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Everything posted by jAMDup

  1. 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?
  2. 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
  3. jAMDup

    Driver proxy view

    Solved: View-Pilot LOD wasn't enabled in blender. (-‸ლ)
  4. In your turret class, have you added magazines to the array?
  5. 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.
  6. 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 {...}; }; };
  7. Title. I'm trying to make my own CM flares for an aircraft but creating my own flare launcher is proving tricky so how can I make Arma's "CMFlareLauncher" accept my magazine? It's probably really simple... Thanks
  8. jAMDup

    Removing commander seat

    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.
  9. jAMDup

    "3FPS Issue" - Call for Help

    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
  10. 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.
  11. 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
  12. 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
  13. jAMDup

    Open the Doors

    Can you post your model configuration as well please?
  14. https://forums.bistudio.com/topic/174301-getting-a-3d-modelobject-into-arma-3-arma-3-modeling-tut-for-noobs/ This should get you started
  15. jAMDup

    Vehicle Crew Not Visable

    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
  16. Wrong Thread. https://forums.bistudio.com/forum/200-arma-3-find-or-offer-editing/ Also provide more information than just a "unique experience".
  17. Hey guys, I have a couple of question about FCSs and stabilisation. 1. If one turret designates a target, is it possible for another turret in the vehicle to see the designation marker? If so, how? 2. How can you change the turret stabilisation in game? For example the BI comanche can do this Thanks
  18. I have the turret stabilised using "stabilizedInAxes = "StabilizedInAxesBoth";" but sometimes it's not ideal. This is what I mean, the comanche from BI, can toggle stabilisation on/off by using the "-" and "+" key on the numpad. I've looked in the config and found nothing useful. Cheers
  19. I've been looking into adding a FCS into the vehicle I'm working on. I've done some research on DiscreteDistance, but nothing can up? How is it done? Cheers
  20. Nice, it's sorted. Appreciate it.
  21. Hey guys, I have a problem where a turrets optic view is looking forward but the gun is perpendicular to the rest of the vehicle. I have assigned the view point like so - "memoryPointGunnerOptics = "GunnerView";" At first that was one single point, then I added another to the selection along the X axis but no luck. Has anyone encountered this before and how could I overcome this?
  22. Ah cheers, it's defiantly a weird way of doing it, but it works. Just a last little problem, the Y axis turret control is inverted. As in when you move the mouse left, the turret turns right. I've been messing with the min/max Turn values but I've had no luck. Any idea?
  23. Thanks, I got the memory point to move with the gun however it's still facing forward. Perhaps I didn't make it very obvious. The memory point is looking in the direction of where the vehicle is driving. However the gun in facing 90 degrees from the front of the vehicle.
  24. Hey guys, I got a couple of questions about FFVs. 1 - Is it possible to rotate the proxy of the player? 2 - Can you have a full 360 degree turn radius? 3 - When aiming down the sight, the view is taken from the View Gunner LOD, and when you're not, it uses the View Cargo LOD. I put "LODTurnedIn= 1000;" in the turret config but there's no difference. How can I change it so it always uses the Gunner LOD? Cheers
  25. Hi I've been trying to add some more lights to a plane I'm working on, I have had some sucess with the landing lights. But I'm a bit stuck trying to add more, I want this set to be activated by the scoll menu, however I'm not sure where to configure these. The landing lights were done in the "Reflector class" but if I put the additional lights in this class, they also get activated with the main light, I don't want this to be the case. Also after a seemingly randon amount of time, the main lights just seem to shut off, does anyone have any idea why this is the case? Thanks