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brezblock

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Everything posted by brezblock

  1. Hi! I could use some help with model / configuration please. There is an issue with getting manually controlled (manualControl=1) rockets to hit point targeted by UAV Gunner Camera (Optics). Model memory point configuration looks like this: - MainGun (red) - Optics (blue) When I fire the rocket it follows the camera but the designation point seems like being calculated based on MainGun alignment and not by optics direction: so rocket hits the point far above the position I am aiming into. One solution: I can align memory points to make this lines parallel, but in this case rocket is fling too low 😕 So I'd love to implement rocket elevating up at start and hitting target directly afterwards if this possible. Have played around flightProfiles but it it does not seems to be supported option (TopDown attack does not seems what I want exactly). Any ideas how to make this happen? Thanks! PS: my cfgVehicles.hpp: class CfgVehicles { class LandVehicle; class StaticWeapon: LandVehicle { class NewTurret; class AnimationSources; class Turrets { class MainTurret: NewTurret { class ViewOptics; }; }; }; class StugnaP_System_F: StaticWeapon { author = "Brezerk"; _generalMacro = "StugnaP_System_F"; scope = 2; displayName = "Stugna-P System"; class Armory { description = "Stugna-P is an anti-tank missile system developed by the Luch State Kiev Design Bureau (GosKKB Luch), one of the leading Ukrainian companies developing developers of guided missile weapons, as well as special military equipment."; }; class Damage { tex[] = {}; mat[] = {"a3\static_f_gamma\data\staticturret_01.rvmat", "a3\static_f_gamma\data\staticturret_01_damage.rvmat", "a3\static_f_gamma\data\staticturret_01_damage.rvmat"}; }; model = "ua_factions_gear\data\stugna-p\F_StugnaP_System_01.p3d"; side = 1; faction = "BLU_F"; crew = "B_UAV_AI"; uavCameraGunnerDir = "look"; uavCameraGunnerPos = "eye"; gunnerUsesPilotView = 0; sensorPosition = "look"; isUav = 1; hasDriver = 0; cargoCanControlUAV = 1; disableInventory = 1; transportSoldier = 0; hiddenSelectionsTextures[] = {"\ua_factions_gear\data\stugna-p\system_co.paa", "\ua_factions_gear\data\stugna-p\system_co.paa"}; class Turrets: Turrets { class MainTurret: MainTurret { optics = 1; turretInfoType = "RcsOptics_StugnaP"; gunnerOpticsModel = "\ua_factions_gear\data\stugna-p\F_StugnaP_Reticle_01.p3d"; weapons[] = {"StugnaP_MissileLauncher"}; magazines[] = {"1Rnd_StugnaP_P2C_missiles"}; gunnerInAction="Disabled"; gunnerAction="Disabled"; gunnergetInAction = ""; gunnergetOutAction = ""; displayName = ""; class ViewOptics: ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.08333; minFov = 0.04167; maxFov = 0.08333; visionMode[] = {"Normal", "Ti"}; thermalMode[] = {0, 1}; }; animationSourceBody = "MainTurret"; animationSourceGun = "MainGun"; gunBeg = "Usti hlavne"; gunEnd = "Konec hlavne"; maxHorizontalRotSpeed = 1.0; maxVerticalRotSpeed = 2.0; initElev = 0; minTurn = -81; maxTurn = 81; minElev = -7; maxElev = 27; initTurn = 0; dontCreateAI = 0; gunnerForceOptics = 1; cameraDir = "look"; memoryPointCamera = "eye"; memoryPointGunnerOptics = "eye"; }; }; };
  2. UnfinishedBusiness is a dynamic and random survival multiplayer mission with PvP elements for 1-20 players. Well, wat? Let me explain 🙂 You are starting as one coop group and will try to accomplish the mission. This group will be the main story line for the entire mission. If the group will be eliminated, the mission will end immediately. Players who will end up being killed however are not just supposed to watch and wait. They will be assigned to a different fractions and will be helping or resisting the main group. The more players are involved in the mission -- the more fun you will get. Fractions (Sides) West: 4th Marine Regiment (4th MR): The Group is conducting peacekeeping operation. It is also has to scout AOC positions and keep eye on its military forces. This group is the main story line for this mission. The mission will ends as soon as the last member of this group will be killed. Rescue Squad: Rescue Squad will try to help main group if it will be forced to leave the island. It's primary mission to find and