Gargantua
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Everything posted by Gargantua
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oh58 is military version of Bell-206, isn't it ? what about a closer shot ? I wonder if there's any campaign story being developed for this mod ?
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multiple MG/plane behaviour
Gargantua replied to FriZY_SK's topic in ARMA : CONFIGS AND SCRIPTING (addons)
not duplicates but moves shooted bullet to defined position (relative to model center not some point). then tell me what's your problem ? execute script for selected weapon only ? -
multiple MG/plane behaviour
Gargantua replied to FriZY_SK's topic in ARMA : CONFIGS AND SCRIPTING (addons)
nonsense. read cmmnad description and try to understand what script that does first -
you mean it's too sensible ? it can be fixed i believe. via mass distibution in geometry at least
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try to cantact RKSL - i remember they released fixed flying model a while ago
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i seee no real difference with ofp. +greater viewdistance makes flying more easy. if you use 'advanced' scripts to make player use artillery why you can not script Ai to use it as well ? but anyway, do what you can - relativelly script free ground fights with MP compability. it's fun and it's bugless
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multiple MG/plane behaviour
Gargantua replied to FriZY_SK's topic in ARMA : CONFIGS AND SCRIPTING (addons)
script is the same, but you must execute it for desired weapon only -
multiple MG/plane behaviour
Gargantua replied to FriZY_SK's topic in ARMA : CONFIGS AND SCRIPTING (addons)
if smth is too hard - just leave it as it is. dual mg's can be made via scripts, but you can spent days trcaing your errors. once again do you see what i wrote ? -
http://www.3dmodell.se/Bild/britt4.jpg about anims - i heard you used your own anim pack and i see guns do not fit to souldier's backs. will it be fixed ?
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multiple MG/plane behaviour
Gargantua replied to FriZY_SK's topic in ARMA : CONFIGS AND SCRIPTING (addons)
if you can't make your own script - use already released ones. there's multiple barrels addon airLock=1; -
@YacieK So what's your progress ? can't wait to get it in game... just brushed the dust off my Saitek st290. I have to say dogfighting with camel is not fun atm - in-flight view is too slow. i can't get point-of-view to turn faster. but it's very necessary part of dogfight. - camel loosing speed too fast it's quite to impossible to make evolutions or gain height. armor balance, weapons, effects - i know it can be changed quite easily. but what can be done with flight dynamics ?
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how i see scripted damage model. - make model itself almost immortal (though there're some tweaks needed to make ai attack it) - attach several separate invisible firegeo 'boxes' to the model. one for left wing, another for tail, engine etc. 5 should be - once box is damaged/destroyed we can simulate failure via scripts. There's a good idea to simulate wings damage: add an animated box in Geometry box with like a third of plane mass. thus if you move this box right - the plane will roll right like if there're holes in this wing, move it further - plane will roll and fall realistically. damaged wing can be shown via an animation and/or hidden selections. I'm sure such a system can be created, i can always help with advice, but i doubt i will have time to make it myself
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hey, somekind of Red Baron Arma mod can awake my interest in arma. anything else in plans ? dirigible, bpmbers ? what about scripting ? dual mg's script can be attached for ex. i'd like to see more complicated destruct system (with wings shot away etc), but afaik there're no way to get hitted selection for planes looking forward for the release. most awaiting addon for me
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Pantera that is shown oh your screenies is actually free 3d max model that can be found on web. I can't see any reference to original creators. http://www.military-meshes.com/forums/showthread.php?t=1684 hope you'll set it aright
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ArmA fixed wing "plane" class and turrets...
Gargantua replied to rip31st's topic in ARMA : O2 MODELLING
and is this possible to place non-human/cargo objects as cargo ? ofp way. it's been done in ofp, but there're los of disadvantages even with a new arma scripting commands -
canFloat...define waterline?
Gargantua replied to [frl]myke's topic in ARMA : CONFIGS AND SCRIPTING (addons)
false. it's defined by how low is center of mass in the model -
what bf109 mod is this ? B/E/D/F ? proportions are kinda strange to me,,,
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there can only be one woeking gunner in aircraft
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Optics not following the gun in turret view
Gargantua replied to EricM's topic in ARMA : CONFIGS AND SCRIPTING (addons)
reverse the axis of gun movement or reverse angels in model.cfg -
then let me be the second this community just can not critic anything. atm model is very rough. maybe its due to the textures. also try to lay with smooth groups and normal mapping to get more real wheels. also animations are main part of this project i believe... though not to hard cause there's already bike posted on youtube long ago. hope you'll succeed.
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nice model. will there be ac130 too ? at least as static object or smth...
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@Lee_H._Oswald i guess arma is just not as good or innovating as ofp - there're much less modders due to it. anyway, it's not that hard to convert ofp addon. so starting sime kond of 'getting permission' work can be good idea
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Particles: relationship between...
Gargantua replied to dmarkwick's topic in ARMA - MISSION EDITING & SCRIPTING
it's about density and thus defines whether drop will fly in the sky or fall on the ground. rubbing defines if it's affected by wind or not -
WIP: stuff you are working on!
Gargantua replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
@EricM looking brilliant. nice job. are you cooperating with rksl this time too ? just one remark - can you add more polies to smooth radar system over blades ? looks a bit angular atm -
cause they are mainly created for renders not games. you can still find several game model collections (though mainly cars). but to edit and get it ingame you'll need 3dexperience. anyway. so i agree with Gnat. searching torrents for models will not help you you can only try sak MFS or BF2 community to donate models.