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Reddiem

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Everything posted by Reddiem

  1. Reddiem

    Redd'n'Tank Vehicles

    Maybe a small wheeled vehicle? We will see, not sure at the moment.
  2. Reddiem

    Redd'n'Tank Vehicles

    Update 1.4.85 Changelog: Version 1.4.85 - Added Gepard 1A2 - Added all wreck models, they can be found under "empty->wrecks->Redd'n'Tank Wrecks" - Added empty Milan tube, can be found under "empty->things->objects" - Readded static Milan - Readded Milan to Marder and Fuchs - Changed static Milan model and Marder Milan model to Tanks model - Fixed "Fix GetIn Bug" user action radius was 25 meters, now its 5 meters
  3. Reddiem

    Redd'n'Tank Vehicles

    Update Version 1.3.79 - Added some Tank DLC config stuff - Added distance LODs to Fuchs interior - Added the "Fix GetIn Bug" user action, so you can now manually unlock the positions which sometimes wouldn't unlock and you cannot enter e.g. Fuchs co-driver anymore - Added second Animation for Wiesel MK20 commander, now he can switch between a low and a high turned out animation (Low is default) - Changed RSC UI optics for all vehicles and weapons - Changed Fuchs "Commander Hatch" is now called "Middle Hatch" - Changed Marder and Wiesel MK20 turret rotating speed - Changed new radio model in Fuchs interior - Tweaked Marder, Wiesel TOW and Wiesel MK20 PhysX - Tweaked all soundshader - Tweaked some selection names and removed unnecessary config entries - Removed Milan on Marder and Fuchs, due to a change in the engine (I think so) it is not possible to aim with the missile if they are not part of the main turret (Will be fixed by BI) - Removed static Milan due to an issue with the model.cfg for the backpacks
  4. Hey there, I figured out, that when an misslelauncher is not the main turret weapon, a wire guided missle will no longer follow the sights in dev branch. It follows the main turret. E.g. at Redd'n'Tank Marder 1A5 or the Fuchs 1A4 where the commander has the Milan mounted it is no longer posible to shot the Milan because of this problem. It works fine in stable branche but not in dev branch. Would be nice if there will come a fix for that because i could not find any solution for this problem by my selfe. greetings Redd
  5. Reddiem

    Redd'n'Tank Vehicles

    Version 1.3.66 - Fixed broken Main pbo BI Key - Fixed broken static Milan backpacks
  6. Reddiem

    Redd'n'Tank Vehicles

    We've encountered an issue with the key for Main pbo. Will fix it later....;)
  7. Reddiem

    Redd'n'Tank Vehicles

    Update is out now Version 1.3.64 - Fixed broken FFV positions - Fixed Marder broken sandbags
  8. Reddiem

    Redd'n'Tank Vehicles

    There is an issue with the the ffv positions in all vehicles at the moment. Will upload a fix this evening to steam.
  9. Reddiem

    Redd'n'Tank Vehicles

    Update 1.3.62 Redd'n'Tank Vehicles 1.3.62 26.02.2018 Changelog: Version 1.3.62 - Added Wiesel 1A4 MK20 - Added ACRE2 SEM90 Rack with two SEM70 to all vehicles - Added support for virtual garage to all vehicles - Added new optics for all weapons - Changed all optics and separated day and night vision from thermal vision - Changed MG3 250 rounds magazine to 120 rounds - Changed Wiesel TOW now has 6 shots - Changed Wiesel interior engine sound - Changed reload animation for all Milan weapons - Fixed Wiesel TOW can now be slingloaded again - Cleaned all configs from unnecessary entries
  10. Reddiem

