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Posts posted by [aps]gnat
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... I've watched these forums for 10 years .... seen many many Mod teams flare and fizzle, OFP, ArmA1, ArmA2 ...
Seen all the members happy one day, at each others throats the next, and members disappear the week after ....
The successful Mods rarely come from "recruitment campaigns" I'd suggest.
Long term team members have to REALLY want to be part of the subject matterial and the gameplay.
If you can't say what it is, then I'd suggest the "energy" won't happen.
Be a salesman, Pitch Your Project, you may get better interest, people who will really love the idea.
Additionally I never said what they would be doing, or when they would be doing it.Sure, not here in these forums for sure, but the internet is a big place.
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AttachTo for choppers is easy
I've already done all this stuff on my A2 FSF ......
While theres now (A2 vs. A3) a little friction between choppers and deck, theres unfortunately no friction between man and deck.
Until thats fixed, functionality is barely worth the effort.
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... i guess i have to execute some kind of script, or add some kind of eventhandlersYes, EH's plus a script or two.
example config bit
class EventHandlers
{
init = "[_this select 0] exec ""\GNT_Subs\scr\DInit.sqs""";
fired="[_this] execvm ""\GNT_Subs\scr\Dfiremissiles.sqf""";
};
DInit.sqs
;----------------------------------------
;script by Gnat
;----------------------------------------
; if you use it, credit me as appropraite
;----------------------------------------
if (!isServer) exitWith {}
_ship = _this select 0
[_ship] execvm "\GNT_Subs\scr\DArm.sqf"
;[]execVM"\mando_missiles\mando_missileinit.sqf";
#quit
exit
Dfiremissiles.sqf
_sub = _this select 0;
_target = _this select 1;
_launcher = objNull;
_missilebody = "GNT_5365KE";
_vangle = -1.5;
_speedini = 20;
_speedmax = 36;
_acceleration = 8;
_boomrange = 10;
_activerange = 6000;
_modeinit = 2;
_cruisealt = 80;
_boomscript = "mando_missiles\warheads\mando_missileheadtorp.sqf";
_smokescript = "mando_missiles\exhausts\mando_torpedowater1a.sqf";
_soundrsc = "";
_sounddur = 49;
_endurance = 160;
_terrainavoidance = false;
_updatefreq = 1;
_delayinit = 0;
_controltime = 0;
_detectable = false;
_debug = true;
_launchscript = "";
_hagility = 35;
_vagility = 0.1;
_accuracy = 1;
_intercept = true;
_scanarch = 180;
_scanarcv = 65;
_offsety = -1;
[_launcher, _missilebody, [(_sub ModelToWorld [0,35,-10]) select 0,(_sub ModelToWorld [0,35,-10]) select 1,(_sub ModelToWorld [0,35,-10]) select 2], getDir _sub, _vangle, _speedini, _speedmax, _acceleration, _target, _boomrange, _activerange, _modeinit, _cruisealt, _boomscript, _smokescript, _soundrsc, _sounddur, _endurance, _terrainavoidance, _updatefreq, _delayinit, _controltime, _detectable, _debug, _launchscript,_hagility, _vagility, _accuracy, _intercept, _scanarch, _scanarcv,_offsety] execVM "mando_missiles\mando_missile.sqf";
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Wow .... hope the pay is really good !
Looks like an add for a RL job.
If your just looking for a whole lot of cars into ArmA3 then you might be waiting a long time.
For a start no one has the new tools for A3 yet.
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Thanks mankyle !
Been playing with it and improving the visuals .... but getting the thing to turn properly is a battle .....
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Some photos might allow ppl to understand what youre talking about
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..... i never met any person that is into WW2 and play with WW2 mods that has no knowledge or even knows the names of the actual tanks.Agree
@tyl3r99
Take an interest in the history and you'll learn to recognise all the names be them German or English or American or Italian or French etc etc
As Leopard said, not everything has its own name (or number!).
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memoryPointGun[] = {"z_gunL_muzzle","z_gunR_muzzle"};gunBeg[] = {"z_gunL_muzzle","z_gunR_muzzle"};
gunEnd[] = {"z_gunL_chamber","z_gunR_chamber"};
Just put those memory points in the MEMORY LOD and its likely any "MGunCore" class weapon (BulletBase) will come from those points
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Still better than what we had in ArmA2 and before ......
But if we're soooooo close, yes would be nice if BIS solved.
..... and maybe it is already, in a lod we're not using correctly .....
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... it behaves more like a ship than a submarine as it seems that there is no way to make it dive.The example mankyle provided does dive, it just that its very slow. Plus it dives uneven.
Obviously we all have a lot to learn from BIS or experimentation.
No idea whether a DEV version or not makes a difference.
Thanks for the code mankyle!
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EDIT sorry, scrub this post .... thinking ...
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Try a \ before the addon name
Like
{_this execVM ""\ED_Vehicles\civilian\air\mh-9\scripts\getin.sqf -
Interesting test JDog ........
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Glad to be a help to a very creative looking addon.
Cheers
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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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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"};
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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.
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Carriers and moving frigates with landing pads are possible.Great to hear mate.
Hopefully the proper tools or BIKI will make setup much less a random success.
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Could be just a file path problem.
Post your code
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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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ChernarusCan'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.
Particle Editor
in ARMA 3 - COMMUNITY MADE UTILITIES
Posted
Impressive pics Soolie