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Everything posted by [aps]gnat
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Rotation Anim Based on Time
[aps]gnat replied to abs's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The time animation takes 1 second to go from 0 to 1 state. If minValue is 0 and maxValue is 1, then full animation takes 1 second If minValue is 0 and maxValue is 60, then full animation takes 60 second During that time the selection will rotate whatever angle you requested. With "loop" you typically want angle0 = 0 and angle1 = +360 deg, otherwise you will see jumpy animation. This radar dish will take 1 minute to rotate 360. class radarX { type="rotation"; source = "time"; sourceAddress = "loop"; selection="radar"; axis="axisRadar"; minValue=0; maxValue=60; angle0="rad 0"; angle1="rad +360"; }; This radar dish will take 1 second to rotate 360. class radarX { type="rotation"; source = "time"; sourceAddress = "loop"; selection="radar"; axis="axisRadar"; minValue=0; maxValue=1; angle0="rad 0"; angle1="rad +360"; }; -
? No where in that post does it mention "zbytek" If you are talking about creating a WHOLE NEW damage simulation .... fine, but "zbytek" relates to BI's provided automatic texture damage system.
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Thorium / LFTR Reactors - the cheaper and safer nuclear technology
[aps]gnat posted a topic in OFFTOPIC
Seems that somewhere in the 60's & 70's, lots of scientists and politicians stuck their heads in the sand and blindly forged ahead with the WRONG nuclear energy technology ...... leaving the world "driving around" in the product equivalent of the AMC Gremlin or Reliant Robin while the Ford Mustang / Ferrari Daytona was left parked on the drawing board! Safety, cost, size, risks and logic were all somewhat ignored. Liquid Fluoride Thorium Reactor (LFTR) and Molten Salt Reactors Don't be lead into thinking this is Thorium Fuel as the subject. The subject is NOT using Thorium with existing technology. The subject is using Thorium in a completely different type of reactor; LFTR (said as "lifter") are; - MUCH much safer plant. - Much smaller (and cheaper) plants - MUCH cheaper fuel (Thorium is actual very common) - Simpler fail-safe design - No Bombs! Waste is generally useless for weapons - Consumes waste! Can also run on decommisioned wareheads and Nuke Plant waste product - Secondary products in high demand e.g. Medical And the technology is already here, now. In fact the US was running such a plant in the 60's, without incident, which can't be said for all the other nuke experients at that time. Oak Ridge Molten Salt Reactor Experient - 1965 Believe it or not, this experient was commissioned because the US Air Force wanted Nuclear Powered Bombers ! :eek: Heres one summary of today's situation; Or if you're time poor, do the 5min Super-Summary below. N2vzotsvvkw "WHAT ! This is amazing. So why aren't we doing this NOW?" you ask. The long but very interesting explanation here; bbyr7jZOllI A very long but really amazing round up here. Do yourself a favour; At least look-listen to the first 5 min Super-Summary. P9M__yYbsZ4 And yes, the Chinese are already chasing this technology! :rolleyes: . -
... ... class cfgModels { class Plane; //Inherit base class. class GNT_C185: Plane { skeletonName = "GNT_C185Bones"; sectionsInherit=""; sections[]= { "texFuse","texWing","texMisc","RPod","vrtule staticka","vrtule blur","clan","clan_sign","zbytek","floatwheels","floatGeo","Gearfront1","Gearrear1","gearfrontL","gearfrontL","rudder","tailwheel","elevator","aileronL","aileronR","flapL","flapR","rudderfloatL","rudderfloatR" }; class Animations { class RPod { type="hide"; source="user"; selection="RPod"; hideValue = 0.1; }; ... ...
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? Difficult to understand what you're asking for ............ example?
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required. add it
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missing .paa textures after repacking .pbo
[aps]gnat replied to J47's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Un-packing and re-packing BI's own PBOs is not at all standard workflow nor mod'ing. So as such getting problems can be fully expected. -
Will recent high sales affect the future of BI games (ArmA4)?
[aps]gnat replied to Alabatross's topic in BOHEMIA INTERACTIVE - GENERAL
Altis is still a better terrain. Still, some of the DayZ technology would be nice in A3, given Rocket has pulled some money through their doors. -
Is "zbytek" in both your p3d and the "sections" part of your model.cfg
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Awesome comparison pictures .....
