

EllaElectro
-
Content Count
40 -
Joined
-
Last visited
-
Medals
Posts posted by EllaElectro
-
-
Hey guys,
i'm currently reworking some of my oldest models for a release – but i'm stuck with a mesh problem. I'm getting weird "glass in glass" effects with my goggles. It seems to be a mesh problem but i'm not sure why this occurs and how to solve it.
The issue is only visible in certain view angles. (Dark rectangle near the nose).
I hope someone knows how to fix this bug!
-
Well it is 2017 already
-
Even if i can't get rid of the wobbling completely it is much better now and at least the mortar does not flip anymore (with ten tons of weight). The range problem is also solved.
Thanks again x3kj
-
9 hours ago, x3kj said:Is this supposed to be a nuke? This results in a 100% kill radius of 1.6km for unarmored infantry... Just saying.
Yeah I know. I have not started the balancing at all. I wanted to have the mortar work correctly first. Could be problematic with close distant firesupport :D
9 hours ago, x3kj said:You only have one firingmode, that is firing with 0.35x the muzzle velocity. So your min and max range will be significantly limited - The ballistic computer (both, the one from the optic that calculates your range, and the 'artillery cheat menu' from actionmenu) can not calculate solutions for firing angles <= 45°. You need multiple firingmodes with different artillerycharges each to get a wider engagement range.
Also, any artillery in Arma that makes use of the artillery system (using artilleryCharge, Dispersion, and option for ballistic computer) is forced by the game engine to use airfriction=0 (no matter what you set in the config). So compared to RL, the rounds have much longer range for the same muzzle velocity. So achieving minimum range you would have to shoot at extremely low barrel elevation.
I'll give it a shot as soon as I find the time. The barrel elevation does not matter for me. I created a virtual barrel in extension of the static one. The visual barrel can be moved to the sides but not up and down. I want to include a mortar reloading animation as soon as the mortar works and that would be kinda diffucult with different barrel angles.
9 hours ago, x3kj said:For mortar flipping issue, you can increase PhysX and GeoLOD mass.
That sounds like it will work.
Thanks a lot x3kj!
-
Is it floating in objectbuilder too? Could have various reasons. My suggestion would be that the geometry LOD is not on the same level as the Vlods.
I got similar results once in blender. I fixed it by snapping the cursor to Center and setting origin of every LOD to 3d Cursor.
-
Hey guys and gals,
I've been working on an 120mm mortar of the german armed forces (modified Soltam K6). And I got two problems I hope your guys can help me to fix.
1. I can not get the mortar to have a firerange of min 450m to max 6350m. I tweaked around with the minelv and maxelv values but I only get strange results. Are these the right values at all?
2. As soon as I change the elevation (in game) by pressing the page up or page down keys the mortar wobbles around through the backblast - sometimes it even flips. How can I fix that?
Many thanks in advance.
