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Everything posted by [aps]gnat
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[Question] Model Development Method (Software used in process)
[aps]gnat replied to UnoDelta's topic in ARMA 2 & OA : MODELLING - (O2)
Tracks? Should be easy as tanks in game already have many types working. Cables? Not sure where those are on the model. The arms? If so, should also be easy to represent. Just Players with a GUI ? Hmmmm ..... This bit my not exactly meet your want. In reality the model will likely have to be PILOTED by an invisible player (similar to the UAV's already available in game). It can be made to look like the player is viewing via a camera, but the Forward, back, up, down, twist, turn is all done by the pseudo driver of the robot (inside). The GUI? Not sure how that may go. Suggest you check out some of the UAV's already in game including the one done by Feint, as this will give you an idea of whats possible. -
Thanks mate, but just my staging .... Yac is the real air modeling talent here. My work is less obvious. Aside from adding an improved version of CSJ damage system to ALL aircraft and balancing the config definitions (and a shit load of other scripts per my videos) the other stuff I'm doing is things like proper working surfaces, proper rocket, bomb & drop tank proxies, added or improved wrecks and the like.
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[Question] Model Development Method (Software used in process)
[aps]gnat replied to UnoDelta's topic in ARMA 2 & OA : MODELLING - (O2)
First off you have posted in the old ArmA1 forums ........ so you're not going to get everyones feedback. Suggest you asked a Mod to move as you've stated you are talking about ArmA2 That aside, what is it you're trying to achieve? 1) Just a visual simulation (maybe just for videoing) of a moving EOD robot "in game" ? 2) Or you want it fully developed Addon (past just a simple model) so players could use it in their own missions etc? (1) is certainly possible if you already have most of the bits in Oxygen2. The model is very simple and most of the other LOD's will be little more that made up of basic boxes. Half of the vehicles animation can be done with native code, the rest can be done with some simple scripts driving user animations. IMHO, given the simplicity of the model I think making it in Oxygen alone would have been easier, even if you're not that familiar with it. A "robot" simulation will likely be best done as a "miniature tank" in game, so you would finish the addon with most of the Tank properties, so it could move about. (2) is certainly possible too, with more work, mainly with scripting. EOD and Robots are not "native" to the game engine so any "simulation" will have to be done with user coding. But don't expect AI to be able to use half of it. -
limitations for laying out and planning larger urban areas?
[aps]gnat replied to daringd's topic in ARMA 2 & OA : TERRAIN - (Visitor)
After Visitor, L3DT is virtually the ONLY other tool that comes close to making many of the difficult tasks much much easier. It was never designed FOR ArmA terrain making and so has some shortcomings ...... unfortunately like ALL the tools available to us at present. -
Help request about custom models
[aps]gnat replied to spaggiari's topic in ARMA 2 & OA : MODELLING - (O2)
Sure, you could probably HACK an existing addon, but you'll never be able to use it ONLINE (auto kicked from servers) and no one else could see it / see the difference. 99% of "Modding" is adding additional units/equipment to the game. -
how to make user action with sound playing ?
[aps]gnat replied to vilas's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thanks Vilas, but no, I didnt mean YOUR light bars / YOUR vehicles ...... I mean some future mod from someone else (like me). The addon could be a CfgVehicle class, just a lightbar (no wheels etc, just some USERACTIONS that could be used by any "nearby vehicle" that its attached to, right ? -
Penetration FX and pass through damage in vehicles
[aps]gnat posted a topic in ARMA 2 & OA : MODELLING - (O2)
Apart from some glass FX, does the game engine allow penetration FX / pass through damage from projectiles ? I understood the game allowed some "pass through" damage on things like sheet fences and some building walls and the like, using MATERIAL definitions. Is the same available / been achieved for vehicle sides etc? How is it done? I ask because I'd like to see if I can work this for aircraft with canvas or light metal walls. Instead of a complicated GEOMETRY LOD. -
Penetration FX and pass through damage in vehicles
[aps]gnat replied to [aps]gnat's topic in ARMA 2 & OA : MODELLING - (O2)
No sorry, not interested in damage to the vehicle (got that covered), I'm interested in passing direct damage to crew and cargo inside the vehicle. Like shooting through a sheet fence to wound the guy on the other side. -
lol .... posted same here earlier ..... but it got lost in the "Cheranus debate" !
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how to make user action with sound playing ?
