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[evo] dan

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Everything posted by [evo] dan

  1. [evo] dan

    Ship/Vehicle GetIn GetOut Config Help

    I just used that mem point to try it. I'll give it a try later. I understand the first point now about defining the standing point rather than the access point. How would I define the direction as memory points, is there anything special I have to do ?
  2. I've been wanting to make a mod that adds some small/unusual objects/vehicles to Arma since Arma 2, but I've never really had the time or more importantly the talent to make anything for the game. Hopefully i'll get around to making some other objects (i'll take some requests as to what people want with regards logistical items - remember I'm a noob at modelling and texturing). My focus has been on learning how to make logistical objects as I feel these are lacking within Arma itself, and now that Arma is starting to lend itself to it (ViV, PhysX etc) rather than having to mod it in with scripts. I've been working on learning how to mod within Arma 3 and finally have made something that i'm happy to release to the community. I'll probably add more reskins of the object in future releases alongside some more objects hopefully as and when I get time to make them. Anyway, here is the first release package - yes its small, but I think it will help me to gather feedback from the community on how to improve and if logistical objects are worth continuing to make. The barrel contains 800 units of fuel which will refuel the Huron about 60%. These barrels are also explosive if you shoot at them and can be slingloaded around via a Littlebird. The barrels can be found in Things>Small Items. Armaholic: http://www.armaholic.com/page.php?id=32685 Download from Dropbox: https://www.dropbox.com/s/hfjuvzkq7bo2gev/Dan_Small_Objects_Mod.rar?dl=0 Subscribe on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=911888043 Included in the package is: - A single barrel object which comes in 8 different skins. - Signed server keys.
  3. Thanks for answering that. I hope you can get a vanilla working solution at some point, or at least the ability to preload cargo in the Eden editor. I assume the Bobcat is set to invincible during the mission rather than the plow being down taking all the hits? Also, whats the memory point to animate the plow?
  4. Out of interest, I noticed a few nice things during the campaign which I really liked (I liked the campaign a LOT too), i'm just wondering if they were scripted or engine solutions: 1) The Bobcat can lower its dozer, and then sweeps the road of mines. How do I get it to do this minesweeping or was it a scripted solution as I couldn't figure out how to do it within the editor. 2) The supply drop drops multiple items, does this mean that we can load normal items in such as ammoboxes? Again, I tried this but couldn't do so in the editor, am I missing something here?
  5. [evo] dan

