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[evo] dan

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Everything posted by [evo] dan

  1. I've defined the geo model since its so simple as the hit-points LOD and created a selection in that LOD called "Barrel_Hull". I've also pointed to the proxy in the wreck model which is its own P3D. I've added a section in the config.cpp but I get a error message about the class "Barrel_Hull" although I thought that class was supposed to be named after the selection and I think that's the last place I am going wrong before it'll use a wreck model on the object taking too much damage. Heres my config.cpp: class CfgPatches { class dan_barrels { units[] = {"dan_oil_barrel_type1", "dan_water_drum"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class ThingX; class dan_oil_barrel_type1 : ThingX { scope = 2; model = "\Dan_Barrels\Oil_Barrel_Type1.p3d"; displayName = "Skydrol Drum"; vehicleClass = "small_items"; slingLoadCargoMemoryPoints[] = { "SlingLoadCargo1", "SlingLoadCargo2" }; armor = 2; class Hitpoints { class Barrel_Hull { armor = 1; minimalHit = 0.01; }; }; }; class dan_water_drum : dan_oil_barrel_type1 { scope = 2; displayName = "Water Drum"; hiddenSelections[] = {"CAMO_All"}; hiddenSelectionsTextures[] = {"\Dan_Barrels\Oil_Barrel_Type1Water_Texture.paa"}; }; }; Heres the rest of my project so far if you want a look: https://www.dropbox.com/s/quui40vqul78qq7/Dan_Barrels.rar?dl=0
  2. Ok, thats good to know as I'm no good at creating configs. So i'll only need to put a new class reference in for the object in the config.cpp or is that not even needed?
  3. Looking at the tank sample, I can't seem to find a reference outside of the model to the p3d for the wreck model. Do I need to define it in the model.cfg or config.cfg or is just putting the proxy in to the model from the current config good enough? Having a bit of trouble finding anything on wreck models on the biki.
  4. I got it to work now. Thank you for helping me with that. Just got to set up a wreck lod as if you drop it from a height, the object can't be slingloaded, you cant walk or shoot through it but you can pass the littlebird skids through it! Thanks for those links, i'll have a look through them tonight. Once I get the wreck to work, i'll add another LOD or 2 to the model. I assume I definitely have to use the wreck as a proxy (to a dedicated wreck p3d) for it to switch correctly once I drop the model from a height and it stops being able to be interacted with via slingloading?
  5. That was my next question as I added the mod for the wreck but cant get it to destroy. Been trying to figure it out the weekend and the wreck lod was as far as I got. When I drop the barrel from a height it does lose the ability to he slingloaded though but it doesn't get destroyed atm. Samples weren't too helpful as only the tank seems to have one and not the car or boat.
  6. Ta, i'll try it again tonight when I get home. Don't know how I got it to work on the other model then. I take it I don't need to do any other modifications to my p3d then?
  7. I'm having trouble again with a second texture not showing up. I've done what I did last time and nothing seems out of place compared to it. Can anyone point out if I've made a rookie error anywhere? Heres my package so far: https://www.dropbox.com/s/quui40vqul78qq7/Dan_Barrels.rar?dl=0
  8. added a physx lod to the model, and changed the class from 'Static' to 'ThingX' and I can now lift the object. Just need to make a destroyed model now as if I drop the model from a height, it no longer becomes able to be slingloaded which I guess means its destroyed?
  9. I'm trying to make my object slingload capable. I've added 2 memory points on the model in the memory LOD. I've named them "SlingLoadCargo1" & "SlingLoadCargo2" but when I go into the game it isn't liftable. The weight of the object is only 70 so I would have thought the Huron is able to lift it. I've been using the information here: http://wiki.cup-arma3.org/index.php?title=Porting_Guide Heres my project folder for anyone who wants to have a look around: https://www.dropbox.com/s/quui40vqul78qq7/Dan_Barrels.rar?dl=0 I've managed to get it to work by putting it into the config.cpp and not the model.cpp, but my object wont lift once I've attached it, do I need to add PhysX lod to it or something else? (or is static wrong class?)
  10. [evo] dan

    Creating a crane

    The one in CUP has the davit working but thats just a static animated one by the looks of it.
  11. [evo] dan

    Ulyanovsk - proof of concept

    I think even having this as a static carrier would be good, especially if its included in CUP as aren't some of the aircraft in the pack suited for it? Would also make a good OPFOR base against the LHD. I'd give you a hand but my modding skills are "limited" if you've seen my help threads on the forums. I might just be able to make some missile models and textures up.
  12. [evo] dan

