-
Content Count
2581 -
Joined
-
Last visited
-
Medals
-
Medals
-
Everything posted by x3kj
-
do you have a head selection (entire helmet) ?
-
ok good call, that's a start... though for modelling i much prefer using something else :581:
-
Sounds goes away on custom weapons
x3kj replied to zachgibson22's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
i would first remove all the bits that are not really required for your gun (i.e. artillerycharge = 1; artillerydispersion = 1; ffcount = 1; etc), unless you specifically want to change something there. These can cause problems if you dont know exactly what they are there for. E.g. i had "shotfromturret=1" for one of my turret weapons. Result was, that it didnt show any muzzle flashes or lights. Took some time before i figured that out :j: Use the config from the sample weapon (or in fact the mode from the trg) and adjust that to your needs. Only add a parameter if you really want to change it. class Single: Mode_SemiAuto /// Pew { begin1[] = {"A3\sounds_f\weapons\MX\mx-st-full-1", db3, 1,1200}; begin2[] = {"A3\sounds_f\weapons\MX\mx-st-full-2", db3, 1,1200}; soundBegin[] = {begin1,0.5, begin2,0.5}; closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_6", db3, 1,10}; closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_7", db3, 1,10}; soundClosure[]={closure1,0.5, closure2,0.5}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.096; dispersion = 0.00087; recoil = "recoil_single_Test_rifle_01"; recoilProne = "recoil_single_prone_Test_rifle_01"; minRange = 2; minRangeProbab = 0.5; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.3; }; -
Please vote on this, so BIS recognizes the need for modders to get access to a physx diagnosis tool for vehicles http://feedback.arma3.com/view.php?id=18672
-
I have a gear indicator setup as well now, which proves that the gears only shift from N to D1 and R1. The RPM always stays at idle RPM, except if i keep switching between driving forward and backward, or if i turn on the spot. Which is kinda impossible, as at idle rpm there is no torque... and despite the different gear ratio i get 11km/h in both directions maximum. I changed TransmissionRatios[] = {"High",8}; to 2 and 32 for testing, but the maximum travelspeed still didnt make any change at all. http://abload.de/img/speedso7kx7.png (850 kB) What could be causing that?
-
It simply refuses to work... I have kinda reconstructed the WW2 Tiger Engine/Gearbox setup and adjusted where it was needed for my vehicle which should have similar handling as the tiger had. (Maybach HL230, 700HP@3000Nm) This looks fairly reasonable to me... PhysX definition looks like this: /// PhysX part //vehicle weight: 62t wheelCircumference=1.74; //m simulation = "tankX"; enginePower = 522; maxOmega = 366.5; peakTorque = 1850; torqueCurve[] = { {"800/3500" , "0/1850"}, {"1300/3500" , "1200/1850"}, {"1600/3500" , "1650/1850"}, {"2100/3500" , "1850/1850"}, {"2300/3500" , "1800/1850"}, {"2500/3500" , "1684/1850"}, {"3000/3500" , "1656/1850"}, {"3675/3500" , "0/1850"}, }; thrustDelay = 0.05; clutchStrength = 500.0; fuelCapacity = 10; fuelConsumptionRate = 500; brakeIdleSpeed = 1.5; tankTurnForce = 1000000; idleRpm = 800; redRpm = 3500; engineLosses = 0.1; transmissionLosses = 0.5; transmissionDelay = 0.1; dampingRateFullThrottle = 0.08; dampingRateZeroThrottleClutchEngaged = 2.0; dampingRateZeroThrottleClutchDisengaged = 0.35; class complexGearbox { GearboxRatios[] = {"R2",-0.678,"R1",-0.967,"N",0,"D1",1.46,"D2",0.967,"D3",0.678,"D4",0.461,"D5",0.3,"D6",0.2,"D7",0.153,"D8",0.093}; TransmissionRatios[] = {"High",8}; gearBoxMode = "full-auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; }; changeGearMinEffectivity[] = {0.95, 0.95,0.15, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95}; latency = 5.0; switchTime = 1.0; /// end of gearbox class Wheels { class L3 { boneName = "Wheel_TL3"; center = "Whl_1_3_ax"; boundary = "Whl_1_3_bd"; damping = 1.0; steering = false; side = "left"; weight = 100; mass = 100; MOI = 75; latStiffX = 2500; latStiffY = 18000; longitudinalStiffnessPerUnitGravity = 1000; maxBrakeTorque = 1200000; sprungMass = 5200.0; springStrength = 320000; springDamperRate = 20800; dampingRate = 1.0; dampingRateInAir = 16000.0; dampingRateDamaged = 10.0; dampingRateDestroyed = 100.0; maxDroop = 0.2; maxCompression = 0.05; }; class L4: L3 {boneName = "Wheel_TL4";center = "Whl_1_4_ax";boundary = "Whl_1_4_bd";}; class L5: L3 {boneName = "Wheel_TL5";center = "Whl_1_5_ax";boundary = "Whl_1_5_bd";}; class L6: L3 {boneName = "Wheel_TL6";center = "Whl_1_6_ax";boundary = "Whl_1_6_bd";}; class L7: L3 {boneName = "Wheel_TL7";center = "Whl_1_7_ax";boundary = "Whl_1_7_bd";}; class R3: L3 {boneName = "Wheel_TR3"; center = "Whl_2_3_ax"; boundary = "Whl_2_3_bd";side = "right";}; class R4: R3 {boneName = "Wheel_TR4"; center = "Whl_2_4_ax"; boundary = "Whl_2_4_bd";}; class R5: R3 {boneName = "Wheel_TR5"; center = "Whl_2_5_ax"; boundary = "Whl_2_5_bd";}; class R6: R3 {boneName = "Wheel_TR6"; center = "Whl_2_6_ax"; boundary = "Whl_2_6_bd";}; class R7: R3 {boneName = "Wheel_TR7"; center = "Whl_2_7_ax"; boundary = "Whl_2_7_bd";}; //these are up in the air 90° of time class L2: L3 {boneName = "Wheel_TL2";center = "Whl_1_2_ax";boundary = "Whl_1_2_bd"; sprungMass = 5200.0; springStrength = 130000; springDamperRate = 20800; maxDroop = 0.60; maxCompression = 0.00; }; class L1: L3 { ///front wheel boneName = "Wheel_TL1"; center = "Whl_1_1_ax"; boundary = "Whl_1_1_bd"; maxDroop = 0.00; maxCompression = 0.00; }; class L8: L3 { ///rear sprocket wheel boneName = "Wheel_TL8"; center = "Whl_1_8_ax"; boundary = "Whl_1_8_bd"; }; class R1: L1 {boneName = "Wheel_TR1"; center = "Whl_2_1_ax"; boundary = "Whl_2_1_bd"; side = "right"; }; class R2: L2 {boneName = "Wheel_TR2"; center = "Whl_2_2_ax"; boundary = "Whl_2_2_bd"; side = "right"; }; class R8: L8 {boneName = "Wheel_TR8"; center = "Whl_2_8_ax"; boundary = "Whl_2_8_bd"; side = "right"; }; }; /// End of PhysX I also tried the torque curve with the regular 0,0 and 1,0 endpoints - made no difference. Problem: The tank accelerates to 11 Km/h, however the RPM Dial i built in shows only idle rpm during the whole time, no matter if i use slow, normal or fast speed. The Dial works correctly however, as i get full rpm while turning. If i switch driving between forward/backward i get a tiny, barely noticeable jump partly up to ~ 40% rpm before it's idle again. Might as well be a glitch. The suspension works fairly well, so i dont believe its a problem with the suspension setup. Please help me, its so frustrating that this thing refuses to work. Wheel setup (the wheels with no contact are not in physx obviously). Wheel circumference is for the smallest wheels. Physx diameter includes track thickness of course. rpm dial is in %
-
yeah same here, it's basically impossible to get anything that relies on uniform models to look right.
-
too many things dont work for me like how there supposed too ?
x3kj replied to WolfeUK's topic in ARMA 3 - GENERAL
The game works...its playable. Just the simulation/features are not at the detail level you would like to have. That's an important distinction to make. i only know that as far as flying is concerned, i prefer the A2 model is over the current A3 situation... -
look at the arma 3 headwear sample model, you might have to enable the property window in O2/Objectbuilder first (windows-> named properties). autocenter is only required in the Geometry LOD afaik.
-
My question was rhetorical... and glass has the worst armor/weight ratio on a vehicle. If one is to believe wikipedia, the hull of the eurocopter tiger protects against up to 23mm autocannon projectiles
-
Why would someone bother installing that protects against up to 14.5mm on a helicopter if the rest of the helicopter is thin sheet of aluminium?