[aps]gnat replied to vilas's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Nice work DO Any reason the light-bars cant be made as a separate addon that can be ATTACHTO any vehicle ? -
Just use ---- Avoid using "self axis" as this typically only works if your rotating object is PERFECTLY symmetrical. Best to define an actual set of axis in the Memory LOD
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Play withSIX Community Preview [Evolution of SIX Launcher and in time also SU]
[aps]gnat replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
Yes happy new year as well SB Settings? My update doesn't even remotely look like that picture ! One of the most non-intuitive GUI I've encountered in a long while sorry. Surprise ... it was an MSI install Hadn't used PwS in many weeks. And prior to the (todays) update, all Mod's were being installed to My Documents (which is what I preferred just for I44 ..... but give the history of me and this program, I took the precaution of renaming my development folder. Glad I was suspicious) Log File http://pastebin.com/tzSR1Cxk No, I'm not. And restoring backups are a time consuming (and risky) pain in the arse. ---------- Post added at 02:57 ---------- Previous post was at 02:45 ---------- Arh! ffs .... theres a reason the picture was different ..... It was the Six Launcher it seems I was wrestling with :( so many "Six" directories laying around ...... PwS has disappeared .... so have to reinstall. Sorry SB -
Done more in the last weeks/months Time consuming stuff but getting there ..... Yac has been very busy ! Some beautiful new aircraft from him, planned for inclusion.
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Before I go digging and downloading other mods to test, does this only happen with the FDF F18, or is it the same for many other aircraft?
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Play withSIX Community Preview [Evolution of SIX Launcher and in time also SU]
[aps]gnat replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
Jesus! ..... got orphaned mod directories everywhere now ...... Thank fuck I renamed my I44 development directory just before I started updating this tool / updating I44 because it now completely ignored the I44 mod directory in MyDocuments and is now back to installing mods the game folder (which would have overwritten my updates! ) ..... gggrrrrrrr .... and I cant see anywhere to change this behaviour. ..... and it STILL doesn't remember where it was installed before trying to Update/reinstall itself ! -
AI landing ? .... that might be a stretch Looking at the scripts, the "Client_deckchecks" being the main, suggest the TAILHOOK actions are only being checked, actioned and refreshed on PLAYER piloted aircraft. The problem with using the arrest.sqf script is the EventHandler is removed immediate after the script is triggered. My only suggestion, take a copy of the script, delete the second line of the code, place the script in your mission folder and call that script instead. _jet = _this select 0; // _jet removeEventHandler ["LandedTouchDown", 0]; DONT REMOVE EH IN THIS VERSION OF THE SCRIPT _spd = speed _jet; _snap = 0; if(nimCableReady == 0)exitWith{}; nimCableReady = 0; publicVariable "nimCableReady"; soundOff = "trap"; if(_spd > 280)then{_snap = 1; soundOff = "trapBreak";}; _vel = velocity _jet; //Velocity vectors when catching pendant waitUntil{_jet distance jdgNimArrestor < 25}; //Allow aircraft to pass over publicVariable "soundOff"; _animCable = [_jet]execVM "\JDG_carrier\scr\arrest2.sqf"; waitUntil{_jet distance jdgNimArrestor > 30}; //before calculating deceleration while{_jet distance jdgNimArrestor < 120}do{ _vel2 = velocity _jet; _distance = _jet distance jdgNimArrestor; _distAdj = 1.2 - (_distance / 130); if((_distance > 115) and (_snap == 1))exitWith{_jet setVariable ["jdgHOOK", 0];}; //Exit if snapped if(_jet getVariable "jdgHOOK" == 0)exitWith{}; //Exit if stuck _nVel = [(_vel select 0) * _distAdj, (_vel select 1) * _distAdj, (_vel2 select 2) * 1]; _jet setVelocity _nVel; sleep 0.1; }; for [{_i=1},{_i<=7},{_i=_i+1}]do{ if(_snap == 1)exitWith{_jet setVariable ["jdgHOOK", 0];}; //Exit if snapped if(_jet getVariable "jdgHOOK" == 0)exitWith{}; //Exit if stuck _jet setVelocity [(velocity _jet select 0)*0.8,(velocity _jet select 1)*0.8,(velocity _jet select 2)*1]; sleep 0.1; }; //Hold plane at 0 speed for 3 seconds to prevent unnecessary bolting off deck while{_jet getVariable "jdgHOOK" == 1} do { if(_snap == 1)exitWith{_snap = 0}; //Exit & reset snap variable for next landings _jet setVelocity [(velocity _jet select 0)*0.0,(velocity _jet select 1)*0.0,(velocity _jet select 2)*1]; sleep 0.1; }; sleep 25; nimCableReady = 1; //reset cable to accept more landings publicVariable "nimCableReady";
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Darn! Seems I'm going to have to buy this after all :D ...... on DVD, when the peak pricing drops away a little. ..... didn't mind the others prior, but never did finish any of them because the environment and tasks got boring.
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starting a script by user action command
[aps]gnat replied to drunken officer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Typically EVENTHANDLERS go in CFGVehicles, not CFGWeapons Check out this Thread http://forums.bistudio.com/showthread.php?134453-Add-Eventhanlder-to-a-weapon-or-magazine -
Cylindrical buildings in ARMA games..?