rescue any military survivors. Spec Ops: The Group is conducting seek and destroy mission. East: Army Corps of Cahri (AOC): Pro Russian military group from the Cahri islands. Is lead by odious leader named Puhlo Pu. They are trying to expand their military presence over the region. Despite to "peaceful measures" they are extremely invading the island with military force. To save it's influence West needs to stop or restrict AOC operations over the region. Independent: Pulau National Guard (PNG): The former leader of the Pulau islands had formed Pulau National Guard to defend and control the territory. After his death different military officers pronounced themselves as the leaders on Pulau Nation. Unfortunately this turns out into civil war. According to the latest reports NPG has been disbanded and turned into several bandit groups. Most noticed are lead by Marcio Moraz, Gonsales Capito and Solomon Maru. We do have information that some of this leaders are supported by AOC. Currently they are fighting over the island for the dominance. Note: As for now, Players will join other fraction in a random fashion after respawn only. Teaser Download Steam workshop: BREZBLOCK: UnfinishedBusiness Pulau 20 CooP Briefing Following the death of the former dictator, the Pulau National Guard (PNG) has broken up into several gangs, which are conducting situational battles over the cities and villages. Under the guise of a "peacekeeping operation", the Army of Sahri (AOC), led by General Puhlo Pu, started an military invasion. A ceasefire decision is currently in effect. West Special Task Force should ensure the security of civilians and to facilitate a peaceful resolution of the conflict. Getting started Following MODs are required: * Pulau Following Game play MODs are optional: * CBA_A3 * ACE * ACEX Following Fractions MODs are optional: * CUP Units * CUP Vehicles * CUP Weapons * CUP ACE3 Compatibility Addon - Weapons * CUP ACE3 Compatibility Addon - Vehicles Following Radio MODs are optional: (choose only one) * ACRE2 * task_force_radio Steam Collection (full pack): BrezBlock: UnfinishedBusiness (full pack) Contributing You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on Github. Please comment on issues if you want to contribute with, to avoid duplicating effort. Source code location: https://github.com/brezerk/a3_missions/tree/master/mpmissions/UnfinishedBusiness.pulau
  3. Hi Spent a lot of time in attempt to give some details to the simple helmet. It looks okay in Object Builder: But absolutely flat after importing into the game engine: Spent too much time trying to figure out the issue and feeling like I am missing some small detail but can't really figure this out. Any clues please? rvmat if needed: https://pastebin.com/QQfqvkA1 Thanks!
  4. Thank you Jackal326, I have not looked under this angle and seems like you are quite right! I am using Mikero's tools for automation purposes, files are present in pbo and I see no errors nor in log nor in rpt: data\headgear\1m\1m_no.paa :scanning data\headgear\1m\1m_no.rvmat :compiling...ambient[] = {1,1,1,1}; But it seems like something is going wrong definitely. I have tried AddonBuilder -- and it just worked. Will take a look into build scripts. Thanks a lot!
  5. Hi guys. v1.2.9 version is out. Gameplay changes: Improved overall mission performance; SpecOps group will start separately from the main group and will have own mission chain; Players can be imprisoned after plane crash (You can control imprison chance via mission setup UI); Respawn in waves (10 minutes); Vehicle respawn in waves (10 minutes); Added in game documents with short mission description for each side; Civilian side do have they own base and central spawn point now; Added ACE spectator (own side only); Known bugs: Performance drops at initial stage (Load / Mission generation screen needed); SpecOps: players can stuck in textures at starting location; SpecOps: backpacks are not present in supply boxes at starting location; SpecOps: players will not receive correct missions after respawn for west side; Safe house markers are not labeled correctly; Task force radios are not given correctly (You still can pickup correct one at supply box); Feedback is welcome. Cheers!
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