Jump to content

Waldemar 337

Member
  • Content Count

    92
  • Joined

  • Last visited

  • Medals

Community Reputation

12 Good

About Waldemar 337

  • Rank
    Corporal

Profile Information

  • Location
    No Man's Sky

Recent Profile Visitors

959 profile views
  1. Waldemar 337

    change email

    E-mail changing is bugged as well. Bohemia Interactive Forums account email change redirects to Bohemia Interactive account email change. Change of the Bohemia Interactive account email does not change the Bohemia Interactive Forums account email. LOL. You guys are great.
  2. Do you always talk to people this way ? You are very positive and friendly. Thank you all guys. 😍
  3. And you say that it is Good luck to you all people. Thanks for the good conversation.
  4. The current game engine does not allow to get the mass without creating a vehicle. Vehicle's class available to the comminity does not have a mass parameter. I found an only way to get the mass of a vehicle class by creating and deleting a vehicle. So, creation and deletion is the only way possible for me at this moment. If someone knows a better way, let us know. I did not like the way that was suggested by sarogahtyp because that way creates other difficulties. Among those difficulties I could find following. 1. Requirement to make some measurements of all possible vehicle classes in the game. 1.1. This makes mission initialization fragile. If some add-on breaks the initialization process of these calculations, we will have to make them again and again. 1.2. Big data needs big space. Who and where will store all the encyclopedia of class parameters ? I thought that vehicle classes were created right for that very purpose. Game modders do not need to make the game engine themselves. 2. Requirement to search data in a big data storage. All this takes time. Concerning the air vs land question. My choice was done only because of the probability of collisions. Volume of the air is much larger that the square of the land. I have told it before and I repeat it again. If I placed the vehicle in the editor then how would people use this script and add-on in their scripts and games ? I hope that I managed to answer your question.
  5. Thank you. P. S. I like the style. 🤣 B.I.S., are you guys serious ? ROFL.
  6. Thank you for checking. I do not know what to say. Side door animation is named "clamshell_source" and the "door_side" animation which obviously should be the side door animation is not working. You say that it is not a bug. 🙄 3D model has inivisible parts or an unload point is placed in a wrong place. All this leads to objects being exploded. You say that it is not a bug. 🙄 Let it be a divine revelation of aliens. https://www.paulingraham.com/imgs/its-aliens.jpg For some reason I am not able to insert a picture into this forum. Aliens do not want to be seen by people. LOL.
  7. Hello. How can one get the vehicle which an object is loaded to ? objectParent function does not return such vehicle. Thank you.
  8. Dear Harzach, I have just re-tested it. I placed an empty Mi8-MT (VIV), class name is "CUP_B_Mi17_VIV_CDF". This is a VIV version. When I do this _air = (player nearObjects ["Air", 20]) select 0; _air animateSource ["door_side", 1]; I see no door movement. Then I do this. _air = (player nearObjects ["Air", 20]) select 0; _air animateSource ["door_side", 0]; And again, no door movement is visible. What am I doing wrong ? How is this not a bug ? If you think that I am joking, I can record a video. returns returns And concerning the second question that you ignored. I can also record a video for that question showing unloaded cargo exploding. So that you can see the bug with your own eyes and stop telling such things about me. Please be polite with other people. Black lives matter, don't they ?
  9. Waldemar 337

    Gearbox TransmissionRatio Change

    Thank you for advice. I must say the following. In real life world complex gearbox consists of two coupled but separate devices. They may have various names in different vehicles, but the main principle is the same : one device is a collection of gears for main transmission gear, and the second device is the so-called gearbox, which we know simply as a gearbox. The mentioned documentation confirms that Arma's game engine follows the same principle -- two devices are separate -- when it states the following: https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#Transmission_parameters In those automobiles that I know, both of these devices are controlled independently. Gearbox is controlled either by a wise electronic mind or by a driver. Transmission ratio is controlled electronically via the control panel or electro-mechanically using the switch. Some old cars control it mechanically. In real life, in the offroad vehicle, changing a gear of a gearbox (second device) does not change the transmission gear (of the first device). If Arma follows the same principle, the mentioned functions are likely to control the gearbox only. So, my question stays the same. I need a function to control the transmission ratio, not the gearbox gear. Thank you.
  10. Greetings to the CUP mod developers and all the community. I have found some bugs and described them in the following thread. At the time of writing I did not know about this thread.
  11. Waldemar 337

    Is manual transmission for vehicles possible?

    I hope we will be able to use a normal manual gearbox in the new game on a new engine which is being developed, because it is very strange to have gearbox locked while even ancient games for MS-DOS allowed players to switch gearbox manually ...
  12. Waldemar 337

    Is manual transmission for vehicles possible?

    Different dev teams, but the same engine. I think it is compiled from different configs, but the core must be the same. Nobody will invent the same wheel twice. All the magic is visible in the naming of all the classes and PBOs if one looks attentively. I just do not understand why.
  13. Waldemar 337

    Is manual transmission for vehicles possible?

    Dear B.I.S., Why do we have a class parameter (gearBoxMode, https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#Transmission_parameters) to select the gearbox type which we can not use ? Every programmer can tell that such restrictions are often made to sell another product with "better" (unlocked by a magic boolean switch) functionality. Is this the case here ? Does this parameter work in VBS ? Thank you.
  14. https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration This page says that "all PhysX 3 vehicles use complex gearbox to give some data to PhysX gearbox". It also says that gearbox can have several transmission ratios. This text makes me believe that I can create a real offroad vehicle with "High" and "Low" transmission modes. Also there is an example of a complexGearbox. complexGearbox { GearboxRatios[] = { "R1", -3.231, "N", 0, "D1", 2.462, "D2", 1.870, "D3", 1.241, "D4", 0.970, "D5", 0.711 }; // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles) TransmissionRatios[] = { "High",4.111 }; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. moveOffGear = 1; driveString = "D"; // string to display in the HUD for forward gears. neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. }; OK. I have created a gearbox for an offroad vehicle with two transmission ratios. TransmissionRatios[] = { "Low", 8.222, "High", 4.111 }; The game GUI does not show any hints or actions available to switch transmission modes. The question is : how do I change the transmission ratio of the gearbox with the SQF script ? Thank you.
×