CfgVehicles:
Spoilerclass CfgVehicles
{
class LandVehicle;
class StaticWeapon: LandVehicle
{
class Turrets
{
class MainTurret;
};
};
class StaticMortar: StaticWeapon
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class ViewOptics;
};
};
};
class HdBw_Moerser120mm_Base: StaticMortar
{
author="HdBw Modding Team";
displayname="Moerser 120mm";
model="\HdBw_Moerser120mm\HdBw_Moerser120mm";
transportSoldier=1;
scope=0;
cargoAction[]=
{
"Mortar_Gunner"
};
getInAction="GetInMortar";
getOutAction="GetOutLow";
editorSubcategory="EdSubcat_Turrets";
icon="";
picture="";
UiPicture="";
cost=200000;
accuracy=0.25;
threat[]={1,0.30000001,0.1};
EPEImpulseDamageCoef=5;
mapSize=1.5;
class Turrets: Turrets
{
class MainTurret: MainTurret
{
gunnerAction="Mortar_Gunner";
gunnergetInAction="";
gunnergetOutAction="";
weapons[]=
{
"Moerser_120mm"
};
elevationMode=1;
initElev=0;
minelev=-5;
maxelev=90;
initCamElev=0;
minCamElev=-35;
maxCamElev=35;
minTurn=-180;
maxTurn=180;
initTurn=0;
cameraDir="look";
discreteDistance[]={450,900,1350,1800,2700,3600,4500,5400,6350};
discreteDistanceCameraPoint[]=
{
"eye"
};
discreteDistanceInitIndex=5;
turretInfoType="RscWeaponRangeArtillery";
gunnerForceOptics=1;
memoryPointGunnerOptics="eye";
gunnerOpticsModel="\A3\Weapons_F\acc\reticle_Mortar_01_F.p3d";
class ViewOptics: ViewOptics
{
initAngleX=0;
minAngleX=-30;
maxAngleX=30;
initAngleY=0;
minAngleY=-100;
maxAngleY=100;
initFov=0.17399999;
minFov=0.0077777999;
maxFov=0.14;
visionMode[]=
{
"Normal",
"NVG"
};
};
magazines[]=
{
"1Rnd_120mm_Mo_shells",
"1Rnd_120mm_Mo_shells",
"1Rnd_120mm_Mo_shells",
"1Rnd_120mm_Mo_shells",
"1Rnd_120mm_Mo_shells",
"1Rnd_120mm_Mo_shells"
};
ejectDeadGunner=1;
};
};
class EventHandlers
{
fired="_this call (uinamespace getvariable 'BIS_fnc_effectFired');";
};
htMin=1;
htMax=480;
afMax=0;
mfMax=0;
mFact=1;
tBody=100;
class DestructionEffects
{
class Smoke
{
simulation="particles";
type="WeaponWreckSmoke";
position="destructionEffect";
intensity=1;
interval=1;
lifeTime=5;
};
};
model="\HdBw_Moerser120mm\HdBw_Moerser120mm";
artilleryScanner=1;
};
class HdBw_Moerser120mm: HdBw_Moerser120mm_Base
{
scope=2;
crewMacro(2,mF1,mC1)
side=1;
faction="BLU_F";
crew="B_Soldier_F";
availableForSupportTypes[]=
{
"Artillery"
};
};cfgWeapons
Spoiler#define RHA(mm,speed) caliber=(mm/((15*speed)/1000));
class Mode_SemiAuto;
class Mode_Burst;class CfgAmmo
{
class ShellBase;
class HdBw_DM61_120m: ShellBase
{
hit=340;
indirectHit=125;
indirectHitRange=400;
dangerRadiusHit=1000;
suppressionRadiusHit=350;
typicalSpeed=820;
caliber=12;
deflecting=0;
explosive=0.80000001;
cost=300;
model="\A3\weapons_f\ammo\shell";
CraterEffects="ArtyShellCrater";
ExplosionEffects="MortarExplosion";
whistleDist=120;
artilleryLock=1;
thrust=0;
timeToLive=180;
airFriction=0;
sideairFriction=0;
soundHit1[]=
{
"A3\Sounds_F\arsenal\explosives\shells\Artillery_tank_shell_155mm_explosion_01",
2.5118864,
1,
1900
};
soundHit2[]=
{
"A3\Sounds_F\arsenal\explosives\shells\Artillery_tank_shell_155mm_explosion_02",
2.5118864,
1,
1900
};
soundHit3[]=
{
"A3\Sounds_F\arsenal\explosives\shells\Artillery_tank_shell_155mm_explosion_03",
2.5118864,
1,
1900
};
soundHit4[]=
{
"A3\Sounds_F\arsenal\explosives\shells\Artillery_tank_shell_155mm_explosion_04",
