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Everything posted by six_ten
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Scripted attachTo static weapons on vehicle -- how to add AI gunners?
six_ten replied to six_ten's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I have been reconstructing my files since they were destroyed by a trojan, and now for some reason my script version has stopped working. As it is now, no flags, no guns and no rigging appear. Also the boarding script is broken. What have I missed? Any idea why this is broken? model.cfg 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 Ship: Vehicle { skeletonInherit="Vehicle"; skeletonBones[]={}; }; class civilian_boatSkeleton: Ship { skeletonInherit = "ship"; skeletonBones[] = { "Compass", "", "drivingWheel", "", "Rudder", "", "damageHide", "", /////////////////////////////////////////////////////////////////// "Rudder_unhide","Rudder", "Rudder_hide","Rudder" /////////////////////////////////////////////////////////////////// }; }; }; class CfgModels { class Rotation; class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default { sections[] = { "zasleh" }; }; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // END SLOOP BASE BEGIN SLOOP BERMUDA /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class Sloop_Bermuda: Vehicle { skeletonName = "civilian_boatSkeleton"; sections[] = { "camo", "Hull", "zbytek", "Compass", "drivingWheel", "Rudder" }; 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"; }; /////////////////////////////////////////////////////////////////////// class Rudder_destruct { type="hide"; selection="Rudder_hide"; source="HitRudder"; minValue = 0; // upravit na 0.99 maxValue = 1; // upravit na 1.0 hidevalue = 0.99999; }; class Rudder_destruct_unhide { type="hide"; selection="Rudder_unhide"; source="HitRudder"; minValue = 0; maxValue = 1; hidevalue = 0.00000; UnHidevalue = 1.00000; }; /////////////////////////////////////////////////////////////////////// class Compass { type="rotation"; source="direction"; selection="Compass"; axis="Compass_Axis"; memory=1; minValue=-3.141590; maxValue=3.141590; angle0=-3.141593; angle1=3.141593; }; class drivingWheel { type = "rotation"; source = "drivingWheel"; selection = "drivingWheel"; axis = "drivingWheel_Axis"; memory = 1; minValue = -1; maxValue = 1; angle0 = -2; angle1 = 2; }; class Rudder: drivingWheel { selection = "Rudder_hide"; axis = "Rudder_Axis"; angle0 = 1.308997; angle1 = -1.308997; }; }; }; }; config.cpp //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// #define _ARMA_ //ndefs=5 enum { StabilizedInAxesNone = 0, StabilizedInAxisX = 1, StabilizedInAxisY = 2, StabilizedInAxesBoth = 3, StabilizedInAxesXYZ = 4 }; //Class ART_Water : config.bin{ class CfgPatches { class ART_Water { units[] = {"Sloop","Sloop_Rigging_Ratlines","Sloop_Merchant","Sloop_American","Sloop_Militia","Sloop_British","Sloop_Loyalist"}; weapons[] = {"Cannon_Half_pdr","Cannon_Four_pdr"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Boat_F","ART_Base","ART_Weapons"}; magazines[] = {}; ammo[] = {}; }; }; class DefaultEventhandlers; class CfgVehicles { class Land_PierLadder_F; class Sloop_Rigging_Ratlines: Land_PierLadder_F { scope = 2; displayName = "Ratlines"; vehicleClass = "1776_Seamanship"; mapSize = 0.01; Icon = "\ART\ART_Fortification\Data\UI\map_Tent_BellOfArms_CA.paa"; model = "\ART\ART_Water\Sloop_Rigging_Ratlines.p3d"; armor = 150; ladders[] = {{ "P_Ratline_Start","P_Ratline_End" },{ "S_Ratline_Start","S_Ratline_End" }}; }; class Ship; class Ship_F: Ship { class