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Tisor

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Everything posted by Tisor

  1. Hello all. First, sorry for this time without updates. A lot of internal meetings going on, a lot of changes and so on... As you may notice by the previous posts, the first thing we have already decided is that the FFAA MOD 6.0 won't see the light until BI Tools 3 are released. So, don't expect a close release... Another thing we can say is that, officially, we'll have at least one island coming out with the mod. We mean a oficial FFAA MOD Island. Cannot give more information about this for now. What we are bringing you today is a update of something is starting seen the light in the FFAA workshop, after a lot of time of modelling and research... by the way, what are we showing you today? A real reference picture or the 3D model? Judge for yourself: More to come!
  2. It looks so easy in VBS by the way... is just add a memory point and this 2 lines: connectionChild = "tow_jaw"; //name of the memory point where trailers should attach to coupleType[] = {"tow_jaw"}; //type of connection, standard options are: "tow_jaw", "5th_wheel_low", "5th_wheel_med", "5th_wheel_high", "goose_neck" http://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Physx.htm As I see, it is using CarX simulation, so... will it be posible? Anyone would give it a try?
  3. I've created a feature request on the Feedback Tracker. Anyone would like to add a vote? http://feedback.arma3.com/view.php?id=14951
  4. But would this work when turning and so on? If you can do it, that would be amazing.
  5. Well I think this won't be working for that... Scripting is giving you, don't matter what you use, a solid structure, so imagine when you start climbing a hill... the trailer will get into the ground, and this is looking ugly.. Pin and hole seems to be the best method, but maybe PhysX is bringing us any surprise, as it works in VBS.
  6. I found something on nVidia forums, but as I'm so noob to PhysX vehicle config's, I don't know it this is the same: https://devtalk.nvidia.com/default/topic/541485/articulated-vehicles-physx-3-2-2/
  7. The problem is we dont want a normal addon... yesterday we realised that we need BI Tools 3 for some things regarding physics and so on.
  8. BTW, do you really thing all the people who lives in Catalonia want the independence? They want or not, they are part of Spain, and that's all. They must check their ID document and see what it says: "Reino de España". Anyway, ArmA 3 devs did a very big error making that flag in there... they should remove it.
  9. Hello all. I'm starting to create a mission about Pararescue (PJ, inspired on "Inside Combat Rescue" Documentary), By the way, I'm having some trouble in differents points: I want to make the mission dynamic, like "Side Missions", but not in that way. You start on the base, and you have between 5-10 minutes to rearm your self and get ready... but in this time, the scramble will come (Random time between that 5-10 min). A alarm will raise on the airbase and the "leeroooooyyyy jeeeenkiiins" voice will shout Then, I have think in create some missions and then get them assigned arbitrary, so you never play the missions in the same order. I have seen some sidemissions scripts already publish, but I think I would need something different for that. My question is, for creating those sidemissions, is there anyway I can create the mision in the editor and then get the vehicles dissapear at the start of the mission (in the init.sqf for example) and get then appear when the sidemission is assigned? Or what's the best way for that? Now, another thing is, I need to implement something like a carry option to take the injures into the chopper. They must be in the ground (playMove injured or something like that) and then I would like to carry them... maybe using two persons (simulating a scretcher) or only one (like revive carrys). What's the best way to implement that? And the last one, not that important but... is there any animation like NavigationHeli was at Arma2 for helicopter marshalling? For the moment, those are the things I'm having trouble with. Can I get any help? Regards
  10. Thank you David. Mr.Murray's Guide is the must have for all the mission editors :P BTW, will have to take a look at this new module and see how it works... thanks for your tips. That's so nice! I will have to take a look at this carefully. I will come back and tell you how it goes with your help :)
  11. That should make the trick: http://community.bistudio.com/wiki/Variables Imagine you want a trigger to activate when another one has been activated 10 times... On init.sqf, add this: triggerCounter = 0; Create the trigger you want to count their activations, set it to activate repeteadly, and on activation: triggerCounter = triggerCounter + 1; publicVariable "triggerCounter"; You can also add, just for more mission stability, in the condition place: this AND (triggerCounter < 10) On the trigger you want to activate after ten times, on condition write: triggerCounter == 10 Hope this helps. Regards
  12. Use a Variable and on activation give it myvariable = myvariable + 1
  13. Hello all. Sorry for those days without updates, a lot of work in the model and in real life. BTW, I'm gonna give you another sneak preview of the Eurocopter Tiger Cockpit. We have allmost completed the mapping and some textures are coming out the paint shop. Nice work made by Micky, and now is my turn to make this looks the real deal. I would like to let you know that we are gonna take a meeting on Wednesday all the team, and I'll try to bring you some fresh screenshoots.
  14. I know how to do it, I have do it with a model I made for FSX, but with that attitude, I'm sorry you won't get any tip from me.
  15. Negative, all infantry is being reworked at the moment... so nothing to show for now. ---------- Post added at 08:38 PM ---------- Previous post was at 08:37 PM ---------- Where did you read/heard that 6.0 is gonna be released in the next weeks? That's wrong. No release date has been stablished, and do not expect it in the next few months...
  16. Hi guys!! The work continues on the Tiger Cockpit. Of course, this is not the only thing the team is working on, but nothing to show for now in the other models.
  17. A little WIP photo, directly taken from our modeller's screen, about the right side of the Tiger Cockpit: ---------- Post added at 03:30 PM ---------- Previous post was at 03:08 PM ---------- Another one Micky sent us a minutes ago on Twitter:
  18. I don't have information about this now. Submarines are in the background for the moment, as we are focusing first in other type of model-scripting. I'm sorry.
  19. Part of the code I just make for one mission. _camionCargado1 = "B_Truck_01_box_F" createVehicle (getMarkerPos "posContenedor1"); _VarName="hemttcargado1"; _camionCargado1 SetVehicleVarName _VarName; _camionCargado1 Call Compile Format ["%1=_This ; PublicVariable ""%1""",_VarName]; hemttcargado1 setDamage 0.8; //For Testing purposes
  20. Of course we will include some missions for download. Will think how.. maybe showcases, or what... but some missions will be released. No campaign is planned at the moment.
  21. The LHD61, or BPE Juan Carlos I has not been started to be scripted. Once we start, we'll see how far we can get...
  22. I just want to add to what Iban said that a lot of models from 5.0 has been ported to A3, but not only ported. Lot of them have been remodelled, updated, the interior have been remaked... is the case of the Tigre, for example.
  23. Guys. For now, we cannot provide any preview video. The reason is simple, until the final release of ArmA 3 (12th Sept) and, more long time, the Oxygen 2, some models are not been scripted yet. It looks so easy but, just take a look on the insane quantity of addons we have, and on the team we only have a few programmers. Not all of us are able to script these things, but we make our best. Videos will be coming on the future, when is something to show fully working. We don't want to show a buggy ship or submarine... So sorry for that.
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