2.5118864,
1,
1900
};
multiSoundHit[]=
{
"soundHit1",
0.25,
"soundHit2",
0.25,
"soundHit3",
0.25,
"soundHit4",
0.25
};
class CamShakeExplode
{
power=31;
duration=2.4000001;
frequency=20;
distance=339.599;
};
class CamShakeHit
{
power=155;
duration=0.80000001;
frequency=20;
distance=1;
};
class CamShakeFire
{
power=1.52844;
duration=2.4000001;
frequency=20;
distance=99.599197;
};
class CamShakePlayerFire
{
power=0.00099999998;
duration=0.1;
frequency=20;
distance=1;
};
};
};class cfgMagazines
{
class VehicleMagazine;
class 1Rnd_120mm_Mo_shells: VehicleMagazine
{
author="HdBw Modding Team";
initSpeed=820;
displayNameShort="DM61 120m";
scope=2;
displayName="DM61 120m";
ammo="HdBw_DM61_120m";
count=1;
nameSound="heat";
};
};class cfgWeapons
{
class CannonCore;
class Moerser_120mm: CannonCore
{
scope=1;
displayname="Moerser_120mm";
nameSound="CannonCore";
cursor="mortar";
cursorAim="EmptyCursor";
sounds[]=
{
"StandardSound"
};
class StandardSound
{
begin1[]=
{
"A3\Sounds_F\arsenal\weapons_static\Mortar\mortar_01",
1.2589254,
1,
250
};
begin2[]=
{
"A3\Sounds_F\arsenal\weapons_static\Mortar\mortar_02",
1.2589254,
1,
250
};
soundBegin[]=
{
"begin1",
0.5,
"begin2",
0.5
};
};
reloadSound[]=
{
"A3\Sounds_F\arsenal\weapons_static\Mortar\reload_mortar",
1,
1,
20
};
reloadMagazineSound[]=
{
"A3\Sounds_F\arsenal\weapons_static\Mortar\reload_magazine_Mortar",
1,
1,
20
};
soundServo[]=
{
"",
9.9999997e-005,
1
};
minRange=450;
minRangeProbab=0.69999999;
midRange=3400;
midRangeProbab=0.69999999;
maxRange=6350;
maxRangeProbab=0.1;
reloadTime=1.8;
magazineReloadTime=3.5;
maxLeadSpeed=100;
autoReload=0;
canLock=0;
magazines[]=
{
"1Rnd_120mm_Mo_shells"
};
ballisticsComputer=0;
class GunParticles
{
class FirstEffect
{
effectName="MortarFired";
positionName="Usti Hlavne";
directionName="Konec Hlavne";
};
};
modes[]=
{
"Single1"
};
class Single1: Mode_SemiAuto
{
displayName="Reichweite";
sounds[]=
{
"StandardSound"
};
class StandardSound
{
begin1[]=
{
"A3\Sounds_F\arsenal\weapons_static\Mortar\mortar_01",
1.2589254,
1,
250
};
begin2[]=
{
"A3\Sounds_F\arsenal\weapons_static\Mortar\mortar_02",
1.2589254,
1,
250
};
soundBegin[]=
{
"begin1",
0.5,
"begin2",
0.5
};
};
reloadSound[]=
{
"A3\Sounds_F\arsenal\weapons_static\Mortar\reload_mortar",
1,
1,
20
};
soundServo[]=
{
"",
9.9999997e-005,
1
};
reloadTime=1.8;
minRange=450;
midRange=0;
maxRange=6350;
artilleryDispersion=1.9;
artilleryCharge=0.34999999;
};
};
};config.cpp
Spoilerclass CfgPatches
{
class HdBw_Moerser120mm
{
units[]=
{
"HdBw_Moerser120mm"
};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Static_F_Gamma","A3_CargoPoses_F","A3_Weapons_F"
};
};
};#define ASSEMBLE_INFO(bagName, tripodName) \
class assembleInfo \
{ \
primary = 0; \
base = ""; \
assembleTo = ""; \
dissasembleTo[] = {bagName, tripodName}; \
displayName = ""; \
};#include "basicDefines.hpp"
#include "cfgWeapons.hpp"
#include "cfgVehicles.hpp" -
I figured out that strange results occur as soon as I use white background in my textures. So better switch it to a black background (alpha 1).
Afterwards try to convert your .png to .paa via texview (comes with the armatools).
-
1
-
-
Set the autocenter property in the Geometry LOD to 0 for headgear positioning.
