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[aps]gnat

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Posts posted by [aps]gnat


  1. Think these were the last .....

    * link dropped because of author *

    EDIT

    @Leopotam

    Just saw your first post (update)

    Disappointing you've already decided to judge ArmA3 .... when its only an Alpha

    Hope you reconsider / revisit it in the future. Your skills would be appreciated (as are your tools STILL are)


  2. hi liukang168

    Here's the C185 config

    Its no different to the A2 version

    class CfgSkeletons 
    { 
      class Plane; //Inherit base class.
      class GNT_C185Bones: Plane
      {
    isDiscrete=1;
    skeletonInherit = "";
    skeletonBones[]=
    {
    	"vrtule staticka","",
    	"vrtule0","",
    	"floatwheels", "",
    	"floatGeo","",
    	"Gearrear1","",
    	"wheelsR","Gearrear1",
    	"Gearfront1","",
    	"gearfrontL","Gearfront1",
    	"wheelFL","gearfrontL",
    	"gearfrontR","Gearfront1",
    	"wheelFR","gearfrontR",
    	"rudder","",
    	"tailwheel","",
    	"elevator","",
    	"aileronL","",
    	"aileronR","",
    	"flapL","",
    	"flapR","",
    	"rudderfloatL","",
    	"rudderfloatR","",
    	"RPod",""
    };
      };
    };
    
    
    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;
    		};
    		class Prop
    		{
    			type = "rotation";
    			source = "rotor";
    			selection = "vrtule0";
    			axis = "osavrtule0";
    			angle0 = 0;
    			angle1 = 2 * 3.1415;
    		};
    		class LandContact
    		{
    			type="translation";
    			source="MvA1";
    			selection="floatwheels";
    			begin="gearStart";
    			end="gearEnd";
    			sourceAddress = "clamp";
    			memory = true;
    			minValue=0.0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0.
    			maxValue=1.0; //The maximum value of the motion range. i.e. The controller input when animation phase is 1.
    			offset0=0;
    			offset1=1;
    		};
    		class WLR
    		{
         			type = "rotation";
         			source = "wheel";
    			selection ="wheelsR";
    			axis = "axiswheelsR";
    			memory = 1; 
    			sourceAddress = "loop";
    			minValue = 0;
                 	maxValue = 2.0;
                   angle0 = 0; 
    			angle1 = "rad 360"; 
    		};
    		class WLFL
    		{
         			type = "rotation";
         			source = "wheel";
    			selection ="wheelFL";
    			axis = "axiswheelFL";
    			memory = 1; 
    			sourceAddress = "loop";
    			minValue = 0;
                 	maxValue = 1.0;
                   angle0 = 0; 
    			angle1 = "rad 360"; 
    		};
    		class WLFR
    		{
         			type = "rotation";
         			source = "wheel";
    			selection ="wheelFR";
    			axis = "axiswheelFR";
    			memory = 1; 
    			sourceAddress = "loop";
    			minValue = 0;
                 	maxValue = 1.0;
                   angle0 = 0; 
    			angle1 = "rad 360"; 
    		};
    		class FloatGeo
    		{
    			type="translation";
    			source="MvA1";
    			selection="floatGeo";
    			begin="floatStart";
    			end="floatEnd";
    			sourceAddress = "clamp";
    			memory = true;
    			minValue=0.0;
    			maxValue=1.0;
    			offset0=0;
    			offset1=1;
    		};
    		  class GearFront
    		 {
    			type="rotation";
    			source = "MvA2";
    			initPhase= 0;
    			animPeriod=2;
    			selection="Gearfront1";
    			axis="axisgearfront";
    			angle0=0;
    			angle1="rad -120";
    		};
    		  class GearRear
    		 {
    			type="rotation";
    			source = "MvA2";
    			initPhase= 0;
    			animPeriod=2;
    			selection="Gearrear1";
    			axis="axisgearrear";
    			angle0=0;
    			angle1="rad 40";
    		};
      			class RudderX
    		{
    			type = "rotation";
    			source = "rudder";
    				selection = "rudder";
    			axis = "axisrudder";
    			memory = true; 
    			sourceAddress = "clamp";
    			minValue = -1;
    			maxValue = 1;
    			angle0 = "rad 22"; 
    			angle1 = "rad -22";
      			};
      			class RudderWh
    		{
    			type = "rotation";
    			source = "rudder";
    				selection = "tailwheel";
    			axis = "axistailwheel";
    			memory = true; 
    			sourceAddress = "clamp";
    			minValue = -1;
    			maxValue = 1;
    			angle0 = "rad 30"; 
    			angle1 = "rad -30";
      			};
      			class RudderF1 : RudderX
    		{
    				selection = "rudderfloatL";
    			axis = "axisrudderfloatL";
      			};
      			class RudderF2 : RudderX
    		{
    				selection = "rudderfloatR";
    			axis = "axisrudderfloatR";
      			};
    		class GearFrontSteer1
    		{
    			type="rotationY";
    			source="noseWheelTurn";
    			selection="gearfrontL";
    			axis="axisgearfrontL";
    			memory=1;
    			minValue=-1.000000;
    			maxValue=1.000000;
    			angle0="rad -30";
    			angle1="rad 30";
    		};
    		class GearFrontSteer2 : GearFrontSteer1
    		{
    			selection="gearfrontR";
    			axis="axisgearfrontR";
    		};
    		class AileronL
    		{
    			type ="rotation";
    			source="aileron";
    			selection="aileronL";
    			axis="axisaileronL";
    			minValue=-1.00000;
    			maxValue=1.00000;
    			angle0="rad -19";
    			angle1="rad 19";
    		};
    		class AileronR: AileronL
    		{
    			selection="aileronR";
    			axis="axisaileronR";
    			angle0="rad -19";
    			angle1="rad 19";
    		};
      			class ElevatorX
    		{
    			type = "rotation";
    			source = "elevator";
    				selection = "elevator";
    			axis = "axiselevator";
    			memory = true; 
    			sourceAddress = "clamp";
    			minValue = -1;
    			maxValue = 1;
    			angle0 = "rad -15"; 
    			angle1 = "rad 15";
      			};
      			class flapR1
    		{
    			type = "rotation";
    			source = "flap";
    				selection = "flapR";
    			axis = "axisflapR";
    			memory = true; 
    			sourceAddress = "clamp";
    			minValue = 0;
    			maxValue = 1;
    			angle0 = "0"; 
    			angle1 = "rad 40";
      			};
      			class flapL1
    		{
    			type = "rotation";
    			source = "flap";
    				selection = "flapL";
    			axis = "axisflapL";
    			memory = true; 
    			sourceAddress = "clamp";
    			minValue = 0;
    			maxValue = 1;
    			angle0 = "0"; 
    			angle1 = "rad -40";
      			};
    