ViewPilot; class AnimationSources; class Eventhandlers; class HitPoints { class HitRudder { armor = 0.00125; material = -1; name = "Rudder"; visual = ""; passThrough = 0.0; explosionShielding = 0; radius = 0.1; }; class HitHull { armor = 1; material = 50; name = "Hull"; visual = "zbytek"; passThrough = 1; explosionShielding = 1; }; class HitWaterline { armor = 1; material = 50; name = "Waterline"; visual = "zbytek"; passThrough = 1; explosionShielding = 1; }; class HitMainMast { armor = 1.2; material = 60; name = "MainMast"; visual = ""; passThrough = 1; radius = 0.1; }; class HitBowsprit { armor = 1; material = 50; name = "Bowsprit"; visual = "zbytek"; passThrough = 1; explosionShielding = 1; }; }; }; class Sloop_Bermuda: Ship_F { class NewTurret; class Turrets; class ViewOptics; class EventHandlers; side = 3; faction = "CIV_F"; vehicleClass = "1776_Seamanship"; displayName = "Bermuda Sloop"; model = "\ART\ART_Water\Sloop_Bermuda.p3d"; picture = "\A3\Weapons_F\Data\placeholder_co.paa"; Icon = "\ART\ART_Water\Data\UI\map_sloop_ca.paa"; mapSize = 19.8; cost = 20000; accuracy = 0.5; collisionEffect = "collisionEffect"; class HitPoints: HitPoints { class HitRudder: HitRudder { armor = 0.00125; material = 60; name = "Rudder"; visual = "zbytek"; passThrough = 1; radius = 0.5; }; class HitHull { armor = 1; material = 50; name = "Hull"; visual = "zbytek"; passThrough = 1; explosionShielding = 1; }; class HitWaterline { armor = 1; material = 50; name = "Waterline"; visual = "zbytek"; passThrough = 1; explosionShielding = 1; }; class HitMainMast { armor = 1.2; material = 60; name = "MainMast"; visual = "zbytek"; passThrough = 1; radius = 0.1; }; class HitBowsprit { armor = 1; material = 50; name = "Bowsprit"; visual = "zbytek"; passThrough = 1; explosionShielding = 1; }; }; class AnimationSources { class HitRudder { source = "Hit"; hitpoint = "HitRudder"; raw = 1; }; class Proxy { source = "user"; animPeriod = 1; initPhase = 0; }; }; leftEngineEffect = "LEngEffectsSmall"; rightEngineEffect = "REngEffectsSmall"; simulation = "shipx"; maxSpeed = 80; overSpeedBrakeCoef = 0.8; enginePower = 1235; engineShiftY = 1.1; waterLeakiness = 10.0; turnCoef = 1.5; thrustDelay = 0.25; waterLinearDampingCoefY = 2; waterLinearDampingCoefX = 2.0; waterAngularDampingCoef = 1.2; waterResistanceCoef = 0.015; rudderForceCoef = 2.0; rudderForceCoefAtMaxSpeed = 2.0; idleRpm = 200; redRpm = 1200; class complexGearbox { GearboxRatios[] = {"R1",-0.782,"N",0,"D1",2.0,"D2",1.85,"D3",1.75}; TransmissionRatios[] = {"High",1.0}; gearBoxMode = "auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; }; brakeDistance = 3; driverAction = "driver_boat01"; driverLeftHandAnimName = "drivingWheel"; driverRightHandAnimName = "drivingWheel"; cargoAction[] = {"passenger_low01"}; cargoIsCoDriver[] = {0}; ejectDeadDriver = 0; transportSoldier = 24; class TransportItems { class _xx_FirstAidKit { name = "FirstAidKit"; count = 6; }; }; armor = 2000; damageResistance = 0.00882; attenuationEffectType = "OpenCarAttenuation"; insideSoundCoef = 1; soundEngineOnInt[] = {"a3\Sounds_F\vehicles\boat\Motor_Boat\engine_start","db-5",1.0}; soundEngineOnExt[] = {"a3\Sounds_F\vehicles\boat\Motor_Boat\engine_start","db-5",1.0,300}; soundEngineOffInt[] = {"a3\Sounds_F\vehicles\boat\Motor_Boat\engine_stop","db-5",1.0}; soundEngineOffExt[] = {"a3\Sounds_F\vehicles\boat\Motor_Boat\engine_stop","db-5",1.0,300}; buildCrash0[] = {"A3\sounds_f\Vehicles\soft\noises\crash_building_01","db0",1,200}; buildCrash1[] = {"A3\sounds_f\Vehicles\soft\noises\crash_building_02","db0",1,200}; buildCrash2[] = {