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Yano

CDLC Developer
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Posts posted by Yano


  1. Problem isnt in Driver rtm animation. You dont need volant selection, because that is drivewheel in translation.

    your skeleton bones should look like this

    "drivewheel","",
    "wheel_1_2","",
    "wheel_1_1","",
    "wheel_2_1","",
    "wheel_2_2",""

    also you have 2 animation for drivingwheel, delete DrivingWheel animation

     

    and take a look into Car sample model, config and animation:

    https://store.steampowered.com/app/390500/Arma_3_Samples/

    • Like 2

  2. Naming convention:

    color _CO.tga

    normal _NOHQ.tga

    specular _SMDI.tga

     

    https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules#Normalmap

    https://community.bistudio.com/wiki/Texture_Map_Types

     

    also check your rvmat Stage 7, it need to be reflection map:

    class Stage7 { texture = "A3\Data_f\env_land_ca.tga"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; };

     

     

    • Like 1

  3. This is definitely not LAV25A2 model, even ARMA2 vanilla LAV25 is not a A2 variant :)

    There are some visual defferencies:

    LAV25

    - old style exhaust

    - M242 smooth barrel

    - different external M240/M60 machinegun mount

    - different gunner sights

     

    LAV25A2 (SLEP modifications)

    - ballistic armor

    - thermal shroud on exhaust

    - improved suspensions and tires

    - hull and turret wirecutter

    • Like 3

  4. 1 hour ago, DonbassCZ said:
    What? Czechs have an aircraft carrier?

    Not now but in 2020 we will have it.

     

    This project is inspired by the first Czech carrier of the Masaryk class. This class is very similar to the HMS Queen Elizabeth, which serves in the Royal Navy but its smaller. The ship is currently under construction in the Chinese shipyards of Changchun and its home base will be the port of Pula in Croatia.

    Are you sure?

    Look at the article source date please :D

     

    http://www.lidovky.cz/cesko-postavi-letadlovou-lod-masaryk-dwb-/zpravy-domov.aspx?c=A170331_211750_ln_domov_sij

    • Like 2

  5. Can anybody help me with simple script for fire station pole drop?

    Building has a pole climb for emergency/rapid exit and possibly entrance. For evac player uses action menu "slide down", changes animation pose and place to memory point "top" and can control movement down at speed approximately 10kmh something like fast rope. When player reaches bottom changes animation to normal.

    Opposite direction from bottom to top same functionality like ladder at low speed climbing up.

    Thanks

     

     


  6. First check if your model animate properly in Buldozer.

    Some suggestions:

    1. Class names in AnimationSources need to be same as names in model.cfg

    Quote

    class AnimationSources
            {
                class Door01_rot
                {
                    source = "user";

                    animPeriod = 1;

                    initPhase = 0;
                };
                .......
            };

    2. User actions same:

    Quote

    class OpenDoors1
                {
                    displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
                    displayName = "$STR_DN_OUT_O_DOOR";
                    position = "osa Door_1";
                    radius = 2;
                    onlyForPlayer = 0;
                    condition = "this animationPhase ""Door01_rot"" < 0.5";
                    statement = "this animate [""Door01_rot"", 1];this animate [""Door02_rot"", 1]";
                };

     

    3. https://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model#User_Animation


  7. Since my only "quirk" with the shots shown is the fact that HMMWV mounts FN MAG (M240) instead of M60 (infantry has one), the stuff looks absolutely MINDBLOWING!

     

    Good friggin job well done!  ;) Absolutely an 18+ content for Cold War equipment buff like myself!  :lol:

     

     

    EDiT: would you consider lifting the frontal ram cage from this A2 model?

    http://www.arma2.com/assets/img/vehicles/wheeled/arma2_vehicles_wheeled_HMMWV_armored.jpg

    RL reference: http://topclassiccarsforsale.com/uploads/photoalbum/1990-hmmwv-m998a1-humvee-1.JPG

    Replacing M240 with M60 is on our to do list, thanks for mentioning that.

     

    Grill guard from A2 is a late model, I think. On standard HMMWVs we not considering to use grill guards as they are not on reference photos from '80s.

    http://www.czbrats.com/JustCause/Album1/jc2.jpg

    We use this type on our para version. http://www.czbrats.com/JustCause/Album2/2jc6.jpg

    • Like 3

  8. Open House Sample (...\Steam\SteamApps\common\Arma 3 Samples\Addons\Test_House_01\ and check model.cfg and config.cpp.

     

    You need to define source of Door animation in model.cfg:

     

    // Animation for rotating door #1 (without a door handle)
                class Door_1_rot
                {
                    type            = rotation;
                    source            = Door_1_source; // Controler defined in class AnimationSources in config.cpp.
                    selection        = Door_1; // Selection from p3d that also has to be defined as a bone in this model`s skeleton.
                    axis            = Door_1_axis; // Axis of the rotation.
                    memory            = 1;
                    minValue        = 0; // Value of the controller at which the rotation will be angle0
                    maxValue        = 1; // Value of the controller at which the rotation will be angle1
                    angle0            = 0;
                    angle1            = (rad 110); // "rad" converts from degrees to radians
                };

     

     

    config.cpp:

    ..

    class AnimationSources
            {
                // Animation sources for doors
                class Door_1_source
                {
                    source = user; // "user" = custom source = not controlled by some engine value
                    initPhase = 0; // Initial value of animations based on this source
                    animPeriod = 1; // Coefficient for duration of change of this animation
                    sound = "GenericDoorsSound"; /// Selects sound class from CfgAnimationSourceSounds that is going to be used for sounds of doors
                };

    ...

     


  9. Fair question indeed. First main difference you may clearly observe is that the new recoil is defined as class and not as a field of values as it was before. Also, it is now defined in the weapon's class and not in the fire mode, unlike the old recoil.

    I tried to define new recoil to my rifle but it looks like it is still using old one.

    I notice Zafir machinegun has defined new recoil in weapon class, but in fire modes class is still old recoil (array). So my question is what recoil is machinegun using?


  10. But then you're screwed if you're crawling....it would either re-deploy when you stop (difficult to detect I'd imagine), or you'd crawl around with a deployed bipod.

    It would be nice if the AI were able to deploy if they were engaging an enemy and were prone, but to make it automatic when prone is the wrong way to go about it...

    I meant animate bipod only, not deploy. Player or AI have higher accuracy when is in prone but bipod is always folded.. looks strange to me. Player can deploy for higher accuracy anytime.

    Also animation of hand could be changed when bipod is deployed. Left hand on buttstock.

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