jAMDup
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Does anyone know the maximum rope length? I can't seem to create one longer than ~80m. using: ropeCreate [_source,[0,0,0], _endpoint, [0,0,0], 150]; "150" is meant to be the length right? It seems to ignore this after 100. Is there anyway around this? Maybe by chaining a couple of ropes together using attachTo?
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Solved: View-Pilot LOD wasn't enabled in blender. (-‸ლ)
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Does anyone know why the camera wouldn't use the driver proxy when I'm turned out. Turned in is fine using driverview memory point but turned out seems to use model origin point? Cheers
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CfgAmmo - Need help with this
jAMDup replied to Constable_'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
In your turret class, have you added magazines to the array? -
No Entry Error - Model Cfg
jAMDup replied to jAMDup's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I swear I posted this in the Config section, just got so many tabs open. But that was it it, cheers for pointing that out. -
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Error: No entry 'model.cfg/CfgModels.MyTestPlane_Bones_Base'. I've been looking at this config for half a day already, so long that "Base" no longer looks like a word. I don't know, maybe I need fresh set of eyes to point out the inevitable simple error. Cheers class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class MyTestPlane_Bones_Base : Default { skeletonInherit = "Default"; skeletonBones[] = {...}; }; class MyTestPlane_Bones_Ramp : MyTestPlane_Bones_Base { skeletonInherit = "MyTestPlane_Bones_Base"; skeletonBones[] = {...}; }; class MyTestPlaneA_Bones : MyTestPlane_Bones_Ramp { skeletonInherit = "MyTestPlane_Bones_Ramp"; skeletonBones[] = {...}; }; }; class Rotation; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class MyTestPlane_Base : Default { sectionsInherit = "Default"; sections[] = {}; skeletonName = MyTestPlane_Bones_Base; class Animations {...}; }; class MyTestPlane_Ramp : MyTestPlane_Base { sectionsInherit = MyTestPlane_Base; sections[] = {}; skeletonName = "MyTestPlane_Bones_Ramp"; class Animations : Animations {...}; }; class MyTestPlaneA : MyTestPlane_Ramp { sectionsInherit = MyTestPlane_Ramp; sections[] = {}; skeletonName = "MyTestPlaneA_Bones"; class Animations : Animations {...}; }; class MyTestPlaneB : MyTestPlane_Base { sectionsInherit = "MyTestPlane_Bones_Base"; sections[] = {}; skeletonName = "MyTestPlane_Bones_Base"; class Animations : Animations {...}; }; };
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Removing commander seat
jAMDup replied to Whitefame's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I had this problem, someone correct me if I'm wrong, but if you inherit from the Tank_F class, it automatically places a commander. To stop this, I used the "APC_Tracked_01_base_F" class instead. -
I seem to be one of the more lucky ones, I've only have this memory leak a couple of times. I play with a group who have a fairly large mod pack but in our experience, we see significantly more crashes on BI maps. A couple of times, my game will drop down to 3FPS and after ~10 seconds, it will recover. Unfortunately I don't have the logs from those occasions, but next time it happens I'll bare this post in mind. Note: I was recording at the time of these incidents, let me know if this would be useful. Good luck BI
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Elevator/Aileron & commander
jAMDup replied to riten's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
class ElevatorL { type = "rotation"; source = "elevator"; selection = "elevator_l"; axis = "elevator_l_axis"; minValue = -1; maxValue = 1; angle0 = "rad 30"; angle1 = "rad -30"; }; class ElevatorR : ElevatorL { selection = "elevator_r"; }; class AileronL { type = "rotation"; source="aileron"; selection="aileron_1_1"; axis="aileron_1_1_axis"; minValue=-0.500000; maxValue=0.500000; angle0="rad -30"; angle1="rad 30"; }; class AileronR: AileronL { selection = "aileron_1_2"; axis = "aileron_1_2_axis"; }; Here's my model config for the elevators and ailerons, I think the reason yours doesn't work is because you inherit from the "Rotation" class, but I may be wrong. Also for the proxy, name it "pilot.001" and "gunner.001". Then in the turret config for the commander put "isCommanding = 1;". I believe that should work. -
Vehicle not found in Zeus?
jAMDup replied to jAMDup's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
class CfgPatches { class MyPlanePack { units[] = {"MyPlane"}; weapons[] = {}; requiredAddons[] = {}; requiredVersion = 0.1; }; }; ... CfgVehicles { class MyPlane: Plane_Base_F { ... } I already have that in my config. Thanks for the reply though -
Can you post your model configuration as well please?
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Hi guys, I've come across a bit of a problem, I can't spawn my vehicle in through Zeus. I have "scopeCurator = 2;" in the config, but here's the thing, when running local multiplayer, I can see my vehicle and I can spawn it in. On a dedicated server however, I can't. I have uploaded the PBO and bikey, and it's still not showing up? Any ideas would be appreciated. Thanks
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New to moddeling - Need help importing a vehicle
jAMDup replied to in005's topic in ARMA 3 - MODELLING - (O2)
https://forums.bistudio.com/topic/174301-getting-a-3d-modelobject-into-arma-3-arma-3-modeling-tut-for-noobs/ This should get you started -
Vehicle Crew Not Visable
jAMDup replied to npmproductions13's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You need to add proxies to the visual LODs as well as the View Pilot LOD, it sounds like you only have the proxies setup up in the View Cargo layer -
Looking for a small team to start a mod
jAMDup replied to Neatwang's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wrong Thread. https://forums.bistudio.com/forum/200-arma-3-find-or-offer-editing/ Also provide more information than just a "unique experience".