"A3\sounds_f\Vehicles\soft\noises\crash_building_03","db0",1,200}; buildCrash3[] = {"A3\sounds_f\Vehicles\soft\noises\crash_building_04","db0",1,200}; soundBuildingCrash[] = {"buildCrash0",0.25,"buildCrash1",0.25,"buildCrash2",0.25,"buildCrash3",0.25}; WoodCrash0[] = {"A3\sounds_f\Vehicles\soft\noises\crash_mix_wood_01","db0",1,200}; WoodCrash1[] = {"A3\sounds_f\Vehicles\soft\noises\crash_mix_wood_02","db0",1,200}; WoodCrash2[] = {"A3\sounds_f\Vehicles\soft\noises\crash_mix_wood_03","db0",1,200}; WoodCrash3[] = {"A3\sounds_f\Vehicles\soft\noises\crash_mix_wood_04","db0",1,200}; WoodCrash4[] = {"A3\sounds_f\Vehicles\soft\noises\crash_mix_wood_05","db0",1,200}; WoodCrash5[] = {"A3\sounds_f\Vehicles\soft\noises\crash_mix_wood_06","db0",1,200}; soundWoodCrash[] = {"woodCrash0",0.166,"woodCrash1",0.166,"woodCrash2",0.166,"woodCrash3",0.166,"woodCrash4",0.166,"woodCrash5",0.166}; ArmorCrash0[] = {"A3\sounds_f\Vehicles\soft\noises\crash_vehicle_01","db0",1,200}; ArmorCrash1[] = {"A3\sounds_f\Vehicles\soft\noises\crash_vehicle_02","db0",1,200}; ArmorCrash2[] = {"A3\sounds_f\Vehicles\soft\noises\crash_vehicle_03","db0",1,200}; ArmorCrash3[] = {"A3\sounds_f\Vehicles\soft\noises\crash_vehicle_04","db0",1,200}; soundArmorCrash[] = {"ArmorCrash0",0.25,"ArmorCrash1",0.25,"ArmorCrash2",0.25,"ArmorCrash3",0.25}; class Sounds { class IdleOut { sound[] = {"A3\Sounds_F\vehicles\boat\Motor_Boat\engine_idle","db-7",1.0,300}; frequency = "0.95 + ((rpm/1000) factor[(100/1000),(250/1000)])*0.15"; volume = "engineOn*(((rpm/1000) factor[(100/1000),(150/1000)])* ((rpm/1000) factor[(270/1000),(200/1000)]))"; }; class Engine { sound[] = {"A3\Sounds_F\vehicles\boat\Motor_Boat\engine_1","db-4",1.0,350}; frequency = "0.85 + ((rpm/1000) factor[(200/1000),(370/1000)])*0.2"; volume = "engineOn*(((rpm/1000) factor[(190/1000),(250/1000)])* ((rpm/1000) factor[(380/1000),(280/1000)]))"; }; class EngineMidOut { sound[] = {"A3\Sounds_F\vehicles\boat\Motor_Boat\engine_3","db-2",1.0,380}; frequency = "0.85 + ((rpm/1000) factor[(280/1000),(480/1000)])*0.2"; volume = "engineOn*(((rpm/1000) factor[(250/1000),(350/1000)])* ((rpm/1000) factor[(480/1000),(390/1000)]))"; }; class EngineMaxOut2 { sound[] = {"A3\Sounds_F\vehicles\boat\Motor_Boat\engine_4","db-1",1.0,440}; frequency = "0.86 + ((rpm/1000) factor[(380/1000),(580/1000)])*0.2"; volume = "engineOn*(((rpm/1000) factor[(370/1000),(440/1000)])* ((rpm/1000) factor[(585/1000),(495/1000)]))"; }; class EngineMaxOut3 { sound[] = {"A3\Sounds_F\vehicles\boat\Motor_Boat\engine_5","db0",1.0,500}; frequency = "0.85 + ((rpm/1000) factor[(490/1000),(800/1000)])*0.2"; volume = "engineOn*(((rpm/1000) factor[(460/1000),(550/1000)])* ((rpm/1000) factor[(780/1000),(620/1000)]))"; }; class EngineMaxOut4 { sound[] = {"A3\Sounds_F\vehicles\boat\Motor_Boat\engine_6","db2",1.0,550}; frequency = "0.85 + ((rpm/1000) factor[(650/1000),(1000/1000)])*0.2"; volume = "engineOn*((rpm/1000) factor[(600/1000),(800/1000)])"; }; class WaternoiseOutW0 { sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-0-speed1","db-3",1.0,150}; frequency = "1"; volume = "(speed factor[4, 1])"; }; class WaternoiseOutW1 { sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-20-speed","db-2",1.0,250}; frequency = "1"; volume = "((speed factor[2, 6]) min (speed factor[6, 4]))"; }; class WaternoiseOutW2 { sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-50-speed","db0",1.0,350}; frequency = "1"; volume = "(speed factor[3, 9])"; }; }; class Reflectors{}; class Damage { tex[] = {}; mat[] = {"ART\ART_Water\Data\Sloop_Hull.rvmat","ART\ART_Water\Data\Sloop_Hull_damage.rvmat","ART\ART_Water\Data\Sloop_Hull_destruct.rvmat","ART\ART_Water\Data\Sloop_Rig.rvmat","ART\ART_Water\Data\Sloop_Rig_damage.rvmat","ART\ART_Water\Data\Sloop_Rig_destruct.rvmat"}; }; extCameraPosition[] = {0,10.0,-18.0}; rightFastWaterEffect = "RFastWaterEffects"; waterEffectSpeed = 5; engineEffectSpeed = 5; waterFastEffectSpeed = 15; class UserActions { class BoardTheVessel { displayName = "Board the Vessel"; position = "zamerny"; onlyforplayer = 1; radius = 10; condition = "not (player in this)"; statement = "[this, player] execVM ""\ART\ART_Water\Scripts\Boarding.sqf"""; }; }; hiddenSelections[] = {"Camo_Hull","Camo_Rig"}; hiddenSelectionsTextures[] = {"\ART\ART_Water\Data\Sloop_Hull_CO.paa","\ART\ART_Water\Data\Sloop_Rig_CO.paa"}; }; class Sloop_American: Sloop_Bermuda { scope = 2; displayName = "American Navy Sloop"; side = 1; faction = "UnitedStates"; crew = "Pvt2dVirginiaRegt_1777"; class AnimationSources: AnimationSources { class Proxy: Proxy { initPhase = 1; }; }; hiddenSelectionsTextures[] = {"\ART\ART_Water\Data\Sloop_Hull_CO.paa"}; class EventHandlers { init = "[_this select 0] execVM ""\ART\ART_Water\Scripts\Rigging_Init.sqf"";"; }; }; }; //}; Rigging_Init.sqf //---------------------------------------- //script by Gnat //mp fix by armatech //---------------------------------------- // 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]]; _flag = "Flag_US_Navy" createvehicle[0,0,0]; _flag attachto [_ship,[0.0,-4.9,11.0]]; //////////////////////////////////////////////////////////////////////////////////// /// Begin Gundeck //////////////////////////////////////////////////////////////////////////////////// /// Port _P1Cannon = "Gun_Swivel_Halfpdr" createvehicle[0,0,0]; createVehicleCrew _P1Cannon; _P1Cannon attachto [_ship,[0,0,0],"P1Gun"]; _P1Cannon setDir -45; _P2Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; createVehicleCrew _P3Cannon; _P2Cannon attachto [_ship,[0,0,0],"P2Gun"]; _P2Cannon setDir -70; _P3Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; createVehicleCrew _P3Cannon; _P3Cannon attachto [_ship,[0,0,0],"P3Gun"]; _P3Cannon setDir -90; _P4Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; createVehicleCrew _P4Cannon; _P4Cannon attachto [_ship,[0,0,0],"P4Gun"]; _P4Cannon setDir -90; _P5Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; createVehicleCrew _P5Cannon; _P5Cannon attachto [_ship,[0,0,0],"P5Gun"]; _P5Cannon setDir -90; _P6Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; createVehicleCrew _P6Cannon; _P6Cannon attachto [_ship,[0,0,0],"P6Gun"]; _P6Cannon setDir -90; /// Starboard _S1Cannon = "Gun_Swivel_Halfpdr" createvehicle[0,0,0]; createVehicleCrew _S1Cannon; _S1Cannon attachto [_ship,[0,0,0],"S1Gun"]; _S1Cannon setDir 45; _S2Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; createVehicleCrew _S2Cannon; _S2Cannon attachto [_ship,[0,0,0],"S2Gun"]; _S2Cannon setDir 70; _S3Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; createVehicleCrew _S3Cannon; _S3Cannon attachto [_ship,[0,0,0],"S3Gun"]; _S3Cannon setDir 90; _S4Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; createVehicleCrew _S4Cannon; _S4Cannon attachto [_ship,[0,0,0],"S4Gun"]; _S4Cannon setDir 90; _S5Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; createVehicleCrew _S5Cannon; _S5Cannon attachto [_ship,[0,0,0],"S5Gun"]; _S5Cannon setDir 90; _S6Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0]; createVehicleCrew _S6Cannon; _S6Cannon attachto [_ship,[0,0,0],"S6Gun"]; _S6Cannon setDir 90; //////////////////////////////////////////////////////////////////////////////////// /// End Gundeck //////////////////////////////////////////////////////////////////////////////////// }; -
