HptFw. MoinxDGamer
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Posts posted by HptFw. MoinxDGamer
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The plan was to open one model in the object builder and then put the other in there as well. Should work but it says that i cant open binarized p3d files. What can I do?
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Is there any way to combine to facewear model into a single item?
I want to combine the safety glasses and the respirator.
so that it looks like this.
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On 10/5/2019 at 10:40 PM, TeTeT said:Maybe fix the named property. The value is 1, that is not part of the name as in your pic. Also you can gain some real estate screenspace by arranging the small windows.
Good luck,
TeTeT
It doesn't work. It just sits on top as before 😞
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38 minutes ago, TeTeT said:Hopefully this wiki page will be of assistance: https://community.bistudio.com/wiki/Arma_3_Ships_Config_Guidelines
You need a Buoyancy lod and declare that fact in the named properties buoyancy = 1
Cheers,
TeTeT
I already added the buoyancy lod but it doesnt work for me.
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I can't get the hull of my boat to be in the water. It just sits above the surface.
Can you help me?
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@DSabre I got it fixed.
How do I define the View position of the crewmembers and the driver?
Its just not where its supposed to be.
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Current Code:
//Basket class Boat_F; class Rescue_Basket : Boat_F { driverAction = "driver_boat_transport_02"; transportSoldier = 1; cargoAction[] = {"passenger_flatground_generic01"}; maxSpeed = 5; extCameraPosition[] = { 0,1.0,-8.0 }; leftFastWaterEffect = ; rightFastWaterEffect = ; class Turrets {}; side = 1; scope = 2; faction = Coast_Guard; EditorSubcategory = Rescue; model = "\Coast-Guard\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = { "\Coast-Guard\Data\Rescue_Basket.paa"}; }; //Raft class Life_Raft_8 : Boat_F { driverAction = "passenger_apc_generic02"; transportSoldier = 8; cargoAction[] = {"passenger_flatground_generic02"}; maxSpeed = 0; extCameraPosition[] = { 0,1.0,-8.0 }; leftFastWaterEffect = ; rightFastWaterEffect = ; class Turrets {}; side = 1; scope = 2; faction = Coast_Guard; EditorSubcategory = Rescue; model = "\Coast-Guard\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; hiddenSelections[] = { "camo" }; hiddenSelectionsTextures[] = { "\Coast-Guard\Data\Life_Raft.paa"}; };
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Hey,
I wanted to update you about the process I made.
Inside Life Raft:
Life Raft (Day)
Life Raft (Night)
Rescue Basket (Day)
Rescue Basket (Night)
Life Raft Crew View
Rescue Basket Crew View
For updated goals and problems look at the first post.
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@DSabre I was able to get the driver proxy to work but the model of the cargo character does not show up in the game.
Here's my config
//Basket class Boat_F; class Rescue_Basket : Boat_F { driverAction = "driver_Truck_02"; transportSoldier = 1; cargoAction[] = {"passenger-generic01_foldhands"}; side = 1; scope = 2; faction = Coast_Guard; EditorSubcategory = Rescue; model = "\Coast-Guard\Basket.p3d"; slingLoadCargoMemoryPoints[] ={"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; };
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So it does't matter which proxy I choose, because I can overwrite the animation?
Or isn't that what proxies do?
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On 9/23/2019 at 6:34 PM, DSabre said:Nice job. I agree, ship is probably the best way to go. If you want to remove the engine you could set the fuel to zero. What is the problem with adding textures?
I don't know how to get the textures from blender. I can't find tutorials on that with blender version 2.8
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17 hours ago, TeTeT said:Best you look at the arma 3 samples from steam workshop and how it is done there: define a proxy for each crew member in the model, use the crew and related fields in config.cpp to assign the correct animations for them. Good luck.
Thank you. But I can't find the fields in the config.cpp. I'll definitly need more help to get this done.
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Hey folks,
I recently made a few 3d Models for my Coast Guard mod, but I do not know how to add the crew seat positions and crew bodies to the model. I cant find any good documentation regarding this topic online.
Can you help me?
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I got slingloading to work, but it behves a little odd.
The cargo tends to move in the wrong direction.
If I pitch forward the cargo moves to the front.
If I pitch backwards the cargo moves to the back.
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Hey folks,
I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects.