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32x32km Real Life Map Project: call for inspiration and aid
[aps]gnat replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
Nice work -
Arleigh Burke class destroyer
[aps]gnat replied to chops's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Chops I had MANY troubles with the sea frame turret. I still dont know why it works, but I basicly copies mankyles LCS turret setup that includes some sort of inherantance, which seems to make it work. Suggest you try getting just ONE turret working the same way, then copy to the remaining. This is the seaframe. MODEL.CFG class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class Vehicle: Default { }; class Ship: Vehicle { skeletonInherit=""; skeletonBones[]= { "otocvez", "", "otochlaven", "otocvez", "ZL1","", "ZL2","", "CL1","", "CL2","", "radar", "" }; }; class GNT_FSFBones: Ship { isDiscrete=1; skeletonInherit="ship"; SkeletonBones[]= { "gun_trav", "", "gun_elev", "gun_trav" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class allvehicle: Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class Ship: allvehicle { sectionsInherit=""; sections[]={"otocvez", "otochlaven"}; skeletonName=""; }; class GNTFSF: Ship { skeletonName="GNT_FSFBones"; sectionsInherit="Ship"; sections[]={"skin","gun_trav","gun_elev","ZL1","ZL2","CL1","CL2"}; class Animations { class mainturret { type="rotationY"; source="mainTurret"; memory=1; animPeriod=0; selection="gun_trav"; axis="gun_trav_axis"; minValue="rad -360"; maxValue="rad 360"; angle0="rad -360"; angle1="rad 360"; }; class maingun : mainturret { type="rotationX"; source="maingun"; memory=1; animPeriod=0; selection="gun_elev"; axis="gun_elev_axis"; }; class ZL1 { type="rotation"; initPhase=0; source = "FUser1"; animPeriod=0.1; sourceAddress = "clamp"; selection="ZL1"; axis="axis_swt"; minValue = 0; maxValue = 1; angle0=0; angle1="rad -70"; }; class ZL2 { type="rotation"; initPhase=0; source = "FUser2"; animPeriod=0.1; sourceAddress = "clamp"; selection="ZL2"; axis="axis_swt"; minValue = 0; maxValue = 1; angle0=0; angle1="rad -70"; }; class CL1 { type="rotation"; initPhase=0; source = "FUser3"; animPeriod=0.1; sourceAddress = "clamp"; selection="CL1"; axis="axis_swt"; minValue = 0; maxValue = 1; angle0=0; angle1="rad -70"; }; class CL2 { type="rotation"; initPhase=0; source = "FUser4"; animPeriod=0.1; sourceAddress = "clamp"; selection="CL2"; axis="axis_swt"; minValue = 0; maxValue = 1; angle0=0; angle1="rad -70"; }; class radarX { type="rotation"; animPeriod=4; source = "time"; sourceAddress = "loop"; selection="radar"; axis="axisRadar"; angle0=0; angle1="rad +360"; }; }; }; }; CONFIG.CPP class CfgPatches { class GNTFSF { units[] = {GNTFSF,FSF_Ladder}; weapons[] = {}; requiredAddons[] = {}; }; }; class DefaultEventhandlers; class RCWSOptics; class Turrets; class Newturret; ... ... class CfgVehicles { class Ship; class GNTFSF: Ship { ... ... class Turrets: Turrets { class FrontTurret: NewTurret { class HitPoints { class HitTurret { armor = 0.8; material = 60; name = "MainTurret"; visual = "MainTurret"; passThrough = 1; }; class HitGun { armor = 0.6; material = 60; name = "MainGun"; visual = "MainGun"; passThrough = 1; }; }; body = "MainTurret"; gun = "MainGun"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; gunnerAction = "gunner_standup01"; gunnerGetInAction = "GetInLow"; gunnerGetOutAction = "GetOutLow"; ejectDeadGunner = 0; outGunnerMayFire = 1; inGunnerMayFire = 1; soundServo[] = {"A3\sounds_f\dummysound", db-45, 1.0}; gunBeg = "gun_beg"; gunEnd = "gun_end"; particlesPos = "gun_beg"; particlesDir = "gun_end"; weapons[] = {"missiles_titan_FSF"}; magazines[] = {"6Rnd_Titan_long_missiles","6Rnd_Titan_long_missiles","6Rnd_Titan_long_missiles"}; selectionFireAnim = "zasleh"; discreteDistance[] = {100,200,300,400,600,800,1000,1200}; discreteDistanceInitIndex = 2; gunnerName = "Missile Officer"; memoryPointGunnerOptics = "gunnerview"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; gunnerOpticsEffect[] = {"TankCommanderOptics1", BWTV}; turretInfoType = "RscOptics_crows"; gunnerForceOptics = 0; startEngine = 0; commanding = -2; primaryGunner = 1; primaryObserver = 0; missileBeg = "gun_beg"; missileEnd = "gun_end"; memoryPointLMissile = "gun_beg"; memoryPointRMissile = "gun_end"; memoryPointGun = "gun_beg"; LODTurnedIn = 1100; LODTurnedOut = 1100; usePip = 1; minElev = -5; maxElev = 89; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; class ViewOptics: RCWSOptics{}; class ViewGunner: ViewOptics { initAngleX = 0; minAngleX = -45; maxAngleX = 45; initFov = 0.9; minFov = 0.42; maxFov = 0.9; visionMode[] = {}; }; }; }; -
Not so fast...
