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tierprot

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Posts posted by tierprot


  1. I want to create multiple launch rocket system like this one http://rosfoto.ru/shop/photo/25308/ - I do have model of a car and model of rockets, so can anyone provide a tutorial on how to make it fire (i.e. how to connect ballistic calculator with ability to fire a given point). Also i saw on some videos guys were lucky to render rockets flying in the air - will be cool too if anyone would provide how to make this stuff.

    PS: Also if anyone would provide a tip how to set up damage which can be dealt by rocket i would be happy!

    PPS Sorry for my bad english)


  2. After you install mod by PlayWithSix do an update (last version 1.11), so you could see that lots of bugs disappeared. For example list of last major update improvements (1.10):

    Changelog

    ---

    •Added: more converted wheeled models to use new PhysX simulation (BM13 'Katyusha', Opel Blitz family, Studebaker US6 (Open), ZiS-5V (Repair), ZiS-5V (Fuel), ZiS-5V (Ambulance)) (tierprot).

    •Added: Soviet PL-1 Parachute - classes: B_LIB_Parachute_PL, Lib_sov_Parachute_F (Kostya).

    •Changed: improved wheeled models (tierprot).

    •Changed: improved PhysX behavior of cars (tierprot).

    •Changed: improved sounds of cars (tierprot).

    •Changed: added exhausts for cars (tierprot).

    •Changed: epeImpulseDamageCoef for cars (tierprot).

    •Changed: added Shield useraction for LIB_Scout_m3 (tierprot).

    •Changed: improved tank models (Shvetz).

    •Changed: improved PhysX for tanks (Shvetz).

    •Changed: improved sounds for tanks (Shvetz).

    •Changed: added new AnimationSource for PzKpfwV (Shvetz).

    •Changed: updated textures of PzKpfwIV_H (Shvetz).

    •Changed: sound volume of vehicle weapons (Shvetz).

    •Changed: magazine reload sound volume of infantry weapons (tierprot).

    •Changed: LIB_PISTOL inheritance.

    •Fixed: path to sky textures.

    •Fixed: floating DLC/US vehicles.

    •Fixed: disabled RenderTargets for cars not yet converted.

    •Fixed: disabled all old sound definitions of cars.

    •Fixed: Li-2 cannot use PhysX simulation yet as the model is not yet adjusted.

    Patches can be viewed in a Iron Front subforum:

    http://forums.bistudio.com/forumdisplay.php?146-IRON-FRONT-LIBERATION-1944-GENERAL


  3. Thanks for the answer, the thing is - driwing wheel is too large for standart driver animation, also legs position is kinda wrong, so im curios can this be corrected or i need to create custom animations. I got a bad feeling that it cant be corrected, so question about IK arises again since i need to somehow said to animation to include the hands.

    • Like 1

  4. Hi there guys. Im trying to port some cars for A2 into A3 (im newbie). So ive got couple of questions about animation of driver and passengers. First one - is there some way to correct A3 default animations so they could fit my car. If not - how do one setup IK for driver hands, im a bit cofused with http://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines explanation (especially with this part: "Each vehicle pose using IK should have leftHandIKCurve[] and rightHandIKCurve[] set to 1" , where are those parameters?) so if anyone would expand it - ill be very happy.

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