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cervantes

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Everything posted by cervantes

  1. no i c'ant only devs can :/
  2. hi all i actualy beta testing a convoy mission and observe alway a same bug with velocity,setdir or sevectordir. check how a torpedoes move is affected by this damned bug :/
  3. 3 type 7 u-boats , 2 fishing boats, one escort ship and 2 cargo ships actualy.
  4. yes its that but identify one bug and fix this bug is not a eazy job ;) now a mod working with a big config and scripts numbers. 108 scripts actualy and i need define if this bugs is a config entries bug or scripts bug ;)
  5. hé hé im so impatient to to finich my public release ^^. but i like also finich totaly works for this ;) next steps is : find and fix ia surface ships because the ships shoot the u-boats only with primary turrets and not with all turrets. find anf fix asdic errors because two scripts of asdic ui returns error. and working one ambient script for freeplay missions without objectives and just hunt and sink ennemy cargos encoutering :) after i can release a public version :) if anyone is comfortable with arma3 ui, help is would be appreciated ;)
  6. ok a last models update is now finched. all faces of models is now apply on shadows volumes and offering a best rendering on the rvmat textures. kriegsmarine commander on the deck and crews update with news random headgears by script.
  7. not sure if all working in mp because im alone to programing this release and c'ant beta testing a multiplayer ;)
  8. :) i also update and enhancing a subs models we can now add more face and polys on p3d. with a commander on the deck a rendering is just awesome i post more vids when i finich this update ;)
  9. a new crews reworking for A3 and a u-boat commander is now on the deck ;)
  10. heyyy guys news addons is now finiched. one old project born in arma2 and only begin and finiched on A3 a kriegsmarine u-boat commander ;) working with arma2 camel pilote sample and new commander cap headgear. we c'ant actualy define in config a crew for each turrets but a commander is now playable. i have also reworking my kriegsmarine crew model for compatibility with arma3 heads and headgears :) now all caps is add in headgears and randomly deploy for each crews by script. i have also add a new u-boats action, for launching a torpedoes a opened torpedoes launchers doors is required. i actualy working on a second fishing boat specialised for a shark hunting with a animated harpoon turret and a scared great white shark model. no nikiforos this shark is not animated and we c'ant use it :p i have tried this but a catshark animations not working for this model and we have not a tutorial for working a fish addons :'(
  11. hé hé note the green peace attitude a smoke d'ont kill a seagulls :D yes a big white sharks :p but no sample for working them ^^.
  12. now i finiched a full rvmats on the p3d and add a very enhanced shadows volume and finich a seagulls script :)
  13. all script is inside the mod for arma2oa. read a torpedoes scripts ;) and read a cargo scripts and config also :)
  14. ^^ d'ont forgot is a ww2 fishing boat ,old engine big smoke ^^ for script look smoke.sqs ;) and add a smoke memorie point on our p3d models ;) for torpedoes smoke effect is debrit_A debrit_b debrit_C.sqs script originaly works for a mando missile addons ;)
  15. ok i now finiched my first beta of Col. Klink fishing boat conversion for arma3 engine. full fishing animations and ambient ia fishing scripts also finiched ;)
  16. do you tried? _mags = my vehicle currentMagazineTurret [my turret]; ctrlSetText [185, format["Currentmag : %1 m",_mags]]; if not i think you can try also _mags = currentMagazine _my vehicle;
  17. you can check my torpedo cam script also for this mate. _mags = my vehicle currentMagazineTurret [my turret]; ctrlSetText [13, format["Currentmag : %1 m",_mags]] 13 is a text control of ui check your number control text for aply this script line and return your curent turet magazine ;)
  18. damned gui is not my cup of tea ^^ its for this i use minimal ui and prefer a hint format windows for this ;)
  19. i think you need return a current turret magazine for this ;) _mags = vehicle player magazinesTurret [0, my turret]; or _mags = my vehicle currentMagazineTurret [my turret]; and returns mags with format text ;) 0 is a driver turret 1 commander 2 gunner etc etc ;)
  20. heyyy pedersen alway alive my friend?^^ awesome job aplion happy to see your foward ;) me i actualy encountering a issue with a visual asdic ui and trying to fix it. and also working one civilian fhishing boat for ambient life with the talentuous colonel klink fisihing boat make on ofp ;) movie coming soon ;)
  21. cervantes

