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six_ten

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Everything posted by six_ten

  1. six_ten

    Dear Mod Makers, Sign your Mods.. Its easy....

    Why sign mods? What is the advantage?
  2. I have a script that pushes my sloop (sailing vessel) in the wind; the engine works but its power is reduced so most thrust must come from wind. If you sail into the wind, you can move forward slowly, a couple of km/hr. If you sail with the wind at your back or sides, you can move up to 20 km/hr or so. This works now. To make it more realistic I want to do the following: 1. Get the wind direction relative to the ship direction and set the angle of the yards, boom and gaff (the parts that hold the sails onto the mast). For this I think I need a custom AnimationSource controller, right? At the moment the angle of the boom, gaff and yards is set by the rudder just to see how it looks. I would like to have this independently controlled by the captain, but for the sake of new players and AI it seems best to automatically set the best angle. I don't know how to do the math to convert windDir and shipDir to the angle of difference between them. One the math is done, how do I send that to an animationsource so that it will rotate them? 2. Taking the result of the above, the angle of difference between wind and ship, multiply (?) that by the square yardage of sails remaining (enemies can shoot and destroy rigging and sails) and use that number to set the velocity of the ship. Currently you can shoot out the Boom and Gaff, which hold the MainSail. Is the correct expression "isDestroyed" when they are hidden and replaced with damaged versions? I want to assign a value for each sail, based on number of square yards, and when one is destroyed, deduct that amount from a multiplier that feeds into the ship velocity. 1794 Steel diagram http://i.imgur.com/8MvjAzO.jpg
  3. Thanks. In order to understand how this all works I'm trying to make a weathervane, a simple arrow that points to the direction the wind blows. With windDir I can get the wind direction, but how do I tell the arrow to point that direction? There's no stock animationsource for windDir, so do I need to run it from a script? If so, how does the anim know to use windDir to set its direction?
  4. six_ten

    Black Powder Mod

    Plan to implement horses? Yes. If someone builds and animates them I'll be thrilled to be able to create the uniforms, tack, etc. and add Dragoons, Cavalry, officers on horseback, dispatch riders, and allow players to easily hitch up to wagons and artillery limbers and move them around the battlefield. But as important as they are they're not going to be in for a year or longer unless someone else creates them. As it is I've posted a number of questions asking for help on the other priorities which are as yet unanswered. After a decade of ARMA every modder still has to reinvent the wheel when it comes to melee of any kind, so getting a tomahawk, spontoon, bayonet, and sword is taking a huge effort. At the moment I'm trying to write a script for getting the wind to work on my sailing ships, and starting to try to figure out how to get an anchor to work on them. If you create a horse addon I'll be happy to modify and add it. I'll post some screens or video later tonight or tomorrow for you.
  5. six_ten

    Black Powder Mod

    Just a note to say I've been hard at work upgrading the mod. I hope to have something to release soon. The Bermuda Sloops are armed, I still have to replace sounds and squash bugs, but its already a lot of fun. Looking forward to pitting my ship against human opponents! http://makearmanotwar.com/entry/Fzvd2RZSpc#.VI36xvd0zyM
  6. six_ten

    Hatchet Swing Animation

    How do you restrict the max distance of the bullet? I haven't found an entry for that.
  7. six_ten

