rotation"; source="horizonBank"; selection="horizont_1"; axis="axis_r_horizont_1"; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad +360"; angle1="rad -360"; }; class horizonBank_gunner:horizonBank { type="rotation"; source="horizonBank"; selection="horizont_2"; axis="axis_r_horizont_2"; memory=1; }; class HorizontBudik_bank: Rotation { source="horizonBank"; selection="horizont"; axis="horizont_budikBank_osa"; memory=1; minValue="rad -360"; maxValue="rad 360"; angle0="rad 360"; angle1="rad -360"; }; class HorizontBudik_dive: HorizontBudik_bank { source="horizonDive"; axis="horizont_budikDive_osa"; minValue="rad -40"; maxValue="rad 40"; angle0="rad -27"; angle1="rad 27"; }; class IndicatorCompass: Rotation { source="direction"; selection="compass_1"; axis="axis_compass_1"; memory=1; minValue=-3.141593; maxValue=3.141593; angle0=-3.141593; angle1=3.141593; }; class IndicatorCompass_gunner: IndicatorCompass { source="direction"; selection="compass_2"; axis="axis_compass_2"; memory=1; }; class IndicatorSpeed: IndicatorSpeed { maxValue=50.000000; angle0=0.261799; angle1=5.759586; }; class IndicatorSpeed2: IndicatorSpeed2 { maxValue=50.000000; angle0=0.261799; angle1=5.759586; }; class dampers: Rotation { source="altRadar"; selection="dampers"; axis="dampers_axis"; maxValue=0.400000; angle0=-0.087266; angle1=-0.296706; }; class dampers_rear: dampers { selection="damper_rear"; axis="damper_rear_axis"; angle0=0.000000; }; class elevator: Rotation { source="speed"; selection="elevator"; axis="elevator_axis"; minValue=25.000000; maxValue=27.799999; angle0=-0.523599; angle1=0.000000; }; class IndicatorVertSpeed2: IndicatorVertSpeed2 { type="rotation"; source="vertSpeed"; selection="vert_speed2"; axis="osa_vert_speed2"; memory=0; minValue=-30.000000; maxValue=30.000000; angle0=3.141593; angle1=-3.141593; }; class IndicatorVertSpeed: IndicatorVertSpeed { type="rotation"; source="vertSpeed"; selection="vert_speed"; axis="osa_vert_speed"; memory=0; minValue=-30.000000; maxValue=30.000000; angle0=3.141593; angle1=-3.141593; }; class IndicatorAltBaro: IndicatorAltBaro { type="rotation"; source="altBaro"; selection="nm_alt"; axis="osa_nm_alt"; memory=0; minValue=30.000000; maxValue=61.000000; angle0=0.000000; angle1=6.108653; }; class IndicatorAltBaro2: IndicatorAltBaro2 { type="rotation"; source="altBaro"; selection="nm_alt2"; axis="osa_nm_alt2"; memory=0; minValue=30.000000; maxValue=61.000000; angle0=0.000000; angle1=6.108653; }; class IndicatorAltRadar: IndicatorAltRadar { type="rotation"; source="altRadar"; selection="alt"; axis="osa_alt"; memory=0; minValue=0.000000; maxValue=304.000000; angle0=-2.268928; angle1=4.363323; }; class IndicatorAltRadar2: IndicatorAltRadar2 { angle0=-2.268928; angle1=4.363323; }; class elevator_damage: damageHide { selection="elevator"; }; }; }; class UH60M: UH60M_MEV { skeletonName="UH60M_MG_skeleton"; sectionsInherit="UH60M_MEV"; sections[]= { "zasleh_1", "zasleh_2" }; class Animations: Animations { //guns class MainTurret { type="rotation"; source="mainTurret"; selection="OtocVez"; axis="OsaVeze"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad (-360)"; angle1="rad (+360)"; }; class Turret_2: MainTurret { source="Turret_2"; selection="otocvez_1"; axis="OsaVeze_1"; angle0="rad (-360)"; angle1="rad (+360)"; }; class MoveCargoDoor { type="translationZ"; source="user"; selection="rightDoor"; axis="cargo_door_axis";//*probably* // sourceAddress = clamp;// (default) minValue = 0.0;//rad 0.0 maxValue = 1.811;//rad 57.29578 offset0 = 0.0; offset1 = 2.0; // memory = true;//(default assumed) }; class MoveCargo2Door { type="translationZ"; source="user"; selection="leftDoor"; axis="cargo_door_axis";//*probably* minValue = 0.0; maxValue = 1.811; offset0 = 0.0; offset1 = 2.0; }; class MainGun: MainTurret { source="mainGun"; selection="OtocHlaven"; axis="OsaHlavne"; angle0="rad (+360)"; angle1="rad (-360)"; }; class Gun_2: MainGun { source="Gun_2"; selection="otochlaven_1"; axis="OsaHlavne_1"; angle0="rad (-360)"; angle1="rad (+360)"; }; class MachineGun: Rotation { selection="gatling_2"; axis="gatling_2_axis"; angle0 = 0; angle1="-600 * 3.141592654"; source="gatling_1"; }; class MachineGun_1: MachineGun { selection="gatling_2"; axis="gatling_2_axis"; source="gatling_2"; }; class otocvez_damage:damageHide { selection="otocvez"; }; class otocvez_1_damage: otocvez_damage { selection="otocvez_1"; }; ///Guns end }; }; };
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So i'm working on an HH60G Pavehawk which is a ported arma 2 black hawk and one of my proxies for the wounded doesn't seem to work. I've deleted and remade the proxy many times and even changed the animation but i'm still getting the same result. It doesn't affect AI when they're in the spot but for players it hides parts of their character models and I can't figure out why somebody help please, Here are pictures. Both AI on the stretchers Here Player model hidden on the second stretcher Here First stretcher is fine for players Here
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Helicopter turrets help please
Get Trippy replied to Get Trippy's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Would you happen to know how to get the helicopter's cargo doors to open and close aswell? -
Helicopter turrets help please
Get Trippy replied to Get Trippy's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thank you so much. -
How do i make the minigun on my helicopter have muzzle flash and make the barrels of the gun actually spin when firing? Its a ported Black hawk from Arma 2, I'd also like for the gun to have its ammo shell casings falling while firing.