-
your shadow lod has to be closed, triangulated, with hard edges (afaik). And it should be a tiny bit smaller then the helmet (use max modifier push to shrink it based on surface normals, not sure how it works in blender) so it does not shade the whole helmet
-
Need help with Eventhandlers!
x3kj replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
here's the init line for equipment randomizer script from A2 CH Abrams by Mateck (i think) class Extended_Init_EventHandlers { class CH_M1A1HC { stuff = "CH_Stuff = [_this select 0, ""random""] execVM ""\ch_m1abrams_cfg\scripts\m1a1\stuff.sqf"";"; panc = "CH_Panc = [_this select 0, ""unhide"", ""unhide"", ""hide""] execVM ""\ch_m1abrams_cfg\scripts\m1a1\panc.sqf"";"; }; }; maybe this could help they released the CH Abrams as unbinarized sample The addon requires Extended event handlers though Edit: Here is a non extended event handler line from here class EventHandlers { getin = "_this execVM ""\cmSound_c_UH1Y\scripts\radioOn.sqf"""; getout = "_this execVM ""\cmSound_c_UH1Y\scripts\radioOff.sqf"""; }; -
It's out of scope for modders. Feel free to try though... this whole thing was discussed already at length in A3 alpha/beta... http://forums.bistudio.com/showthread.php?138862-Holo-sights-zooming-and-scope-sights
-
should be fairly simple... just create a new ammunition for the launcher with the appropriate locking system (copy them from the config of an AA Missile). Maybe you need to copy and adjust the weapon config too slightly. and create a Variant of the MLRS that is equipped with that ammo/weapon. No need for scripts unless you want automatic tracking/shooting/whatever.
-
Regardless, this is not the place for wish listing things that are out of hands for modders... even if they would be cool
-
it's a video edit...read the video description. and there's another place for addon requests.
-
cost is an important factor to give target priorities (high cost for ammo-> high value targets are prioritized) And then there are these 2 that can be set in cfgammo airLock=0; allowAgainstInfantry=1;
-
How do i define different Muzzleflashes for the guns of my turret? I have a Turret with 1 Maingun and a dual barreled MG. the muzzle flash for the cannon is selection "tur1_mzl", the one for coax "tur1_mzl_coax" Problem is, selection FireAnim only is for the MG, so the main gun flash never shows. I also named the maingun muzzle zasleh for testing, no effect. It just sits there on all the time. class TurretMain: TurretMain{ weapons[]={W_V_cannon_150mm,W_V_DualCoax}; memoryPointGun[]={"tur1_mzl_coax_l_start","tur1_mzl_coax_r_start"}; selectionFireAnim="tur1_mzl_coax"; etc etc }; Is there a way to manually hide the maingun flash when not shooting? btw, the coax shoots alternating from left and right automatically without defining anything :Oo:
-
Propably because they just lack the technical knowledge and/or interest... The only thing you need to learn to play BF/CoD and voice your opinion about it somewhere, is reading, writing and playing a PC game... Not exactly a high entry barrier. And that's what their developers aim for. A very short video tutorial about how the real/ game system works can work wonders for the people with lack of knowledge but interest in higher fidelity games. For the uninterested, unwilling to learn people it's just the wrong game anyway. There will always be those people, and trying to appeal to those is basically impossible unless you want to change your game radically to an arcade type game. That's what almost all games with higher fidelity then arcadish BF/Cod lack. Tutorials in Arma where and still are horrible in that respect if you ask me. I had to reload the helicopter tutorial 3 times (even though i knew perfectly well how to fly a2 helicopters and know how helicopters work in principle) to be able to read all the text info in time and still didnt manage to finish it because of beeing shot down despite emptying all countermeasure flares. No explanation is given how to use the function. Just how to activate (button). That's a big problem for players with no "simulator experience". You can explain the basic principle of a helicopter in a video in 2-3min. Add another with the controlls - maybe another 3 min. Make it accessable ingame. Don't expect those people to close the game (after beeing frustrated with it), and to search for help on their own. Why am i even writing this? This should be common knowdlege for a game/product developer.
-
maybe i'm blind but i see no helmets in there
-
Which would be where the Coordinate System Center of the model is for many weapons
-
that part is also in the A3 heli sample
-
muzzleflash lacking on Kuma Light appearance for Kuma different then Greenfor Wheeled APC (cant keep the name -.-). Looks like the flare for the light is missing? Release Version, but havent seen any patch notes on this in dev Can't confirm JgBtl292's claims
-
did anybody else notice that the Commander MG of the Kuma has no muzzle flash? It's very obvious at night
