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evrik

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Everything posted by evrik

  1. Hi Purple, when reloading the shotgun while prone, the unit now stands for the duration of the reload animation, and then is immediately prone once it is complete. In every other stance, the animation runs smoothly (crouching, sitting etc...). It is just while prone.
  2. In our latest round of bug testing for our weapon pack (since the DLC), we found that every weapon without a bipod that is 'deployed' while prone, causes the unit holding the weapon to sink badly into the ground. The depth is determined by the point at which the magazine or foregrip of the weapon first comes into contact with the ground. Weapons with a bipod are fine (or the effect is minor). Since the DLC, is there a new memory point or ground contact point that needs to be added into the model and config to determine how the weapon reacts without a bipod when deployed? Thanks, Evrik (3CB).
  3. evrik

    3CB BAF Vehicles

    I don't know why that would be as these helicopters are BIS vanilla helicopters, simply with a new texture. I have just loaded up Arma 3 with no mods running other than 3CB vehicles and the helicopters work fine. In the editor I placed a Merlin with player as pilot, and one of each of the wildcats. All of them spawned fine. Is it possible that another mod you are running is conflicting? We use these helicopters on our public / private server without issue.
  4. evrik

    3CB BAF Vehicles

    You can't place them in the editor or with Zeus?
  5. evrik

    3CB BAF Units

    Short answer is yes. Longer answer is that there is more than one version of the L129a1 in the pack.
  6. That image is really useful. Thank you for posting it up. :D
  7. evrik

    3CB BAF Units

    We've just got to go through a few issues that have arisen due to the DLC (basically units sinking into the ground when weapons without bipods are deployed when prone), and one or two other things. It shouldn't be too long.
  8. evrik

    3CB BAF Units

    First release will be firearms, from glock pistol, through the SA80 group, and out to support / sniper rifles. At that point CUP will still be required for launchers such as the Javelin. Those will be included in a future release.
  9. Thanks for the quick reply, da12thMonkey. I'll give that a whirl! :D
  10. I am in the process of creating a JTAC radio backpack for a BAF unit. I have the pack made and have used an aerial from a Jackal to make the large radio antenna on the back of the pack. However, it is static. I would like it to sway back and forth as the unit moves to make it look more realistic. Does anyone know how I would go about doing that? I have been told that RHS managed to do it for their vehicles, making them bend as the vehicle accelerates/ decelerates and when it corners at speed, so it must be possible. Any help would be great. Thanks.
  11. evrik

    Flexible Aerials / Antenna

    Apologies, PuFu, I guess I misunderstood your initial reply where you mentioned weights. I thought you meant assigning the tip of the aerial some sort of mass for physx purposes. Nevermind. I'll try that split of assigning the antenna to different bones. The flag question is for a possible Falklands War scenario. There is a famous picture with a Royal Marine radioman with a Union Flag on the aerial of his pack.
  12. evrik

    Flexible Aerials / Antenna

    Thanks guys. I had hoped it would be a little easier. One day I will learn. I will have a play around and see if I can change something. If not....hmm.......maybe I'll shorten the aerial. :) PuFu, how exactly would I add weight just to the top? Oh, and another thought. Do you think it would be possible to add a flag to the aerial?
  13. evrik