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How do i get the red dot in the top left of my camera telling me that my laser is on? I can use the laser its just hard to tell if its actually on or not. Picture -- Here My config for the camera class pilotCamera { turretInfoType = "RscOptics_UAV_gunner"; showHMD = 0; stabilizedInAxes = 3; minElev = -20; maxElev = 90; initElev = 0; minTurn = -110; maxTurn = 110; initTurn = 0; maxXRotSpeed = 0.5; maxYRotSpeed = 0.5; pilotOpticsShowCursor = 1; controllable = 1; class OpticsIn { class Wide { opticsDisplayName = "W"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.1; minFov = 0.0022; maxFov = 1.1; directionStabilized = 1; visionMode[] = {"Normal","NVG","TI"}; thermalMode[] = {0,1}; gunnerOpticsModel = "\A3\Weapons_F_Beta\Reticle\Optics_Commander_01_F"; }; showMiniMapInOptics = 0; showUAVViewpInOptics = 0; showSlingLoadManagerInOptics = 1; }; }; memoryPointDriverOptics = "slingCamera";
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@TeTeT Do you plan to have a modern day version of the EA6 since the marine corp still uses it to this day for SEAD?
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Preview release: Nimitz for Arma3 (0.103)
Get Trippy replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Why does my Nimitz appear to be broken with texture gaps and other problems? I have a fresh copy from the newest up to date version. (Reference the carrier line to the right of the shooter) -
I need a mod that crashes 100% of the time
Get Trippy replied to boozdeuvash's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just use the ACE3 PBO checker and set it to kick. -
ARMA 3 Addon Request Thread
Get Trippy replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Or you can just run All in Arma with the arma 2 PBO like the guy did in the video and use it that way. AIA can be found - Here -
LPD-29 mod interaction with the Eden editor
Get Trippy replied to SSG-Levi's topic in ARMA 3 - QUESTIONS & ANSWERS
I'm trying to make it spawn like the LHD does but this is how the author wrote the script to spawn it, it uses trigonometry. // Original LHD placement script by ArMaTeC // Adjust for Kuznetsov by Gnat // Adjusted again for LPD-29 by Absolution if (isServer) then { _lpdspawn = _this select 0; _lpddir = getdir _lpdspawn; _lpdspawn setpos[getposasl _lpdspawn select 0, getposasl _lpdspawn select 1, 0]; _lpdspawnpoint = [getposasl _lpdspawn select 0, getposasl _lpdspawn select 1, 0]; _XSin = sin(_lpddir); _XCos = cos(_lpddir); _vx = (_lpdspawnpoint select 0); // + (_XSin * 19.916) + (_XCos * 8.87891); _vy = (_lpdspawnpoint select 1); // + (_XCos * 19.916) - (_XSin * 8.87891); _vz = (_lpdspawnpoint select 2); _vxS1 = (_vx) + (_XSin * 35.51047) + (_XCos * 70.8505); _vyS1 = (_vy) + (_XCos * 0) - (_XSin * 79.25141); _vxS2 = (_vx) + (_XSin * 35.51047) + (_XCos * 70.8505); _vyS2 = (_vy) + (_XCos * 0) - (_XSin * 79.25141); _xx = 50 preloadObject "lpd_sec_aft"; _xx = 50 preloadObject "lpd_sec_mid"; _xx = 50 preloadObject "lpd_sec_bow"; _dummy0 = "lpd_sec_mid" createvehicle _lpdspawnpoint; _dummy0 setdir _lpddir; _dummy1 = "lpd_sec_bow" createvehicle _lpdspawnpoint; _dummy1 setdir _lpddir; _dummy0 setpos [_vxS1, _vyS1, _vz]; _dummy1 setpos [_vxS2, _vyS2, _vz]; }; I have everything else working on the ship I just can't fix the script to get them to spawn at the right height and positions.