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About h4wek

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  1. Ok turrets attached to ship have problems with targeting - or thew had - bacouse I attach it to my version of liberty and they works perfectly with AI on it, but this behaviour of attached heli with runing engine or in oposite way/unpossibile to start it is little strange behaviour as child object - i have runing ship as parent - so heli is like in move - when i have droping heli from 1000m and I turn on engine it works so why it not works if it takeing properities from parent??
  2. After hours of multiple tests I give up, even commands like simplecommands forward/fet/right not works with boats - worst: with land vehicles not working good, this too so this part of manage moving of vehicles in arma is so limited that I am thinking about break works on ships addons , until they not change something with this "setDriveOnPath" for ships too - my other method with "addforce" is of course working but is scripting vectoring overriding engine forces on object - it is not perfect for me.
  3. He corectly named vehicle - on my editor it not working too, I try it on cars but only engine started and than nothing happen - I tried all other commands like left/right/fast etc. and nothing, but is solution for that case of course only for land vehicles beacouse BIS limiting some features for ARMA to prevent do it like in VBS. try this: vehicle setDriveOnPath [getpos vehicle,[0,0,0,3]];
  4. h4wek

    AI Driving - Feedback topic

    To BIS developer - This whole topic is about AI driving and calculate paths for land vehicles - what with sea vehicles - command setDriveOnPath not working with them - I have my own engine for calculate paths for big ships and depth dynamic control for submarines with using shipx simulation (beacouse submarineX is cuted to manage only small subs with geometry < 50m from center of model like those used inn vanilla arma) with using A* algorythm and sonar scaning of depth, and cant use it on normal water vehicles due to this limited command - why it is cuted like that - for land vehicles it works perfectly why I can't use it on water?? - can you prepare dev version with this feature unlocked for water units or is is reserved for VBS only and arma players/modders can work only with this cuted arma posibilities?
  5. I wanna to report this problem on bug trucker too due test on big ships - I try to eliminate AI - path calculations and even using agents and setdestination command with go direct options etc is impossibile to tell to AI go directly to this point, this command will be perfect for that but as you observe it not work, (rememeber to put more than one weaypoints to list - i try with one and nothing happen until i put secont in pplace far than sensivity of vehicle) , so this is next limitation to preven make in arma things ppossibile in VBS as many other. But maybe is some solution for that - but very much complicated - using script of automation this proces with commands like _ship sendSimpleCommand "FORWARD" more of them is on wiki https://community.bistudio.com/wiki/sendSimpleCommand i try it and report how it work. (one tested method is pushing object by force vesctor but it need very complicated script too for put them in correct places with correct values in correct time to have correct effect - i made it for submarine but it take lot of code and CPU so using implemented functions in core of arma is the fastest way to not take too much CPU but those limitations casues so many problems for modders that it is sometimes very hard.
  6. I am sure that it help - example : if heli come to this landing point and land on it - script will attach it to object and it stay with turned on engine (and trying to start after some time but is attached so it can't until detach), so when I detach it manually it starting in air back, but after turn engine off it happen the same like from stop state, so in this situation only reason to not start from stop state is this bug/issue I think - but you maybe have right to post it in bug trucker (i would like to move this topic but i havent permissions or options for that).
  7. It looks like bug beacouse engine start but only for few seconds and blades are staying in place and engine is reported as runing - strange behaviour, similar problem is when it land and i cach it to deck by attachto command engine is reported stoped but sound and blads still runing.
  8. Why is imposssibile to start turning RPM and main rotor blades when vehicle is "attachedto" other object : ? { if ((alive _x) && (canmove _x) && (isengineon _x) && (alive driver _x) && (((velocityModelSpace _x)#2) > 0) && (_x animationSourcePhase "rpm" > 3)) then { detach _x; _connected deleteat (_connected find _x); _ship setvariable ["aircraft",_connected,true]; }; }foreach _connected; I trying to make working helipad on moving ship and when I want to discover parameters to start of vehicle (to detach it during the start) all is going to crap doue to this issue, is it intentionally done in engine or bug?
  9. I am making ships and would like to use horn on them but most easy way to do that not working on ship clases even other clases too, this work only on cars - is any way to configure it for ships? class CfgWeapons { class TruckHorn3; class HWK_libertyHorn: TruckHorn3 { drySound[] = {"\HWK_LIBERTY\sounds\destroyer_horn.ogg", 1, 1,500}; displayName = "Ship Horn"; //muzzlePos = "horn"; }; }; when I use it on quad workk perfect but when i am driver of ship or boat nothing happen - weapon is visibile on list but not making any sound - so now i must use scripts for that like event handler - but why i must do that in that way what problem is with this limitation?.
  10. Unfortunatelly it is not a reason beacouse this rope works if I create it with memory point what is not part of animated selection (ship is not static - building model - i made moving liberty ship so even is possibile to get in but it not help). Problem is only with animated memory point, I done this whole thing with static parts of ship but it is not the same what I want to reach. Main question is if is possibile to connect rope to animated memory point - or if this is just impossibile in arma3 engine.
  11. When I use command to create free rope on memory point like _shipRope = ropeCreate [_ship, "hook1", 0.5]; Arma crash to desktop, the point "hook1" is part of named selectrion "crane" and moves in animation with crane construction onboard liberty fregate to deploy boats from board, when I attach simple object like player for example to this memory point it works - object moves with crane, but when I want to create or connect rope to this moving point/part -> arma crashing - is it normal is this engine allow this conjunction of elements?
  12. I have proposal for BIS to share MLOD samples of static ships like submarine, destroyer, carrier, and fishing ship - or make in vanilla models definitions to named selections for propellers, wings, steering parts - I do the rest for make them move. Anyway I make them mobile already but without animations of propellers and steering parts something missing for them.
  13. Ok I done it by positions and dir array for map runways returning (place for plane to start with direction of it): All_airfields = []; if (count allAirports > 0) then { private _first = [getArray (configfile >> "CfgWorlds" >> worldname >> "ilsPosition"),getArray (configfile >> "CfgWorlds" >> worldname >> "ilsDirection")]; All_airfields pushbackunique _first; private _next = []; _sec = (configfile >> "CfgWorlds" >> worldname >> "SecondaryAirports"); for "_i" from 0 to (count _sec - 1) do { All_airfields pushbackunique [getarray ((_sec select _i) >> "ilsPosition"),getarray ((_sec select _i) >> "ilsDirection")]; }; };
  14. Sorry You have right - problem soved - I don't understand only why all airports are not in this Secondary will be easier to count all.
  15. Thanks for help position of airfield is in field configfile >> "CfgWorlds" >> "Stratis" >> "ilsPosition" but when is more than one airfield like on tanoa or altis this field have only one record :) of biggest runway on map only so this method is not eunogh for this problem - i temporary solve problem by static invisible helpad placed on begining of runway but is not dynamic way as i want to implement to my mission (mision would be adapt to map automatically and this is not automatic 😞