I want to get into modding
six_ten replied to nicedude80's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'd start by getting the tools installed and P drive set up, and then going into the Samples_F directory under Arma 3 Tools. There's a sample car, boat, and heli in there. Try to get them to work in game. Once you do, save a copy of them, and start messing around and customizing them. Have fun. -
Great errors when importing models
six_ten replied to devilslayersbane's topic in ARMA 3 - MODELLING - (O2)
Simple problem with a simple solution: Go to http://www.buckrogers.demon.co.uk/3d/3d.htm Scroll down to the bottom section and download "depent" Take your obj format model and run it through depent. Import the result. -
Back up your hard drive often. Yesterday I received three emails from Bohemia Interactive: two copies of one titled "Letter to Contestants" and one from Jan Kunt titled "Make Arma Not War - Total Conversion Submission" containing a secure attachment. As a matter of course I never open attachments, even from family and friends, unless I am expecting them. At about 8:30 pm I clicked on this one though, and read the email about setting up Dropbox access to submit my Black Powder mod. I then played a bit of Epoch with a friend, but noticed my computer was grinding slow and the game was dragging. I closed ARMA, started a couple of security checks, and discovered some unusual files that had loaded about the time I'd read the BI emails. I do not know whether they were infected or if the payload launched coincidentally at that time. I cleared out the odd files, stopped the activity, began cleaning up the mess. I searched for the names, found the kind of infection, and breathed sigh of relief that I'd caught it in time before it did any damage, because this is a nasty one: it uses RSA encryption to encrypt your data then demands a ransom starting at $500 to send you the key to decrypt. It is now just after 3 am and until 15 minutes ago I thought I had dodged a bullet, that is until I happened to check my email and found that all my archives are now in machine language and Chinese. I started checking other folders, then, holding my breath, checked my mod folders, all my configs are encrypted. 3591 of my other directories are now encrypted. The only saving grace is that my soon-to-be-published book on the American Revolution (3 years of work to date) survives untouched as far as I can tell. I've been working on my mod around the clock in every moment of free time, well over a thousand hours to date. I have been so busy that I didn't make time to back up my hard drive. I suggest everyone make time for it. I am still not sure the extent of the damage. I'll not pay any ransom. I will restore and reconstruct what I can, and if able I will still submit the Black Powder mod. The timing sucks as I only really had time in the next week or two for final polishing, but this is the circumstance. I'm gonna brew a pot of coffee and pour some scotch then get to work rewriting. Six_Ten A sample of my Model 1768 Short Land Pattern Musket config: such nice code XD ª%Ú\bÓvH T2ÃpµñéæÒ„µ½ü/yìǃÂâUc{Nn¨ùŠui§ÜÚ—¡°Qìü÷=õç²äãFÂeå؃PÆòQMÂL™Âë‰Ã¤o¥»¿×fŽ#‡¨›«‘‚ÜÓyx“³yÃ+E‚:éùèIý Â@'r¨˜T[ÜìUª"Ñ^qTð×n,„Ÿ3ÇŽU¼Qô8}Å &_ÌÆ,œþ"¤:øÈ!x:æò
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Black Powder -- Cryptowall
six_ten replied to six_ten's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - GENERAL
