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Everything posted by j0nes
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Project ASTFOR - Astelandic Armed Forces
j0nes replied to PTV-Jobo's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just thought Id add some WIP pictures of the air and sea assets into the thread! http://s1335.photobucket.com/user/DMM_Jones/library/astfor%20mod?sort=3&page=1 @blackadder the object youre looking at is a fuel crane of sorts. as seen more clearly here and seen in action here. second picture isnt the same ship, but same concept. That large crane will be removed from our version of the ship, because the Karel Doorman class support ship that the HAsMS Astoria is based off is a SUPPORT SHIP, whereas we have modified it to fulfill the role of an LHD/LPD amphibous landing dock, with a well deck as seen in the WIP pictures above- 657 replies
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make sure you download it directly from the TFA website. NOT armaholic.
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Dont know if anyone else is getting this error, but in TS when I go to activate the plugin, it shows up red and in the description it says 'Plugin failed to load: Api version is not compatible'. This only happened recently, I think just after a teamspeak update. could this be server side?
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I know Im not the first to ask this and certainly wont be the last. However IM LOOKING FOR A TEXTURE ARTIST! Im looking for someone to texture two models of AC130s (both the AC130J and AC130U) the models are complete and able to be loaded in Buldozer, so I know once animated properly theyll work in game. These models are for my ac130X for Arma 3 (name change forthcoming to "AC130 Pack for Arma 3"). http://i1335.photobucket.com/albums/w673/DMM_Jones/AC130/ac130showcase1_zpsd0438f1f.png (435 kB) The models are currently one LOD which I will then merge together and alter to create the other view lods. I have them available in P3d (I work in O2) and I can convert them into 3ds or obj if needed. The models are NOT UV MAPPED, and any material editing you can do in your extensive free time would be appreciated, although I can create the materials if needed when the textures are complete. please PM me if this interests you, or you can email me at the email on my profile page. and if you have so much free time that you want MORE projects, let me know :P Ive got plenty.
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@Lugiahua The current version is configured as one primary gunner and one secondary gunner as far as the game is concerned so for the SFCO slot try "this moveinturret [1]"; new version will have Pilot, Copilot (turret [0]), gunner (main guns.), and FCO (secondary nose turret with laser designator/flir). The FCO slot will be the "commander" when used with movein_____ commands. but as long as you dont have any AI in the FCO slot, the pilot will be the commander, so that should make your job easier. although I would just recommed using the autopilot and shooting stuff yourself. I made all new weapons for the current aircraft as well and didnt really take the time to work with AI targeting, since I wasnt sure if some of the weapon functions were going to be scripted. With the new version ill take more time to work with them. although the fact that the turrets are strictly left facing may cause some problems because its a "plane" not a "helicopter", but hopefully not!
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Hello all! sorry to dig up this oooooold thread, but I thought Id make an appearance again. The project has stagnated long enough where other enthusiasts (such as Fullerpj) have contacted me asking for permissions to work with the autopiloting scripts in order to make their own versions. HOWEVER, I still have 2 completed models in my possession, which is the reason for this post. IF ANYONE IS A UV MAPPER/TEXTURE ARTIST PLEEEEEEEEEEEAAAAASSSSSEEEEEE CONTACT ME. I am able to do rvmats myself and everything else associated with getting this aircraft updated and in game, but I have 0 experience whatsoever with UV mapping, and my textures look like a 3 year olds fingerpaintings. I cannot express how much I want to get this project completed so that people can use it. I would LIKE to submit it in the MANW contest, and if it wins anything of course all involved will receive their dues. This is just overwhelmingly frustrating to be a modder who cant do textures worth a crap because first impressions are everything, and if your models dont look good, people dont want to download them, much less use them. Im sorry for sounding so desperate, but I am. I appreciate any help that can be offered. also just to reiterate. There are several other versions of the AC130 in productions (2 that I can remember) who I have given full script permissions to, but Id still like to get my version done, because in arma competition drives development. :)
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you might be able to configure it as a satchel charge. then set the damages to zero and make it not be able to be activated as anything. Then set model = "model_of_pitched_tent.p3d"; (this would pitch the tent as soon as you place the "charge" minemodeldisabled = "model_of_roled_up_tent.p3d"; (this would be the folded model after you hit the "deactivate mine" option. youd also have to set a couple other things like disabling the red triangle mine icon, and the "beep" when you place and pack up a mine. plus make the visibility of it reaaaallly low so people dont walk by it and say "MINE DETECTED!". unfortunately the only action to unpack the tent would be the "deactivate mine" one. but there might be a way to change that OR you could configure it as a backpack with no inventory slots that youre allowed to put in your other backpack. then you could make the assemble "static weapon" as assemble/disassemble tent
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Im looking for a way to do a complex reload animation for the MK13 missile launcher but It has to reset after every shot in order to reload the next missile. If the player can move the turret around while this is happening the animations wont line up correctly, so I was thinking about turning the player in so that he no longer has control of the turret, then trigger the reload animation, then turn the player out again when it finishes. anyone know if theres a script that can force a player to turn in and out, or if theres another way I should be going about this reload animation?
