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cervantes

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Everything posted by cervantes

  1. problem solved http://feedback.arma3.com/view.php?id=22842
  2. hi all and hi dear devs :) i acutally porting my arma2 OA submarine mod on the arma3 and encountering one major problem. arma3 engine c'ant working a underwater explosions dammages. this stuck my project because the mod simulating a underwater fighting with anti submarine weapons (depth charges and hedgehogs) we can see on this movie a results of testing. i have trying to working my ammo of depth charges and hedgehogs on shell explosions and grenade simulation. same result :/ i hope one update for fix it or add a news underwater ammo explosions simulation :) this would bring further simulation this new environment.
  3. cervantes

    Scripting Discussion (dev branch)

    the command removeweaponturret delete also a gunners proxy on this turrets and addweaponturret d'ont restore this proxys.
  4. this track is a ww2 french documentary track :) is a second documentary with kenji kawai musics :) i like this japanesse compositor known also for the famous ghost in the shell and avalon movie soundtracks :)
  5. yes is true :) i use a old system same to arma2 :) i hope one update for working a warship submarines and real torpedoes system :)
  6. yeah a caustic effects ont the p3ds released is just awesome :) and offert a very good rendering
  7. hi guys i actualy porting my released ww2 atlantic battle simulation on arma3. after help to Mankyle and a big testing on submarinex simulation, it occurred to me 2 conclusions logic. the first is how working submarinex simulation? a submarinex simulation working on the same logic for choper or plane and use élévating animation on axis. the second is arma3 engine is not working for warships submarine. submarinex simulation working only for a small submarine with two passengers one driver and one gunner. only a driver can really dive with submarine with mapping and commander can only depth in periscope depth. d'ont try to use this simulation for working a warship submarine simulation this seems to be a dead end.
  8. cervantes

    Addon builder very slow

    is really strange the binarizing files building working well with others addons. i think the builder is very slow when a directorie contain files,contain more p3ds and textures/rvmats. is now sure i have working same addon with only one p3d and disable all textures and mats path. packing in few seconds. unlike binpbo addon builder for arma3 c'ant binarising several p3d and a large number of textures and rvmats paths. with 3 p3ds and all textures and rvmats paths addon builder d'ont finich a packing and binarisation 12 hours after a launch of packing.
  9. ^^ or you can working us destroyer for hunt a submarine :p
  10. i think trying to working real torpedoes 3d move for add a possibility to sink a big warships and vs others submarine :) for the moment i have any problem for understand how working a news geo lods for submarine :) i d'ont find example or sample :) in the release for OA we have one japanese u-boat the u-44 working especialy for the young ace commander gachopin :)
  11. good thing i working also to my release for arma3 and trying to compatibility with your mod ;)
  12. very good mod ty for your share mate :)
  13. cervantes

    Addon builder very slow

    default i d'ont have modify a default options for a best compatibility. and i d'ont known this options where is? :)
  14. cervantes

