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HorribleGoat

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Everything posted by HorribleGoat

  1. Halo has great world and rich background story and could use some more tactical elements Arma styled gameplay provides! Good luck to you in your grand endeavour!
  2. This looks just awesome!
  3. HorribleGoat

    -Lost Dragons-

    Thanks alot Roadki11! We try to keep steady pace on the updates as new assets become available for screenshots. And the map and mission are hopefully entering testing in the coming month.
  4. HorribleGoat

    -Lost Dragons-

    Thanks L3TUC3! We've been planning this for quite some time now and wanted to bring something different to the table. :D
  5. HorribleGoat

    VBS2/3 Discussion thread - the one and only

    Hello, might anyone have a solution or suggestion how to deal with VBS2tools and A3tools installations confilicting with oneanother?
  6. Hiya. Began porting my A2 projects for A3 and ran into a tedious mystery with a helo I've been working on and most functions work as they should, but can't seem to get the pilot proxy/entry to work, no matter what I try. If I start as a pilot in the chopper I can fly it just fine and even switch seats with gunner etc, but only to the gunner seat, not back from it or to another gunner seat. (from pilot to seat1/2/3 etc but seat1/2/3 only has "get out" option) I've checked and double checked and fiddled with the proxies like a madman and probably just have missed something obvious, but can't just figure out what. I've tried with and without combos of Pilot/Driver proxies and have a "copilot seat" that can't also be entered from the outside and also the gunner seats don't work "driver pos" and "driver pos dir" are there and on the level with "gunner pos" and "gunner pos dir" and the gunner entry works, yet the pilot/driver can't enter the helo. I tried to follow AI behavior when ordered to get in as a pilot, but that also did not produce much results as the AI-man runs up to a entry point, starts an animation, halts it midway and runs away. Proxy level for pilot and driver has been 1 and I've tried with 0 too, simulation=helicopter (and as I've been writing I deleted the physxgeolod as i noticed Im not using the helicopterX, this brought back the driver optics again..) config inheritance goes: . .. ... class Air; class Helicopter : Air { class NewTurret; class AnimationSources; class ViewPilot; class Turrets; class MainTurret; }; class KA60 : Helicopter{}; class MyThingymambob: KA60 ... .. . and the rest of the config is modified from the base of "class helicopter" Any suggestions what have I missed in this? Summary: -Helo can be used flown if spawned in as the pilot ->pilot position is not where pilot proxy is set, but at the center of the model ->had pilot optics working for a moment, but now they're gone too (came back after physgeolod removal, proxy still at wrong place) -switching seats works once. from pilot seat to another seat, or one swithch between the other seats but not TO pilot seat. =proxy problem? -only gunners/passengers can enter the helo
  7. HorribleGoat

    A3 Helicopter pilot boarding/proxy problem

    Thanks Fennek for the idea, but I've done that already. Without the Compartment I can't switch from the pilot to turret at all. It feels like there is no pilot seat available. Although something wierd is going on with the helo as I removed some of the proxies, but the places were sill there. Gonna have to build a test helo from scratch and see if I can spot the problem. --Further testing edit-- Fiddled around with the proxies and noticed that the pilot proxy creates a passenger seat to the vehicle? Soo it seems that the driver is the one who should be in control of the helo? Just can't seem to connect the proxy and the config. --Even further testing...-- Going to have to start this one from the beginning, can't locate the problem and couldn't properly port older A2 working helo into A3 either. That one was a oneseater and the pilot couldn't enter it either and the proxy pose did not work. Maybe when BI releases helo sample :D...
  8. HorribleGoat

