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Posts posted by ArmaFiend
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I am not proud of myself with that answer. My Google foo failed me. I see it now on the script list
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What is the opposite of synchronizeobjectadd? I am looking to remove an object, which I used this command to add to a module.
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How awesome would it be if you could do an amphibious assault with your beloved AAV-7 / BMP-2 in Arma 3 like you did in Arma 2?
Well, you CAN'T because the Arma 3 engine is broken!
Show your support and upvote this ticket: http://feedback.arma...ew.php?id=19911
Hopefully if enough members from the community voice their opinion we can convince BIS to give this some priority!
This was fixed. I believe.
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I'm ok with that, cargo ship can be stationary. I just don't want to finish and find out AI just run into the water before I even land to retake the ship. It's a lot of modeling and textureing so I am checking/testing as I model.
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Yeah Ares isn't an Eden mod. It's a Zeus mod. What your saying is make a Ares Eden mod tied into aries. Eden and Zeus in code are not that similar other than both use sqf.
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If I could go into zeus, place units, and then save to mission file, why would we need eden. You can save Zeus creations when in Ares as a spawnable script. We would need a persistent eden functionality while gameplay was in progress with live rewrites of the mission file anyone is playing off of. Doesn't seem possibleSo, ARES does not appear to play well with EDEN. Objects placed while in Zeus mode aren't staying when you leave Zeus mode and go back into 3d editor mode.
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Beautiful Work on the Frigate!
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Name: Jon
Age: 27
Capabilities:
Mission creation
Model creation
Arostat -in progress
Cargo ship -in progress
Scripting
Nimitz Zeus AI control-from hanger to landings - in testing
Rolls:
Helicopter pilot
Team member
Real world experience:
4 year active duty
1 Iraq deployment
Personality:
Comedic and fun.
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The size limit does have a work around by splitting and attaching to proxie. Roadway LOD working on all ships I have seen but ai pathing I have yet to see. Has there been any testing done on ship paths?More important than a pathlod is Roadway.
I will test this on the ship I am creating but I am in modeling phase.
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That's exactly why I am making this. For the enlisted seeing an arostat Is part of FOB security and situational awareness. When our FOB arostat was down you take note. When it's up its like a happy friend in the sky.Been looking at this Aerostat going on 15 years here on Ft.Huachuca.
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1) Why do you use the Subsurf modifier ? Why not use the smooth function of blender ? You can adjust the intensity of the smoothing with, and that will make you save vertices.
2) I also see that you didn't stop modelling, thus, why not using the "mirror" modifier ? To avoid you redoing the same manipulations on both sides ?
3) And be careful, you Aerostat is dented !
Good luck !
1. Smooth and subsurface are what I have been messing with to refine but I haven't gotten a desireable effect yet.
2. I probably would have if the model was more complex(car model mirror left to right)but it was just really easy to not use while modeling. -better modeling workflow is something I am still learning/getting my style. As I have started some texturing I can see how mirror would speed up the process and I will go back and refine but I don't expect problems as a white balloon and CARC trailer will need small texture details (sticking,rivits,welds)nothing too complicated.
3. Dented?
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Getting ready to start textures
Pay no attention to Tris... that blimp is just to smooth B)
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I have seen many ship mods in the works. I would like to build some sea assets. Would a pathLOD help in keeping AI on deck? Static objects only.
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Good News everyone,
I would like to show the work for the first mod I would like to release and share. So far the outline of the trailer and blimp complete with more detailed added as I go. This is my learning model. I have not made a mod for Arma before but have read up. So don't expect fast development as I am a self taught 3d artist and learned from a laptop in iraq and am not just relearning blender from those pre 2.5 version days. I plan a realistic goals.
Hopes for the future
V1: A model in game and working with Zeus.(Add your own camera/whatever with memory points listed on release)V2: Sensors and cameras added (Basic functions/still researching as some of these blimps fly quite height for Arma cameras I believe)
V3: Working lower and raise (I have never seen anyone successfully do a lighter than air ship yet in Arma 3, that being said I foresee rope coming in handy for the tether. If anyone has seen negative mass LOD before let me know.)