    	};
    };
    class GNT_C185F: GNT_C185 {};
    };
    
    


  3. You are all making this way too abstract. What it boils down to is this: Dayglow says Valve first has to take someones content and profit from it before addon makers should be cautious, and everyone else says that evidence is either unavailable, or does not matter since they don't want to take the risk of being the first to suffer from it/don't want to sign something that is unreasonable in any case, wether used or not.

    Nice summary ;)

    Has an authorship placeholder, to prevent impostors taking the light, release a limited version of the mod to Steamworkshop. As limited as the features you don't want to surrender to valve's terms.

    A modeler could limit lod and texture resolution, a mission maker/feature scripter could limit certain functionality (ie config dialog, disallow customization, etc.). ....

    Crippleware? Why bother? It's easier to just avoid it and not have to make 2 versions. Plus that would just produce bad user experiences.

    .... and theres still an interpretation risk that the addon maker is not permitted to update, improve and modify that specific addon because an early release version was placed with SWS already !

    I can't see Valve accepting you giving your 3 wheel car to SWS, copy it, add an extra wheel and then call it a "different" car, taking back ownership.


  4. You own a car. Under the current BI tools EULA, you hold the keys and are allowed to lock the car. BI simply provides a parking space.

    Under the Steam Workshop rules, Valve now owns the parking space, and you must give them the keys when you park there. You are also no longer allowed to lock your car.

    Good anology DM

    I would go as saying that with SWS 2a, its now no longer your car.


  5. But until we get proper confirmation either way lets just give BIS the benefit of the doubt for the moment ...... Until BIS make a real statement about Workshop for ArmA3 we are just guessing.....

    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 ;)


  6. It also needs to be clearly said that currently this is NOT Bohemia Interactive's issue or fault.

    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 ......


  7. ... if steam workshop is brought in on current conditions and as only way to get mods in game to play then that means losing 50% of game value.

    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 ;)


  8. In fact distribution is one of the third if not farthest thoughts on someones mind when it comes to modding.

    Yes, but now I've got to consider adding new lines to my standard README text .... :(

    Permission must be sort to use any included material.

    Not for commercial or military use with any product.

    Not for porting to other games or product etc.

    No party is permitted to extinguish or modify any of the above author(s) rights and permissions.

    Submission of the content to any party or system that extinguishes or modifies any author(s) rights and permissions is not permitted.


  9. 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


  10. Not like i hadn´t wanted to play a nice WW1 airplane sim once again, used my pedals for yaw, loved the anti torque takeoff, learned about zomm&boom ... but there was too much "oh you gotta pay for this" going on in the game for my taste. DLC laden software is a nogo, sometimes you just wanna pay once and have it all.

    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 ........


  11. Float Plane spawns nicely, sits on the water fine but when you take off it acts like it hit a short wall and flips over forward? This is ONLY on a Dedi-Server?

    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?


  12. Who says it has to be traditional? Jumping can be here and compliment the armor and encumberance system without becomming the typical implimentation of jump as we've seen it.

    In fact if jump is added with realistic height then even a fully unloaded civilian wouldn't be jumping as high as what we normally see.

    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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