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Everything posted by [aps]gnat
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The answer you were waiting for: carriers are possible in arma 3
[aps]gnat replied to mankyle's topic in ARMA 3 - MODELLING - (O2)
Interesting test JDog ........ -
Ekranoplane-Orlyonok
[aps]gnat replied to super-truite's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Glad to be a help to a very creative looking addon. Cheers -
No problem, just avoid creating what might look like spam. Cheers
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ArmA3 ? : Once past Beta, some proper tools are available and better "carrier" info is available
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Nice work TxT !
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Help with finding a model's textures
[aps]gnat replied to -TFP- Bridge.J's topic in ARMA 2 & OA : MODELLING - (O2)
HiddenSelections[] = {"camo","camo1","camo2"}; HiddenSelectionsTextures[] = {"ca\wheeled_e\hmmwv\data\hmmwv_body_canvas_co.paa","ca\wheeled_e\hmmwv\data\hmmwv_hood_canvas_co.paa","ca\wheeled_e\hmmwv\data\hmmwv_regular_1_co.paa"}; -
Ladder bottom through terrain..?
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Not sure sorry Marc, not something I've tested You can likely simulate what will happen by SETPOS'ing a standard BIS ladder (or maybe Airport control tower building) such that its partly below ground and see what happens. -
The answer you were waiting for: carriers are possible in arma 3
[aps]gnat replied to mankyle's topic in ARMA 3 - MODELLING - (O2)
Great to hear mate. Hopefully the proper tools or BIKI will make setup much less a random success. -
Amazing in Buldozer- Garbage in game
[aps]gnat replied to sequisha's topic in ARMA 2 & OA : MODELLING - (O2)
Could be just a file path problem. Post your code -
All my aircraft hangers (maybe about 20-30) on "Sands" terrain where at least 150% bigger. I never noticed any performance hit at all. Opposite really, but that could be more to do with the overall design of the terrain. I did make sure to not oversize them too big so the GEO and FIRE lods broke (by testing repeatedly ingame). And yes, oversizing too far will break stuff. Anyhow, not concrete evidence on performance sorry. You can of course do a temporary test, lay out 50 oversize in an area, test ingame, 50 normal then test again. Delete afterwards.
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Can't speak for the current setup, but new Ju52 and C47 land ok on all strips. Can only suggest putting a trigger just before the runway landing spot with command like "myplane setfuel 0" Then half way down the runway "myplane setfuel 1" When you cut the fuel on approach it stops quicker. FYI, crashing into trees when (any) big plane take-off from the NE airstrip has ALWAYS been a problem.
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VILAS addons release thread
[aps]gnat replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome vehicles Vilas -
Whats the BinPBO log file say ?
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Which terrain is this on ?
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Cessna 185 Skywagon - Light Aircraft
[aps]gnat replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Since OFP have always used keyboard to fly planes (and choppers). Not ideal, but then again it isn't like FSX or other. -
* Starts reading http://www.wikihow.com/Get-Rid-of-a-Stalker *
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Dynamic Flight Model of helicopter - my try
[aps]gnat replied to NightIntruder's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
As I did, Rock (RKSL-Rock) has in the past. We had a chat about it last year. Rock commented he thought it was broken but hadnt tested recently. @NightIntruder Don't count on BIS chipping in on this thread, they don't often answer technical questions. Get ready to have to prove it yourself. Tip: place copies of your named "boxes" into the Resolution LOD during the testing phase so you can actually see whether the boxes is animated/moving or hiding/unhiding. -
LOL ..... Darn! I was joking anyway. But ..... would be nice if it was similar to Kerbal Space Program, using modules you could construct custom landers and rovers, maybe even UAV's
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AIA will be AWESOME with ToM added :D
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Well I was close with Take on Kerbal LOL Looking forward to it .... always be interested in Mars ......
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Jeez MP, you're a dog with a bone. I've already said nothing I've found actually removes water, and putting the word delete inside of " " (quotes) means equivalent-to ffs. Yes, I know the water is there, same as the seabed is still there, but you can't see it ........
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Dynamic Flight Model of helicopter - my try
[aps]gnat replied to NightIntruder's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
In AnimationSources you only need a _hide. You dont need another one called _unhide I assume you errored The 2nd "config.cpp - classAnimations" Assume thats MODEL.CFG So same applies for "Animations", you only need a _hide. You dont need another one called _unhide Wheres your skeleton ? Does it have "4800mass" in it ? In future I'd suggest you post ALL code if you want some help. By the way, from my prior experiements with moving/animated weights ...... didn't work. Model weight is STATIC once the addon is loaded into memory. (I was animating wing tip weights, trying to change aircraft roll-rate) Just saying. Maybe RV engine might have changed since. -
textures problem on the final modelling
[aps]gnat replied to sarrazin's topic in ARMA 2 & OA : MODELLING - (O2)
Sounds like the path to your textures is incorrect Are you using P drive? Is the textures inside the P drive addon directory and when you map faces you are ONLY browsing P drive? -
SeaSparrow / memory points for missiles
[aps]gnat replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
Not sure axe Whats the weight of your model? Whats the properties of the LODs If the config is the same the it can only be the model thats different or your Mando setup -
Like I said, "deletes". @Thedog88 VBS2 has "underground" technology (you can create bunkers within normal landscape), but I'm not sure if that extends below sea level. *Cross finder* for any of that technology comes to ArmA3 Like the sound of your alternate plan but. Good luck.