A rescue basket and a life raft.
I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help.
Here is a model of the rescue basket I made
https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052
I was able to implement it into Arma but I need to add some features and solve some problems with your help.
Features I have to add:
-basket floats on water (implemented)
-basket can be slingloaded to a helicopter (implemented)
-basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket (implemented)
-basket has strobelights for night operation (not really implemented)
-lights can be toggled
Problems:
-basket is static, it won't fall down if placed in the air (fixed)
-i dont know how to get textures on the basket (worked around)
-basket doesnt move if a vehicle crashed into it (fixed)
-crew view position is not where its supposed to be
-sling loading behaves odd
-light sources don't relly emit light to the environment
Basically I want the basket to be a Boat which can't be driven because it has no motor.
This is the current config of the basket
class cfgPatches { class Rescue_Basket { units[] = {"Rescue_Basket"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; class Life_Raft_8 { units[] = {"Life_Raft_8"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; }; class CfgVehicles { class Boat_F; class Rescue_Basket : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; }; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; }; };
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I already tried to comment hiddenSelection[] = {...}; but it didn't work.
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Has anyone EVER modded a boat texture?
Because I can't find any mod, that retextures the original arma 3 boats.
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Yeah i know and also tried that. Doens't change anything.
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It works for Uniforms and for Helicopters as well.
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Here it is
class ship; class B_G_Boat_Transport_02_F; class RHIB: B_G_Boat_Transport_02_F { side = 1; scope = 2; scopeCurator = 2; crew = "Custom_Uniform1"; faction = "Coast Guard"; displayName = "Festrumpfschlauchboot"; //model = "\A3\Boat_F_Exp\Boat_Transport_02\Boat_Transport_02_F.p3d"; //hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Rhibboat_co.paa"}; }; class B_Lifeboat; class SRHIB: B_Lifeboat { side = 1; scope = 2; scopeCurator = 2; crew = "Custom_Uniform1"; faction = "Coast Guard"; displayName = "Festrumpfschlauchboot(klein)"; //model = "\A3\Boat_F\Boat_Transport_01\Boat_Transport_01_F.p3d"; //hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Boat_Transport_01_rescue_CO_1.paa"}; };
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I commented the hidden selections and the model on both ships and on the Lifeboat it now showed the vanilla (orange) Lifeboat texture, instead of the black one. But my textures didn't show up.
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Hey guys and gals
Recently I was trying to add ships to my custom (mod) faction. Implementing the ships I had no problem, but as soon as I tried to add my own skins to the ships, I encountered a problem.
I doesn't seem to be possible to add my skins to the ships, at least the way I was trying. Here's my code. Please help me 🙂
class CfgVehicles { class ship; class B_G_Boat_Transport_02_F; class RHIB: B_G_Boat_Transport_02_F { side = 1; scope = 2; scopeCurator = 2; crew = "Custom_Uniform1"; faction = "Coast Guard"; displayName = "Festrumpfschlauchboot"; model = "\A3\Boat_F_Exp\Boat_Transport_02\Boat_Transport_02_F.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Rhibboat_co.paa"}; }; class B_Lifeboat; class SRHIB: B_Lifeboat { side = 1; scope = 2; scopeCurator = 2; crew = "Custom_Uniform1"; faction = "Coast Guard"; displayName = "Festrumpfschlauchboot(klein)"; model = "\A3\Boat_F\Boat_Transport_01\Boat_Transport_01_F.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Boat_Transport_01_rescue_CO_1.paa"}; }; };
I tried to add the Skins in the editor via setObjectTextureGlobal and it worked with the ingame ships, however with the boats in my faction it didn't work.
The inner ships textures have been replaced with setObjectTextureGlobal and the outer ones are the boats from my faction.
Script to save backpack and stuff inside
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Hey friends,
I want to write a small script to make a player able to save his backpack (via addAction) so that he can use a parachute and after the player landed and took his parachute of he can load his backpack and continue the mission.
I know there already are scripts for that but:
-GOS/FSF SacVentral does not work in vehicles/planes
-HALO script contains a lot of stuff I do not need
-BackpackOnChest throws TFAR errors everytime
and
-[ACE] Chestpack somehow breaks the parachute so that it is not steerable.
Can you help me with that script?