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vilas

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Everything posted by vilas

  1. so it was hithull - okay, i am glat it works
  2. i had hitbody in config (not hithull) - as BI Wiki says (although maybe it is to previous versions of game, i was using it) - hithull is for helicopters and tanks but for cars there is hitbody (APC wheeled is car) so i used hitbody not hithull but i made expirement - i replaced hitbody with hithull i wonder what now , i replaced it by definition of Gorgon APC instead of Marshall APC i fixed hitpoints (now wheels are destructible, turret also can be destroyed so it doesnt move when red status) new version of file - under the same link as before - check if it works on your PC later (if it works) i will apply such hitpoints on BMP and PT91 and upcoming Leopard and MTLB Opal and i will apply it to any other upcoming Rosomak version (if it works now) i do not know if in Arma3 damage to hull is HitHull or HitBody in case of wheeled APCs , according to wiki (but article is from Arma1) hithull was reserved for tracked and hitbody for wheeled (thats why i had before this version hitbody), if it doesnt work - i am thinking about replacing by hitbody again
  3. as i said - APC Wheeled 01 is BIS AMV Patria i have no idea why hit hull from Rosomak makes problem with reading AMV Patria from BIS (AMV Marshall) in definitions of Rosomak (last version) there is no hithull or AMV Marshall connection only definition of APC Wheeled is : class Wheeled_APC_F: Car_F { class ViewPilot; class ViewOptics; class ViewCargo; class Sounds: Sounds { class Engine; class Movement; }; class NewTurret; class Turrets { class MainTurret: NewTurret { class ViewOptics; class ViewGunner; class Turrets { class CommanderOptics; }; }; }; class HitPoints: HitPoints { class HitBody; class HitFuel; class HitLFWheel; class HitLBWheel; class HitLMWheel; class HitLF2Wheel; class HitRFWheel; class HitRBWheel; class HitRMWheel; class HitRF2Wheel; class HitEngine; }; class AnimationSources; class EventHandlers; }; but other people have it working, so check it on vanila game --------------- AVP update - working on: https://postimg.cc/gallery/cSf0F7y
  4. people tested it in RACS mod team testers and none of them had bug, testers checked it (testers have RACS mod, RHS and it works fine for them) anyone tested it without bug here ? @Navalny for president does it work for you ?
  5. what is the error message for Rosomak ? ------------ under the same link - i put new version - icons, changed interior of BMP1 a little, Rosomak commander view changed (now can look around), a little changed AT3 flight
  6. my mod is generally about LDF and Livonians - i made it for my own version of Contact campaign , so it is dedicated to LDF not PL 😉 so it is for Livonia but i think that without Contact Livonian soldiers are available in vanila ? or not? for me Livonia is basic map to play anything ------- i have no other addons - information, i have only my addon, 3 DLC , so i have no mods that could change vanila definitions have you guys with problems tested it on VANILA bis game without other addons ? i asume you have Contact (as i said this is LDF army not Polish) and Apex and Tanks?
  7. if you have free time - please produce such config, at the moment i rather do M41A Pulserifle 😉
  8. faction = "IND_E_F"; - LDF Livonians i used inheritances from Arma BIS addons from main root (armor_f , armor_beta etc)
  9. i have 3 DLC: tanks DLC , Contact, Apex - it was tested by people who had all DLCs and they had no error messages, maybe it is due to DLC i used icon from DLC ( "picture = "\A3\Armor_F_Tank\AFV_Wheeled_01\Data\UI\AFV_Wheeled_01_cannon.paa";) maybe there are tank functions that i use which are connected with this DLC , i have no idea, i released config - anyone can take a look what is from tank DLC most probably i am using some functions that came with tanks DLC , but which ? i have no idea which function is connected with which DLC so now we know it is Tanks DLC - but where is it in config - i have no idea, does normal Arma have compartment lights ? maybe weapon or amunition class ? maybe gearbox or parameter of engine ? i havent yet prepared ERA armor for PT91 which is probably connected with Tanks DLC basic crew for me is LDF - so for sure i am using Contact things, also i use Apex things so i was making it on 3 DLCs (Livonia must have, Apex (Tanoa) and Tanks)
  10. APC_Wheeled_01_base_F is BIS Patria i do not know, maybe from tanks DLC , i do not know but your error reffer to BIS Patria AMV (Marshall name in game) https://community.bistudio.com/wiki/File:B_APC_Wheeled_01_cannon_F.jpg in my addon there is no even class inheritance from APC_Wheeled_01_base_F but it is class present in tanksDLC (A3\tank\addons\armor_f_tank\)
  11. https://1drv.ms/u/s!AgHn0cDy67fdeJELQxCWCCowtdU?e=7e4d5n configs for vehicles - BMP, PT91, KTO Rosomak if someone can help and fix zeroing for weapons to reticles - would be welcome i have no idea how to fix those weapons - i made real reticle for BMP1 from Russian instruction with real proportions of elements - but doesn't work the same Rosomak - also reticle is realistic but doesn't match projectile flight in Arma3 i have no idea how to make some weapons obey sight you can test vehicles BMP1, Rosomak basic version, PT91 (Leopard is yet not imported to A3) so go ahead - but as i said - there are problems with zeroing - i just do not know how to make it proper , in Arma2 it was easier , much easier , weapons were in A2 keeping zero, here i have problem with keeping zero, maybe it is config of pre-defined optics from A3 (different muzzle speed) maybe weapon definition, i have no idea https://1drv.ms/u/s!AgHn0cDy67fdbtG1BS3hiFNyv-I?e=YtjHoK beta v 0.39, when zeroing will be fixed - i can call it 0.40 i imported Arma2 reticle for T72 but i haven't used it in A3 due to above mentioned problem maybe i should simply make fake optics reticles like triangle symbol (BMP) without reticle from real i know many people moan on physix (vehicle movement) maybe it also make problems with projectile trajectory as well