    ArminatoR

    I've been under the impression that the content you bring to the contest can't be something related to a existing IP? Terminators would be awesome, but wont using terminator IP be a violation of the rules?
  9. :D Might indeed be the fastest solution afterall. Gotta try that snappointing myself though. :D Sounds just too awesome and would actually solve my problem with couple of larger building complexes.
  10. Hi meanmachine1! What you got there is awesome idea and much similar to what I've been pondering with planned modular building system. I first thought of making some parts of the buildings as proxies that could be switched on and off via script, but then it wouldn't work on buildings placed in visitor I think. Also if it worked, some randomizing script would then make all buildings appear different everytime? and though it would be cool its not what Im aiming at. Next idea is rather more tedious, but could be accomplished with some of those tools that are used to make object templates. Making a template out of all possible combinations and manually placing them where needed. Or if possible placing suitable placeholder building and exporting that list out and then replacing the entries with random template. This would probably need some program to do the math with all the different angles and heights so as visitor places objects aligned to the ground height by default the heights would then be properly aligned as well. There are lots of ifs and buts here as im just working on a theory here. But Ill let you know if I succeed!
  11. Me again with more trouble with my bike. Im trying to arm it with a driver operated machine gun, but can't get it to fire. Got the gun, got ammo, got buttload of memorypoints for it, but it wont fire. Carhorn works though. Might it be that motorcycle class just doesn't have this function? So far searching the forum gave me nothing but vague remarks to older post that I could not find so help would be appreciated. --Update I added an assault rifle as a weapon to the bike and got some results. The gun sort of fires, but it fires only empty "click click". I browsed through all topics on addons - C&S and recall somewhere reading that the carhorn sound is actually the empty sound too and drivers can only fire empty? If this indeed correct, Im going to have to script a new action for the weaponfire. --Update2 I added a "turret" to the bike and moved the guns into it and they can now be shot from the gunners seat or by adding a gunner and commanding him, this gave me an idea for a AI gunner unit that would be tied into the bike and could not disembark it (with a script of somesort possibly).and firekey (mousebutton or whatever) would the be scripted to make the AI fire the weapon. With my current knowledge this is the only viable solution I can come up with but any suggestions are welcome.
  12. I've got a combat bike addon under work now and its coming together quite as I've planned, except one thing I can't figure out. In game the bikes body tilts ~20degrees to left and while steering right it turns upright and when steering left it tilts more, so it acts correctly. When spawing in it I noticed that it spawns straight up and then tilts to the side. :I Got only really simple geometry lod build up for testing so maybe its somewhere in there. Thought to ask anyway if someone has any ideas what causes this, for I've been at it for hours and can't get anywhere. --> It's the simplest things.. I had left some old pieces in edit LOD and that caused my problem. :D Remember to clear your edit LODs.
  13. Noticed a rather irritating bug in my wip addon soldier. All headgear on him "floats" while moving, glasses, nvg, you name it, it doesn't follow the head. Im am missing something here, but can't figure out what. Somewhere something isn't in its place. I've based my model on the BI sample soldier and all selections seem to be like in the example one and the addon works otherwise fine in game. Nvg proxy is in its right place and in head selection and thats where my ideas end right now. Any suggestions? --Solved-- HA got it working. I checked the proxy weights and there were some extra selections that were affecting the NVG proxy. Removing them seemed to have fixed my problem!
  14. HorribleGoat

    40K sat_lco SOLVED

    This is awesome info! Well done!
  15. HorribleGoat

    STALKERGB's Weighting overview

    Hi as this seems to be the main thread for weighting questions I have a tough nut for you all to crack. I have a armored car model with a turret mounted minigun on top and an ammobelt curving from the top of the gun to a drum magazine behind the gunner and I am trying to make the ammobelt move and rotate around to compensate the raising and lovering of the gun. I've got ~30 bones for the ammobelt and model.cfg configured so the are all tied to the source= "maingun" and the whole thing works like wonder in bulldozer while I rotate the "maingun". But in game the belt part animation does not work. the whole belt moves like it was just a stationary part of the gun. So my question is what am I missing? As a side note I got a tank with a missilepod that rotates with the main gun but with a different axis, so basically the same idea that with this car turret. I am stumped. Update: I did some testing with the tank and the car. I made a box with a couple of extruded sections and tied the other end fully to otochlaven and the other end to otocvez and the middle verticles to otochlaven with blueish weight. Now with the tank the weights did work, but with the car they did not. So it seems that the weights work with a tank but not with a car.. If so that sucks. Update II It seems that the problem was the angle, value and phase restrictions I had set to the bones.. :I My bad. Have to work more on this it seems.
  16. HorribleGoat

    Server load graphs?

    This. Definitely!
  17. Hi all! I have quite successfully produced working buildings as part of my map project. Only problem I can't currently overcome is that while I can insert my custom objects into Visitor and they work just fine compiled in game, I can't get them appear on the in game map (as grey blocks or something similar). Here is a config.cpp i've used on a simple closed tunnel entrance structure: Everything else works great and I don't get any errors anywhere. :I Some sort of config conflict somewhere perhaps? Advice would be greatly appreciated! Also as a side question, should invisible paths produce some sort of path on the map? Because mine don't..
  18. HorribleGoat

    Addon building does not appear on ingame map

    Scratch that, didn't actually do anything to the models I've made, but made a new test model with same configs as the others, placed the new one on the map in visitor and again rePbod the whole schabang and now they all appear on the map. :P Strange are the ways of the Arma toolset. :D
  19. HorribleGoat