[aps]gnat replied to bvrettski's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - GENERAL
WTF ! Agree. Why is Bvrettski getting an infraction for such a post?! Poor form. ..... Sorry Modder, can't read all that :) -
Memory points and Proxy names of BI models?
[aps]gnat replied to progamer's topic in ARMA 3 - MODELLING - (O2)
You complain in other threads that BI isn't addressing the big issues (vehicles on moving decks etc and I agree) yet your happy to task them with something you can do yourself ...... -
Fast Sea Frame - Sea Fighter - Assault Craft
[aps]gnat replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
lol Just like this post :) Thanks. Just experimenting with other ways to get into cargo spaces. Yeh, forgot to fix. Now fixed. If you exit an attack boat near or docked to the FSF, you're now placed safely on the gangway. Yes. Accidental, but I left it that way until I prove if "interior-only" lights are even possible. Are they? Oops! Fixed :D Yeh, has to stay as forcing a "no-fire" arc is very difficult at best. Yes, handy. But will be better once he gets his own PIP display. Yeh, planning to make an Action available to chopper crews (and AI) such that they can transfer from the chopper direct to crew quarters, if the FSF is on the move. Thanks. Few extra things fixed or being fixed for the next release. -
VBS2/3 Discussion thread - the one and only
[aps]gnat replied to Placebo's topic in ARMA 3 - GENERAL
Yes. Been discussed many times before. Breach of EULA's. And its 2 different companies. Snow in A3 has already been discussed recently in another A3 thread. Proof of concept done. -
VBS2/3 Discussion thread - the one and only
[aps]gnat replied to Placebo's topic in ARMA 3 - GENERAL
Nope. Why? One difference between ArmA and GTA mod'ing come to my mind, GTA mod'ing community cares little about others IP. -
Fast Sea Frame - Sea Fighter - Assault Craft
[aps]gnat replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks guys! Thanks Foxhound. I have one report of ArmA3 choppers becoming damaged on a moving ship. This is disturbing as the main reason I decided to release this addon was because I found NO damage happened to choppers. Please report if you see similar problem. -
Key Interaction/Cockpit Interaction Tutorial
[aps]gnat replied to franze's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Interesting .... but the first thing I thought of is the pilot animations. Is it really the vehicle or is it distortion caused by the character animation simulating acceleration or deceleration ? If thats a possibility, it is possible to remove those animations (in ArmA2 it was anyway), at least for testing purposes. -
Amphibious Vehicle Config Example
[aps]gnat replied to riouken's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Do you have a BI example that DOES move ingame? Name? If so, we can look at the AllInOne config to seem hints of what makes it tick ...... -
See, I told you the modding community will be active
[aps]gnat replied to rehtus777's topic in ARMA 3 - GENERAL
You my friend are clearly not going to be in these forums very long ...... ALL your posts in the last two days point to this. Goodbye. -
Amphibious Vehicle Config Example
[aps]gnat replied to riouken's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Maybe try adding these two MEMORY LOD points and this config code; memoryPointsLeftEngineEffect = "EngineEffectL"; memoryPointsRightEngineEffect = "EngineEffectR"; Points must be below the waterline. See related; http://forums.bistudio.com/showthread.php?170549-ship-config-pointers -
Thorium / LFTR Reactors - the cheaper and safer nuclear technology
[aps]gnat replied to [aps]gnat's topic in OFFTOPIC
Some movement ..... Westinghouse enters U.S.-China nuclear collaboration "It's helping DOE-funded U.S. universities commercialize an alternative nuclear technology known as 'molten salt' in a project connected to country's partnership with the Chinese Academy of Sciences." Another article "While the US has only paid lip service to thorium in recent decades, China is joining the likes of India, Japan, and Norway in a quest to develop a working, commercially-viable thorium reactor." While all empires eventually come to an end, the US will quicken its demise if it plays the wrong "energy" card ..... -
Yes, unfortunately too many millionaires have their fingers in the fuel rod business, which has huge profits and as a result we're stuck with the wrong nuclear technology with few proponents or governments allowing anyone to do a re-think. THORIUM or Liquid Fluoride Thorium Reactors and similar are MUCH MUCH safer and could kick-start a whole new energy rich global economy. >>LINK<< For those who haven't read about this technolgy, spend just 5 minutes on the 5 minute video version.
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RVMats not functioning properly after binarising
[aps]gnat replied to freakjoe's topic in ARMA 3 - MODELLING - (O2)
LOL finally some evidence, rarely do I get to say to others "I told you so" lol :D (not you Joe) I don't necessarily see conclusive proof that thats how BI do it. And lets face it, their tools are different from the ones we get and they no doubt have a large development network in their office(s), so our own isolated PC "development" is never going to mimic how BI code. I'll further support my claim by noting that I've NEVER had to do that confounded mass CONFIG file shuffle that everyone else seems to have to do.