jAMDup
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Counter measures also trigger the "fired" EH
jAMDup replied to jAMDup's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I've deciced on putting the "If" statement in the executed file, but I'm a little confused on the syntax. If (fired..) then{ // What do I use here to check the weapon? }; Sorry, I'm new to using EH. Thank you for the assistance so far. -
Counter measures also trigger the "fired" EH
jAMDup replied to jAMDup's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
How do I implement the arguments though? Right now I have this: class Eventhandlers { init = "_ok = _this execVM '\ Init File Path'"; fired = "_ok = _this execVM '\main armament'"; }; Thank you! -
No affect. Thanks though.
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Remove Gunner, only have commander and driver
jAMDup posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey guys, below is a slightly modified config from the A3 Samples of a tank. But I want to remove the gunner, only allowing a driver and commander. On the model I have removed all the gunner associated groups, LODs and memory points. I've tried using "hasGunner = 0/false" and nothing. It's probably something really simple I'm just missing. Any ideas? Thanks #include "basicdefines_A3.hpp" /* Addon description */ class CfgPatches { // Avoid confusing users by keeping class name match the PBO name and path. class Test_Tank_01 { // List addons defining config classes you want to use, define new vehicles available in editor and weapon classes requiredAddons[] = {"A3_Armor_F_Beta"}; units[] = {"O_Test_Tank_01"}; weapons[] = {}; }; }; /* Factions */ class CfgFactionClasses { // Add new faction classes only if really required. class BIS_Tutorial { // Provide display name for your faction. displayName = "BIS Tutorial"; priority = 2; icon = "\A3\armor_f_gamma\MBT_02\Data\UI\map_MBT_02_ca.paa"; }; }; class CfgVehicleClasses { // Add new editor category classes only if really required. class BIS_Tutorial { // Provide display name for your editor category. displayName = "BIS Tutorial"; }; }; /* Vehicle classes */ class CfgVehicles { class LandVehicle; class Tank: LandVehicle { class NewTurret; class Sounds; class HitPoints; }; class Tank_F: Tank { class Turrets { class MainTurret:NewTurret { class Turrets { class CommanderOptics; }; }; }; class AnimationSources; class ViewPilot; class ViewOptics; class ViewCargo; class HeadLimits; class HitPoints: HitPoints { class HitHull; class HitEngine; class HitLTrack; class HitRTrack; }; class Sounds: Sounds { class Engine; class Movement; }; }; /* A3 DEFAULT INHERITANCE TREE END */ /* Base class */ // Include as many unique defines and classes common for all your vehicle classes as possible. class Test_Tank_01_base: Tank_F { // Basic defines: vehicle class in editor, name displayed, knowledge required to recognize this type of target accuracy = 0.3; faction="BLU_F"; hasDriver = true; hasGunner = false; hasCommander = true; acceleration = 12; maxSpeed = 70; // Model and look defines: paths to model, squad picture and map icon model = "\USACE\Test_Tank_01\Test_Tank_01.p3d"; picture = "\A3\armor_f_gamma\MBT_02\Data\UI\MBT_02_Base_ca.paa"; icon = "\A3\armor_f_gamma\MBT_02\Data\UI\map_MBT_02_ca.paa"; // #include "sounds.hpp" // not covered by this tutorial #include "physx.hpp" // AI references cost = 1500000; damageResistance = 0.02; crewVulnerable = false; // Damage setup armor = 500; armorStructural = 6; // Two hulls of same type should take same amount of damage. Use armorStructural to counter the effect of vehicle size on its armor. // Weak spots parameters // name: selection in HitPoints LOD - create selections first! // radius: radius of weak spot spheres generated around vertices in HitPoints LOD, tweak before armor // armor: multiplier of total vehicle armor required to destroy given component, tweak after radius // explosionShielding: multiplier of damage caused by explosive rounds, tweak after armor // minimalHit: minimum hit required to receive damage, tweak after explosionSielding // passThrough: how much damage is passed to total vehicle damage // visual: section in Resource LODs and CfgModels section of