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Yep blocks overlap a little .... limits chance of player catching on walls (more so inside curve ones) -
Cylindrical buildings in ARMA games..?
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Not really a problem. Just construct the Fire and Geometry LODs from a whole bunch of tall rectangular boxes (as thick as the wall, as tall as the wall), stacked side by side (to make a wall), in a circle ......... easy. -
Help request about custom models
[aps]gnat replied to spaggiari's topic in ARMA 2 & OA : MODELLING - (O2)
Welcome to the forums Spaggiari . You'll find probably 20% of ArmA stuff (missions, terrains, addons etc) are not "military" ;) The "dead people" object? As with many object (you see by reading the various posts in the editing section) are not available for editing. The files are "binarized" are therefore can't be read by the BIS Tool Suite You will find a big bunch of ArmA1 sample models (MLOD format) & config files provided by BIS (search forums or BIKI) but I'm pretty sure that above object is ArmA2 and the sample files for ArmA2 have never been provided. Plus some community members have provided samples/MLODs as well, for anyone's use, sometimes with some restrictions. NOTE: Permissions to edit files from internal and other sources (including those ripped from other games) ARE required in this community. This community and BIS themselves are not as "loose" about permissions and copyrights as the GTA community tends to be. -
Example in config.cpp class Turrets { class otocvez1 : NewTurret { animationSourceBody = "otocvez1"; animationSourceGun = "otochlaven1"; animationSourceHatch = "hatchGunner"; body = "OtocVez1"; canHideGunner = 1; castGunnerShadow = 1; commanding = -1; ejectDeadGunner = 0; forceHideGunner = 0; forceNVG = 0; gun = "OtocHlaven1"; gunBeg = "usti hlavne1"; gunEnd = "konec hlavne1"; gunnerAction = "HMMWV_Gunner04"; gunnerCompartments = "Compartment1"; gunnerFireAlsoInInternalCamera = 1; gunnerForceOptics = 0; gunnerGetInAction = "GetInLow"; gunnerGetOutAction = "GetOutLow"; gunnerInAction = "MH60_Gunner"; gunnerName = "Top gunner"; gunnerOpticsColor[] = {0,0,0,1}; gunnerOpticsEffect[] = {}; gunnerOpticsModel = "\ca\Weapons\optika_empty"; gunnerOpticsShowCursor = 0; gunnerOutFireAlsoInInternalCamera = 1; gunnerOutForceOptics = 0; gunnerOutOpticsColor[] = {0,0,0,1}; gunnerOutOpticsEffect[] = {}; gunnerOutOpticsModel = ""; gunnerOutOpticsShowCursor = 0; gunnerUsesPilotView = 0; hasGunner = 1; hideWeaponsGunner = 1; inGunnerMayFire = 1; lockWhenDriverOut = 0; lockWhenVehicleSpeed = -1; LODTurnedIn = 1000; LODTurnedOut = 1000; weapons[]={"I44_MG15_mounted"}; magazines[] = {"I44_75rd_792x57_Mix_MG15_aircraft","I44_75rd_792x57_Mix_MG15_aircraft","I44_75rd_792x57_Mix_MG15_aircraft","I44_75rd_792x57_Mix_MG15_aircraft","I44_75rd_792x57_Mix_MG15_aircraft","I44_75rd_792x57_Mix_MG15_aircraft","I44_75rd_792x57_Mix_MG15_aircraft"}; maxHorizontalRotSpeed = 1.2; maxVerticalRotSpeed = 1.2; memoryPointGun = "usti hlavne1"; memoryPointGunnerOptics = "gunnerview1"; memoryPointGunnerOutOptics = ""; memoryPointsGetInGunner = "pos_cargo"; memoryPointsGetInGunnerDir = "pos_cargo_dir"; initElev = 0; initTurn = 0; minElev = -20; maxElev = 70; minTurn = -180; maxTurn = 180; missileBeg = "spice rakety"; missileEnd = "konec rakety"; outGunnerMayFire = 1; // primary = 1; primaryGunner = 1; primaryObserver = 0; proxyIndex = 1; proxyType = "CPGunner"; selectionFireAnim = "zasleh1"; soundServo[] = {"",0.00316228,1}; stabilizedInAxes = "StabilizedInAxesNone"; startEngine = 0; turrentInfoType = ""; viewGunnerInExternal = 1; viewGunnerShadow = 1; viewGunnerShadowAmb = 1; viewGunnerShadowDiff = 1; // class Turrets; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.6; minFov = 0.3; maxFov = 1.1; }; class ViewGunner { initAngleX = 5; minAngleX = -85; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.42; maxFov = 0.85; }; }; };
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VILAS addons release thread
[aps]gnat replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great contribution Vilas ! -
Adding further to the comment ..... great machinima ! Hard work it may have been, but well appreciated it is ;)