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aduke823

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Everything posted by aduke823

  1. Hello, So, I have started making helos again and for some reason one of my turrets has its controls reversed, when I move up, the turret goes down and vice-versa. This is especially unfortunate when AI are manning this turret because when they see a target below them they point the gun up instead of down. I have troubleshooted this thing for days, not sure if it is a config.cpp, model.cfg or a .p3d issue. It is probably just something specific to ArmA 3 that I have not become accustomed to. Anyway, I have posted my config.cpp below Config.cpp: I appreciate any advice on this one, thanks. -AD Model.cfg in next post
  2. Thanks man, Damn newfangled config entries... hmmph.
  3. Hello hello hello, For some reason when I inherit from the CargoTurret class for enabling FFV in my helicopter config, no properties are inherited. Despite all of the required settings and values being present in my turret class, I still get errors for additional config entries (selectionFireAnim for example). So, I believe what is happening is that none of the properties for the CargoTurret parent class are being inherited. I receive errors as though I have created an incomplete new turret class in my config, which i have not. Here are just some of the errors that my new sub-class of turret generates... Here is my config, all ffv-required config entries come straight from the examples in the MH9 config... Note: The turret classes in-question appear in the second and last helicopter class. I appreciate any help that anyone can give me. Thanks, -AD
  4. So, now that I added those dependencies, the MainRotor and TailRotor never change to their blurred proxy models, I think there are some mainRotor settings related to RotorLib that I am missing. All other animations function correctly. I added the RotorLibHelicopterProperties from the UH-80 config, that did not seem to fix it. Current version of my config...
  5. OK ya, I added entries to the requiredAddons entry for cfgPatches and now the turrets work for the most part. At first I did not think that adding dependencies would have an effect, but I was wrong. Thank you for the help, onto the next roadblock. :) -AD
  6. Made those changes, Addon Builder errors out when it tries to pack the config, error log is no help (does not give specifics). Trying to troubleshoot it, I might try not binarizing, then ArmA will give me a more detailed error. EDIT: OK so... it liked this... class Helicopter: Air { class Turrets; class MainTurret; class NewTurret; class AnimationSources; class HitPoints; class ViewPilot; class ViewOptics; }; and not this... class Helicopter: Air { class Turrets { class MainTurret; }; class NewTurret; class AnimationSources; class HitPoints; class ViewPilot; class ViewOptics; }; Strange... Still testing. ---------- Post added at 09:14 ---------- Previous post was at 08:53 ---------- OK so, After some testing the verdict is that it does not seem to matter at which point CargoTurret is referenced or how many times it is referenced in external classes, CargoTurret is still not recognized as a pre-defined classname. Thanks for your help though deltagamer, I respect and appreciate your persistence. :) Updated config...
  7. Thanks for your reply, I had a lot of hope that this would fix the issue. Unfortunately the problem still persists when the base inheritance is changed to "Helicopter_Base_F". Back to the drawing board I guess. Thanks again, -AD P.S. requiredAddons will be populated just as soon as I get all of the base functionality working and have a more solid idea of what is required, that's just the work flow I am used to. :) CfgPatches is in there and includes requiredAddons, just not in the part that I posted, I wanted to just post the core of the problem without too much clutter. Updated Config...
  8. aduke823

    Firing from Vehicles feedback

    Currently I am seeing that the CargoTurret class holds no meaning in config files for third party addons, for some reason it cannot be inherited from... See an example here
  9. I was able to find configs for "passenger_inside_1", "passenger_inside_2" and so on using the config viewer.. hope that helps, I want to do my own FFV anims too. -AD
  10. aduke823

    Helicopter Turret Control Reversed

    I solved it, I had to change the MainGun settings in the model.cfg file from: class MainGun: MainTurret { type="rotation"; source="mainGun"; selection="OtocHlaven"; axis="OsaHlavne"; }; To: class MainGun: MainTurret { type="rotation"; source="mainGun"; selection="OtocHlaven"; axis="OsaHlavne"; angle0="rad 360"; angle1="rad -360"; };
  11. aduke823

    RWCO: Rotor Wing Combat Overhaul

    Shadow_FO My friends and I are enjoying your helo mods a lot in ArmA 3. That said, I would like to make a request... 1. A variant of the AH64-D with 16x Hellfires. 2. A gunner view MFD added to the AH64-D pilot's cockpit (like in the RAH-66). Both of these requests I am willing to help with. Thanks, -AD
  12. aduke823

