farside
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Everything posted by farside
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AttachToWithMovement: Walkable Vehicle Interriors and Exterirors
farside replied to Make Love Not War's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So what are the plans for the future of this script any plans to introduce an activation zone or an action to activate? -
AttachToWithMovement: Walkable Vehicle Interriors and Exterirors
farside replied to Make Love Not War's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
MLNW, thanks for your PM I have only just managed to get Internet access (with my phone unfortunately) however this is groundbreaking, Hero of Arma series... And OFP, for that matter, do you know how long this immunity has waited for this? Bravo that man. Your question with regards to man class falling through the deck is to do with the geometry LoD, I found this out (With help from my teammate phantom, gnat, smoke and mankyle, thank you folks) while developing the frigate, if you would like to walk on a surface ensure that the part within the geo LoD is totally solid, ie no joins, now obviously that can be difficult especially if using split models but whenever feasible, go for a solid component block. Adding a roadway LoD to bis vehicles might be more than a little tricky, I remember somewhere that there was a mod for the bis osprey from arma 2 which fitted a minigun to the side of the aircraft, I don't know how well that worked in practice but I believe it would work in the same premise. If an addon was created with purely a roadway and geometry LoD that could be attached to the HEMTT then I reckon that it would work, you would have to overcome the geometry LoD of the vehicle however. If it couldn't be done at least now addons makers should be able to to add a roadway LoD to their vehicles and have them working. About to test this script with the frigate, warning.. I may melt with happiness. -
I've hit a further snag in that I've moved accommodation and now have a very unstable Internet connection. Will keep updating you guys by phone, anything you need done specifically mankyle?
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after getting the ship ingame and moving etc i've noticed that if the ship has to turn even slightly it causes the ship to turn too far then have to compensate, problem aswell that it seems to break a couple of the base class of weapons, get an error regard the MXC and katiba, also got one for the SMG. I am using no mods at the time.
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One of the tasks Phantom and are looking at is opening the hanger of the frigate aswell, that will have to be proxies, same with the bridge interior.
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nah, I havent mate, I know i mentioned it the other day but i have no samples to hand. :S
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Cheers mankyle not long pils.
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POLL: Would the release a select few arma 3 units benefit the community
farside replied to farside's topic in ARMA 3 - GENERAL
Yes I agree smokedog, some literature and examples would be best. -
POLL: Would the release a select few arma 3 units benefit the community
farside posted a topic in ARMA 3 - GENERAL
I think that now we have brand new addon tools that it would be beneficial to not only the community but also BI Studios as a company to release one of each class of addon. I am fully aware that BIS have not finished the campaign and may already be gearing up to do just this. However I feel a little show of support from the community might just tip the balance in our favour. I mentioned above the benefits to each party, I feel that as a (long running) member of this community we could have been so much further forward had we been given just a little step up at the beginning. In no way do I want to make BIS or any Mod teams feel that their work and efforts are undervalued nor do I feel that we have not been given the correct support through-out this game series. Looking back we can see and appreciate how far we've come, the obstacles that we've totally blown out of the water and the bond that we've built together. However, I still feel that we could be ahead even now. Think how quickly the addons would come through if we had these resources. The game as a whole has its success from both Arma and Dayz but how many more people would purchase this product knowing that anything they wanted to make could be done, with the tools and resources right there, easy to pick-up and follow? It would definately boost the community somewhat and also (in a more capitalist view) also boost revenue for BIS as a whole? I'd be interested to see how BIS staff feel about this and wonder if they could take some times to answer. Thanks! -
excellent, we have movement, its backwards but its movement, getting problems with the turning but we're working on some solutions. Solidified the helipad, just gonna check see if its stable. I will design a quick bridge, shouldnt take long couple of computers and compasses and things. Ahh weaponry, my favourite. I've made the weapons (missiles etc) for the ship we are gonna get to grips with the weaponry in a bit once we have a workable land-able platform. ---------- Post added at 11:25 ---------- Previous post was at 11:23 ---------- no problem smoke, the way to stop it sinking was to go to GEO lod, select all, press Alt+P to bring up the properties then delete the line Autocentre, then it was just a case of adding mass until we got it to an acceptable level. its very.. very heavy. probably why its so difficult to turn.
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oh, gents I've made a poll in the general forum, be very happy if you could register your vote :) And of course thanks for all your help folks, much appreciated.
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I think we'll have to boost the engine considerably take it from there, she's a big one. Might work might not, I had to increase the weight to 6845288.500 bit of a leap from 445288.500. We'll try some stuff out and see how it goes.
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Ok and with a well hidden piece of information DELETING AUTOCENTRE FROM THE GEO LOD MAKES IT FLOAT now it floats above the waves but give me a day and we'll sort it out. Pictures: RIM-84 Harpoon (homemade) with launcher (Arma 2 port) http://imgur.com/ZpWe6Dm,gdnOkzX#0 Sorted, with the help of SpectreRSG got it down to the waterline, pics incoming!
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where have you got your land contact lod? if its on the bottom of the boat it would probably cause it to do this.
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Zach, I sure have dude and he's given me a little pointer which I'll try tomorrow. Gnat, it'd be my pleasure.
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Hello all! Ok so Phantom and I have got the model ingame however we have hit a small snag.. well its a big one actually, the ship sinks, constantly. When the config has simulation type = shipx the ship doesnt seem to want to stay afloat and we cant think why. I have tried adjusting the mass in the geometry, the mass of the buoyancy, deleting the Physx lod, making the physx lod, doubling the mass in the geometry and doubling the buoyancy, all to no avail. Does anyone have any advice? Please be specific, simply saying "tweaking the geo LOD" just wont do in this situation. If the ship is placed on land we can land upon it so i know that it is functional, but we will have to wait and see if the problem with the man class is sorted before we can go much further. Pics soon! Cheers guys! Config Model Cfg
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Can helicopters and planes make use of buoyancy LODs?
farside replied to progamer's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Is there anywhere I can find instructions on this lods use? does it work by splitting the model into different components like the geometry lod or keeping it as one big component like the geometry phys? -
how'd it go chops? any luck? I seem to remember seeing on the bug tracker that turrets on vehicles dont work all that great.
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ah so this is purely for the model.cfg? ok. What does this update compared to the one given with Bis? Just so I know. :)
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purely the config mate I dont even know how to begin to write a brand new config, its a 5 inch gun on the HMAS Anzac which equates to 125mm but even the beginnings of a config purely baffle me. I'd quite like to get it to the point where the gun could be used as a Indirect Fire support I believe in the config all you require is a simple line in the config. I seem to remember a CIWS gun made for arma 2 might have a wee look at that. Modular would be fine but its just the whole config area i seem to have issues with, I've tried following the Bis examples but the bounce from file to file and its just confusing.
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Trying to figure out how to make the weapons work, I have taken them off the model but my configing skills are almost 0, so that might take a while. that looks good! perhaps we could compare models phantom?
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Swimming in this video whole heli falling through the deck here aswell.
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
farside replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
looks beautiful fabio, #1 for me mate :) -
New CSAT forces MBT
farside replied to farside's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - ADDON
You want an artillery gun and a MG? thats just un-realistic. I did genuinely feel that a trailer would be a good idea, tanks have had them in the past. the crew escapes through the BMP3 turret, clearly. It fills the gap the missing BMP/Shilka/T-72 hybrid left. -
I happily stand corrected, clearly didnt teach me everything in my weapons course, just out of curiosity would you say its easy to be done in the field?