    Cannot get in my static weapon

    Some good news and some bad news. I've used a two story building to try out a theory with the crane. When I get out of it I always seem to "jump" out really high up. So I spawned one right next to a two story balcony and guess what, I can get in if I am close to the top of the crane. I can only get into the gunners seat though, I think I may have to do something to get in the drivers position as I can't find the action for it (possibly cargo = 0 doing it). Now this doesn't seem right to me, as my memory points for getInGunner are near the bottom of the model. Can anyone explain to me as to why this behaviour happens? I cannot figure out why as I thought the action was supposed to be on the memory points themselves. Any theories?
  6. I've been looking through various sources and have seen that I need the following commands in my config.cpp to be able to get in and out of my object at a set point: memoryPointsGetInCargo="pos_cargo_dir"; memoryPointsGetInCargoDir="pos_cargo"; memoryPointsGetInDriver="pos_driver_dir"; memoryPointsGetInDriverDir="pos_driver"; I've created these points within the memory LOD of the model as per what the samples have in them. However, I do not get an action to get in the vehicle and I've spent the last 2 days trying to figure out why I cannot get back in once I get out of the object. I thought it was a case of the vehicle being locked by default but I manually set it to unlocked in the editor. I can't even get the answer by walking to almost the centre of the object so I'm not sure whats exactly wrong. Here is my config, it does include some placeholder stuff from a different config file: class CfgPatches { class dock_crane { units[] = {"dock_crane"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgDestructPos{ }; class CfgVehicles { class LandVehicle; class StaticWeapon: LandVehicle { class Turrets; class MainTurret; }; class dock_crane: StaticWeapon { scope = 2; model = "\Dan_Dock_Crane\Dock_Crane.p3d"; displayName = "Dock Crane"; editorSubcategory = "EdSubcat_Turrets"; destrType = "DestructDefault"; armor = 30; fireResistance = 0.1; explosionShielding = 0.1; damageResistance = 0.004; side = 3; // 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas faction = CIV_F; crew = "C_man_1"; transportSoldier=1; memoryPointsGetInCargo="pos_cargo_dir"; memoryPointsGetInCargoDir="pos_cargo"; memoryPointsGetInDriver="pos_driver_dir"; memoryPointsGetInDriverDir="pos_driver"; class Turrets: Turrets { class MainTurret: MainTurret { minTurn=-180; maxTurn=180; initTurn=0; minElev=-10; maxElev=85; initElev=0; weapons[]={}; magazines[]= { }; gunnerAction="Hilux_Cargo01"; selectionFireAnim = "zasleh"; gunnerOpticsModel="\RDS_StaticW\zu23\2Dscope_RUAA5"; gunnerOpticsEffect[]= { "OpticsCHAbera1", "OpticsBlur2" }; gunnerForceOptics=0; memoryPointsGetInGunner="pos_gunner_dir"; memoryPointsGetInGunnerDir="pos_gunner"; class ViewGunner { initAngleX=5; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-100; maxAngleY=100; initFov=0.69999999; minFov=0.25; maxFov=1.1; }; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-100; maxAngleY=100; initFov=0.093000002; minFov=0.093000002; maxFov=0.093000002; }; }; }; class Damage { tex[] = {}; mat[] = {}; }; //class Turrets {}; damageHalf[] = {}; damageFull[] = {}; }; }; Here is a copy of my project folder if anyone wants to have a look at the model: https://www.dropbox.com/s/0g90uu6rxwsuji4/Dan_Dock_Crane 2.zip?dl=0 PBO: https://www.dropbox.com/s/0p2hkwznw0bonws/addons.rar?dl=0 Thanks for any help in advance.
  7. I take it those limits apply to other classes, so you could in theory make a destroyer which comes in around 130m max, because they are relatively narrow (20-30m at most) unlike ships like LPD's and CV's which are long and have a high width? Might make it interesting what other ships could be made like that.
  8. Thanks for the article, good to hear about some of the inner workings of the arma engine too.
  9. [evo] dan

    Cannot get in my static weapon

    I've changed my config again, but cannot seem to get into the object. A driver and gunner position is created though so i'm unsure as to why as I have memory points in my model named within the model. I can provide the p3d if anyone wants. Am I missing some command or anything in order to get it to work as its quite a simple object. Heres my config: lass CfgPatches { class dock_crane { units[] = {"dock_crane"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgDestructPos{ }; class CfgVehicles { class LandVehicle; class StaticWeapon: LandVehicle { class Turrets; class MainTurret; }; class dock_crane: StaticWeapon { scope = 2; model = "\Dan_Dock_Crane\Dock_Crane.p3d"; displayName = "Dock Crane"; //what the item is called in editor editorSubcategory = "EdSubcat_Turrets"; //the sub catergory in the editor (in this case turrets) destrType = "DestructDefault"; armor = 30; fireResistance = 0.1; explosionShielding = 0.1; damageResistance = 0.004; side = 3; // 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas faction = CIV_F; //make it a civie object crew = "C_man_1"; //put a civie in the turret transportSoldier=1; //transport 1 soldier hasDriver = true; //allow a driver hasGunner = true; //allow a gunner memoryPointsGetInDriver = "pos_driver"; //driver get in pos memory point memoryPointsGetInGunner = "pos_gunner"; //gunner get in pos memory point getInAction = GetInLow; getOutAction = GetOutLow; class Damage { tex[] = {}; mat[] = {}; }; //class Turrets {}; damageHalf[] = {}; damageFull[] = {}; }; };
  10. Hi, Could anyone explain in a bit more detail this part of the config as i'm having a bit of trouble understanding it? driverAction = "driver_offroad01"; cargoAction[] = {"passenger_low01", "passenger_flatground_leanleft", "passenger_flatground_leanright", "passenger_flatground_crosslegs", "passenger_flatground_leanleft"}; getInAction = "GetInLow"; getOutAction = "GetOutLow"; cargoGetInAction[] = {"GetInLow"}; cargoGetOutAction[] = {"GetOutLow"}; More specifically the following points: 1) Is "driverAction" requiring a memory point location (in this case "driver_offroad01") or is this not a memory point? 2) For "getInAction" is this a memory point or an animation I need to configure in the model.cfg? 3) Is there anything else I need to add in order to be able to get in or out of my vehicle beside using these commands and adding some memory points? I'm inheriting from LandVehicle and StaticWeapon. I think it may be worth putting the details on the BIKI as its a bit thin on information regarding this.
  11. [evo] dan