    Hatchet Swing Animation

    I'm trying to do the same thing. Can you post what you have so far? I'll post my results if I can get something working too.
  8. I finally got cannons aboard my ship with attachTo (thanks to Gnat and a few others for posts and scripts that helped me understand how). So my ship has guns, but no gunners. My earlier version of the ship had all the guns coded into the config, and AI manned the guns, but when I ported it from A2OA over to A3 the camera "broke" and I couldn't get the guns to face out the ports, only forward or back. With the attachTo method and memory points it works great. I'm planning set this up so in a multiplayer mission some ships can be human controlled and others can be AI patrols, raiders, merchants, etc. The deck is walkable, so a human player can move about the deck and get into a gun position. What I'd like to do now is make it so AI can man the ships. Can someone help me to do that? (In simple language as I'm just starting to learn.) I'm using a modified version of Gnat's script from his Fast Sea Frame: In main config Sloop_Base: class EventHandlers { init = "[_this select 0] execVM ""\ART\ART_Water\Scripts\Rigging_Init.sqf"";"; }; Then the script Rigging_Init: //---------------------------------------- //script by Gnat //mp fix by armatech //modified by Six_Ten //---------------------------------------- // if you use it, credit me as appropraite //---------------------------------------- _ship = _this select 0; if (!local _ship) exitWith {}; //_xx = 10 preloadObject "RHIB"; //_xx = 10 preloadObject "RHIB2Turret"; //_xx = 10 preloadObject "Stinger_Pod"; //Get var form ship _check = _ship getVariable "boatsloaded"; //Check is var is empty/not set if(isnil ("_check"))then { //load ships and set var //Broadcasts ships loaded _ship setVariable ["boatsloaded", 99,true]; //run boat loading scripts _ladder = "Sloop_Rigging_Ratlines" createvehicle[0,0,0]; _ladder attachto [_ship,[0.0,-3.25,-2.35]]; //////////////////////////////////////////////////////////////////////////////////// /// Begin Gundeck //////////////////////////////////////////////////////////////////////////////////// /// Port _P1Cannon = "Gun_Swivel_Halfpdr" createvehicle[0,0,0]; _P1Cannon attachto [_ship,[0,0,0],"P1Gun"]; _P1Cannon setDir -45; _P2Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; _P2Cannon attachto [_ship,[0,0,0],"P2Gun"]; _P2Cannon setDir -70; _P3Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; _P3Cannon attachto [_ship,[0,0,0],"P3Gun"]; _P3Cannon setDir -90; _P4Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; _P4Cannon attachto [_ship,[0,0,0],"P4Gun"]; _P4Cannon setDir -90; _P5Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; _P5Cannon attachto [_ship,[0,0,0],"P5Gun"]; _P5Cannon setDir -90; _P6Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; _P6Cannon attachto [_ship,[0,0,0],"P6Gun"]; _P6Cannon setDir -90; /// Starboard _S1Cannon = "Gun_Swivel_Halfpdr" createvehicle[0,0,0]; _S1Cannon attachto [_ship,[0,0,0],"S1Gun"]; _S1Cannon setDir 45; _S2Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; _S2Cannon attachto [_ship,[0,0,0],"S2Gun"]; _S2Cannon setDir 70; _S3Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; _S3Cannon attachto [_ship,[0,0,0],"S3Gun"]; _S3Cannon setDir 90; _S4Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; _S4Cannon attachto [_ship,[0,0,0],"S4Gun"]; _S4Cannon setDir 90; _S5Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; _S5Cannon attachto [_ship,[0,0,0],"S5Gun"]; _S5Cannon setDir 90; _S6Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; _S6Cannon attachto [_ship,[0,0,0],"S6Gun"]; _S6Cannon setDir 90; //////////////////////////////////////////////////////////////////////////////////// /// End Gundeck //////////////////////////////////////////////////////////////////////////////////// }; http://i.imgur.com/A6RBi9R.jpg (212 kB) (212 kB) ... http://makearmanotwar.com/entry/Fzvd2RZSpc#.VBTjD8zD_yM
  9. six_ten

    Map Lighting

    Are all the 70 or so Lighting entries in map configs settings for the lighting at a particular time of day? How does that work? I want to create lighting appropriate to the location of my map.
  10. six_ten

    windsock_01_f class where >?

    I really want the code that makes the windsock turn with the wind.
  11. Has nobody else encountered a similar problem with attached static weapons?
  12. This is now working well. My cannons attach, the gunners appear, and the guns fire and animate correctly. However, a problem remains: When I am the driver of the boat the cannons and gunners appear to be outside the ship, that is, they seem to be drawn first, then the boat. Driver view, guns drawn before ship, incorrect. Walking on deck, first person, correct. From the gunner's point of view, the sides of the ship are drawn first, then the guns, so they do not appear to stick through the gunports, but look like they're totally inside the ship. First Person Gunner View, ship drawn before guns, incorrect. How do I fix this so they look like they're in proper position on the deck?
  13. I've set up my sloop of war so that you can shoot the rudder and the rudder is replaced with a broken version, like in cars when wheel is destroyed it is replaced by broken version model. How do I fix the config so that when this happens the driver can no longer steer the ship?
  14. Damn. Can you think of a way to implement this? I want players to be able to focus fire on the rudder (or masts, rigging, etc) in combat to disable their opponent's maneuverability.
  15. six_ten

    Trying to model Combined Sewers

    The classic film noir, The Third Man, should be your starting point. http://www.youtube.com/watch?v=bvnjHevRceQ Start at 1:46.
  16. Are any stock vehicles, airplanes, boats, cars, tanks, etc able to be disabled by shooting steering? Is there any BIS setup that I can modify to create this functionality?
  17. What were the problems with submissions? If we don't know how do we avoid them?
  18. six_ten

    Map Lighting

    BadLuckBurt I hope you'll post your results here. What I really want is to change the sun and moon altitude and azimuth to match the results from the USNO calculator for a place in Virginia in 1776, well outside teh range of the stock lighting settings.
  19. six_ten

    Legal violations by A3L: Arma 3 life

    The way you fix the issues and act honorably is to remove the stolen content immediately, right now, today. This "working toward" nonsense that you guys keep repeating is offensive.
  20. six_ten