22 hours ago, wendyvonbraun said:aaaaaaand it is mostly transparent... well let me explain... I can see the outlines vaguely, but not camo texture
Could you provide a picture? I'm not sure what you mean.
-
1
-
-
Hey guys,
I created a model for a german DM-12 PARM off-route mine but I am not sure how to set it up correctly.
The mine itself consists of two parts: a tripod with a tube and a fin stabilized rocket. The mine is placed along the roadside and is triggered via a pressure sensitive wire or a visual sensor.
My problem is that the ArmA vanilla mines simply detonate and disappear. I want the tripod to stay were it is and the rocket to actually fly towards the target. So am I guessing right that it should be like an automated turret and not a mine? What has to be done? How should I continue?
I'm glad for any advise since this is the first weapon I am creating.
-
The eagle is looking really cool and hope I can cruise around in it soon. The only deficit I can see (hear) so far, is the sound of the FLW100. A mounted MG3 which does not sound like a MG3 at all – at least not from the inside of the vehicle.
Keep it running :)
-
Tested it on our dedicated server. It is working perfectly on 64bit. Every player needs to put it in their @task_force_radio folder.
-
Found that in a different thread:
On 14.12.2016 at 0:26 PM, Megadeth_ said:Hi.
Most likely you need to apply location and scale before exporting.
Read the parts regarding "Apply Object transformations"
Go to Object Mode and reset:
location of the selection (ALT G)
scale of the selection (ALT S)
rotation of the selection (ALT R)
origin of the selection (ALT O)
Works perfectly for me.
-
works perfectly thank you a lot
-
thanks :)
-
Seem's like the MLOD download isn't available via armaholic any longer. The two links provided link to the same page und the MLOD-download-link is dead. Would be great if you could provide a new download.
Thanks
-
Is there a known issue about Zeus not able to talk to players with TFAR Plugin 0.9.12 installed?
We noticed that the virtual Zeus is no longer able to hear and speak to other players when flying in close distance. Also units captured by Zeus are can no longer be used for roleplay purposes.
Can anyone confirm this?
-
Thanks a lot. In fact I created one in Blender but it wasn't exported into Objectbuilder correctly. I created one manually now and it works perfectly. Thanks
-
Hello out there,
I got a problem with my first model for ArmA 3. It's a forage cap of the German Armed Forces. The cap is on the right position and moves with the head correctly – but you can see the cap if you wear it and it blocks your field of vision.
I would like to know if there is a way to make the cap transparent or invisble for the player who's wearing it.
Any help appreciated
-
1.0 Adds the possibility to disable Full-Duplex mode and use Half-Duplex only instead.
https://github.com/michail-nikolaev/task-force-arma-3-radio/pull/1148
Will this be implemented in the main mod or will it be available seperatly? Thank you for your work!
-
Can we expect a feature which prevents other players to transmit on frequency A while another one is already transmitting on it?
-
1
-
-
Hey TPW! First of all: thank you for your work.
More realistic (slower) movement and stance change speeds.Can anyone tell me which pbo contains this feature?
-
If you still have this issue you could try to simply add this line to the concrete class in the cfgsurfaces:
grassCover = 0.0;
Greetings
-
Yes long time ago there was one but it was early alpha and did not had any sounds. Its not avaiable anymore.
Anyway, looks nice so keep up the good work :)
There is one in version 1.1 http://www.armaholic.com/page.php?id=25898
-
Great idea, i was always looking for a mod like this. I hope you find someone who can help you. Don't forget to add an option where you can select the unit (lower left) and higher formation (lower right).
Yeah i thought about this. But im not sure how to realize this. Theoretically there are Battalions with three digits. May be possible by converting text to picture but right know im not sure how to do it.
Goggles mesh problem
in ARMA 3 - MODELLING - (O2)
Posted
Well I fixed the problem after some hours of trial and error. It has something to do with the mesh's layer order. The black square was the spectacle frame. I'm still not sure why it was only visible through some faces of the glass.