Will someone please PM the Dropbox information to me; it was contained in the previously mentioned email which I cannot access as it was encrypted with my other files. In spite of the destructon of most of my files I would like to enter what I've managed to salvage. -
How would you want to use the assets and what kind of scenarios do you have in mind?
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Looking for A3 tropical plants -- Palms, banana, etc
six_ten posted a topic in ARMA 3 - TERRAIN - (BUILDER)
I really need some palm trees and other tropical vegetation for my islands, are there any for ARMA3 that I just haven't found? If not are there any for A2 that I caould port? (I PM'd Berghoff to ask about his African foliage but haven't heard back, and the license is for A2 only and I'd have to modify the texture and shader paths in the p3d but they're binarized.) -
Black Powder -- Cryptowall
six_ten replied to six_ten's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - GENERAL
Jan, I appreciate that. Thanks. I included the link just to illuminate the methods they're using. I will be glad for any information about this. At this point I just want to recover my work. Your email did contain a secure signature certificate file, correct? I hesitated before clicking it but went ahead. I still don't know the source, I do want to track it down and if there's a problem I don't want anyone else to get it. -
Black Powder -- Cryptowall
six_ten replied to six_ten's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - GENERAL
I did, it appears to be Cryptowall (and yes, I'm still trying to mitigate the damage now at 7:19 am having begun around 9 pm last night). It seems to use RSA encryption and therefore unbreakable during my lifetime. Part of the attack involves deleting System Restore and Shadow Volume data, so there is no recovery possible. I've just run across this http://www.infoworld.com/article/2689332/security/malvertising-campaign-delivers-digitally-signed-cryptowall-ransomware.html Describes the use of legitimate certificate digital signature, which is what I clicked on in the email from Jan. -
Fabric/Cloth Pysics... On clothing?
six_ten replied to CaptainAzimuth's topic in ARMA 3 - QUESTIONS & ANSWERS
How did you wave them around? Is there a flag model a player can pick up? -
Convert wrp to "3D modeling software"-file?
six_ten replied to XiviD's topic in ARMA 3 - TERRAIN - (BUILDER)
You can convert your heightmap to .obj (or other 3d formats) with a number of different tools: Leveller, L3DT, Terragen, etc. So your real problem is to get that heightfield out of TerrainBuilder. -- Select Heightfield in TB File --> Export --> Terrain --> (choose format asc or xyz, whatever your conversion program will accept) then Import that exported file into your terrain modeler of choice, export it as a 3d model. You should consider at this stage shrinking the filesize: Leveller for example permits the creation of a TIN (triangulated irregular network) that removes unneeded polys so your terrain model object has a much smaller file than if it reproduces every vertex even when the elevation doesn't change). -
Wheels damaged don't touch ground
six_ten replied to maxjoiner's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Max, Check in model.cfg for something like this: #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 and 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"; }; -
Would this same script work for a vehicle repair, say if I have a carpenter he could repair a boat fully while ordinary players could only fix it part way?
