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scorch_052

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Everything posted by scorch_052

  1. I am trying to create a car with an attached turret. I have defined the necessary selections in the model config and created the necessary points in the Memory LOD, however it is very possible i have made some mistake. Here is my model config: class Rotation{ type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle : Default {}; class Car : Vehicle { skeletonBones[]= { "drivewheel","", "wheel_1_1_damper_land","", "wheel_1_2_damper_land","", "wheel_1_3_damper_land","", "wheel_1_4_damper_land","", "wheel_2_1_damper_land","", "wheel_2_2_damper_land","", "wheel_2_3_damper_land","", "wheel_2_4_damper_land","", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_2_damper","wheel_1_2_damper_land", "wheel_1_3_damper","wheel_1_3_damper_land", "wheel_1_4_damper","wheel_1_4_damper_land", "wheel_2_1_damper","wheel_2_1_damper_land", "wheel_2_2_damper","wheel_2_2_damper_land", "wheel_2_3_damper","wheel_2_3_damper_land", "wheel_2_4_damper","wheel_2_4_damper_land", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_2_steering","wheel_1_2_damper", "wheel_1_3_steering","wheel_1_3_damper", "wheel_1_4_steering","wheel_1_4_damper", "wheel_2_1_steering","wheel_2_1_damper", "wheel_2_2_steering","wheel_2_2_damper", "wheel_2_3_steering","wheel_2_3_damper", "wheel_2_4_steering","wheel_2_4_damper", "wheel_1_1","wheel_1_1_steering", "wheel_1_2","wheel_1_2_steering", "wheel_1_3","wheel_1_3_steering", "wheel_1_4","wheel_1_4_steering", "wheel_2_1","wheel_2_1_steering", "wheel_2_2","wheel_2_2_steering", "wheel_2_3","wheel_2_3_steering", "wheel_2_4","wheel_2_4_steering", "wheel_1_1_unhide","wheel_1_1", "wheel_1_2_unhide","wheel_1_2", "wheel_1_3_unhide","wheel_1_3", "wheel_1_4_unhide","wheel_1_4", "wheel_2_1_unhide","wheel_2_1", "wheel_2_2_unhide","wheel_2_2", "wheel_2_3_unhide","wheel_2_3", "wheel_2_4_unhide","wheel_2_4", "wheel_1_1_hide","wheel_1_1", "wheel_1_2_hide","wheel_1_2", "wheel_1_3_hide","wheel_1_3", "wheel_1_4_hide","wheel_1_4", "wheel_2_1_hide","wheel_2_1", "wheel_2_2_hide","wheel_2_2", "wheel_2_3_hide","wheel_2_3", "wheel_2_4_hide","wheel_2_4", "OtocVez","", "OtocHlaven","OtocVez", "damageHide","", "damageVez","OtocVez", "damageHlaven","OtocHlaven", "ukaz_rychlo","", "ukaz_rychlo2","", "ukaz_rpm","", "mph","", "rpm","", "fuel","", "fuel_1","", "fuel_01","", "fuel_2","", "fuel_3","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "glass1","damageHide", "glass2","damageHide", "glass3","damageHide", "glass4","damageHide" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default { sections[] = { "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; }; class Car: Vehicle { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 180; // Maximum half-cooling time (in seconds) afMax = 100; // Maximum temperature in case the model is alive (in celsius) mfMax = 8; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 150; // Metabolism temperature of the model (in celsius) sections[]= { "ammo", "zadni svetlo", "brzdove svetlo", "spz", "motor", "body", "clan", "clan_sign", "zasleh", "Light_R", "Light_L", "podsvit pristroju", "glass1", "glass2", "glass3", "glass4", "glass5", "glass6" }; skeletonName="Car"; class Animations { // destruct START class damageHide { type="hide"; source="damage"; selection="damageHide"; hideValue=1.0; }; class damageHideVez:damageHide { selection="OtocVez"; }; class damageHideHlaven:damageHide { selection="OtocHlaven"; }; // Wheels START // Wheels Complete Destruct START class wheel_1_1_destruct { type="hide"; selection="wheel_1_1_hide"; source="HitLFWheel"; minValue = 