    Addon building does not appear on ingame map

    Thanks man, thought didn't get it to work yet with quick fiddling. Might be a wrong Layer. Gonna keep testing tho.
  20. I had set my object folder to P:\CA in the project parameters but later found out that it should be left blank if I wanted to use custom objects from separate addons. (correct me if I am wrong) Anyway I already had quite a few kilometers of road laid out and did not want to redo all of them so I set out to find a solution. Searching through the forums I found some reference to a tool called depew by Mikero, but could not find much documentation on how to use it. Also it did give me an error message while trying it with my .pew file so I had to find another way. I read about how some people have worked together on maps creating areas and the just copying them on the master file and this gave me an idea. Although I could not just simply change the path in the Visitor road tool I hoped to make a new version of my map with correct project/object path and somehow copy my roads on it with the right paths to the road pieces and for my relief I got it working. Anyways if someone else happens to come across the same issue as I hopefully this helps Step 1 Make BACKUPS. Step 2 Copy "mymap.pew" to "mymap2.pew" Step 3 Open up "mymap2.pew" in visitor, hide all other objects but roads -> select all roads and delete them Step 4 Open Roads tool and select the first road type, hit edit and open the straight parts tab and take down the names of the pieces. Example: roads2\asf1_6 Then delete them all. Step 5 Hit browse and find the same file again in the CA\roads2\ folder. Note the file path is now CA\roads2\asf1_6.p3d and name is CA\roads2\asf1_6. Now change the name to roads2\asf1_6 as it was before in the old road pieces and repeat the same on all pieces. (Remember to redo crossroads too!) Step 6 Now you should have re-pathed and renamed all roadpieces and the next step is to open the old map file along the new. Visitor can open multiple simultaneous projects, so while the "yourmap2.pew" is open, hit project menu and open up the original "yourmap.pew" Now hit window menu and tile and you have both maps open side by side. Then hide all other elements on the original map so that only roads are visible and hit ctrl+a to select all. Then copy the roads, select the re-pathed mapwindow and hit shift+v to paste the pieces on their actual location. TADAA if everything went correctly you should have your road network back where it belongs with new pathing that works with custom models. In conclusion the road tool seems to be related to the road group name and the names of the pieces, so if the piece name stays the same, the object it draws can be any type of road? This method could probably be used to change road types on multiple sections.. Ill post up about that if I get a change to test it.
  21. HorribleGoat

    Road Painter 2

    Got back to planning the roads and made some modifications to the layout. This lead to starting anew with the roads completely and as I did, I found out the cause for the gaps I wondered about before. It seems that the save/load function breaks the alignment of some road pieces. :C I am going to try if exporting the roads out on one go will be affected, if not then I just have to get them right the first time and port them to visitor. I wonder if Homer is still working on this though? Would be awesome to see how far this can go.
  22. Morning I've been working on some new infantry units using tutorials and advice found throughout the web and after quite some trial and error I got my soldier working almost properly in game. What my problem is that while all other animations and poses seem to work, holding AK series of weapons twist the forearms on a corkscrew. I tried fiddling around with forearmroll vertex weights but that did not do much. Sometimes the arms also flicker with correct orientation. My soldier model is based on the BISample/BISolder model with some tweaks on the torso and new equipment. Weight painting seems to be in order except with AKs as described above. Has anyone any advice how to approach this problem? Might the AK-series have different holding pose? Tested with AK-101, SVD, RPGs, M16a4 ---Edit Did some more testing today. Could not produce any results with weight manipulation, but did get same distortion with british assault rifles. Could it be some sort of error with bone names or something in model.cfg? Anyone? ---Edit Solved. :D Combing through topics with similar issues and got to check all mlods once again. Something there was broken as I re copied geometries and whatnots again and rebinarized the whole shabang! Trada It works. But really strange error this one as It was broken only with certain weapons. Cheers for the community for excessive amount of knowledge gathered here. Maybe one day all that will be gathered and organized so new modders could benefit from it all. Although part of the joy is the journey right. :D
  23. HorribleGoat

    Road Painter 2

    Roger that snake. Gonna have to manually fix them then. :D
  24. HorribleGoat

    Road Painter 2

    Ported my roads to visitor on took a closer look on them yesterday and noticed that some straight(ish) stretches have tiny little gaps between some parts! I've been painting quite long pieces from high view and didn't notice them before. I didn't notice any gaps in curves tho. Has anyone else encountered such? Im going to try to repaint them with shorter strokes and see if that helps. Some preliminary testing suggested so..
  25. HorribleGoat

    Road Painter 2

    Hello and first of all THANK YOU Homer for this amazing tool! It has been a huge success so far with my map project. (around 100km of road in place already and a lot more to go) Anyhow I've begun to wonder if there is a way to smooth all the roads at once for I have quite a numerous amount of them and smoothing them one by one will be quite slow, also as there are crossroads and such, the intersecting roads might break each others smoothing (or not, not there yet so just speculating). I am planning to do some tweaking on the heightfield after roads are in place and preliminary smoothing is done (using L3DT) and am quite anxious to get there.. :D This being my first serious Arma map and all that. If the smoothing tool could be used on multiple roads it would be awesome. Oh and as off topic thought, is there any way to calculate the amount of road in kilometers on a map? Would just be neat to know. HG
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