    UK leaves Europe

    This referendum was just as bad as the Scottish one, probably best described as "bullshit, bullshit everywhere". Hard for people to make a logical choice. Given the EU said it wouldn't reform, I voted leave. Before anyone decides to jump on me, my main reason was because of democracy, who of us here got to vote for Junker? or even his party? At least now if I disagree with the government I can try and vote them out (provided you can convince people, with a sound logical argument). Pretty much everything else within the debate was so surrounded with bullshit that it was impossible to make a good decision. Who knows, maybe the EU will see the light and make the changes it really needs to survive.
  13. [evo] dan

    Creating a crane

    Not at the moment, I've been working on learning how to model. Once i've got a model done I might push it along a bit.
  14. Got it to work! Heres the code I put into my model.cfg. class CfgModels { class Static; class Oil_Drum: Static { skeletonName = "skydrol_drum"; sectionsInherit = "Static"; sections[]= {"CAMO_All"}; }; }; class CfgSkeletons { }; Thanks for the help on this again Jackal!
  15. No. I only have what is in the pack above and no model.cfg only a config.cfg. I'll have to go into the object builder and get it to create one later I guess or create the config based on the sample pack.
  16. I've just created a second texture for the unit and modified the cfg file appropriately. However, even when I select the 2nd object in the editor, it still leaves the original skin on it. I've created a named selection within object builder and the name matches without giving me any errors. Can someone point me to where I am going wrong? Here is the code from my config.cfg: class CfgPatches { class dan_skydrol_drum { units[] = {"dan_skydrol_drum"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; class dan_water_drum { units[] = {"dan_water_drum"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Static; class dan_skydrol_drum : Static { scope = 2; model = "\Oil_Drums\Oil_Drum.p3d"; displayName = "Skydrol Drum"; vehicleClass = "small_items"; }; class dan_water_drum : Static { scope = 2; model = "\Oil_Drums\Oil_Drum.p3d"; displayName = "Water Drum"; vehicleClass = "small_items"; hiddenSelections[] = {"CAMO_All"}; hiddenSelectionsTextures[] = {"\Oil_Drums\Oil_Drum_Water_Texture.paa"}; }; }; And here is as link to the project folder if anyone is interested: https://www.dropbox.com/s/1xxrms1wfy5171h/Oil_Drums.rar?dl=0 And the prebuilt PBO: https://www.dropbox.com/s/hadrzwcsc651f9b/Oil_Drums.pbo?dl=0
  17. [evo] dan

    Arma 3 - APEX - NEWS and SPECULATIONS

    I'm hoping for this still. But I still think we'll end up doing it ourselves.
  18. [evo] dan

    Arma 3 - APEX - NEWS and SPECULATIONS

    Can we have those trains moving, with carts that can be towed and can carry stuff. Oh, and don't forget the FFV on them so we can have a fully on rails shooter!
  19. Thanks for that advice. I'll just make the barrel just a single hidden selection because of its simplicity. I've not put any scripts into the config yet as I've been busy with work. Going to do a couple of reskins first before putting some scripts in but I don't think the model is too far off. I'm probably not going to do water as we don't use any survival mods, but who knows if someone tells me how to interact with their mod I might add it in.
  20. I've made another object, a basic oil drum. Now, i'm planning on making several using the same model but with a different texture on each one, also each one will have a different function such as being able to fuel cars or fuel aircraft etc. Would I need to have multiple p3d's of my model to be able to achieve this or could it be done with a single config file with multiple defined classes in? Also how would I go about telling it which texture to use as a replacement. Heres a picture of the first texture (yes I know the top is a little bugged because the normal is the wrong way around). https://www.dropbox.com/s/hadrzwcsc651f9b/Oil_Drums.pbo?dl=0 https://www.dropbox.com/s/th1m6vgm140e1ax/Oil%20Drum%20Early%20Render%201.png?dl=0
  21. [evo] dan

    Pook Tu-95 CUP

    Just downloaded this and tried it. Its pretty awesome being able to do carpet bombing runs! Bug Report: Opened up the edn editor and went to Russian's. Got an error saying cannot load texture "pook_tu95ms\data\previews\pook_tu142m.jpg
  22. [evo] dan

    Tu-95 CUP

    +1 to this
  23. Its by default Left Ctrl Secondary mouse to get into the pod. Is it me or is it only for spotting and cant do any actual designation? Would love to be able to laze targets for my own aircraft.
  24. [evo] dan

    Wargame Red Dragon

    Anybody got the DLC? worth a buy or not? Haven't really played much of this game, especially compared to EE but I guess that's more a reflection of the lack of time now on my part.
  25. [evo] dan

    Cant get P Drive to Mount

    Indeed, unticked the admin privilege on the A3 tools and straight out of the box it created and mounted the P drive for me. Thanks guys!
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