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Everything posted by [evo] dan
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Making A Jerry Can a object
[evo] dan replied to [evo] dan's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I've used the 556 stanag mag to inherit from. I've got it showing up within the magazines list and now places down on the floor nicely (I just need an inventory picture made now). I just need to figure out how to get it to refuel when its placed on the ground just like the static object it was originally derived from and not be an object I can walk straight through but i'll probably have another crack at it tomorrow. Thanks for your help on this. -
Hi all, I've made a jerry can object and would like to make it an inventory item which once placed on the ground would allow the refuelling of vehicles from it. I want something that would be similar to the toolkit or the medikit. I've made the config within the current config for the standalone editor placeable object which works fine. I however cannot find the inventory object within the arsenal or even as its own object to place it with. Heres my config.cpp: class CfgPatches { class Jerry_Can { units[] = {"Dan_Jerry_Can","Dan_Jerry_Can_Inv"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgDestructPos{ }; class CfgMagazines { class Dan_Jerry_Can_Inv { scope = 2; model = "\Dan_Jerry_Can\Dan_Jerry_Can_Inv.p3d"; displayName = "Jerry Can Item"; supplyRadius = 20; transportFuel = 100; allowedSlots[] = {901,701}; mass = 20; count = 1; weaponPoolAvailable = 1; scopeArsenal = 2; }; }; class CfgVehicles { class ThingX; class Dan_Jerry_Can : ThingX { scope = 2; author = "[EVO] Dan"; editorPreview = "\Dan_Jerry_Can\Dan_Jerry_Can_Thumb.paa"; model = "\Dan_Jerry_Can\Dan_Jerry_Can.p3d"; displayName = "Jerry Can"; vehicleClass = "small_items"; destrType = "DestructBuilding"; armor = 30; fireResistance = 0.1; explosionShielding = 0.1; damageResistance = 0.004; slingLoadCargoMemoryPoints[] = { }; class Damage { tex[] = {}; mat[] = {}; }; damageHalf[] = {}; damageFull[] = {}; supplyRadius = 20; transportFuel = 100; class DestructionEffects { class Smoke1 { intensity = 1; interval = 1; lifeTime = 2; position = ""; simulation = "particles"; type = "ObjectDestructionSmokeSmall"; }; class Smoke2 { intensity = 1; interval = 1; lifeTime = 2; position = ""; simulation = "particles"; type = "ObjectDestructionSmoke2"; }; class Fire1 { intensity = 1; interval = 1; lifeTime = 2; position = ""; simulation = "particles"; type = "ObjectDestructionFire1Small"; }; }; }; }; Would anybody be able to help me out with this at all as i'm struggling to get it to work. Thanks in advance for any help rendered.
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Making A Jerry Can a object
[evo] dan replied to [evo] dan's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I've had another look over my config and the encoding guide and have come up with the following config.cpp: class CfgPatches { class Jerry_Can { units[] = {"Dan_Jerry_Can","Dan_Jerry_Can_Inv"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgDestructPos{ }; class CfgVehicles { class ThingX; class Item_Base_F; class Dan_Jerry_Can : ThingX { scope = 2; author = "[EVO] Dan"; editorPreview = "\Dan_Jerry_Can\Dan_Jerry_Can_Thumb.paa"; model = "\Dan_Jerry_Can\Dan_Jerry_Can.p3d"; displayName = "Jerry Can"; vehicleClass = "small_items"; destrType = "DestructBuilding"; armor = 30; fireResistance = 0.1; explosionShielding = 0.1; damageResistance = 0.004; slingLoadCargoMemoryPoints[] = { }; class Damage { tex[] = {}; mat[] = {}; }; damageHalf[] = {}; damageFull[] = {}; supplyRadius = 20; transportFuel = 100; class DestructionEffects { class Smoke1 { intensity = 1; interval = 1; lifeTime = 2; position = ""; simulation = "particles"; type = "ObjectDestructionSmokeSmall"; }; class Smoke2 { intensity = 1; interval = 1; lifeTime = 2; position = ""; simulation = "particles"; type = "ObjectDestructionSmoke2"; }; class Fire1 { intensity = 1; interval = 1; lifeTime = 2; position = ""; simulation = "particles"; type = "ObjectDestructionFire1Small"; }; }; }; class Dan_Jerry_Can_Inv : Item_Base_F { scope = 2; scopeCurator = 2; model = "\Dan_Jerry_Can\Dan_Jerry_Can_Inv.p3d"; displayName = "Jerry Can Item"; supplyRadius = 20; transportFuel = 100; allowedSlots[] = {901,701}; vehicleClass = "Items"; mass = 20; count = 1; weaponPoolAvailable = 1; scopeArsenal = 2; weapons[] = {}; typicalCargo[] = {}; weaponSlots = 0; type = 1; picture = "pictureStaticObject"; editorCategory = "EdCat_Equipment"; editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Default\Prop.jpg"; editorSubcategory = "EdSubcat_InventoryItems"; _generalMacro = "Item_Base_F"; }; }; However, the item does not show up in the arsenal anywhere and if I place it on the ground to start with, almost instantly disappears. Can anybody help me out with this at all as i'm scratching my head a bit here about the problem. -
[EVO] Dan's Small Objects Mod
[evo] dan replied to [evo] dan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've added some more images of the Jerry Can to the album. Tell me what you think of it. (I think it might need a more detailed LOD adding to the model, but maybe not) http://imgur.com/w8LCLLh I've also added the thumb nails/editor preview pictures to both the barrel and the Jerry Can. The next thing to do is to make the Jerry Can an inventory item so i'm off to go and read about how to do this. -
There was me thinking that orange = kingdom of orange = Netherlands. Netherlands is part of benelux and benelux is made of 3 countries so I guess that its the half life 3 dlc that's been confirmed??
