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[evo] dan

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Posts posted by [evo] dan


  1. 2 hours ago, islesfan186 said:

    An Mi-26 would be good to have as a Russian heavy lift asset.  Can hold a ton of people or multiple vehicles, as well as being able to sling load damn near anything you'd need on the battlefield.  I know there was one for A2, but I can't seem to find any for A3

    I think RHS? Maybe CUP too?


  2. 7 hours ago, dakaodo said:

    Your concept for a small objects logistics mod is great! The barrel works exactly as advertised, though it's a 55-gallon barrel/drum (you say po-tay-to, I say po-tah-to? :D ) and technically 55 gallons are ~200 L (208.198 to be precise, if anyone cares). Shh, it's REALLY high-octane..? >.>


    Some immediately obvious extensions of your idea would be other fuel containers, e.g. the jerry can. More broadly, I wonder if it is possible to config one of the smaller equipment bins to have a small amount of vehicle ammo, to resupply 500-1000 rounds of MG ammo, for instance.

    @Sh0rty: I think the ACE portion should be fairly straightforward (said as a humble mission scripter and not a config/etc modder):

    https://ace3mod.com/wiki/framework/refuel-framework.html#22-make-a-jerry-can

    Though I think that would entail configuring a separate ACE barrel object with ACE fuel and Dan's explosion effect. If the same barrel object had both ACE fuel and vanilla fuel, there'd be two separate fuel values in one object.

     

    BTW, johnnyboy has a most excellent action-movie exploding barrel script, but no fuel attached. Yours is a more plausible/realistic alternative. And his script-plus-mission-files is not a convenient config-level object in a mod. ;) Either way, it's good to have more options for functional things that go boom!

     

    P.S. I don't need anything, just brainstorming for fun.

     

    some good ideas there. I had the idea of creating a fuel bowser but it wouldn't be towable but you could lift it at least.

     

    I don't think arma uses gallons for fuel. I think its just an arbitrary amount as the huron seems to fill the same amount as the little bird. I can also adjust the value down a bit as I thought it was to low tbh.

     

    its a bank holiday weekend here this weekend and I've got nothing planned other than Sunday so ill have a play with the effects a bit more and see if I get an other models made.

     

    I'll have a look at the ace config stuff better when I get back home on Friday to see what it entails. I can always release it as a separate config and pbo if needs be.

     

    I think it should be possible to add ammo filling ability as this is what some of the i came boxes already do. I'll probably have a look at making some objects for it at some point.


  3. 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.

    • Like 3

  4. I thought the steam workshop collections feature was supposed to have been created to make life easier to create a "pack" on the workshop. Or at least that's what I did for my clan, go check it out at [EVO] Clan mod collection. It allows us to keep all our mods up to date easily and if you've subscribed to the list you know you have all the mods.

     

    I think it could do with a button though to subscribe to any added mods so you don't manually have to back to the collection if an extra mod was added to the list.


  5. On ‎14‎/‎04‎/‎2017 at 11:19 PM, R0adki11 said:

    Its a free update, i can't imagine there would a full interior that would take some modelling. 

    I'm just wondering if we'll have a hanger and some access for it. (btw, great work on bringing a CVN to the series officially!)


  6. 15 minutes ago, darkfurby1 said:

     

    Or you can visit the studio, and ask about it :D

     

    I live in The Netherlands, and I would love to visit.

    But I think they won't appreciate it...

    visit them but make sure you take cake and booze. Im sure they will appreciate you then....


  7. 3 hours ago, darksidesixofficial said:

    Possible. The new vehicle(s) could be ones that have a rope crane that picks up heavier paracrates/ammo boxes and the ones infantry can't carry by hand. Though I still think it'd be very useful. Perhaps they could even do the same to the Bobcat with the crane, and make it operational. Though I think it's important for infantry to be able to move around equipment. Bring more Arma into live gameplay.

    Well I'm hoping they add a small car ferry for the civies in order to get them around the island if it is a logistics or humanitarian dlc. (SS Tanoa Star was a prototype I made in Arma  to learn ships)


  8. On ‎29‎/‎03‎/‎2017 at 3:15 PM, darksidesixofficial said:

    In calling Logistics, mainly due to how many players in multiplayer and single player use mods that enable the moving, towing, or construction of supplies that support a mission during gameplay. Weather it be picking up crates, and loading them in a truck, honestly ever since Arma 2, it's the most used script. So a Vanilla iteration of logistics would drastically improve the game, and performance on a drastic majority of servers, while expanding the capabilities for the game and future titles. But who knows. The logo could represent logistics, two people shaking hands, they're obviously cooperating in some form of way, had a deal, or traded something, shook hands and are on their way. Or it could be something compeletely different...

     

    However, I actually just remembered that BI added support for ammo crates being usable with the Vehicle in Vehicle transportation, and said they planned to expand the feature in the Future, yet have remained silent on the subject ever since Apex. So I'm curious, if they did add animations for carrying crates and a feature for loading them up into offroads, zamaks, hemtt's, and other vehicles, it would fit in their desceiption of being a DLC thats the size of Heli DLC and Karts, that could add a few new supplies and logistical equipment to boost such features during gameplay.

    PhysX cranes too possibly? and/or SS Tanoa Star


  9. I've added a few more images to the album. Anyone know how to link it directly here to view?

     

    http://imgur.com/a/qD920

     

    I'm up to 5 skins now within the editor, with them each being treated as a separate object rather than giving them a random colour. The thumbnails seem to be a bit weird in their colouring though for some reason. The black ones show up fine, but the other ones come up as yellow instead of the blue they actually are for some reason.

     

    I plan on working a bit on the blue barrel skin and maybe adding some logo's/images to the barrels of companies. Anyone fancy chipping in some names and/or logos to put on them? Then I'll probably create more skins to use.

     

    <blockquote class="imgur-embed-pub" lang="en" data-id="a/qD920"><a href="//imgur.com/qD920">Arma Modelling Take 3</a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>


  10. I'm hoping we get a big sandbox map to fly around on and have dogfights on (and something that would be suitable for eden). A bit like the South Asia map in TOH. I'm not really too bothered about what jets I get so i'll just enjoy the ride :D

    • Like 1

  11. 7 minutes ago, das attorney said:

    Your first config was more in the right direction than this one imo.

     

    In that one, you have the object (cfgVeh) for existing in the game world, and the item (cfgMag) for existing in inventory.

     

    However, you should inherit from an existing magazine, because you will not have anything defined for the myriad of cfgProperties for your "magazine" apart from the ones you implicitly defined in your config.

     

    Try doing something like this:

     

    
    class cfgMagazines {
        class SomeMagInVanillaGame;
        class Dan_Jerry_Can_inv : SomeMagInVanillaGame {
            // your properites
        };
    };

     

    Sorry if my answer is brief - I'm in the middle of nailing down an overclock to my PC and all the stress testing is ragging the shit out of Chrome.  Maybe I'll BSOD again?  Who knows?

     

    Anyway, that's not important right now.  Let me know how you get on and I'll try to get back to you in more detail if needed.

     

    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.


  12. 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.


  13. 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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