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Posts posted by [aps]gnat
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I'm sure other modders do too.Yep, do.
Some cool ideas come from these threads.
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My first thought is this is not possible with the current hard code.
Pretty sure you can only define an array of get-on and get-off points along the centre-line.
Don't know of any way to "exit" .... except death.
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Been this way for 10 years ......
Addons are always via addon PBO's
Missions are always via mission PBO's
... and scripts can exist in both.
The only thing missing is while you ingame download/synch the SAME/current mission PBO from the Server, you can't/don't download/synch addons.
First reason comes to mind ..... file size.
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thanks hcpookie, yeh, I guess the M134 probably kills it.
I44: Yep, thanks, got those ..... plus a 1000 others touch-ups :)
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Always looking for a reason to bring back the Northrop/McDonnell Douglas YF-23 :D ...... !
Love the look of this machine ..... shame it lost the race.
http://aviationintel.com/wp-content/uploads/2011/05/YF-23A-2.png (522 kB)
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Probably because you didn't actually define it in the model.cfg.
EVERY model (p3d file) must have its own entry in the file, and the entry MUST = the file name.
class cfgModels { class default; class CSJ_P38 : default { .... .... .... }; class CSJ_P38_2 : CSJ_P38 { .... .... .... }; };
In this example there are 2 P3D files. CSJ_P38.p3d and CSJ_P38_2.p3d
RECOMMEND
If you only have 1 or 2 textures different between 2 models, don't actually copy the model, its easier to use built in engine features to swap textures on ONE model.
Steps:
In your model, name the faces that have the texture(s) you want to change. Call it something like "skin" (and "skin2", "skin3" etc)
In the section[] part of the MODEL.CFG add these definitions.
class cfgModels { class default; class CSJ_P38: default { sectionsInherit=""; skeletonName="CSJ_P38Skeleton"; sections[] = { "skin", "vrtule staticka","vrtule staticka" ... ...
Then in CONFIG.CPP, in your first CFGVehicle entry;
class I44_Plane_P38_S : Plane { scope = public; displayName = "P-38 Model S"; model = "\CSJ_P38\CSJ_P38.p3d"; hiddenSelections[]={"skin"}; hiddenSelectionsTextures[] = {"\csj_p38\data\p38_skin_A.paa"}; ... ...
Then in your second CFGVehicle entry;
class I44_Plane_P38_Z : I44_Plane_P38_S { displayName = "P-38 Model Z"; hiddenSelectionsTextures[] = {"\csj_p38\data\p38_skin_B.paa"}; };
Thats it. Thats the whole cfgvehicle entry for the second unit if the only difference is a texture. Much simpler.
Good luck.
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maybe talk to the guys from I44 to see if you could peak into the configs of the B17 or something..... and thats me ;)
While I use I44 Multi-Barrel on all fighters with fixed forward firing guns, I have not bothered with simulating multi-barrel on the B17 because of the complexity of the whole model as it is.
Thats not to say the below script can't be used to do it for each and every turret, because it should.
(interestingly the script notes "primary turret only", but it certainly works where a plane has multiple different gun groups firing forward)
Tracers work fine.
Invasion44 Teams Multi-Barrel Fired-EH scripted
Note that Weapons are config'ed
Example;
class I44_8xBrowning303Mk2_mounted : I44_Browning303Mk2_mounted { .... .... .... I44_isMultiBarrel = true; I44_BarrelCount = 8; I44_BarrelName = "mg";
Then the model must have MEMORY LOD points like "mg_1", "mg_2" etc
(typically a couple metres forward of the barrel muzzle)
Multi-Barrel Fired-EH script
//----- Credit I44 Mod team -----// //----- Note: this only works on the primary turret. -----// _unit = _this select 0; _weapon = _this select 1; _muzzle = _this select 2; _mode = _this select 3; _ammo = _this select 4; _multi = 1; _multi = getNumber (configFile >> "CfgWeapons" >> _weapon >> _mode >> "multiplier"); _bullet = nearestObject [position _unit, _ammo]; _rd = ((_unit ammo _muzzle)/_multi) - 1; if (_rd < 0) then { _varName = format ["I44_rdCount_%1", _muzzle]; _rd = _unit getVariable _varName; if isNil("_rd") then {_rd = 1} else {_rd = _rd + 1}; _unit setVariable [_varName, _rd]; }; _BarrelCount = getNumber (configFile >> "CfgWeapons" >> _weapon >> "I44_BarrelCount"); _BarrelName = getText (configFile >> "CfgWeapons" >> _weapon >> "I44_BarrelName"); _BarrelConvergence = getNumber (configFile >> "CfgWeapons" >> _weapon >> "I44_BarrelConvergence"); _n = _rd % _BarrelCount; _newPos = [0,0,0]; if (_BarrelName == "Array") then { _BarrelOffsets = getArray (configFile >> "CfgWeapons" >> _weapon >> "I44_BarrelOffsets"); _pos = position _bullet; _vel = velocity _bullet; _vDir = vectorDir _bullet; _vUp = vectorUp _bullet; _offset = [ _BarrelOffsets select ((3*_n)), _BarrelOffsets select ((3*_n) + 1), _BarrelOffsets select ((3*_n) + 2) ]; _newPos = _bullet modelToWorld _offset; } else { _modelPos = _unit selectionPosition format ["%1_%2", _BarrelName, _n + 1]; _newPos = _unit modelToWorld _modelPos; }; _bullet setPos _newPos; exit
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you can now walk on them when they are moving.Unfortunately not correct Starky.