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Rotatory Beacon Lights effects
j0nes replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
try taking a look at the lighthouse config, that seems to do a pretty good job of it. although It might be different with a smaller light source -
Attach Vehicle to moving part of flatbed
j0nes replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
hmmmmmm a winch would be easy because you would just use the same attachto script to lift the object straight up into the air, but to drag it would take something more complex.... the only Idea ive got would be to create the chain and then put a large piece of roadway LOD on the end of it. so when you lower the chain the roadway would be sitting on the ground and you would drive the car onto it (maybe add a clicking sound so the driver knows its in position), and then animate the chain to pull the roadway up onto the flatbed, and with the new PhysX the car should slide along on top of that piece. -
unfortunately I dont have a southern accent, that was holliday50, but ill still give it a read :P also I see by those grids that theres going to be some swimming in this mission, looking forward to it!
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Im in my second year of study at college to become a composer. Mostly for band and orchestra, but Id like to do writing for movies and video games as well (becuase I want to actually be able to have enough money to live xD). I havent started taking formal composition lessons yet so I guess Im "self taught" at this point, although Ive had tons of musical training (piano for 11 years, trumpet for 9, band for 9). as far as writing melodies and stuff, I just kinda write whatever comes to mind unless Ive been commissioned to write a specific piece or a specific type of music. Im still learning my way around Fruity Loops at this point which is why theres not many volume changes, just adding and dropping of instruments to simulate volume changes, but like everything else practice makes perfect so Ill get it eventually! I dont want to take up this threads time with my personal life, but thats a general overview, if you (or anyone else) has questions feel free to pm, email me or whatever and ill do my best to answer them :)
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well thank you very much:) Fruity-loops 11, Finale 2012, and Garage Band for "Duel in the East" which I had to do on a school owned Mac. I should be getting some new orchestral instrument sounds sometime after thanksgiving (as well as a new microphone) so if music is needed let me know. I must say though, the BIS composers made quite the awesome soundtrack as is.
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nah, they're both vtol, the harrier is the only STOL that I know of. the only difference I can think of is that ospreys rotors have 3 positions (taxi, straight up, full forward) and the f35 has 2 (straight up, full forward). now theres also positions in between, but those are the main ones
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Ive searched the forums and google, but I dont think this question has been fully answered (if it has, please link me to it and close the thread :cool:). I know that there are at least three values for "vtol" in the config.cpp for planes but what do they each do? Ive seen vtol = 1 and vtol = 3 so im guessing theres also a vtol = 2 but Ive never seen it so im not sure.
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but whats the difference between the f35 and the osprey simulation wise?
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Attach Vehicle to moving part of flatbed
j0nes replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
back to the addaction with the memorypoint, the memory lod will animate if you tell it to. its how you animate turrets with off-center guns. so if the ramp is named "ramp" then place a memory point in the memory lod and name it "attachpoint" or whatever. then highlight it again and name it "ramp" to match the animated part. should work fine :) but not sure if the attachto will move with it. -
America **** yeah! Ill give it a shot if youd like, just let me know what you need!
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The UAVs are already miles ahead of anything A2 offered but there are obviously things that can still be done to improve. I have 4 things I would like to see implemented :) 1. larger weapon carrying helo uav like the fire scout 2. some sort of naval unmanned vehicle like this 3. an AA version of the greyhawk (or maybe half scalpels half AA) 4. the ability to orbit around a fixed position like the AC130 script (so yes with a script)
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Texture and material question (problems)
j0nes replied to odyseus's topic in ARMA 3 - MODELLING - (O2)
you might try highlighting everything and then doing the faces >> move top -
Texture and material question (problems)
j0nes replied to odyseus's topic in ARMA 3 - MODELLING - (O2)
whew! you are up to your neck in tough configs. ok here goes. 1. to define textures in O2. -google some tutorials, but "E" is the face properties button 2. the blue texture issue - highlight the faces that appear blue and go to top toolbar >> faces >> move top 3. there is almost always a way to make stuff work in Arma - the reverse thrusters would require a script of some sort and depending on how much control you want the player to have over the amount of thrust determines the difficulty of the script. 4. guns moving together - there may be a way, but ill need more specifics - what type of plane are we dealing with here (you can PM if you dont wanna spoil the surprise) - what do you mean by "work together"? move together? shoot together? -
Anyone have any good Cockpit Templates?
j0nes replied to Ranwer135's topic in ARMA 3 - MODELLING - (O2)
http://www.armaholic.com/page.php?id=9640 check this out. Its for arma 2 but it doesnt really matter because all it is is O2 models so can still use it in A3. -
the mod is still progressing, but just not much to show right now.
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A3 submarine animation sources
j0nes replied to j0nes's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
oh! didnt know that at all! thanks :) -
does anyone know which animation sources are possible with submarines? and more specifically, which one do you use for the props.