V4: Attachment for blimp(I would like to learn this correctly with some nice Virtual Garage options)
V5: Different versions (Naval/Truck mounted/Smaller/Larger/WW2)
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I would love more info on this too.Hello guys. I've recently moved from mission making to actual mod making. I learned a lot during that time, but like everyone, I am still learning.
Currently, I am trying to create a new addon which will add new Zeus Modules. Unfortunately, I coudlnt find any documentation on this, so most of the time I end up asking here and there on how to solve the issues on my way.
So, I looked up on Ares, trying to reproduce the structure of a Zeus based mod. That's why I decided to share my current build of the addon, hoping that someone could point me in the right direction.
Game launches with it fine, no errors on the main screen, as well no errors inside the .rpt log regarding my mod. As soon as i launch the Zeus, i find nothing, besides what already was there - no new modules from my mod.
I got a feeling that I am either missing something important, or Its something stupid. Any kind of help will be much appreciated.
https://www.dropbox.com/s/ot9qd2z7vmspymk/zeus_addon.rar?dl=0
Additionaly, Could someone explain to me the naming conventions from the class names of various classes tied to each other - I noticed it, when I was creating an Editor module (which works 100%) that some classes have to be named specificaly and I'm having issues understanding it. How to name it and when, because I'd love to know what I am doing, instead of copypaste. Any kind of explanation, or documentation would be cool!
Cheers, adi.
I have been using Aries custom module function to add functions but that requires each mission be set up with the additions.
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Operating a radar battery is absolutely dangerous, there's a reason why they get turned on for 20/40 seconds and then relocate immediately, especially in an SEAD/ECM-heavy environment.
Serbians had to take impressive measures to operate theirs during the war in the Balkans.
I operated a Army Sentinel Radar for 4 years. We did get very fast at setup and moving with avengers.
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Too bad A3's default soldier animations aren't reactive to wind, dust thrown into the eyes, etc.
No chance that soldiers would be walking so relaxed in the middle of a duststorm IRL.
They need goggles, gloves, baklava, and a PT belt. Mostly just rhe PT belt, it. beings safety and warmth.
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Very Nice! I must say, i can't wait to blow your buildings up.
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Hey sinny, tryWhen placing helicopters on LHD, they just take off.
When placing the vehicles without crew, the landing gear is up.
It looks like the editor think the vehicles spawn in mid air.
Is there a way of making the vehicles attach to the ship?
this flyatheight 0; -syntax may need checked
works for me keeping helicopter on both nimitz and LHD Engine will stay on and responsive to command.
Also differnt heights might work to but 0 has always worked.
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:o
1. are you the Arma Santa(s)?
2.Any time line of release -sorry i know
3.Can AGM work on map object radar on altis and stratis?
No more questions from me after this.
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Idea/project 2 Altis/Statis Prewar
Any thought on the map type of those trash/carts/food/wecks are in which I missed in the first pic.
map -map object items +JBAD buildings -distroyed building class names = Clean and new towns and cities for all.
Note: hide object needs damage dissabled also. Cars and people had no reaction. Arty made buildings with damage pop back in.
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Everything I read is what I could hope for. I believe a coprehensive missile pack will bring A3 modding some functionality for mod makers and users a lot. I can model a plane in blender but a fractured balisitcs and a missile pack crom other mods seem painfull. Thank-you so much all.
I believe pook has some C-RAM missile targeting capabilities. Has there been any discussion on fuctionality like that? I know im going to look into it as soon as this is released although what I have read on c-ram attemps so far it doesn't seem like a small scripting matter.
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I was just thinking, look at these sam sights, i wish i had a lot more ways to ruin there day.
Any thoughs on anti radiation missles fuctionality or compatabilitie with pook sam site.
I wish for a misslebox. I have so many differnt class names and over laping functionality. Has there been any outreach to the big air mods out there.
USAF mod
fa-18
f-16
f-15
The big packs
RHS
Cup
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Thanks! Yup that with a large radius will remove all map objects... though I did still have power lines.Everything is included if you omit the type filter:
nearestTerrainObjects [player, [], 2000]
I don't where you can find all the possible types, but there's at least "Wall" and "Fence" missing from your list.
Its weird to see Altis without any map objects.
hideObject
in ARMA 3 - EDEN EDITOR
Posted
Check out a tutorial I created last week. https://youtu.be/gCowVgQMlv8