    Redd'n'Tank Vehicles

    Soon there will be addition to the family.
  11. I always define my cargoturrets as NewTurret and don't inherite from CargoTurret. This fixed all problems regarding strange fov and zoom. Take a lock in my example. Maybe there are still some unnecessary entries, I'm cleaning up my configs at the moment from them, but haven't done it in this config yet class CargoTurret_Links: NewTurret //[0,1] //Luke_links { gunnerInAction = "Redd_Marder_Passenger"; gunnerName = "$STR_Dachluke_links"; memoryPointsGetInGunner= "pos_hatch_3"; memoryPointsGetInGunnerDir= "pos_hatch_3_dir"; animationSourceHatch = "Hatch_left_Source"; enabledByAnimationSource = "Hatch_left_rot"; proxyIndex = 4; proxyType= "CPGunner"; weapons[] = {}; magazines[] = {}; primaryGunner = 0; primaryObserver = 0; gunnerOpticsShowCursor = 0; body = ""; gun = ""; animationSourceBody = ""; animationSourceGun = ""; soundServo[] = {"", "db-50", 1.000000}; startEngine = 0; hideWeaponsGunner = 0; GunnerGetInAction="GetInLow"; GunnerGetOutAction="GetOutLow"; gunnerAction = "vehicle_turnout_1"; isPersonTurret = 1; dontCreateAi = 1; commanding = -1; gunnerOpticsModel = ""; gunnerOutOpticsColor[] = {0, 0, 0, 1}; gunnerForceOptics = 0; gunnerOutForceOptics = 0; gunnerOutOpticsShowCursor = 0; memoryPointGunnerOptics = ""; gunnerOpticsEffect[] = {}; outGunnerMayFire = 1; inGunnerMayFire = 0; ejectDeadGunner = 0; lodTurnedIn = 1200; //Cargo lodTurnedOut = 1100; //Pilot allowLauncherOut = 0; allowLauncherIn = 0; soundAttenuationTurret = "TankAttenuation"; disableSoundAttenuation = 0; viewGunnerInExternal = 1; gunnerCompartments= "Compartment2"; maxElev = 45; minElev = -20; maxTurn = 120; minTurn = -78; class TurnIn { limitsArrayTop[] = { {45, -120}, {45, 120} }; limitsArrayBottom[] = { {-45, -120}, {-45, 120} }; }; class TurnOut { limitsArrayTop[] = { {45, -78}, {45, 120} }; limitsArrayBottom[] = { {-5, -78}, {-20, 0}, {-20, 47}, {7, 57}, {7, 100}, {0, 110}, {-5, 115}, {-5, 120} }; }; };
  12. Hey guys at the moment I'm a bit stuck. As the titel says, is it pssible to have more than on opticsmodel in class OpticsOut? In class OpticsIn its no problem. The config locks like this: /I Ieft out the whole .p3d path for this example) class OpticsOut { class DayOut { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.037; maxFov = 0.037; minFov = 0.037; opticsDisplayName = "Day"; visionMode[] = {"Normal", "NVG"}; thermalMode[] = {4,5}; gunnerOpticsModel = "\something_1.p3d"; gunnerOutOpticsModel = "\something_1.p3d"; gunnerOpticsEffect[] = {}; gunnerOutOpticsEffect[] = {}; }; class WBGOut { initFov = 0.037; maxFov = 0.037; minFov = 0.037; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; opticsDisplayName = "WBG"; visionMode[] = {"Ti"}; thermalMode[] = {4,5}; gunnerOpticsModel = "\something_2.p3d"; gunnerOutOpticsModel = "\something_2.p3d"; gunnerOpticsEffect[] = {}; gunnerOutOpticsEffect[] = {}; }; };
  13. Reddiem

    Redd'n'Tank Vehicles

    That's a known Arma bug with modded vehicles I think. If the bug appears, you have to leave the vehilce and the commander (or the one who has the smoke, in case of the fuchs the driver, has to get in first, than it should works fine.
  14. Reddiem

    Redd'n'Tank Vehicles

    At the moment not, to be honest.
  15. Reddiem

    Redd'n'Tank Vehicles

    Redd'n'Tank Vehicles 1.2.51 22.01.2018 Changelog: Version 1.2.51 - Fixed Wiesel can now be dropped via parachute from ViV-transport steamcommunity.com/sharedfiles/filedetails/?id=1128145626
  16. Reddiem

    Redd'n'Tank Vehicles

    Version 1.2.50 is out now and brings you the Wiesel 1A2 TOW (aka the go-kart): http://steamcommunity.com/sharedfiles/filedetails/?id=1128145626 Version 1.2.50 - Added Wiesel 1A2 TOW - Changed Milan static backpack now carries the ammo for static milan - Fixed MG3 soundshader - Fixed MK20 soundshader - Fixed Milan soundshader - Fixed error in Fuchs stringtable.xml - Fixed spelling mistake in Static Milan memorypoints "pos_gunner" and "pos_gunner_dir"
  17. Reddiem

    Redd'n'Tank Vehicles

    1. This is because the indicator show the direction of the "mainturret". In case of the Marder it is clear what the main turret is, in case of the Fuchs the MG3 is the mainturret. The number shows the direction of the Milan. Not ideal to be honest, I will have a look, maybe I find another solution. 2. Good idea and already done ;) The "Tube" is still a backpack, but now it carries the ammo. At the moment I will let the amount of ammo the way it was, maybe take care about later. 3. Thanks, there was a spelling mistake in the memorypoints 4. Thanks ;)
  18. Reddiem

    Redd'n'Tank Vehicles

    Woodland, winter and desert is ready now:
  19. Reddiem

    Redd'n'Tank Vehicles

    Just the Wiesel 1 Wiesel am Haken https://imgur.com/gallery/qhsWS
  20. Reddiem

    Redd'n'Tank Vehicles

    The front camp light isnt really an reflector light, its just an emersive face
  21. Reddiem

    Redd'n'Tank Vehicles

    This wouldn't work, because of the positions of the "winkelspiegel" in the fuchs. they have to be in direct line of sight for the driver, but have you tried looking through the optics model ? driver and co-driver have them both.
  22. Reddiem

    Redd'n'Tank Vehicles

    No, not the community was the reason. We decided to do this step because I had big problems with the Wiesel, these functions and Arma. I couldn't solve these problems because of incomprehensible behaviour of the hatches. Still don't know why a hatch opened sometimes when changing a seat. So we had to go back to vanilla style for all vehicles because we want it the same way for all of them. The useractions are still available so you can still open the doors of you want to or enter it without.
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