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Everything posted by [aps]gnat
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Yep, agree. We are early to be fair, it is just the Alpha ...... but then again, seems I'm the only one to have released a vehicle for ArmAIII .... be interested to find out how stupid that might have been ;)
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I don't fully see it that way sorry Rock. I find it hard to believe Maruk and the boys gave no consideration to 2a while they considered the Steam option for ArmAIII, given that community content is acknowledged by BI as a significant factor to their business model. And if they did consider it, we can only assume they have a plan ......
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Yes, and if thats the case after 10 years I will be saying goodbye to BI and my long time hobby. And likely demanding my money back on the basis of "misrepresentation of product". I paid the highest $ / Supports Edition because I thought I was getting another product with the same awesome BI formula. I really do hope thats where we end up. @Babylonjoke - no problem ;)
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Awesome !! Well done guys
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Yes, but now I've got to consider adding new lines to my standard README text .... :(
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Search out unRap by Kegetys
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Hmmm ... seems pretty clear to me. Upload = Wave Goodbye Nothing of mine goes to Steamworks, particularly when some of the content is from other authors, who only provided limited permissions. All the newbies will have to learn how to download and install mods manually ..... like we have been quite fine doing for 10 years with all BI games. Or use a cool community tool like PwS
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Same. Love my flight sims, tried it not knowing that was how you paid, then between the very poor free introduction and realising I'd be micro-transacting for everything ....... I just uninstalled it ........
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Cessna 185 Skywagon - Light Aircraft
[aps]gnat replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Vengeance I suspect its lag causing the fake ground to fall a little behind the plane as you start to get speed. The front landcontact points probably slip over the edge of the fake ground and then the plane nose dives. On a dedicated server the lags probably not as bad. Is the dedi local or remote? If you moving slowly on the water, no problem? -
Now there it is, agree. This games core (as there series has always been) is realism (excluding the new future setting) so if we had this sort of realism to a "jump" (vertical or horizontal) I'd be quite happy. Seems the new engine might be able to do this for us .... maybe. ...... but the jump-cling-throw-arm-throw-leg-pull-self-over animation might be a stretch ;) Cheers signed: "dont have a clue"
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Real soldiers don't jump. If they do, they don't soon after. Simple PhysX
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
[aps]gnat replied to Placebo's topic in ARMA 3 - GENERAL
Cessna 185 Skywagon - ArmAIII-α release. -
Cessna 185 Skywagon - Light Aircraft
[aps]gnat replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks Foxhound And thanks to those with feedback and suggestions. -
Cessna 185 Skywagon - Light Aircraft
[aps]gnat replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ships and Subs will come to ArmA3, but no ETA and its OT. Cheers guys -
[Request] Walkable Interior of Vehicles
[aps]gnat replied to Hammerballz's topic in ARMA 3 - BETA DISCUSSION
Vote up Girls This feature exists in VBS and would be great for Ships, Carriers, Cargo Aircraft etc -
Looks great .... downloading
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AllInOne config from A3
[aps]gnat replied to [aps]gnat's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Awesome .... thanks mate -