    Arma 3 Tutorial Request Thread

    Has anyone got any tutorials on making and configuring vehicles? I'm having trouble with it at the moment and the BIKI isn't that useful other than giving the title of the class to use, but doesn't give what it should be named for. Also some of the links to the tutorials in this thread don't work such as the OFP one and Mons
  12. [evo] dan

    [EVO] Dan's Small Objects Mod

    Hi all, just a small update on this. My HDD died a few weeks ago and I lost everything. However I have been able to make the barrel again and I have made it better this time around and have released it in the other thread. I'm currently working on a little prototype model for a light dockside crane just to see if I can get one to work. I plan on using a "turret" setup and then having a memory point that is used to locate the objects below it. PhysX ropes would then be used to lift the object, although this would limit what can be lifted by the crane. I am having a few problems with getting the basics to work (I can't get in the object although I can spawn inside it) so if anyone wants to give me a hand they would be most welcome.
  13. Have you tried redownloading the entire package to make sure it wasn't corrupt?
  14. I had no problem with the zu23.
  15. I'll have a look over the pack tomorrow. Out of interest, is there a script command to get a more "friendly" looking version of the games config files as I don't like the format in game, I much prefer something I can look at in notepad.
  16. I would also like to know this as i'm having trouble making one at the moment. I've looked at the Arma 2 samples and couldn't figure it out and there isn't a static in the arma 3 ones.
  17. I've decided to try and make a really basic turret like object for arma. Well, its actually a crane but nevermind about that bit for now. I'm having trouble with the config.cpp and not knowing quite what to put into it. I figured the "turret" class wouldn't work with the ThingX class as it needs a "gunner" so I decided to use "AllVehicles", however, the object doesn't show up in the editor. I've also tried inheriting from the GMG but whilst I could fire the gun straight ahead (not intended but I knew I would inherit that), I couldn't get my "CraneArm" section to turn around the top of the base post. I've had a look here: https://community.bistudio.com/wiki/Turret_Config_Reference and on the ships config guidelines, as well as the GMG through the config viewer in the editor. Heres my config.cpp: class CfgPatches { class dock_crane { units[] = {"dock_crane"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgDestructPos{ }; class CfgVehicles { class AllVehicles //AllVehicles eg { class NewTurret; // derive from your base base base class class Animations; }; class dock_crane: AllVehicles { scope = 2; model = "\Dan_Dock_Crane\Dock_Crane.p3d"; displayName = "Black Barrel w/White Stripe"; editorSubcategory = "EdSubcat_Turrets"; destrType = "DestructDefault"; armor = 30; //editorPreview = "\Dan_Oil_Barrel\Previews\dan_black_barrel.paa"; fireResistance = 0.1; explosionShielding = 0.1; damageResistance = 0.004; class Damage { tex[] = {}; mat[] = {}; }; class MainTurret : NewTurret { body = "MainTurret"; maxTurn = 360; maxHorizontalRotSpeed = 2; turretAxis = "Base"; class ViewGunner { initAngleX = 5; minAngleX = -85; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.42; // FOV of 0.4 is considered as 1x magnification by RSC displays maxFov = 0.85; }; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.3; // baseline FOV 0.4 / optic FOV 0.3 = x1.33 magnification minFov = 0.07; // baseline FOV 0.4 / optic FOV 0.07 = x5.7 magnification maxFov = 0.35; // baseline FOV 0.4 / optic FOV 0.35 = x1.14 magnification }; }; class Animations:Animations { class MainTurret { type="rotationY"; source="mainTurret";//The controller that provides input above selection="CraneArm";//The name of the skeleton bone used. axis="Base";//name of the axis in the model. }; }; damageHalf[] = {}; damageFull[] = {}; }; }; and model.cfg: class CfgSkeletons { class dock_crane_skeleton { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; }; class CfgModels { class dock_crane { skeletonName = "dock_crane_skeleton"; sections[] = {"Base", "CraneArm"}; }; }; Heres the project folder if anyone wants to have a look: https://www.dropbox.com/s/3y5db8hqfrd9i0u/Dan_Dock_Crane.zip?dl=0 I'm just looking to see how to get this working and I am looking for some more pointers as where to take this config next in order to get something that works and so the top beam can move around 360 degrees about the top of the "base". This code builds the addon as it is and loads into the editor, but the object does not show up as it is. Thanks for any help in advance.
  18. [evo] dan