    3CB BAF Vehicles

    Could you please elaborate a little more? What exactly is the issue? How is it broken? Thanks. :)
  14. Hi Burnes, thanks for the reply. Here is what I currently have: class CfgMovesBasic { class DefaultDie; class ManActions { Jackal_3CB_GetIn_Delay = "Jackal_3CB_GetIn_Delay"; Jackal_3CB_GetIn_Delay2 = "Jackal_3CB_GetIn_Delay2"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class Crew; class Jackal_3CB_GetIn_Delay: Crew { file= "\a3\anims_f\data\Anim\sdr\inv\erc\stp\ras\rfl\ainvpercmstpsraswrfldnon_in"; ConnectTo[]={"Jackal_3CB_GetIn_Delay2", 1}; speed = 0.75; }; class Jackal_3CB_GetIn_Delay2: Crew { file= "\a3\anims_f\Data\Anim\Sdr\crg\knl\stp\non\non\driver_MRAP_01_getin"; interpolateTo[]={"", 1}; speed = 0.75; }; }; }; When I run it in game, the unit reaches forward as if using the door, then he is in the vehicle. For whatever reason, it doesn't play the second animation which should show him climbing into the vehicle. Any thoughts? Edit: Not sure why there are spaces in the animation names. There are none in the actual code I pasted, so discount those as a possible error. The first animation plays fine.
  15. How would I have two animations run one after the other? To coincide with the time it takes for a vehicle door to open (activated by the 'get in' command), I want an animation for the crew where the unit reaches forward (as if activating the handle on a door), and then the unit climbs in. I am thinking of using the animation for rearming at a crate, which then moves directly into an MRAP_Getin animation. During the time of the combined animations, the door will have swung into the open position and will swing closed after the unit has mounted the vehicle. How would I go about this in the CrewAnimations.hpp? Is it a case of interpolate from one animation into another? Thanks for any help.
  16. Quick question about animations. We have added working doors to a vehicle. What we need to do now is somehow slow / delay the 'get in' animation that plays when you get into the vehicle. This is because the unit gets into the vehicle before our door animation opens. You are already sitting in the vehicle before the door fully opens. If we could add a slight delay - at max 1 second - to the animation playing once you select the option to get in, it would solve the problem. Does anyone know if you can add a sleep or delay count to a default 'get in' animation (I believe it is a get-in-low animation) or would we have to create new custom animations?
  17. Is there a way to remove the vanilla BIS 'Get in / Get out' from a vehicle scroll wheel menu? I know they can be moved up or down the menu in order of priority, but it would be great if they could be hidden or removed entirely. The reason I ask is because we have our own working custom 'Get in / Get out' option that will trigger a door animation and allow you to bail out left or right similar to the old Arma 2 ACE commands when jumping out of a vehicle. However, the menu is a little messy due to the vanilla options still being there. We've colour-coded our options to make them clearer and we have tried locking the vehicle to stop the option appearing in the menu - leaving our own to get in and out - however there are other issues that occur with the vehicle being considered locked so it is not really a solution. Any help would be great. Thanks.
  18. So, after some discussion and attempting to solve this issue, it seems that the best alternative to removing the default commands is to stick with them and change the animation for the unit getting into the vehicle. What we need to do is slow / delay the 'get in' animation. This is because the unit gets into the vehicle before our door opens. You are already sitting in the vehicle before the door fully opens. If we could add a slight delay - at max 1 second - to the animation once you select the option to get it, it would solve the problem. Does anyone know if you can add a sleep or delay count to a default 'get in' animation or would we have to create new custom animations?
  19. Thanks for the suggestion, Soldierman. Some quick feedback. The getInRadius = 0 does the trick and gets rid of the get in commands. However there is a side effect of a radius=0, and that is the cargo getin. Unfortunately there seems to be a bug. When you get in to the rear of the vehicle, the getin animation plays as though you are standing at the right rear door. It looks like it is because the right rear door is the closest to cargo pos 0, which is the first FFV slot.
  20. evrik

    3CB BAF Units

    The quick answer to this is yes. That is exactly what we are seeking to do, with everything you have mentioned and more. Where we can collaborate with other mod makers and get their permissions to include their releases, we are. Where we can't, we are having to do it ourselves where possible. It would be great to work with others looking to do the same thing, rather than having multiple versions of BAF. Anyway, just this weekend we intend to test our 3CB Jackals and Coyotes, Apaches, backpacks, vests and weapons on our modding server for bugs. They all have brand new features and textures. Once they are passed and released, there is quite a bit more to come. There is a lot going on behind the scenes so please bear with us.
  21. evrik

    3CB BAF Vehicles

    Hello wiggie, thanks for letting us know. We are currently tweaking a few things on the Jackal at the moment, so I'll see if I can replicate the issue.
  22. You are correct. Seems I've narrowed it down. In an empty vehicle in the editor, with me as a playable unit who then gets into the gunner spot, I can empty the GMG fine. No auto-rearm. No option to rearm and, as you say, I would need another Coyote to resupply the vehicle. Likewise, when I am a squad leader with a crew of AI manning the vehicle, again with me as gunner, I can empty the main gun without a problem. No auto-rearm. However, if I put down a manned vehicle in the editor and set myself as Gunner - meaning I have an AI commander and driver - when I get through the first 2 boxes of grenades,the AI Commander gives me the order to rearm the vehicle. I am automatically dismounted, as is the Commander and Driver, who then proceed to get back into the vehicle. When I retake the gunner slot, the vehicle is rearmed, and from that point on, as soon as I fire a single round, it automatically replenishes the weapon as fast as I can fire it. While annoying, it isn't as bad as I first feared as this is really for MP use and it will be player manned, not AI.
  23. At 3commandobrigade.com we are working on a Supacat Coyote to accompany the Jackal we released. The Coyote is a six-wheeled version of the Jackal, and is primarily deployed as a supply / logistics truck, therefore we have given it the ability in the config to refuel, repair and rearm vehicles with a small radius. However, it was noted that the GMG and HMG turret mounted on the Coyote was capable of rearming itself, meaning that it would never run out of ammunition. This wouldn't be too much of an issue if the weapon actually ran out of ammunition first, and then it was possible to rearm it. However, it is none stop. You can barely fire a few rounds from box before it is full again. Is it possible to prevent this or at least stop it from happening automatically? As it does not repair or refuel itself automatically, it seems reasonable that their must be a way of stopping the continuous and automatic rearming of the turret. I am starting to wonder if this is why none of the BIS logistics vehicles are armed. Any suggestions or help would be appreciated.
  24. evrik

    DG British Armed Forces

    The hook / sling issue is a weird one and not one we could resolve either. We looked at it at 3 Commando Brigade, using the helicopter example BIS provides in their editing tools to add the capability to lift, but there doesn't appear to be a reason why the key bind doesn't work. The hook deploys fine from the scroll wheel menu. If anyone resolves it, please let the rest of us know.
  25. evrik

    DG British Armed Forces

    Amazing work, Delta!
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