    Bayonet

    I'm at the point with my Black Powder mod that I'm ready to add bayonets to my muskets. I haven't yet tried it but I think this is a possible approach and I'd like to get some feedback and ideas from those more experienced than me. -- as a starting point, modify one of the weapon attachments, like a suppressor or laser sight, replacing it with a bayonet model. Now the bayonet can be added and removed from the musket. -- add a memory point at the tip of the bayonet model and a second one further in, if the first point contacts a player then the blade scratches him and he takes light damage, if the first point then the second point hits him, he is penetrated and takes much more damage -- taking a cue from the campfire, where just being within a meter or so causes damage, create an eventhandler for the attached bayonet to cause damage if the Tip memory point is within a few centimeters of a player -- make it so that if bayonet is attached, left mouse button fires the normal bullet, right mouse button fires an animation to thrust the weapon forward. -- if bayonet is detached I'd like it to be "holstered" on the player's side. I've made custom uniform models for all my characters, so it is possible to add attachment points, or even move the NVG slot for example to the hip. Does this make sense as the best and simplest way to create a working attachable bayonet? Edit: At http://forums.bistudio.com/showthread.php?178148-razor-wire-to-cause-damage I found an example that seems close to what I was thinking about (though I want mine built-in not external scripts) but one of the posters warns that too many instances will cause problems. Since every musket will be capable of using a bayonet, whatever method I use has to be low-impact on performance.
  21. I'd like to combine the door open action for a pair of doors. I've followed some older threads with information about this, but keep getting errors when I try what they did. Can someone help me rewrite this so I can open and close the doors together? I based my building on the Test_House in Samples_F. class OpenDoor_1 { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text. displayName = "Open Door"; // Label of the action used in the action menu itself. position = Door_1and2_trigger; // Point in Memory lod in p3d around which the action is available. priority = 0.4; // Priority coefficient used for sorting action in the action menu. radius = 2.5; // Range around the above defined point in which you need to be to access the action. onlyForPlayer = false; // Defines if the action is available only to players or AI as well. condition = ((this animationPhase 'Door_1_rot') < 0.5) && ((this animationPhase 'Hitzone_2_hide') < 0.99999); // Condition for showing the action in action menu. In this case it checks if the door is closed and if the part of the house in which the door is located hasn't been destroyed yet). statement = ([this, 'Door_1_rot'] execVM "\ART\ART_Arch\Scripts\DoorNoHandle_open.sqf"); // Action taken when this action is selected in the action menu. In this case it runs a script that opens the door. }; class CloseDoor_1: OpenDoor_1 { displayName = "Close Door"; priority = 0.2; condition = ((this animationPhase 'Door_1_rot') >= 0.5) && ((this animationPhase 'Hitzone_2_hide') < 0.99999); // Checks if the door is currently open and not destroyed. statement = ([this, 'Door_1_rot'] execVM "\ART\ART_Arch\Scripts\DoorNoHandle_close.sqf"); }; class OpenDoor_2: OpenDoor_1 { position = Door_1and2_trigger; condition = ((this animationPhase 'Door_2_rot') < 0.5) && ((this animationPhase 'Hitzone_2_hide') < 0.99999); statement = ([this, 'Door_2_rot'] execVM "\ART\ART_Arch\Scripts\DoorNoHandle_open.sqf"); }; class CloseDoor_2: CloseDoor_1 { position = Door_1and2_trigger; condition = ((this animationPhase 'Door_2_rot') >= 0.5) && ((this animationPhase 'Hitzone_2_hide') < 0.99999); statement = ([this, 'Door_2_rot'] execVM "\ART\ART_Arch\Scripts\DoorNoHandle_close.sqf"); };
  22. I've tried the method in this thread from 1267 days ago but the syntax seems to have changed, as it throws errors when I try it. http://forums.bistudio.com/showthread.php?119436-Open-multi-doors-with-one-control Any ideas?
  23. I rotated my carriage and barrel proxies to be parallel with the gunwales, but even changing the initial rotation in the config they do not turn to be perpendicular in game. Unless I rotate them in the p3d they stay pointing forward.
  24. I cannot (and after weeks of trying) get the optics for the gunners to look in the direction of the cannon. Yesterday I rebuilt the gundeck using your method (which was the way I used to do it) but no matter what i can't get the damned gunners to look in the right direction, and the cannons will not fire correctly. If I post my model and config could you take a look at it? I still can't get the scripts to work either, so now I don't even have that as a backup method.
  25. Has anyone been able to get the helis in Samples_F to work? I ran the folder through pboProject and got a number of errors, first being line 260, in Useractions --> Doors displayNameDefault = <img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />; /// what is displayed under the cursor (icon in this case) adding quotation marks stopped that error, displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; /// what is displayed under the cursor (icon in this case) but more kept coming up, like an incorect proxy reference to cargo_01 in the p3d, and others. After finally getting it to pack without error, placing the helis in the editor, and running it, the rotors don't turn, the doors won't open, and I can't shoot from the cargo_turret position (which was the only reason I got the heli going). All I really want is to see how to set up the cargo so I can have players firing from the deck of my sloop.
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