Jump to content

Tisor

Member
  • Content Count

    248
  • Joined

  • Last visited

  • Medals

Everything posted by Tisor

  1. Mmm got the point for taht for blinking lights, but I don't know how to apply it to rotatory ones :S
  2. Up! Now one get any clue on this?
  3. I think this has been asked before. For the Eurofighter and so on, you may expect the real weapons, but not the systems. For now we are not planning any custom thing on HUDs, MFDs and so on... The reason is simple: Scripting team of FFAA Mod is form by 4 scripters. Making those HUDs and MFDs will take months in my opinion, and maybe more than one scripter working on it. Besides that, we have to script all the ships systems, all the vehicles with their turrets, lights, PhysX.... So, what you prefer? Our aim now is to have all working on a good level, but not on a perfect level. Is imposible for us at the moment to make a perfect system for the Eurofighter. This is because FFAA MOD is a huge mod, with a lot of units, not as, for example, Franze and Noduit Apache, which is only a one vehicle mod and they can spent all the time of it. That one is a good example of custom systems, but it tooks years for them... So for now, I think we will stuck to vanilla ArmA 3 instruments, and maybe in a later phase, we can go further. About the armored vehicles, of course, all of them will have high-quality interiors.
  4. Are you sure ArmA 3 has this feature? And BTW, don't know how can I use it.
  5. Hi. The BIS_fnc_UnitPlay that mrflay pointed out is not working at all, because it moves the car as with a setPos but smooth. I need the car to go up like if it was driven by anyone.
  6. I still need to try the function pointed out here before, but looks like a good idea. The attachto think won't look natural as you will see the car floating instead of going on the ramp with the wheels moving.
  7. Memory LOD animations are working well, also the attachto is dinamic to that point, so this is ready. I still need to try the chain system.
  8. Tisor

    Help with binarized P3D files

    You cannot open a binarized model. It is property of the author of that file. You need to ask him to send you the original model.
  9. Looking nice! I'll give it a try later tonight and will left here the feedback. Thanks a lot for the info!
  10. Hi. This is for the Arma 3 Life Mod, not for FFAA. FFAA will have some other systems for this kind of things. This one is looking pretty well If he has been able to make that chain system... BTW, I have find that if I give a memory point a selection name with animation, it also animate. Then I will need to make an attach positions array so all cars fit correctly. Now I'm working on that chain/winch system, using setVelocity, so the car is loaded in the truck with it, and not you as driver (Imagine you don't have the keys on a repo or the car is broken). I'm having so much trouble on this part.
  11. Tisor

    ArmA 3 Tools

    If you can give more info about that problems?
  12. You should play with setVelocity and setVectorDir for example....
  13. You may use: http://community.bistudio.com/wiki/getItemCargo http://community.bistudio.com/wiki/getMagazineCargo http://community.bistudio.com/wiki/getWeaponCargo http://community.bistudio.com/wiki/getBackpackCargo
  14. I have think about make it using setVelocity for the car while playing the animation, but not sure about that... Any one can give light on this?
  15. Not strange, you are using a binarize tool for Arma 2, which doesnt recognize those New lods. Wait until the end of this week for the new tools for binarizing :)
  16. Hi. Place the files in your mission folder. Then in the description.ext of the mission you need to define the class cfgSounds. Once you do that, you will be able to play the sounds by using "say3D" or whatever. You can find more info on the wiki.
  17. Already read about this, but I doubt that memory lod will me animated or not.
  18. After some research, I have come to figure out that the Geometry lod is not annimating at all, and maybe that's why the vehicle is not lifted with the rotation...
  19. rundll, I check your script and tried in ArmA 2 with a custom trailer model with some vehicles on top of it. Was so laggy and allmost undriveable... Hope Arma 3 guys come with this soon.
  20. Spanish Army don't have any active hovercraft as far as I know. We will have the LCM-1E and the RHIB Supercat. I was asking on another thread, but, what does assigned mean? It will be done, right? We have talk about this in this topic some time ago, so I'm not gonna extend a lot. It will have interior and will go underwater, is all we can say now until we know how far we can get with a submarine as large as a S-80.
  21. This has been just changed to "Assigned" by Dwarden: PhysX based rope object Would be great that maybe Dwarden or the assigned guy can confirm us that they are working on it. We don't want any release date or anything, we just need a "YES! It will be implemented" :o :o :o
  22. Hi all and welcome to Dev Update #5
  23. Of course, LHD L61 Juan Carlos I will have interior, like the Galicia. You can see it capacities on real life here: Cranes and so on will be working, like you seen on the Galicia. Maybe, if RopeX come outs (Looking it is comming) we will be further :)
  24. Not at the moment. Heard something about ArmA 3 team is implementing RopeX into the game.. if this can be confirmed, then we are done :D
×