0; // upravit na 0.99 maxValue = 1; // upravit na 1.0 hidevalue = 0.1; }; class wheel_1_2_destruct:wheel_1_1_destruct {source="HitLBWheel";selection="wheel_1_2_hide";}; class wheel_1_3_destruct:wheel_1_1_destruct {source="HitLMWheel";selection="wheel_1_3_hide";}; class wheel_1_4_destruct:wheel_1_1_destruct {source="HitLF2Wheel";selection="wheel_1_4_hide";}; class wheel_2_1_destruct:wheel_1_1_destruct {source="HitRFWheel";selection="wheel_2_1_hide";}; class wheel_2_2_destruct:wheel_1_1_destruct {source="HitRBWheel";selection="wheel_2_2_hide";}; class wheel_2_3_destruct:wheel_1_1_destruct {source="HitRMWheel";selection="wheel_2_3_hide";}; class wheel_2_4_destruct:wheel_1_1_destruct {source="HitRF2Wheel";selection="wheel_2_4_hide";}; class wheel_1_1_destruct_unhide { type="hide"; selection="wheel_1_1_unhide"; source="HitLFWheel"; minValue = 0; maxValue = 1; hidevalue = 0.00000; UnHidevalue = 1.00000; }; class wheel_1_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLBWheel";selection="wheel_1_2_unhide";}; class wheel_1_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLMWheel";selection="wheel_1_3_unhide";}; class wheel_1_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLF2Wheel";selection="wheel_1_4_unhide";}; class wheel_2_1_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRFWheel";selection="wheel_2_1_unhide";}; class wheel_2_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRBWheel";selection="wheel_2_2_unhide";}; class wheel_2_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRMWheel";selection="wheel_2_3_unhide";}; class wheel_2_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRF2Wheel";selection="wheel_2_4_unhide";}; // Wheels Complete Destruct END #define DamageOffset 0.2 // Wheels Damage START class wheel_1_1_Damage:wheel_1_1_destruct { type="translation"; axis="Basic_Damper_Destruct_Axis"; memory=1; selection="wheel_1_1_damper"; source="HitLFWheel"; minValue = 0.0; maxValue = 1; offset0 = 0; offset1 = DamageOffset; }; class wheel_1_2_Damage:wheel_1_1_Damage {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damage:wheel_1_1_Damage {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damage:wheel_1_1_Damage {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damage:wheel_1_1_Damage {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damage:wheel_1_1_Damage {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damage:wheel_1_1_Damage {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damage:wheel_1_1_Damage {source="HitRF2Wheel";selection="wheel_2_4_damper";}; class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;}; class wheel_1_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRF2Wheel";selection="wheel_2_4_damper";}; // Wheels Damage END // Wheels END //Glass Damage START class Glass1_destruct { type="hide"; selection="glass1"; source="HitGlass1"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Glass2_destruct:Glass1_destruct{selection="glass2";source="HitGlass2";}; class Glass3_destruct:Glass1_destruct{selection="glass3";source="HitGlass3";}; class Glass4_destruct:Glass1_destruct{selection="glass4";source="HitGlass4";}; class Glass5_destruct:Glass1_destruct{selection="glass5";source="HitGlass5";}; class Glass6_destruct:Glass1_destruct{selection="glass6";source="HitGlass6";}; //Glass Damage END // destruct END class Fuel: Rotation { source="fuel"; selection="fuel"; axis="fuel_axis"; maxValue=1; memory=1; angle0="rad -110"; angle1=0; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=38.900002; angle1="rad -265"; }; class IndicatorFuel: Rotation { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=1; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=-1.658063; }; class IndicatorRPM: Rotation { source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; angle1="rad 80"; }; class DrivingWheel: Rotation { source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; minValue=-1; maxValue=1; angle0=(rad 80); angle1=(rad -80); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue= -1; maxValue= 1; angle0=1.047198; angle1=-1.047198; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; }; class Wheel_1_1 { type="rotationX"; source="wheel"; selection="wheel_1_1"; axis="wheel_1_1_axis"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class wheel_2_1: Wheel_1_1 { selection="wheel_2_1"; axis="wheel_2_1_axis"; }; class wheel_1_2: Wheel_1_1 { selection="wheel_1_2"; axis="wheel_1_2_axis"; }; class wheel_1_3: Wheel_1_1 { selection="wheel_1_3"; axis="wheel_1_3_axis"; }; class Wheel_2_2: Wheel_1_1 { selection="wheel_2_2"; axis="wheel_2_2_axis"; }; class Wheel_2_3: Wheel_1_1 { selection="wheel_2_3"; axis="wheel_2_3_axis"; }; class Wheel_1_4: Wheel_1_1 { selection="wheel_1_4"; axis="wheel_1_4_axis"; }; class Wheel_2_4: Wheel_1_1 { selection="wheel_2_4"; axis="wheel_2_4_axis"; }; class Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; }; }; class warthog: Car { skeletonName = "Car"; sectionsInherit = "Car"; sections[]= { "Camo1", "body", "karoserie", "palivo", "attach_mg", "attach_apc" }; class Animations: Animations { // destruct START class damageHide { type="hide"; source="damage"; selection="damageHide"; hideValue=1.0; }; class damageHideVez:damageHide { selection="OtocVez"; }; class damageHideHlaven:damageHide { selection="OtocHlaven"; }; // Wheels START // Wheels Complete Destruct START class wheel_1_1_destruct { type="hide"; selection="wheel_1_1_hide"; source="HitLFWheel"; minValue = 0; // upravit na 0.99 maxValue = 1; // upravit na 1.0 hidevalue = 0.99; }; class wheel_1_2_destruct:wheel_1_1_destruct {source="HitLBWheel";selection="wheel_1_2_hide";}; class wheel_1_3_destruct:wheel_1_1_destruct {source="HitLMWheel";selection="wheel_1_3_hide";}; class wheel_1_4_destruct:wheel_1_1_destruct {source="HitLF2Wheel";selection="wheel_1_4_hide";}; class wheel_2_1_destruct:wheel_1_1_destruct {source="HitRFWheel";selection="wheel_2_1_hide";}; class wheel_2_2_destruct:wheel_1_1_destruct {source="HitRBWheel";selection="wheel_2_2_hide";}; class wheel_2_3_destruct:wheel_1_1_destruct {source="HitRMWheel";selection="wheel_2_3_hide";}; class wheel_2_4_destruct:wheel_1_1_destruct {source="HitRF2Wheel";selection="wheel_2_4_hide";}; class wheel_1_1_destruct_unhide { type="hide"; selection="wheel_1_1_unhide"; source="HitLFWheel"; minValue = 0; maxValue = 1; hidevalue = 0.0; UnHidevalue = 1.0; }; class wheel_1_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLBWheel";selection="wheel_1_2_unhide";}; class wheel_1_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLMWheel";selection="wheel_1_3_unhide";}; class wheel_1_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLF2Wheel";selection="wheel_1_4_unhide";}; class wheel_2_1_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRFWheel";selection="wheel_2_1_unhide";}; class wheel_2_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRBWheel";selection="wheel_2_2_unhide";}; class wheel_2_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRMWheel";selection="wheel_2_3_unhide";}; class wheel_2_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRF2Wheel";selection="wheel_2_4_unhide";}; // Wheels Complete Destruct END #define DamageOffset 0.2 // Wheels Damage START class wheel_1_1_Damage:wheel_1_1_destruct { type="translation"; axis="Basic_Damper_Destruct_Axis"; memory=1; selection="wheel_1_1_damper"; source="HitLFWheel"; minValue = 0.0; maxValue = 1; offset0 = 0; offset1 = DamageOffset; }; class wheel_1_2_Damage:wheel_1_1_Damage {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damage:wheel_1_1_Damage {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damage:wheel_1_1_Damage {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damage:wheel_1_1_Damage {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damage:wheel_1_1_Damage {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damage:wheel_1_1_Damage {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damage:wheel_1_1_Damage {source="HitRF2Wheel";selection="wheel_2_4_damper";}; class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;}; class wheel_1_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRF2Wheel";selection="wheel_2_4_damper";}; // Wheels Damage END // Wheels END //Glass Damage START class Glass1_destruct { type="hide"; selection="glass1"; source="HitGlass1"; minValue = 0; maxValue = 1; hidevalue = 0.99; }; class Glass2_destruct:Glass1_destruct{selection="glass2";source="HitGlass2";}; class Glass3_destruct:Glass1_destruct{selection="glass3";source="HitGlass3";}; class Glass4_destruct:Glass1_destruct{selection="glass4";source="HitGlass4";}; class Glass5_destruct:Glass1_destruct{selection="glass5";source="HitGlass5";}; class Glass6_destruct:Glass1_destruct{selection="glass6";source="HitGlass6";}; //Glass Damage END // destruct END class Fuel: Rotation { source="fuel"; selection="fuel"; axis="fuel_axis"; maxValue=1; memory=1; angle0="rad -110"; angle1=0; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=38.900002; angle1="rad -265"; }; class IndicatorFuel: Rotation { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=1; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=-1.658063; }; class IndicatorRPM: Rotation { source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; angle1="rad 80"; }; class DrivingWheel: Rotation { source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; minValue=-1; maxValue=1; angle0=(rad 80); angle1=(rad -80); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue= -1; maxValue= 1; angle0=1.047198; angle1=-1.047198; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; }; class Wheel_1_1 { type="rotationX"; source="wheel"; selection="wheel_1_1"; axis="wheel_1_1_axis"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class wheel_2_1: Wheel_1_1 { selection="wheel_2_1"; axis="wheel_2_1_axis"; }; class wheel_1_2: Wheel_1_1 { selection="wheel_1_2"; axis="wheel_1_2_axis"; }; class wheel_1_3: Wheel_1_1 { selection="wheel_1_3"; axis="wheel_1_3_axis"; }; class Wheel_2_2: Wheel_1_1 { selection="wheel_2_2"; axis="wheel_2_2_axis"; }; class Wheel_2_3: Wheel_1_1 { selection="wheel_2_3"; axis="wheel_2_3_axis"; }; class Wheel_1_4: Wheel_1_1 { selection="wheel_1_4"; axis="wheel_1_4_axis"; }; class Wheel_2_4: Wheel_1_1 { selection="wheel_2_4"; axis="wheel_2_4_axis"; }; class Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class MainTurret { type="rotationY"; source="mainTurret"; selection="OtocVez"; axis="OsaVeze"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; memory = 1; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; selection="OtocHlaven"; axis="Osa Hlavne"; }; class MachineGun: Rotation { selection="otocHlavne"; axis="axis_otocHlavne"; angle1 = "rad 2000*43"; source="Gatling"; }; class muzzleFlashROT { type="rotationZ"; source="Gatling_flash"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="Zasleh"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; }; }; }; Resolution LOD: http://i.imgur.com/qrCxXcB.jpg (286 kB) Memory LOD: (Konec Hlavne memPoint is defined) http://i.imgur.com/OAhoAns.jpg (188 kB) Let me know if any more information is needed. I would really like to figure this out.