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Terrain textures don't match with mask -layer.
six_ten replied to Tonto-'s topic in ARMA 3 - TERRAIN - (BUILDER)
It sounds to me like your surfaces and respective classes in the configs are out of order; check to be sure that the first layer corresponds to the first one you want, the second one matches the second, and so on. I ran into this just last night and reordering my surfaces, clutters and layers solved it. -
Global Mapper's rectify function
six_ten replied to hdchristopher's topic in ARMA 3 - TERRAIN - (BUILDER)
How did you fix it? -
AttachToWithMovement: Walkable Vehicle Interriors and Exterirors
six_ten replied to Make Love Not War's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So how did you get the guy to stick? On my boat model I put a Roadway, which works fine as long as it isn't moving. -
Wheels damaged don't touch ground
six_ten replied to maxjoiner's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It looks to me at first glance that the dampers aren't dropping -- check the memory points for wheel dampers and look for their offset values in your model.cfg. -
Scripted attachTo static weapons on vehicle -- how to add AI gunners?
six_ten replied to six_ten's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
That worked perfectly, thank you! http://i.imgur.com/5WnG9bU.jpg (133 kB) -
attachto is changing position of my model
six_ten posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I have a sloop, and a model of the ratlines (the ropes that go up the side and hold the mainmast; they also function as a ladder). I attach the ratlines to the sloop using a script that includes _ladder = "Ratlines_Ladder" createvehicle[0,0,0]; _ladder attachto [_ship,[0.0,0.0,0.0]]; The ratlines are modeled around the sloop, that is, I copied the sloop into their p3d as reference and their base and top are where they should be on the sloop. However, when I launch the game, the ratlines are rotated 180 degrees so they're on the other side of the ship and a meter or two higher than where they should be. The 0,0,0 of their p3d should be the same as the sloop's, so they should just line right up. How can I get them to just appear where they should? -
Everyone may have different causes for their crashes, but I've noticed that if Steam isn't running when I start Buldozer it will terminate. If it is already up when I start, no problems.
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Is terrain rendering occluded by water and is tiling supported in A3?
six_ten replied to six_ten's topic in ARMA 3 - TERRAIN - (BUILDER)
Update: I now have a satellite lco (really it is aerial photos from airplanes, but who's arguing?) in my 16384 m sq map with an effective resolution of 0.5 m/pixel, equivalent to using a 32768 px image. Huzza! -
Is terrain rendering occluded by water and is tiling supported in A3?
six_ten posted a topic in ARMA 3 - TERRAIN - (BUILDER)
Is terrain rendering occluded by water? I'm considering sacrificing detail in my new terrain and orthophotos in favor of better performance. I'm making a map that is mostly sea with a dozen or so tiny islands. Players will use the land too but I really want good performance in sea battles. The overall terrain measures 16384 m square. I have LIDAR data so if there's a way to only use hi-res data in the islands and low-res in the seafloor I can make islands up to 1m/px resolution, with image overlays as detailed as 0.15m/px. In reality the final map will likely use something ranging between 4 and 10m per pixel for the elevations and 1 or 2m/px for the images. What do you guys think? In the VBS2 Developer Reference I've been reading about using multiple maps though I don't know if I can do that in Visitor, haven't tested yet. I can't really work with images over 8192 px square, so unless I can tile I wont' be able to use overlays larger than that, leaving my terrain with at best 2m/px. -
I had this happen before, solved it, and forgot how, now it has cropped up again. I';ve imported my elevation model into TB and the elevation range is far greater than it ought to be -- should be between 10m and -45 m, but its like 20000m. Using 16 bpp .png. I've specified the range in a .pbl, I think it isn't automatically associated though.
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Is terrain rendering occluded by water and is tiling supported in A3?
six_ten replied to six_ten's topic in ARMA 3 - TERRAIN - (BUILDER)
Ha ha, thanks. I rolled out of bed after four hours of sleep, wife says I was talking about the map in my sleep, gotta get back to it. By the way do you know if water will cull terrain in the distance? If not I'm a bit leery of using a 4m resolution elevation model for such a large map.