  12. i look for someone to help configure weapons / balistics / missiles to addon in Arma2 it was easy and all was working, here in A3 not only physix is problematic but also weapons configuration i have serious problem to make missile fly corectly - i spent or rather wasted 2 days on trying to get AT-3 missile on track either rocket is flying on the bottom of reticle (rectangle from BIS) or missile fly straight in center of screen but not able to steer it i look for someone who will: - make AT-3 fly like it should be (being steerable, following movement of screen), in game it works for Pandur for example but... when i put those weapons on vehicle with other dimensions between optics and launcher than missile as said before - either fly on bottom of screen (tracklead =1 trackoversteer =1) or weapon is in center but completly doesnt obey movement of mouse (tracklead =0, trackoversteer = 0, using different values than 0 gives results like 1, so no matter if it is 0.1 , 0.9, 0.5 - missile hits bottom of screen) AT-3 should fly 115 m/s, - make canons and machineguns zeroed (i remind - cannons with real values of speed, like canon of BMP1 - which has projectile fly 400 m/s not using BIS sheels 1000 m/s ), i would rather focus on graphics , cause if i will waste another few days (with no result) on trying to get cannon to shot at given distance in middle of reticle) than i will rather put it back, i won't have time to make real reticles - sorry, no time, i made vehicles interior/exterior, now i need it configured with BIS reticles - i simply want AT-3 , PG-15 and further weapons configured 2 days or even 3 days i spent on trying to make BMP1 fire in given position - with no result , 11 or 15 hours wasted, to those who do not know real BMP1 = it has two missile launchers , first AT-3 is slow speed guided missile on roof of turret, second is called cannon, but in fact it is like bazooka - it fires rocket grenades like RPG, so it is not class shell, it is RPG, not guided , mid-speed projectile, i used BIS RPG-7 definitions to make ammo for BMP canon but it has really flat trajectory now 😉 not laser-like but flat , when i used shell with slow speed (400 m/s) it behaved like throwing stone (very round trajectory and than zeroing to distances would be crazy) so does anyone can do zeroing for vehicle weapons ? other weapon used in addon will be Mk44 - 30 mm Bushmaster II it is on small zoom - imagine big zoom - rocket hits below visible screen https://pastebin.com/CWFSy6vr maybe 28th version of config ;(
  13. you can download it already - link on previous page or on second page - one drive archive - weapons, LDF skins (desert, police) and 2 trucks
  14. no, they are not YET working fine - i am in process of fixing configs, i think how to implement ERA armor to PT91 , i am testing weapons, i must do custom reticles not only use BIS reticle what is finished is models, now little tweak of textures (those shown in gallery changed, too dark black, to dark red-brown, to bright sand) what is working - physix so far but they drive 48 km/h max what i need to do is make them at least 70 km/h than reticles (optics) than think about ERA to PT91 and then import Leopard 2 so it is still work in progress and i will release it via onedrive here and later i will think about other solution new weapons - you can play it already as i gave onedrive link, weapons so far have no changes, only now i work on vehicles probably i will release reticles "as is" without further balistic measurement - it would need someone to spend dozen of hours to make reticle function (and if ballistic of flight of projectile would be realistic) so far in Arma3 what is worse than Arma2 - silenced weapons have no change in balistic vs non-silenced while in real it is huge difference (thats why in my weapons pack i included subsonic magazines)
  15. @NightIntruder i get it to work - the issue was in class viewpilot i viewoptics- i was inheriting base class without definition of own class - thats why it was not working @General Yudenich i have 944 , 1466 on disc but only new exterior - but it requires to make dashboard with all speedometers, simply i have new external model (comparing to Arma2) but i have old interior (which is poor to todays standards) only 266 (which is realeased from onedrive) is at the moment done, so there is one Star , 266, but new Stars like 944 and 1466 - require first to make them dashboard, i do not want to release model with 2017 exterior and 2011 interior mesh it require lot of time , so thats why i am importing what i already have and just fix some thing, but most time i want to spend on Aliens Vs Predator mod , AVP addon requires new weapons, new items etc. opposite to Arma2 time - Polish Army is not my priority , now i want to make some sci-fi things (Colonial Marines) hoping that others will do Aliens or Predators or other stuff i made campaign for LDF and thats why Polish stuff fit it - but i even do not know how many people played it (my version of Contact)