model.cfg // material: unneeded, leave at -1 // The values are sample. Every vehicle needs to be finetuned separately. memoryPointsGetInCommander = "pos_commander"; memoryPointsGetInDriver = "pos_driver"; memoryPointsGetInCommanderDir = "pos_commander_dir"; memoryPointsGetInDriverDir = "pos_driver_dir"; class HitPoints: HitPoints { class HitHull: HitHull { // Handle internal damage armor=0.8; material=-1; name="telo"; visual="zbytek"; passThrough=1; minimalHit = 0.14; explosionShielding = 2.0; radius = 0.25; }; class HitEngine: HitEngine { armor=1; material=-1; name="motor"; passThrough=0.8; minimalHit = 0.24; explosionShielding = 1; radius = 0.33; }; class HitLTrack: HitLTrack { armor=0.5; material=-1; name="pas_L"; passThrough=0; minimalHit = 0.08; explosionShielding = 1.44; radius = 0.3; }; class HitRTrack: HitRTrack { armor=0.5; material=-1; name="pas_P"; passThrough=0; minimalHit = 0.08; explosionShielding = 1.44; radius = 0.3; }; }; class TurretBase { class Turrets: Turrets { class MainTurret: MainTurret { // class Turrets: Turrets // { // class CommanderOptics: CommanderOptics // { body = "obsTurret"; gun = "obsGun"; animationSourceBody = "obsTurret"; animationSourceGun = "obsGun"; maxHorizontalRotSpeed = 1; maxVerticalRotSpeed = 1; stabilizedInAxes = StabilizedInAxesNone; soundServo[]= {"A3\Sounds_F\vehicles\armor\noises\servo_best", db-40, 1.0,50}; minElev = -05; maxElev = +60; initElev = 0; minTurn = -90; maxTurn = +360; initTurn = 0; commanding =1; gunnerName = "Test Commander"; primaryGunner = true; primaryObserver = true; memoryPointGun = "usti hlavne3"; gunBeg = "usti hlavne3"; gunEnd = "konec hlavne3"; weapons[] = {M2, SmokeLauncher}; // you may need different weapon class to provide firing effects emit from proper position. magazines[] = {SmokeLauncherMag, SmokeLauncherMag}; memoryPointGunnerOutOptics = "commanderview"; memoryPointGunnerOptics = "commanderview"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Commander_02_F"; gunnerOutOpticsModel = ""; // leave "" to disable optics view gunnerOpticsEffect[] = {}; // post processing effets gunnerHasFlares = 1; class ViewOptics: ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; // Field of view values: 1 = 120° initFov=0.155; minFov=0.034; maxFov=0.155; visionMode[] = {"Normal","TI"}; thermalMode[] = {0,1}; }; // Gunner operations gunnerAction = mbt2_slot2b_out; gunnerInAction = mbt2_slot2b_in; gunnerGetInAction = GetInHigh; gunnerGetOutAction = GetOutHigh; startEngine = 0; // Turning this turret should not turn engine on. viewGunnerInExternal = 1; // Needed to make gunner possible to be killed with penetrating rounds. outGunnerMayFire = 1; // Turn off to make player able to look around freely outside optics view. inGunnerMayFire = 1; // Turn off to make player able to look around freely outside optics view. class HitPoints { class HitTurret { armor = 0.3; material = -1; name = "vezVelitele"; visual="vezVelitele"; passThrough = 0; minimalHit = 0.03; explosionShielding = 0.6; radius = 0.25; }; class HitGun { armor = 0.3; material = -1; name = "zbranVelitele"; visual="zbranVelitele"; passThrough = 0; minimalHit = 0.03; explosionShielding = 0.6; radius = 0.25; }; }; selectionFireAnim = "zasleh3"; // }; //}; maxHorizontalRotSpeed = 0; maxVerticalRotSpeed = 0; minTurn = -0; maxTurn = +0 }; }; }; /* RETEXTURABILITY */ /* hiddenSelections[] ={"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"A3\armor_f_gamma\MBT_01\Data\MBT_01_body_CO.paa","A3\armor_f_gamma\MBT_01\Data\MBT_01_tow_CO.paa"}; */ class AnimationSources : AnimationSources { class muzzle_rot_cannon {source = "ammorandom"; weapon = "cannon_120mm";}; class muzzle_rot_coax {source = "ammorandom"; weapon = "LMG_M200";}; class muzzle_rot_HMG {source = "ammorandom"; weapon = "HMG_NSVT";}; class recoil_source {source = "reload"; weapon = "cannon_120mm";}; }; // Damage textures - for sections: zbytek, vez, zbran, vezVelitele, zbranVelitele, class Damage { tex[] = {}; mat[] = { "A3\Armor_F_Gamma\MBT_02\Data\MBT_02.rvmat", "A3\Armor_F_Gamma\MBT_02\Data\MBT_02_damage.rvmat", "A3\Armor_F_Gamma\MBT_02\Data\MBT_02_destruct.rvmat", "A3\Armor_F_Gamma\MBT_02\Data\MBT_02_body.rvmat", "A3\Armor_F_Gamma\MBT_02\Data\MBT_02_body_damage.rvmat", "A3\Armor_F_Gamma\MBT_02\Data\MBT_02_body_destruct.rvmat", "A3\Armor_F_Gamma\MBT_02\Data\MBT_02_tracks.rvmat", "A3\Armor_F_Gamma\MBT_02\Data\MBT_02_tracks_damage.rvmat", "A3\Armor_F_Gamma\MBT_02\Data\MBT_02_tracks_destruct.rvmat", "A3\Armor_F_Gamma\MBT_02\Data\MBT_02_turret.rvmat", "A3\Armor_F_Gamma\MBT_02\Data\MBT_02_turret_damage.rvmat", "A3\Armor_F_Gamma\MBT_02\Data\MBT_02_turret_destruct.rvmat", "A3\Armor_F_Gamma\MBT_01\Data\MBT_01_scorcher.rvmat", "A3\Armor_F_Gamma\MBT_01\Data\MBT_01_scorcher_damage.rvmat", "A3\Armor_F_Gamma\MBT_01\Data\MBT_01_scorcher_destruct.rvmat" }; }; smokeLauncherGrenadeCount = 8; //Number of smoke shells launched at once smokeLauncherVelocity = 14; //Velocity which smoke shells are launched at smokeLauncherOnTurret = 1; //0 if smoke launchers are on hull, 1 if on turret smokeLauncherAngle = 120; //Angle within which smoke grenades are launched (actual spacing may end up smaller so use slighty higher number) class ViewOptics: ViewOptics { visionMode[] = {"Normal","NVG"}; }; class Exhausts { class Exhaust1 { position = "exhaust"; direction = "exhaust_dir"; effect = "ExhaustEffectTankBack"; }; }; class Reflectors { class Left { color[] = {1900, 1300, 950}; ambient[] = {5,5,5}; position = "Light_L"; direction = "Light_L_end"; hitpoint = "Light_L"; selection = "Light_L"; size = 1; innerAngle = 100; outerAngle = 179; coneFadeCoef = 10; intensity = 1; //17.5 useFlare = 0; dayLight = 0; flareSize = 1.0; class Attenuation { start = 1.0; constant = 0; linear = 0; quadratic = 0.25; hardLimitStart = 30; hardLimitEnd = 60; }; }; class Right: Left { position = "Light_R"; direction = "Light_R_end"; hitpoint = "Light_R"; selection = "Light_R"; }; class Right2: Right { position = "light_R_flare"; useFlare = 1; }; class Left2: Left { position = "light_L_flare"; useFlare = 1; }; aggregateReflectors[] = {{"Left","Right","Left2","Right2"}}; }; }; /* Faction variants */ class O_Test_Tank_01_base: Test_Tank_01_base { model = "USACE\Test_Tank_01\Test_Tank_01.p3d"; displayName = "123"; accuracy = 0.5; side = 1; faction="BLU_F"; crew = "O_crew_F"; typicalCargo[] = {"O_crew_F"}; }; /* Public class */ class O_Test_Tank_01: O_Test_Tank_01_base { model = "USACE\Test_Tank_01\Test_Tank_01.p3d"; displayName = "M1 Test"; accuracy = 0.5; scope = 2; side = 1; faction="BLU_F"; crew = "O_crew_F"; }; }; -
Is there a way for the commander to control two turrets?
jAMDup posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm making a vehicle, which realistically has two crew, a driver and commander. I want the commander to be able to switch between which turret he uses possibly by a scroll menu action. But I have no idea how this would work or if it's even possible. Thanks -
So after some testing, I've found that it was the visual LOD causing this problem. Thanks for all your help.
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Yeah it's been applied through Object Builder, I've even tried to make a counter weight, there was no difference.
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Yes, they've been placed correctly, and evenly, are there any vertex groups needed?
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There's a Land Contact LOD, but I'm not sure what you mean by "Assigned", sorry. Thanks for the quick reply.
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A Youtuber called "GameDev Byrnes" is a really good source of information, it does take a week or so for each tutorial to come out, but it's worth the wait. He's also pretty active in the comment section, answering most of the viewers concerns/ questions.
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How to create key and signature files for add-ons ?
jAMDup replied to Degman's topic in ARMA 3 - BI TOOLS - GENERAL
Bohemia made a "Publisher" program which creates a Bikey for you. I'm think that's what you're asking. -
Animation - explanation of the magic behind
jAMDup replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for doing this, it'll really come in handy when I come to the animation side of my project.- 119 replies
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- animation
- explanation
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Wow! This looks great!