    Turret Config Help

    I've been having a play around with the config and have removed pretty much everything in it. I can't even get a getinaction to work so ill have to revisit it again once my home internet is working again. I think I've must have done something critically wrong. Does anyone have any advice or tutorials they would recommend looking at as I can't seem to figure it out from the samples or looking at the config browser. Heres my code with the actions removed: class CfgPatches { class dock_crane { units[] = {"dock_crane"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgDestructPos{ }; class CfgVehicles { class StaticWeapon; class dock_crane: StaticWeapon { scope = 2; model = "\Dan_Dock_Crane\Dock_Crane.p3d"; displayName = "Black Barrel w/White Stripe"; editorSubcategory = "EdSubcat_Turrets"; destrType = "DestructDefault"; armor = 30; //editorPreview = "\Dan_Oil_Barrel\Previews\dan_black_barrel.paa"; fireResistance = 0.1; explosionShielding = 0.1; damageResistance = 0.004; side = 3; // 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas faction = CIV_F; crew = "C_man_1"; //need to add something to get in get out of the static. But what? memoryPointsGetInGunner = "pos gunner"; gunnerInAction = "ManActTestDriver"; gunnerGetInAction = ""; gunnerGetOutAction = ""; class Damage { tex[] = {}; mat[] = {}; }; //class Turrets {}; damageHalf[] = {}; damageFull[] = {}; }; }; There is a memory point named pos gunner in my model. Here is the zip of it if anyone wants to look: https://www.dropbox.com/s/3y5db8hqfrd9i0u/Dan_Dock_Crane.zip?dl=0
  19. Out of interest, are the cranes going to be functional on the LPD? and will they use some version of the "slingload" method, or a custom solution using PhysX ropes?
  20. Long time since I last posted on this thread. My HDD died and I went both on holiday and away with work so I've had to start from scratch again. I've made the barrel and managed to find an old config for it but I did lose the mission. I suppose i'll have to make a new one at some point when I have a few more objects to use in it. We now have the "Schnell" fuel company as one of the logos I am going to use. They just have their name printed on the barrels for now, but I may make a logo if I can be bothered to do one. However, it isn't all bad as I've been able to put some new skills I've learnt from Burnes's youtube tutorials to use. Anyway, heres the new release with 8 different variants inside. If anyone wants a copy of the blank textures so you can reskin, feel free to ask. I've put the updated link in the first post. https://www.dropbox.com/s/hfjuvzkq7bo2gev/Dan_Small_Objects_Mod.rar?dl=0
  21. [evo] dan