  16. https://postimg.cc/gallery/n976mYX upcoming - just fixing configs and such like LDF camo and remaining PL textures new interior of Rosomak and BMP1 also APC in several colors (later will be new models of AVP weapons)
  17. many armies still use even T72 PT 91 is not that old tank - it was produced 11 years ago for export (for country 20 years ago), so for tank it is not old , it still used , --------------------- i have questions (for Alien moding): - anyone knows - MFD and ammocount is possible on rifle (it is possible in vehicles, i know) - anyone knows how to make render screens obey vision mode, i have them all in VIS , while i want them to change mode by N (vis, NVG, FLIR) , how to do it ? - i am trying to add radar to commander screen for Alien APC also i found some interesting for me Alien APC concepts - other turret or other Alien APC vehicle or i like look of Red-Faction jeep/suv i think that AVP mod will be developed much more 😉 anyone knows ? i want mirror to be changing vision mode day vision, night vision, thermal ( renderVisionMode = 0; is vis, how to make display to change vision in vehicle when i push N on keyboard) is it possible to change it also by menu (tactical commander post in APC)
  18. at the moment to be honest i rather do Livonian Army (can be similar to Polish) but not striclty Polish one i will add Rosomak and Zbik, 9P133 etc. but in this fictional Livonian camo (i mean Polish camo but in Livonian colors) cause LDF triangle camo is pain in the neck to fix pixel conection on every shape (many hours to make camo matching) so probably i will stay with fictional camo (Polish camo has 2 variants - 3 colors - green, red-brown, black or post 2014 - grey-green , dark-earth, dark grey) i will do it in 3 of 4 LDF (green, khaki, black) without sand , maybe later it will be changed to Polish 1, Polish 2, LDF
  19. i see how much differences are between Arma2 and Arma3, finally i fixed driver and made tanks to go faster than 5 km/h (using BIS example tank caused it's speed circa 5-9 km/h but i changed physix and finally those vehicles drive faster than walking human): https://postimg.cc/gallery/kWvqRsz PT91 and BMP1, so far: - driving, not capsizing, physix set that they can drive max ca. 50 km/h safely without problems - shooting, muzzle smoke from proper barrel (difference A2 vs A3) - BMP has turret reflector - BMP has interior periscopes vision (redered cameras) and new interior - models are new, proper in dimensions (measured from real vehicle) - so far fictional camo applied, LDF camo is a lot of work (matching elements to fit pixel to pixel on every UV element) , at those screens fictional camo , Polish-pattern camo but in 3 of 4 LDF colors , total fiction (i had them in PL camo but changed colors to LDF (3 of 4)) - structure of fire-geometry made from plates (the same applied to Alien APC M577) in Arma2 i made AT3 which disappears after every shot and re-appearing after reload and empty when empty - i have to import that to Arma3 to tell that BMP1 works like it should as i see Arma3 has something similar to "ERA" armor, i have to apply it to this PT91
  20. after latest update forced by steam - tools are not working, a lot of missing DLL - message shows , in bulldozer models do not show textures, neither materials - models are simply white -------- edit: i was talking with another addonmaker - he has the same problem - bulldozer for him doesnt work after update
  21. https://postimg.cc/gallery/Wh2cpFb so far in Polish camo but will be in LDF camo also i found that there is difference - i cannot get driver get in tank, i have no option to get in - difference between A2 and A3? i do not understand why , cause i have all that necessary - memory points, proxy
  22. vilas

    update 2 days ago

    thank you very much for response and your time, have a nice day, thank you
  23. anyone knows what has happened ? yesterday i had update of tools and steam udated something (i hate steam cause it makes update when it wants - not when i want) and ... i have no working buldozer after it, simply, textures do not show, cannot make addons, anyone knows ? steam made update without asking (as usual) and... all went down, looooong message box about tons of missing dll and white models in buldozer neither materials , nor textures, simply white models i have Nvidia GTX780, Windows 7 64, update was of course forced by steam - normally i would never change software that works --------- edit: i was talking with another addonmaker - he has the same problem - bulldozer for him doesnt work after update
  24. vilas

    update 2 days ago

    being thankful that developer joined topic - i have second question - bulldozer (when i use environment editor) blinks i want to change in "night time" (for example 03:00 hour) model and than buldozer acts like strobe light - how can this be solved (i do not know how to record movie from screen) simply buldozer acts like strobe light (black/white)
  25. vilas

    update 2 days ago

    everything works - problem solved, BIS tools work perfectly (as before) simply update was changing defauld buldozer settings or reseting them and i havent noticed it because you know... when you have update you do not think that previously set custom preferences changes simply it reseted settings - and i havent noticed it - my fault (it was on "show wireframe" which disables "shot texture")
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