    Release Candidate Branch Discussion

    hummm... we mean a no physx vehicle and svd is a physx vehicle ;)
  22. cervantes

    Release Candidate Branch Discussion

    hi dwarden i checked a basic config of ship sample config and boat_f config. whats did you mean to check exatly pls? :)
  23. cervantes

    Release Candidate Branch Discussion

    arma3 1.56/1.58 hiii i some reported on the feedback bug discovered in 1.54 this bug is always present. i programing actualy a first submarine simulation for arma3 :) and i encoutering a bug when my submarine is fully underwater, the submarine c'ant foward and is stuck. problem solved this bug is occured by colision with p3d models submarine and all underwater spécies ;) i use a delete spécies script for disable colisions. _unit = _this select 0; true spawn { waitUntil { { if(agent _x isKindOf "Tuna_F" || agent _x isKindOf "CatShark_F" || agent _x isKindOf "Salema_F" || agent _x isKindOf "Mackerel_F" || agent _x isKindOf "Mullet_F" || agent _x isKindOf "Turtle_F" || agent _x isKindOf "Ornate_random_F") then { agent _x disableCollisionWith vehicle player; }; } forEach agents; sleep 0.01; false; }; }; and this fix a bug i sugest you remove a underwater spécies geo colisions for fix this bug with all p3d ;) this bug is really strange because i d'ont use a physx simulation for my submarines but simulation ="ship"; i encoutering one other major issue with my import of mod to arma2 oa on arma3. its a ui bug when i want importing the ui. this ui required functions module (the ui is using BIS_fnc-commands) on arma2 oa. i have read this fuction is auto loaded in A3. that is true? this information can help me for begin my search of problem :) i see also a simulation "ship" hitparts do no affect a ship. when the engine is destroyed a ship can move,when the rudders is destroyed a submarine can turn :) i sugest also add more hitparts for simulation = "ship" ;) for exemple: class HitPoints { class HitHull { armor = 1; material = 50; name = "hull"; visual = ""; passThrough = 1; //explosionShielding = 2; radius = 0.1; displayName = "Structural-armor"; }; class HitEngine { armor = 1; material = 60; name = "engine"; visual = ""; convexComponent="engine"; passThrough = 1; explosionSHielding=2; depends = "0.5 * (HitEngine1 + HitEngine2)"; displayName = "Engines (Diesels-Electrical)"; }; class HitEngine1:HitEngine { armor = 0.2; material = 60; name = "helice_g"; visual = ""; convexComponent="helice_g"; passThrough = 1; //explosionSHielding=1; radius = 0.1; displayName = "Propeller (left)"; }; class HitEngine2:HitEngine1 { armor = 0.2; material = 60; name = "helice_d"; visual = ""; convexComponent="helice_d"; passThrough = 1; //explosionSHielding=1; radius = 0.1; displayName = "Propeller (right)"; }; class Hitruder1 { armor = 0.2; material = 60; name = "gouv_d"; visual = ""; convexComponent="ruder1"; passThrough = 1; //explosionSHielding=1; radius = 0.1; displayName = "Rudder (right)"; }; class Hitruder2:Hitruder1 { armor = 0.2; material = 60; name = "gouv_g"; visual = ""; convexComponent="ruder2"; passThrough = 1; //explosionSHielding=1; radius = 0.1; displayName = "Rudder (left)"; }; class Hitruders { armor = 1; material = 60; name = "engine"; visual = ""; convexComponent="ruders"; passThrough = 1; explosionSHielding=2; depends = "0.5 * (Hitruder1 + Hitruder2)"; displayName = "Ruders"; };
  24. nice panel make a movie when finiched ;)
  25. hi Rakad im really so happy your like this contents :) das boot and a lots of documentarys have inspired my works for sure ;) the major issue with torpedoes is fixed i just unlike this damned tremors ;) i c'ant tell any date because i have not finiched to implement my news features ;) i actualy working on a news fx and hide damaged hitparts on the models. i want also trying to implement a module for spawning ships and convoys :)
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