    Malden DLC 2035 - Official Feedback Post

    Its a walking goalkeeper system!
  22. That worked, thanks for a quick response on this. Back to creating extra textures now :D
  23. I'm attempting to create a new vehicleClass so that my objects are kept in their own category within the editor instead of just putting them into the Objects (Small) category. I want them to remain in the "Things" category but I want them under their own Category within. So far I've managed to get them to go within just the "Things" category, but the category they are in now doesn't have a title. I have tried defining a new class but it says it cannot find it when I open the editor. I've tried to use the search function on the forums but couldn't find anything useful other than saying define the class (which I think I've done correctly). Can anybody help me out on this as the BIKI doesn't tell me much about what to do to get around it. Heres my config.cpp for reference: class CfgPatches { class Dan_Oil_Barrel { units[] = {"dan_oil_barrels", "dan_black_barrel", "dan_black_schnell_barrel", "dan_red_schnell_barrel", "dan_red_barrel"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgDestructPos{ }; class CfgVehicles { class ThingX; class dan_oil_barrels : ThingX { scope = 1; displayName = "Oil Barrels"; }; class dan_black_barrel : ThingX { scope = 2; model = "\Dan_Oil_Barrel\Dan_Oil_Barrel.p3d"; displayName = "Black Barrel w/White Stripe"; vehicleClass = "dan_oil_barrels"; destrType = "DestructBuilding"; armor = 30; fireResistance = 0.1; explosionShielding = 0.1; damageResistance = 0.004; slingLoadCargoMemoryPoints[] = { "Slingload1", "Slingload2", "Slingload3", "Slingload4" }; class Damage { tex[] = {}; mat[] = {}; }; damageHalf[] = {}; damageFull[] = {}; supplyRadius = 20; transportFuel = 800; class DestructionEffects { class Smoke1 { intensity = 1; interval = 1; lifeTime = 1; position = ""; simulation = "particles"; type = "ObjectDestructionSmokeSmall"; }; class Smoke2 { intensity = 1; interval = 1; lifeTime = 1; position = ""; simulation = "particles"; type = "ObjectDestructionSmoke2"; }; class Fire1 { intensity = 1; interval = 1; lifeTime = 25; position = ""; simulation = "particles"; type = "ObjectDestructionFire1Small"; }; class HouseDestr { intensity = 1; interval = 1; lifeTime = 5; position = ""; simulation = "destroy"; type = "DelayedDestructionAmmoBox"; }; }; }; class dan_black_schnell_barrel : dan_black_barrel { scope = 2; displayName = "Black Barrel w/Schnell Fuels Logo"; hiddenSelections[] = {"Logo"}; hiddenSelectionsTextures[] = {"\Dan_Oil_Barrel\SchnellLogoWhite.paa"}; transportFuel = 800; supplyRadius = 20; }; class dan_red_schnell_barrel : dan_black_barrel { scope = 2; displayName = "Red Barrel w/Schnell Fuels Logo"; hiddenSelections[] = {"Bottom", "Side", "Top", "Logo"}; hiddenSelectionsTextures[] = {"\Dan_Oil_Barrel\RedSchnellLogo\RedBottom.paa", "\Dan_Oil_Barrel\RedSchnellLogo\RedSides.paa", "\Dan_Oil_Barrel\RedSchnellLogo\RedTop.paa", "\Dan_Oil_Barrel\SchnellLogoWhite.paa"}; //logo must go last otherwise it doesnt load for some reason transportFuel = 800; supplyRadius = 20; }; class dan_red_barrel : dan_black_barrel { scope = 2; displayName = "Red Barrel w/White Stripe"; hiddenSelections[] = {"Bottom", "Side", "Top", "Logo"}; hiddenSelectionsTextures[] = {"\Dan_Oil_Barrel\RedSchnellLogo\RedBottom.paa", "\Dan_Oil_Barrel\RedSchnellLogo\RedSides.paa", "\Dan_Oil_Barrel\RedSchnellLogo\RedTop.paa", "\Dan_Oil_Barrel\Logo.paa"}; transportFuel = 800; supplyRadius = 20; }; }; Thanks in advance for any help.
  24. Nice! I cant wait for the Albion class. Your still better than me at releasing addons though!
  25. The Swedish armed forces mod has a sub with torpedoes. Probably worth talking to the maker about it as he seems pretty open about stuff.
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