    Insignia Trouble

    Hello, I tried making an insignia for a unit, the trouble is when I view the insignia texture in-game it looks like this. It always has that shiny white part around it no matter how I adjust the alpha channel in my texture. I have tried first saving as a DDDS (RGBA DXT5). The insignia is added to the unit via hiddenselection textures in the config. Can anyone help? Thanks, - AD
  13. aduke823

    Insignia Trouble

    Those aren't imported models
  14. Hello, If you thought the title of this thread was confusing, wait til you hear this... So, I have a script which selects a random unit from an array... _randomUnit = [_unit1, _unit2, _unit3, _unit4] call fn_vbs_selectRandom; Easy enough, but now I want to... Take that one random unit from that array and manipulate it, but every time that I reference my variable; _ranomUnit, a different unit is selected, I don't want that, I want to reference the same unit from that array every time. I hope that makes sense, any help is greatly appreciated. Most scripting concepts I understand, but this one has eluded me. Thanks, -AD
  15. I misunderstood at first but it worked great after some testing.... thanks Das!
  16. Das Attorney, thank you for your reply. The script example that you gave me selects a random unit from an array, correct? What I want to do is... A. Select a random unit from an array B. Reference that ONE UNIT later and manipulate it with additional commands. Like so... [color=#000000][color=#0000BB]_unitArr [/color][color=#007700]= [[/color][color=#0000BB]_unit1[/color][color=#007700], [/color][color=#0000BB]_unit2[/color][color=#007700], [/color][color=#0000BB]_unit3[/color][color=#007700], [/color][color=#0000BB]_unit4[/color][color=#007700]]; [/color][color=#0000BB]_randomUnit [/color][color=#007700]= [/color][color=#0000BB]_unitArr select floor random count _unitArr[/color][color=#007700]; _pos = getMarkerPos "MK1"; _randomUnit addWeapon "M16"; _randomUnit addMagazine "M16_magazine";[/color][/color] _randomUnit doMove _pos; In the above example, a random unit is given an m16, then a completely different unit is given an M16_magazine, then an additional unit is told to move to a marker. I want to add the weapon, magazine, and give the move command to the same unit every time, I just want the unit to be randomly selected ...once. I hope that clears things up, thanks for your help. -AD
  17. Hello, I am announcing the development of my newest project... ADuke's OH58D Pack This addon is still very much work in progress, the model is 90% complete, textures are at 25% completion. Here is the first of many update videos... Stay tuned for more progress updates. -AD
  18. aduke823

    ADuke's OH58D Pack

    This project has been cancelled, new job, no time.
  19. kju.... Could you shed some light on how I can overwrite ArmA2 classes while using AiA? I made an addon overwriting some of the INS soldier classes but it seems that only "INS_Soldier_1" successfully takes my changes. All of the other classes have the AiA config values applied to them, regardless of my config entries. Thanks
  20. aduke823

    ADuke's OH58D Pack

    My understanding is that the term "normal" refers to the way light reflects off the model's surface, creating depth. A normal material then creates light reflections or bumps that aren't actually on the surface of the model. So, a model's surface has "normals" with or without that material assigned to it. Maybe it was not explained to me correctly, but that is the terminology that I use. At any rate, I am going to have to sharpen some of the edges so that the surface shading looks correct.. -AD
  21. aduke823

    ADuke's OH58D Pack

    I have a small update.... It seems that as soon as I announced this addon a few weeks ago, my life then started to get very busy. I have not had as much time to work on this as I would like, but that should change soon. I wanted to preview my model in the ArmA 3 engine to get a better idea of what I need to improve. Here is a video, so you all can see what it looks like in-game. The video shows that I have a lot of edges that I need to sharpen on the model. See you next update!
  22. aduke823

    ADuke's OH58D Pack

    Here is an early render of my model with it's diffuse map (Warning: Large Image) this was made last week so quite a few things have improved. I am taking the weekend off and will get back to the model on Monday. -AD
  23. aduke823

    ADuke's OH58D Pack

    Sorry man, I didn't realize who you were, I admire your AH64 work. :)
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