    Addon builder very slow

    hi tom i think used a last version i have download a tools on steam this week. a normal packing working very well yes :) ty for your fast reply
  15. hi mate this remember me a bad movie u-571 or 6 americans without speak german stole and flee with a german u-boat or 44 crews is required for moving a u-boat :p the musics used in movie and in include missions is a best movie ever made on germans u-boats (das boot) and the others is a kenji kawai musics a really best japanese compositor :)
  16. ty to you for playing mate :)
  17. hi guys i have encoutering the same prob. i want porting my arma2 Oa mod on arma 3 and when i trying to pack and binarise addon error code=1 appear. the problem d'ont come to xml or other files. for getrid this prob you need absoluty unbinarised p3ds + config cpp + model.cfg. if your config.cpp is not working properly for binarisation this create same error. this fixed error and pack with binarisation of files ;)
  18. yes i have forgot to add a required downloads on the post is now fixed :) you can use the head move of unit for look around with Alt + mouse. the preset to depth is limiting for arma2 oa because is really unplayable to play in very high depth. and its used for a antisubmarine weapons of corvettes. depth charges and hegehogs use randomly this preset for exploding in the water on this good preset and give chance for player escort ship to sink one u-boats with this weapons :) for Arma3 i want update this and creating a slider ui for choose your depth meter by meter with 260 meters limit and add a choice to escort ships to regule depth options for antisubmarine weapons. for the moment i have no idea how working this new sea environement on arma3 and begin my works soon :) for a status of your u-boat is just informations on your actual presets and the speed of u-boat c'ant change manualy. a totaly submerged u-boats ils limiting to 7 knots under the water and can floating to 16 knots on the surface. this simulating a false physix water speed effect and the hunting system of the u-boats. during a real ww2 a u-boats can follow only slow convoys under water and come back to surface for hunting and follow a convoys. for the engine i watch this for a next released I did not pay attention to this detail ^^ and try to working a better engine ui for the next released with machin stop :) for the surfacing weapons you can lock the ennemies target and ajust your triger i have not problem for working one blitz surface attack with this weapons :) you can also ordering to ia to engage a target in the periscope depth before surfacing with your periscope ;) ty very much for your reply mate these points seems important to improve as.
  19. ty to you for playing ChrisB :) i hope you take a same pleasure when you playing we have to shared this works with this great community.
  20. yes i have working 3 longs years for working a real atmospheric atlantic battle ty prof I felt the same when I was playing on your mods ofp/arma ;) post me your opinion after game testing prof I will be delighted to know further notice for my future release on arma3.
  21. this radar is a best for working also a ASDIC and lure a visual asdic with pilenwerfer for submarine ;)
  22. yes mate its this i have now fix this and add ,"", thx for you fast reply :)
  23. hi guys we working with gachopin a released of ww2 warships. i have finich a new u-boat type 7 and now i want animate a rotors. i have 2 rotors and only one rotors working. i have make 2 selection in o2 rotor1 and rotor2 in all view lods and 2 axis rotor_axis1 and rotor_axis2 in memory lod. when i launch a games only my first rotor is animate and rotor2 d'ont working. when i try to replace in model.cfg rotor1 by rotor2, rotor1 and rotor 2 d'ont working. i have define my skeleton bones in model cfg. class Uboat: Ship { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "ws_Gun0","periscope", "sentai","osa_senkou", "rotor1","rotor2", "periscope", "torpedo","" }; }; and in model animation. class Uboat: Ship { sectionsInherit=""; sections[]= { "sentai","periscope","ws_Gun0","rotor1","rotor2" }; skeletonName="Uboat"; class Animations { class rotor1:Rotation { type = "rotation"; source = "rotor"; sourceAddress = "loop"; selection = "rotor1"; axis = "rotor_axis1"; angle0=0.000000; angle1=12.831852; }; class rotor2:rotor1 { selection = "rotor2"; axis = "rotor_axis2"; }; any idea why this d'ont working?:)
  24. hi here :) i have encoutered a very strange bug with actions add into action menu. i use extended_eventhandlers 1.93 addons. a cpp: class CfgPatches { class Arcade_sound { units[] = {}; weapons[] = {}; requiredVersion = 1.140000; requiredAddons[] = {"Extended_Eventhandlers"}; }; }; class Extended_Init_EventHandlers { class CAManBase { class Arcade_sound { init = "[_this select 0] exec ""\arcade_sound\init.sqs"";"; }; }; }; init.sqs: _unit = _this select 0; ?(_unit != player): exit arcade= true; #main ?(vehicle _unit == _unit):hint "not in vehicle"; goto "next"; ?(vehicle _unit != _unit):hint "in vehicle"; goto "main"; goto "main"; #next #disable ?(vehicle _unit != _unit):goto "main"; ?(arcade) and (vehicle _unit == _unit):_disable =_unit addaction ["disable arcade sounds and FX","\arcade_sound\disable.sqs"];_unit setvariable ["DISABLE",true];_unit setvariable ["ENABLE",false]; goto "loop"; #enable ?(vehicle _unit != _unit):goto "main"; ?!(arcade) and (vehicle _unit == _unit):_enable =_unit addaction ["enable arcade sounds and FX","\arcade_sound\enable.sqs"];_unit setvariable ["DISABLE",false];_unit setvariable ["ENABLE",true]; goto "loop2"; #loop ?!(arcade) or (_unit getvariable "ENABLE") or (vehicle _unit != _unit):_unit RemoveAction _disable;goto "enable"; goto "loop" #loop2 ?(arcade) or (_unit getvariable "DISABLE") and (vehicle _unit != _unit):_unit RemoveAction _enable;goto "disable"; goto "loop2"; a script working very well but when i starting mission into a vehicle with moveincargo or moveindriver and moveingunner a actions has duplicate i send a screenshot. any sugestions for help me to fix this bug?
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