Clipping Issue With Simple Custom Buildings
[aps]gnat replied to dinoboy123's topic in ARMA 2 & OA : MODELLING - (O2)
Looking at the tiny little grid buried in the centre of your O2 screen picture ..... suggests this bridge is HUGE !! Like 100 meters long? If thats the case ..... yes, you will have broken geometry. Anything bigger than 50m x 50m x 50m will never work correctly ingame. Cant be fixed -
Proxy:Pilot issue with person placement
[aps]gnat replied to alexboy's topic in ARMA 2 & OA : MODELLING - (O2)
1) driverAction = "xxxxxxx"; But unless you can make your own static animation (hard, whole different set of tools) you can only try using the ones BIS already made. i.e. find a vehicle where the driver/pilot might sit the same (even if different angle) and use the same defined driverAction = 2) delete the driver proxy from the exterior Resolution LODs (i.e. 0, 1, 2 3 etc etc) -
Model.cfg errors - Error: CreateSelectionList failed - skeleton definition not found
[aps]gnat replied to adamjm's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi mate ... long time no see ;) In a rush .... lots of people trying to PM for help, but unforunately I'll now travelling for work and moving house for next 2 weeks ............ Below may get you a lot closer to working HiLux Config.cpp #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class hiluxsport { units[] = {hiluxsport}; weapons[] = {DSHK}; requiredVersion = 0.1; }; }; class CfgVehicles { class HMMWV_M2; class hiluxsport : HMMWV_M2 { scope=2; icon="\hiluxmg\hiluxicon"; picture="\hiluxmg\hiluxpic"; maxSpeed=300; displayName="Toyota Hilux Sport"; accuracy=0.80; armor=120; cost=5000; extCameraPosition[]={0,0.8,-5}; irTarget=1; weapons[] = {"DSHKM"}; magazines[] = {"50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM"}; model="\hiluxmg\hiluxsport.p3d"; soundEngine[]={"\hiluxmg\hilux.wav",30,1}; turnCoef=1.7500000; terrainCoef=0.450000; damperSize=0.100000; damperForce=20; brakeDistance=7.00; precision=0.02; preferRoads=0; wheelCircumference=2.400; driverCastShadow = true; transportMaxWeapons=5000; transportMaxMagazines=20000; class useractions { class MakeRepairs { displayName="Make Repairs"; position="repair"; radius=3; condition="(getDammage this) !=0"; statement="[this, 0] exec ""\hiluxmg\repair.sqs"""; }; }; soundCrash[]={"\hiluxmg\crash.wav",db+10,1}; soundGetIn[]={"\hiluxmg\get_in.wav",db+10,1}; }; }; model.cfg class CfgSkeletons { class Default; class hiluxsportSkeleton : Default { skeletonInherit=""; skeletonBones[]= { "volant", "", "levy predni tlumic", "", "pravy predni tlumic", "", "levy dalsi tlumic", "", "pravy dalsi tlumic", "", "levy predni zatoc", "levy predni tlumic", "pravy predni zatoc", "pravy predni tlumic", "levy dalsi zatoc", "levy dalsi tlumic", "pravy dalsi zatoc", "pravy dalsi tlumic", "levy prostredni tlumic", "", "pravy prostredni tlumic", "", "levy zadni tlumic", "", "pravy zadni tlumic", "", "levy predni", "levy predni zatoc", "pravy predni", "pravy predni zatoc", "levy dalsi", "levy dalsi zatoc", "pravy dalsi", "pravy dalsi zatoc", "levy prostredni", "levy prostredni tlumic", "pravy prostredni", "pravy prostredni tlumic", "levy zadni", "levy zadni tlumic", "pravy zadni", "pravy zadni tlumic", "ukaz_rychlo", "", "ukaz_rychlo2", "", "ukaz_rpm", "", "OtocVez", "", "OtocHlaven", "OtocVez", "fuel_01", "", "fuel_1", "", "prop_01", "", "prop_02", "", "prop_2", "", "prop_1", "", "damageHide", "", "damageVez", "OtocVez", "damageHlaven", "OtocHlaven", "pravy predni", "levy predni", "pravy zadni", "levy zadni" }; }; }; class CfgModels { class default { sections[] = {}; sectionsInherit = ""; }; class hiluxsport ****THISMUSTBESAMEASTHENAMEOFYOURP3DFILE**** : default { sectionsInherit = ""; skeletonName = "hiluxsportSkeleton"; sections[] = {"pravy predni", "pravy zadni", "levy predni", "levy zadni"}; class Animations { class MainGun { type = "rotationX"; source = "MainGun"; selection = "MainGun"; axis = "OsaHlavne"; memory = 1; sourceAddress = "clamp"; minValue = "-rad 4"; maxValue = "rad 60"; angle0 = "-rad 4"; angle1 = "rad 60"; }; class Dvere1 { type = "rotation"; source = "rpm"; selection = "dvere1"; axis = "osa_dvere1"; memory = 1; //sourceAddress = "clamp"; minValue = 0; maxValue = 0.1; angle0 = 0; angle1 = 0.58; }; class hiluxsportFrontWheelR { type = "rotationX"; source = "wheel"; selection = "pravy predni"; axis = ""; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class hiluxsportFrontWheelL : hiluxsportFrontWheelR { selection = "levy predni"; }; class hiluxsportRearWheelR : hiluxsportFrontWheelR { selection = "pravy zadni"; }; class hiluxsportRearWheelL : hiluxsportFrontWheelR { selection = "levy zadni"; }; class hiluxsportFrontWheelRTurn { type = "rotationY"; source = "drivingWheel"; selection = "pravy predni"; axis = ""; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 35"; angle1 = "rad -35"; }; class hiluxsportFrontWheelLTurn : hiluxsportFrontWheelRTurn { selection = "levy predni"; }; class hiluxsportDamperFrontWheelR { type = "translationY"; source = "damper"; selection = "pravy predni"; axis = ""; memory = 1; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "35"; }; class hiluxsportDamperFrontWheelL : hiluxsportDamperFrontWheelR { selection = "levy predni"; }; class hiluxsportDamperRearWheelR : hiluxsportDamperFrontWheelR { selection = "pravy zadni"; }; class hiluxsportDamperRearWheelL : hiluxsportDamperFrontWheelR { selection = "levy zadni"; }; }; }; }; -
Fast Sea Frame - FSF-1 - Sea Fighter
[aps]gnat posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Fast Sea Frame - FSF-1 Beta 2.1 (for ArmAII) by Gnat Updated 4th July 2010 .... something a little different. ** Features ** - Walkable decks - Lash down Choppers on deck - 2 RHIBs attach and detach - Railings can be stepped over - Armed with Stingers - Boarding ladder - READ README (and in Download) for details. - Again, not what I would call ArmAII quality, but its the best I can do with time. -- SCRIPTS -- ---------------------------- >>> Lash vehicle to deck <<< - Place Chopper over deck of FSF - In the INIT field of Chopper put; xx = [this] execvm "\GNT_FSF\Lash.sqf"; >>> Place Gunner in Stinger <<< - In the INIT field of FSF put; xx = [this] execvm "\GNT_FSF\Gunner.sqf"; >>> Place Object around FSF <<< There are many memory points now defined around the FSF for accurate placing (SETPOSASL) of any object. - Example Call; xx = [MyUH60,MySHIP,"Pad1"] execVM "\GNT_FSF\position.sqf"; Defined Memory Points Pad1 (landing pad front) Pad2 (landing pad back) Pad1F (more forward, suits UH1Y) Pad2F (more forward, suits UH1Y) deck0 (on deck, near stinger launcher) deck1R to deck6R (6 positions, on deck, right side) deck1L to deck6L (6 positions, on deck, left side) well1R, well2R, well3R (3 positions, near RHIBs, right hand walkway) well1C, well2C, well3C (3 positions, near RHIBs, forward and center walkway) well1L, well2L, well3L (3 positions, near RHIBs, left hand walkway) laddertop, ladderbottom (2 positions, at boarding ladder) DOWNLOAD LINKS Fast Sea Frame - Beta 2.1 - 4th July 10 Armaholic Armed Assault Info Filefront Beta 2 Change Log - Added Bridge view - Added boarding ladder - Added MP script improvements (thanks Armatech) - Added Stinger - Added position memory points - Added extra Cargo positions (17) - Improved rear barrier - Changed engine & environment sounds -
Animation angles not being set to 0
[aps]gnat replied to eagledude4's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
SHouldnt matter You havent named it something else also (dual named), and that animation is interfering? -
Flat Custom Objects In game?
[aps]gnat replied to dinoboy123's topic in ARMA 2 & OA : TERRAIN - (Visitor)
In its destroyed state ? Like tents go flat when destroyed. .... -
Animated Door 2 - Return of the Errors
[aps]gnat replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
Yes, as Prof says, clearly see 3 components, but theres only 2 "Componentxx" STRUCTURE -> TOPOLOGY -> FIND COMPONENTS You should also check with FIND NON-CLOSED, make sure noting comes up highlighted. -
PROGETTO FLOTTA (Navy Project) - PedagneMOD
[aps]gnat replied to arremba san zorzo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Well I didnt use MAGIC to get them to work ...... !! Post some configs and model.cfg and we'll look