  2. Unfortunately, Zero is no longer a member of the development team for Operation: TREBUCHET, or Article 2 Studios as a whole for that matter. He has informed us that he wishes to leave the project and seeks to remove his assets wholly from the mod. It is our understanding that this occurred due to a conflict of interest between his working with our team and the developers of the Sins of the Prophets mod for Sins of a Solar Empire, whom collaborated with him on and contributed a number of assets to his own mod, Operation: HOMEFRONT. These developers are working on their own ArmA 3 mod, also set in the Halo universe, and presumably wish to use these assets in their own mod. They threatened Zero with revocation of his right to use some of their assets in Operation: HOMEFRONT if he did not comply. So, what does this all mean for you, the player? Well, best case scenario, almost nothing major. We are currently working to recreate almost every asset we will lose with this departure and have made good progress on most of them, but still have some to go. We will try to provide updates on these asset replacements along with standard new content. Our goal is to minimize the impact this will have on development of new content, but we will unfortunately have to make some short-term sacrifices to fill the gaps left behind. Most of the assets have already been assigned to developers or are already being worked on, with some even being complete as of now. Some of them, unfortunately will not be as high of a priority for us and we will have to evaluate their overall worth relative to the general gameplay of the mod. Two examples thus far are the Longsword and the Frigates. It is unlikely we will recreate these assets at this point in time simply due to the fact that they don't provide a significant addition to the overall gameplay we feel and the amount of effort required for their proper implementation is not justified by the benefit. However, for the many undoubtedly disappointed in this news, know that we are actively working on alternatives to both of these assets that should fit the gameplay and scope of ArmA better, while still providing the same level of quality you've come to expect from us. While this is a disappointing setback for us, we are determined to provide even better content and quality, all we ask is a little patience and understanding as we work to overcome this. For specifics, the following is a list of all assets that were created by Zero and will need to be replaced: MA5A, MA5B, and MA5C Assault Rifles M7 SMG M6G and M6C Handguns M41 SSR Rocket Launcher M9 Frag and M2 Smoke Grenades Emergency Flare GA-TL1 Longsword Charon and Paris-Class Frigates and Interior Objects Traffic Cone Portable Generator Resupply Pod (Precise classnames and object titles will provided in the near future to help everyone try to adjust accordingly)
  3. In a very exciting collaboration with Armachinima winner, KinglesPringles, we bring you a brand new cinematic trailer for Operation: TREBUCHET. Enjoy! https://youtu.be/SUp_ijBCOVA
  4. We've just released a complete overhaul of the First Contact expansion for Operation: TREBUCHET. For those unfamiliar, this mod aims to bring the Covenant into ArmA 3 as well as possible. Currently, it is slim on content, with only Elites filling the roster at the moment, but the goal is to build it up over time alongside the main mod. You can check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=1572627279
  5. A new update is available to download. You can check it out HERE. Head over to the subreddit to see a full changelog.
  6. A new update is available to download. You can check it out HERE.
  7. The update is coming very soon. In the meantime, here's a comparison to show off some of the significant texture improvements we'll be implementing in v0.18. VIEW ALBUM
  8. It's been fairly quiet on here we know, but just wanted to pop in and mention that we got featured in a Halo Waypoint Community Update (see: It's Not a Catapult). You can check it out here As for news on development, the next update is very close to being complete. We're still working to ensure all the bugs and issues introduced with the latest Tanks DLC are squashed first. Expect a release before the end of May. In the meantime, here's some images of some of the new texture overhaul work and new unsc trooper gear you'll be seeing in the coming update.
  9. Could you provide specific examples? While building pathways are still on the to-do list, they should still work and move fine outside. We did set up pathing on the sidewalks and everything.
  10. scorch_052

    XBOX (analogue) controls in splendid camera

    PLEASE FIX THIS BOHEMIA
  11. A new update is available. You can get it by subscribing on Steam Workshop or checking out the link below.
  12. We just released a very special video that you can check out here:
  13. A new update is available. You can get it by subscribing on the Steam Workshop, or grab it directly from the link down below. https://drive.google.com/open?id=0B6vu3Fhowl-aZXJUMld4QzZMdzg
  14. Unfortunately the way the ammocounter works makes it impossible for us to implement this properly. This has been noted, but due to the way the rifles were modelled, decreasing the length would require remodelling to some degree. Not a hard no, but definitely not something we plan on addressing in the immediate future. Not much we can do about this unfortunately as this is just the standard particle effect that ArmA uses for all its spent casings. Thanks for the feedback
  15. A new update is available. You can get it by subscribing on the Steam Workshop, or grab it directly from the link down below. https://drive.google.com/open?id=0B6vu3Fhowl-aS0c0Rk82S1VJSWc
  16. New UPLINK https://www.reddit.com/r/OperationTrebuchet/comments/7494ia/uplink_c0008_oct42525/?st=j8d8790n&sh=39b87b5c
  17. Hey guys, So, I'm working on implementing a series of custom sidewalks for a mod, as well as a few other similar modular pieces like hallways and doors. I've tried using a very simple Paths LOD for the sidewalks, but the AI still don't cooperate. As it stands if an AI is on a sidewalk he just stand there and not move, and if they're on normal terrain they won't cross the sidewalks at all. Is there a way to make them just ignore it entirely or set up a proper way for AI to navigate it.
