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duda123

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Everything posted by duda123

  1. duda123

    basic script help

    Try using https://community.bistudio.com/wiki/execVM isntead of exec.
  2. What's the class name of the Apache heli? The ASL_SLING_RULES_OVERRIDE setting only controls the types of cargo that can be attatched. You'll probably find that you can't attach the ropes from the Apache to anything. There's another setting that controls when the deploy ropes option appears. However, it's only a whitelist and can't easily exclude certain helis while allowing ropes for everything else.
  3. Hmm, might be a limitation of arma's ropes that they can't be attached to destroyed vehicles.
  4. duda123

    Advanced Rappelling

    If you have issues with the heli circling, you can try using the version without the specific position and place it a move waypoint. [HELI_NAME,RAPPEL_HEIGHT] call AR_Rappel_All_Cargo
  5. Looks like you're missing commas. Give this a try: ASL_SLING_RULES_OVERRIDE = [ ["All","CAN_SLING","All"], ["fza_ah64d_b2e","CANT_SLING","All"], ["fza_ah64d_b2e_nr","CANT_SLING","All"], ["B_UH60L_med_F","CAN_SLING","All"], ["B_MH60L_noprobe_F","CAN_SLING","All"], ["B_MH60L_F","CAN_SLING","All"], ["B_MH60L_gray_F","CAN_SLING","All"], ["B_HH60A_gray_F","CAN_SLING","All"], ["B_HH60A_grey_doors_F","CAN_SLING","All"] ];
  6. It might already work - I don't think it checks to see if the vehicle is destroyed
  7. duda123

    Tanoa Trains

    For the first release it will support any map with the tanoa train tracks. The tracks on Chernarus won't be supported in the first release due to some issues with their track models (there's a post above about this).
  8. duda123

    Tanoa Trains

    Attaching / detaching in action:
  9. duda123

    Tanoa Trains

    There will be eventually - won't be able to work on this next week, but hopefully will be ready soon. Here's the list of things to do before the first release: Feature: Need to add a loading message the first time you get into a train (takes about 10-15 seconds for the train start moving since it has to initialize the track map) Feature: Need to allow the player to disconnect cars from their train. (This one is the most complex and will take some time) Feature: Need to add support for players to ride on the train. Feature: Need to add limits to the train length. Bug Fix: In MP, the player is unable to control the train when they get out and get back in. Needs to be fixed. Bug Fix: Need to add controls to prevent others from "driving" an engine that's part of another train. From the original list of features, here's what will be available in the first release: Multiplayer support. Mod only required to be installed on server Uses vanilla train and track models. However, it will have the ability to add support for additional train cars / engines. Will support the CUPS train models, but won't support the CUPS tracks. The CUPS train models still look pretty good on the Tanoa tracks. You will be able to drive the static trains already on Tanoa (not placed via editor). Driving the train will be done in 3rd person (see videos for example of 3rd camera movement - you can also zoom in / out with mouse wheel) Can automatically detect and follow tracks placed on a map. Multiple cars. Attach by backing up into a car on the track. Detach by getting out of the train and walking over to the car to detach. Multiple cars & inclines causes slower train acceleration. You can add multiple engines to increase acceleration. You can ride in other cars (same type of 3rd person camera as driver) When approaching a track split, you can hold left/right to direct the train (works in both forward and reverse) Some sort of damage handling (e.g. hitting other trains, driving off end of track, etc) Ability to jump out of train However, you wont get injured. You'll just move to the ground next to the train. Probably also won't add sounds for the first release.
  10. duda123

    Tanoa Trains

    Thanks @NeoArmageddon
  11. duda123

    Tanoa Trains

    Added issue for the CUPS team: http://dev.cup-arma3.org/T1957
  12. duda123

    Tanoa Trains

    I've taken a look at the unbinarized rail in CUPS. The underlying problem is that the "View Geometry" LODs for most of the rails are missing or only cover the metal rails. Ideally, I need the view geometry to cover the entire track (e.g. a simple box around the track). Without the View Geometry LOD, it appears non of the lineIntersect* methods work. Looking into how to open a request with the CUPS team. Maybe it's something that can be fixed. If that can be fixed, that would be great. Otherwise, I have a work around using findNearestObjects / findNearestTerrianObjects that might work.
  13. duda123

    Tanoa Trains

    Anyone have any ideas for detecting the CUPS train track objects? Was able to use the lineIntersectsWith/lineIntersectsObjs/lineIntersectsSurfaces with the tracks on Tanoa. However, that doesn't seem to work with the CUPS tracks. There are a couple that get detected if the line intersects the metal rail, however, most can't be detected at all with those methods
  14. duda123

    Tanoa Trains

    Thanks guys. I like ATS and like "Advanced". I think it will be: Advanced Train Simulator (ATS)
  15. duda123

    Tanoa Trains

    Also, if anyone wants to help add support for the CUPS tracks, let me know. Requires a bit of work in game to find specific points on the track models. I have a mission to help.
  16. duda123

    Tanoa Trains

    What should the addon be called? Arma Trains Arma Train Simulator Advanced Trains ?
  17. duda123

    Tanoa Trains

    Sorry you missed it. Here are two videos of myself and Soolie pulling large trains into the station:
  18. duda123

    Tanoa Trains

    Looking for someone to try out the trains in MP right now - sever is running. Anyone want to try it out?
  19. duda123

    Tanoa Trains

    Not good reason. Could have used just one.
  20. duda123

    Tanoa Trains

    Here's the latest - 250 car train running smoothly, no noticeable FPS drop.
  21. duda123

    Tanoa Trains

    I will need to build support for it. In order to make the train move smoothly in MP (and reduce the network traffic), the train objects are actually converted local-only objects that other players can't see. Each player ends up creating their own local-version of the train that predicts and smooths out the train's movement based on periodic updates from the driving player. What would happen right now is that the attached gun would get hidden when the global train object is replaced with a local train object.
  22. duda123

    Tanoa Trains

    Here's a demo with some improved track movement and a long CUPS train:
  23. duda123

    Tanoa Trains

    World record is 682 cars :)
  24. duda123

    Tanoa Trains

    65 car train successfully tested on Tanoa! I'll probably put limits on the number of cars, but 65 are running smoothly on the track.
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