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New to modelling - need some advice on my model
[evo] dan replied to [evo] dan's topic in ARMA 3 - MODELLING - (O2)
I'll give that a try, its just a bit weird that it got broken between Blender and O2. -
New to modelling - need some advice on my model
[evo] dan replied to [evo] dan's topic in ARMA 3 - MODELLING - (O2)
Can anyone explain why i'm getting this with the handles in Arma but in Blender they show up perfectly fine? http://imgur.com/kAucZ5q Is it an Arma thing or do I just need to flip those normals? -
[EVO] Dan's Small Objects Mod
[evo] dan replied to [evo] dan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is what it looks like so far updated: http://imgur.com/gokHSJy -
[EVO] Dan's Small Objects Mod
[evo] dan replied to [evo] dan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've been using gimp but I'm a bit of a noob at using it so ill have a look later. wouldn't making it transparent hide the image though or should I just change the transparancy a bit to suit? -
Community Upgrade Project - CUP
[evo] dan replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can anything go on the pylons on those choppers? -
[EVO] Dan's Small Objects Mod
[evo] dan replied to [evo] dan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've added a render of the jerry can to the imgur album. http://imgur.com/FEpnS0t As you can tell, the texture isn't very good so i'm looking for some advice on how to improve it so it looks nicer in the game. I'm thinking of adding a little bit of rust to it to be honest, but I get the feeling it might need a bit more than that. Here is what the base layer looks like at the moment. As you can see its very plain. I need to add some details to the label at some point. http://imgur.com/7TMbVow -
New to modelling - need some advice on my model
[evo] dan replied to [evo] dan's topic in ARMA 3 - MODELLING - (O2)
Anyone got some good advice on making my textures look nicer as they look a bit plain at the moment. See the image below: https://www.dropbox.com/s/xo2gekrt6tp1t35/Jerry_Can_Session2UVTake3.png?dl=0 -
faction Republic of Triveneto Armed Forces 2.0
[evo] dan replied to pinaz93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The faction in general. -
faction Republic of Triveneto Armed Forces 2.0
[evo] dan replied to pinaz93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do you plan on rolling this in with CUP at all? Would compliment it quite well I think. -
[EVO] Dan's Small Objects Mod
[evo] dan replied to [evo] dan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've made it so it can refuel anything within 2m of it at the moment (same way as you would from a HEMMIT or the like. The oil drums hold more fuel than the Jerry can, but they are still quite limited in their capacity (I think I set it to 80 fuel). Hence the plan to mount 4 on a pallet to make airdrops even more useful. I still need to work on the textures a bit though as they look terrible. Also, you can see through the handles on the jerry can only on the side your looking at so i'll need to find out what causes it and fix it (I guess its my view geometry?) -
[EVO] Dan's Small Objects Mod
[evo] dan replied to [evo] dan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've been working on the Jerry Can this weekend and have gotten it into the game. http://imgur.com/4XYp308 I think it could do with some love on the textures so i'll have to have a look over the next week at making a better one. I was thinking of making it so the Jerry Can's will also have different variants that will only differ in colour so i'll have to add that to the editor selection. -
Community Upgrade Project - CUP
[evo] dan replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It did the same on another thread for me. Guess its the 100kb thing? -
Community Upgrade Project - CUP
[evo] dan replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Really liking the Teeth on the mi24 -
The still missing and badly needed Marines DLC
[evo] dan replied to maffa's topic in ARMA 3 - GENERAL
I would like a marine dlc, with a focus on littoral areas. This would consist of the following: -Marine Infantry -Small patrol craft (around 40-50m max) -Landing craft up to the size able to carry a single tank -Assault Vehicles -A fixed launch pad (LHD/LPD) with working dock door and some self defence weapons However, unless project Orange is this, then your probably better off having a go at making them yourself.- 24 replies
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New to modelling - need some advice on my model
[evo] dan replied to [evo] dan's topic in ARMA 3 - MODELLING - (O2)
Yeah that worked. Thanks for that. -
New to modelling - need some advice on my model
[evo] dan replied to [evo] dan's topic in ARMA 3 - MODELLING - (O2)
For some reason, I cannot get the second texture to show up on a new model. I've defined it in the configs and created the selection in the p3d file. Could anybody help me with this as I've spent the last couple of hours trying to figure out what it is as I've copied what I did for the other model. I even tried putting the wrong path in and it showed an error saying it cant find the texture so it must be changing something but I cannot figure what since the whole object is defined as the "CAMO_All" selection. Heres my folder: https://www.dropbox.com/s/xih0qincdfstlb7/Dan_Oil_Barrels.rar?dl=0 -
Arma Toolbox for Blender - Arma 2/3 exporter script
[evo] dan replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Yeah, i'll admit to it, i'm a Blender noob. -
Arma Toolbox for Blender - Arma 2/3 exporter script
[evo] dan replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I tried to scale everything at once which was the problem (I didn't know I had to apply it). I went into edit mode on each one and it worked fine. -
Arma Toolbox for Blender - Arma 2/3 exporter script
[evo] dan replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I am having some trouble with this I think. My model is too big in game, so I shrunk the model down in blender and then exported back to arma. Only problem was the model didn't shrink at all. Can anyone give me a hand as to why? Heres a rar of my files: https://www.dropbox.com/s/xih0qincdfstlb7/Dan_Oil_Barrels.rar?dl=0 -
RHS Escalation (AFRF and USAF)
[evo] dan replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've been having a bit of a play around with the PTS-M. Also, the Snorkels on the T72 look awesome!- 16577 replies
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