Been doing my own testing also.
Cross fingers for BIS improving it over time.
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I wouldn't write it off, the Physx mode should make it much simpler for them to add it to the RV engine.
But post release? I'm OK with that.
..... just look at the differences between A2 initial and A2OA final .........
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I am sad to hear that there will never by a real navy element to any of the ArmA series.Far too early to say "never" for ArmA3
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Dan;2439566']Got a ticket for it?Already there for a long time Dan ..... same old story since forever, only VBS offers walking on moving vehicles.
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@kju
OT, but gotta say thanks for all the community resources you tirelessly provide/update, all the time ..... along with this mod.
*hat off to you*
Cheers.
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The All-In-One configs are up to date and much easier to explore .........
http://forums.bistudio.com/showthread.php?150548-AllInOne-config-from-A3
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Tried reproducing JDogs experiement
by attaching them to the LCS, unfortunately it doesn't seem to work the same. Man class simply falls off the training bridge.
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For Planes !?
Thats not even defined properly in ArmA3 yet .........
But even in ArmA2, turrets are VERY VERY finicky ..... it can literally take weeks to get working config and model combination.
Speaking from experience
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SOmething doesnt look quite right ....
Try something like ....
class CfgVehicles { class B_Heli_Light_01_F; class Heli_Light_01_base_F : B_Heli_Light_01_F { class Turrets; class NewTurret; class AnimationSources; }; class Littlebird: Heli_Light_01_base_F { ... ... ... class Turrets { class FrontTurret : NewTurret { ... ... ... weapons[] = {"M134_minigun"}; magazines[] = {"5000Rnd_762x51_Belt"}; memoryPointGun[] = {"z_gunL_muzzle","z_gunR_muzzle"}; gunBeg[] = {"z_gunL_muzzle","z_gunR_muzzle"}; gunEnd[] = {"z_gunL_chamber","z_gunR_chamber"};
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Public Safety can (and should) come before any one persons "freedom".
But beware of course the overuse of the statement ".... for reasons of public safety ...." ;)
And "in the Public Interest" is a whole different thing altogether !!
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"not allowed" ?
Seems odd because the important parameters are usually the weapon and the ammo, not a turret.
Suggest showing us your full turret definition.
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i44 team have clearly stated that they are neither doing the Eastern Front nor the Pacific. Others have that covered.
As for a BoB opportunity within the A3 i44, all going well with the A2OA "2.7" upgrade, there may be an opportunity to bring worthy Aircraft models into A3, but it's questionable if there'll be enough to call it "BoB"
Certainly enough for some good air combat.
*cross fingers for proper aircraft multi-turret hard-code in A3*
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........ as I said in my first post !
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ArmA3 could be an e-sport contender but the community would really have to hammer out the details of how it would be handled.Sure, with OFP/A1/A2/A3 theres always some AWESOME long team PvP and CTI's etc, where using your brain and team for big-tactics and strategy is important, and it can be impressive to watch .....
But its not for the e-Sport demographic .... its not fast, its not furious, it's not bold, its not "flashy", its not for the young ...... so Sponsors etc aren't going to be interested.
An anology is: Watching a game of Poker vs. watching a game of Chess.
Both are good, differently.
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P drive is critical to all the BIS tools, including BinPBO
The tools look for special items in P drive when they do their thing.
But "compressing" is not the same as "Binarizing"
You can just "pack" a PBO with BinPBO if you switch "Binarize" off
Third party tools will also pack a folder into a PBO, but they do not Binarize an addon.
Some features of an addon don't work properly unless they are Binarized.
Dont ask what features, I'm yet to find someone actually identifying them all ..... just lots of reports of weirdness. ....
I myself always Binarize to test an addon.
Obviously some A3 features, for the moment (until the updates tools arrive), require Binarizing off.
HTH
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but I don't see why the hate, you all could of written something more constructive rather than 'I hope you are paying people'Its not hate zahn, its simply experienced advice and comments from those who have seen similar before.
If you haven't seen/searched already, many similar have been done since OFP times. But I'm not suggesting another can't be done, especially if its A3 and its not ripped content.
Those prior might be good for ideas also.
Highly encourage anyone to join in your Mod.
Good luck.
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Lookin good !
Alerting the offroad, cannot get it to work
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Posted
Sorry, no disrespect but you seem to have missed the 10 years of a VERY success OFP/ARMA1/ARMA2/A2OA community with 10's of thousands of community made addons and missions .... much of that history without addon "auto-downloaders"
That being said, yes, the game would benefit for a little extra usability for the gaming generation that can't/don't like to manage downloads and mod folders.
Unfortunately with thousands of DLC potentially becoming available ..... it could actually backfire and become a NIGHTMARE for some players.