  18. We've just released an update that you can download here: https://drive.google.com/file/d/0B6vu3Fhowl-aTC13YlA5Q1E3UUU/view You can view the changelog here: https://www.reddit.com/r/OperationTrebuchet/comments/6r0037/operation_trebuchet_v015_is_available_now/?st=j5u6nlp3&sh=2007c64b
  19. We've got a new UPLINK, ladies and gents! https://www.reddit.com/r/OperationTrebuchet/comments/6fczch/uplink_c0007_jun52525/?st=j3jw3ztj&sh=69146215
  20. scorch_052

    Can't join any server. ("Connecting failed.")

    Having the same issue. Incredibly frustrating.
  21. Rather than keep track of several different threads, I've opted to just combine all my projects into one thread. This thread will only be for smaller, simpler projects, and the more complex stuff will still be getting its own thread. Complete / Released SC SCAR Port By Scorch052 Description: This pack contains several different variants of the SCAR-pattern weapons system by FN Herstal. The models have been ported from ArmA 2. As such, they were created by Bohemia Interactive, and I take no credit for anything but the configuration and porting of the actual weapons. DOWNLOAD Version - 1.1 Requirements HLC/NIArms AR15 Pack Credits Bohemia Interactive - All models and textures FN Herstal - FNH Logo and weapon design SC RHIB Port By Scorch052 Description: This pack contains two variants of the RHIB used by the USMC in ArmA 2. The models have been ported from ArmA 2. As such, they were created by Bohemia Interactive, and I take no credit for anything but the configuration and porting of the actual vehicles. DOWNLOAD Version - 1.0 Requirements RHS US Forces Credits Bohemia Interactive - All models and textures SC Items By Scorch052 Description: This pack contains several simple inventory items for missionmakers to use for whatever needs they may have. None of the items have custom models yet, however this may change in the future. DOWNLOAD Version - 1.0 Requirements None Credits Various Sources - Imagery
  22. scorch_052

    SC Mini-Mods and Projects

    I will consider it. Haven't really messed with any of these projects in a while though, so no promises.
  23. scorch_052

    SC SCAR Port

    SC SCAR Port By Scorch052 Description: This pack contains several different variants of the SCAR-pattern weapons system by FN Herstal. The models have been ported from ArmA 2. As such, they were created by Bohemia Interactive, and I take no credit for anything but the configuration and porting of the actual weapons. DOWNLOAD Version - 1.1 Requirements HLC/NIArms AR15 Pack Credits Bohemia Interactive - All models and textures FN Herstal - FNH Logo and weapon design Scorch052 - Configuration
  24. This is a pack of various miscallaneous inventory items that can be used as mission objectives, scripting objects, etc. The items all use the standard magazine MOLLE Pouch as the ground model. I will be adding more items to the mod as I come up with them, as well as writing different scripts using the items. Current Version - 0.4 Item List | ~140 Items There is an ammobox in the editor with all the items inside. To add an item to your inventory use (this additem "sc_x") Images http://i.imgur.com/BeOiVoJh.jpg (129 kB) http://i.imgur.com/MAEZeinh.jpg (133 kB) http://i.imgur.com/68A8pKTh.jpg (118 kB) TO-DO -Add more items -Get Higher Quality pictures -Create some scripts to make use of some of the items Link - http://www.mediafire.com/?t82j325pk4dlev9 If you have any requests or ideas, please share them. So long as whatever you suggest actually exists, I should be able to make it easily. Changelog -0.4 -added Suitcase, Passport, Twinkies, and many more items -0.3 -added Acoustic Guitar, Marijuana, Methamphetamines, Signal Transmitter and Receiver, Wrench, and many more items -Signed addon with sign and key - sc_mods -Properly implemented weight values -Renamed and re-classed main ammobox and added medical and objective items boxes -0.2 -added Combat Shirt, Combat Boots, Combat Pants, Wood, Candy Bar, Charms Candy, and Can of Paint -shortened classnames -0.1 -Release Credits Bohemia Interactive Studios - ArmA Series fallout.wikia.com - Picture Source protek - Testing help and several picture sources Several other websites found courtesy of Google Disclaimer - I do not own, nor do I claim to own, any pictures provided in this addon.
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