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h4wek

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About h4wek

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  1. currentZeroing not working on vehicles unfortunatelly, for that should be new command , the same like for expected position of target (when you see in balistic computer targets dot for targeting behind the Ai knows and computer in turret knows where need to target aim (so why it is impossibile to get out by command - for programming AA ammo this will reduce a lot of external calculations made by enemy vector and aim. getHideFrom is not this what i am talking about beacouse when you get position oor for ehample distance form hidefrom position and target position it is mostly the same.
  2. Is any possibility/chance to make suspension reaction on level of damage in tanks too - the idea from carX with lowering size of physix wheel is ok for tanks too (the bottom of track could be even disapear in ground like broken tyre) config values like: wheelDamageRadiusCoef = 0.8; wheelDamageThreshold = 0.025; wheelDestroyRadiusCoef = 0.65; wheelDestroyThreshold = 0.9; not affect on tanks at all. beacouse nobody add it to tanks suspensions animation sources (or even worse someone cut it off during DEV process) and make it by external bones/scripts not work with wheel's bones (if I want for example move point of attach bones to tank with all wheels -> it is not possibile beacouse wheels of bones can'r be added to notrmal bones between wheels and main hull (" " in skeleton) so.......... BI DEVs do something with this to make them be much better working/animated as it is now, it need only some work from DEV needed - I belive that if mod community will do it by itselft much faster then YOU if source will be open or ingerention in some deeper parts of model mechanic /simulation models possibile (like those bones dependency).
  3. Sorry krzychu this not work with negative values like you said - I tested with measure projectiles velocities on L44 and L55 with those values set to : L44 = initSpeed = -1; //and ammo with initspeed = 1650 was like that exactly L55 = initSpeed = -1.079; //and ammo with initspeed = 1650 was like that exactly still so...... sorry this not work I found on WIKI description about initspeed for magazines like https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#initSpeed.3D900 and in https://community.bistudio.com/wiki/Arma_3:_ItemInfo_Config_Reference#magazineCoef where is link to this first one with description: but finally it is for hand weapons like silneced muzzle used weapons, not like in this example. Anyway final initspeed ceof should be made by weapon ceof and magazine values to make it like in real - initspeed of ammo from mgazine is caused by explosion charge but it depend on weapon too - longer barrel faster init speed with the same charge.
  4. REquest to Bi DEV department = please make additional parameter for weapon config like factor of change init bullet speed operate on magazine init speed parameter -> (if magazine have for example in magazine initSpeed = 1650; and in weapon will be initSpeedfactor = 1; the init speed of this ammo will be at last 1650, but with initSpeedfactor = 1.2; the final value will be 1650 * 1.2. In this moment the same ammo used for example in L44 and L55 have to be always shot with fixed speed of weapon or magazine, but in real this ceof should work like this.
  5. Problem of magazine reload time is also in vehicles after put magazines with 1 ammo inside after shot is no reload time just shell is loaded intstantly
  6. I would like to ask specialists in textures/materials if is possibile to define this kind of return light sufraces - it shine only if is highlighted by other source of light in correct agle (similar by reflecive surface but emmisive value is stimulated by agle of observer/light source - is arma 3 prepared for this kind of materials definitions? in rvmats definition options is no way to specify power of emmisive due to agle of beam light/observer so is it possibile any way??
  7. Who can explain why groups defined in damage class like for example: class Damage { tex[]={}; mat[]= { "a3\data_f\glass_veh.rvmat", "a3\data_f\glass_veh_damage.rvmat", "a3\data_f\glass_veh_destroyed.rvmat", "a3\data_f\vehicles\armored_glass.rvmat", "A3\data_f\Vehicles\Armored_glass_damage.rvmat", "A3\data_f\Vehicles\Armored_glass_destroyed.rvmat" }; }; (don't find those file names they are only example) are not working for 3rd stage, just (2nd -damage level is shown/switched after 0.5 damge level) but 3rd-destroyed level not even on 1 damage level of selection, or until whole vehicle is not fully destroyed,/killed. WTF (what for are 3 entries if works only 2 of them)? Even making overwrite this last stage by dammage event handlers with setmaterials global not work beacouse this feature overwrite those selections still back to 2nd stage.
  8. no possibile to update server files after arma update 😞
  9. I made working generator on this class (sound of engine etc and this not need crew), but fuel consumption is not possibile to setup so is incompatibile with restof vehicles with real fuel consumption rate.
  10. h4wek

    Slow macro playback

    Any ansver? or maybe no more support for arma/arma tools? - did you replace old fuctions to compatibile with win10/11 dll's? In win 11 is the same behaviour - i supose it is caused by different refresh events rate in win 7 and 10/11, but to solve this somebody from BI should take care of this issue and reprogram object builder code.
  11. And no ansver from BI as always for more problematic (deeper) problems.
  12. I don't get why it is so hard to understand the simple problem: for check this just put on editor object with some moving parts memory point must be part of moving bone named for example CRANE then make hook like : hook = createvehicle ["hook_obj", crane modeltoworld "hookmemorypoint", [], 0, "CAN_COLLIDE"]; attach to this for test hook: hook attachto [crane,[0,0,0],"hookmemorypoint",true]; and try if it move with it by for example animate this bone crane animatesource ["animname",0.5]; if this works just connect this hook to crane by rope by simple command _rope = ropeCreate [crane,"hookmemorypoint",hook,"ropepoint",0,["", [0,0,-1]],["", [0,0,-1]]]; and try to not crash your ARMA3 to desktop if you get this to work share with others how you do it. last tested on DEV version 2.17.152041
  13. h4wek

    ~ ArmA 3 Sound Modding 101 ~

    loop = 1 don't work at all, if you have for example radar animation and it goes in very big phase for example 1mln rotations the sound is played one time no matter if you use loop = 1 or termnate 0 or 1, juzst this loop is ignored at all. class rotation_engine { class motor { loop = 1; sound[] = {"sound0",1}; sound0[] = {"HWK_AMS\RADARS\SOUNDS\rotation_engine.ogg",1,1,100}; terminate = 1; trigger = "direction"; }; }; class rotation_wheels { class motor { loop = 1; sound[] = {"sound0",1}; sound0[] = {"HWK_AMS\RADARS\SOUNDS\rotation_wheels.ogg",1,1,100}; terminate = 1; trigger = "direction"; }; }; so only solution is make it on customcontrollers like this for example: class sounds { class rotation_engine { volume = "CustomSoundController1"; frequency = "CustomSoundController2"; sound[] = {"HWK_AMS\RADARS\sounds\rotation_engine.ogg",1,1,100}; }; };
  14. On this class working engine but parameter fuelConsumptionRate is ignored. Why?
  15. with cargo vehicles turet/static guns are not allowed to load them to vehicles (by default in engine) - maybe you know why is that limit (is possibile to attachto those class objects - load vehicles is based on attachto command beacouse when you get attachedobjects from parent vehicle loaded vehicles are in that array) but not load to vehicle cargo by vehiclecargo function why (we not talk about obvious thing like size of object and if can fit inside etc it was checked already)?? BTW I made whole system to load unload vehicles/objects like this: so it is possibile but not with all kind of classes
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