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Everything posted by six_ten
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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)
Judging by the number of page views there's at least some passing interest in this topic, so I'll update with some news. I still don't know about the terrain itself, whether it will support a lower res background terrain and LIDAR-quality detail in the islands, but it seems that I can use multiple sat images in this way, one low-res to cover the seafloor, and then others at higher resolution to cover the islands. I'm processing the terrain now to test. ---------- Post added at 02:32 ---------- Previous post was at 01:28 ---------- I've enlarged the terrain to 16384 meters sq., it is processing now. I wonder whether I can, after the tiles are generated, resize the 1024 sat images for the seafloor down to 256 x 256 since the shader doesn't care what size the source is. I think I'll try leaving the island orthophotos at full size and shrinking the seafloor ones to cut down on filesize. ---------- Post added at 03:18 ---------- Previous post was at 02:32 ---------- Processed the ortho, mask, and normal maps, deleted the paa's, resized the png's, and tried to run Buldozer on them to convert to paa, but it isn't having it: invalid argument error 22... looking now for a batch conversion utility. ---------- Post added at 03:19 ---------- Previous post was at 03:18 ---------- Should have mentioned I sized them all (except for the 4-tile section of my test island) to 128. Wondering now if at 256 or 512 Buldozer would cooperate... ---------- Post added at 03:56 ---------- Previous post was at 03:19 ---------- Used Pal2Pace to convert the 1452 images, deleted the png's, ran Buldozer, exported the wrp, and then ran pboProject with no errors :) Firing up A3 now to see if it worked. Should have said earlier that this map started as basically a copy of my Williamsburg terrain, 8192 meters sq., which weighs in currently at 269,920 kb, and now the new terrain is 16384 m sq. at 146,312 kb, and higher res detail in the important parts. Hope this works... ---------- Post added at 05:02 ---------- Previous post was at 03:56 ---------- Just played the map and it works beautifully. In the test island I actually enlarged the tile to 2048 px and replaced it with a higher res orthophoto, and it looks great, and the 128 px tiles under the sea show enough color to show reefs and shoals. I'm thrilled. Now to get the real terrain model in and start moving over all the real assets I've been developing. -
Terrain Builder crashes when saving
six_ten replied to egilsandfeld's topic in ARMA 3 - TERRAIN - (BUILDER)
Picky thing, isn't it. Glad you sorted it out. I've had to manually swap models but so far haven't had TB become self-aware and decide on its own to edit my map :) -
C:\Program Files (x86)\Games\Steam\steamapps\common\Arma 3 Tools\Samples_F\Test_Weapon_01 has a commented config and using it as a base was able to make my weapon for A3.
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My suggestion stands: get the Samples_F Test_Car01 to work in-game, just as they built it. See if you can get that to work then go from there.
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Is there a way through script or otherwise to ruin a unit's ammunition if he swims? I'm giving my 18th c. soldiers black powder and it looks silly for them to emerge from the sea and load and fire their muskets as if nothing happened.
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Edit the last line above "Maybe I'll just replace the functional cartridge with a plain bullet" to read "when it gets wet". One more thing about the event handler as I'm about to start: can I add that to the ammo config itself rather than the player, so that only the ammunition cares whether it is wet or not? ---------- Post added at 03:17 ---------- Previous post was at 03:15 ---------- Oh, that sounds good.
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True. Some did, though all regular soldiers and many if not most militia used pre-formed cartridges made of paper, with a powder charge and ball tied into it, carrying about 20 in a wood block inside a leather pouch. A surviving cartridge Cartridge Pouch If someone can help me figure out how to post pictures I will show you the models I have for these. I don't understand this. Good idea, I like that. Maybe I'll just replace the functional cartridge with a plain bullet. I'm thinking of setting it up so you can get balls, powder and paper separately and craft cartridges for faster firing. This way you keep the bullets but have to replace the powder and make new cartridges.
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Thanks guys, I'll try these right now and report back. ---------- Post added at 01:54 ---------- Previous post was at 01:49 ---------- I know this is a basic question but I'm really just starting to learn how to script: how do I code removal of the normal musket ammo and replace it with ruined? For a test I could just replace it with .556 or whatever as it won't work, and later create special ruined cartridges.
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Plank - A simple, but powerful fortification deployment script
six_ten replied to kamikaz333's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is really cool and works great for what I want. Is it possible to to modify it so that instead of always having all the options to build everything until you run out of objects, the player can set down a Sandbags_Workbench or HBarrier_Toolkit or something similar, then get the action menu for that category from that, and have the bench disappear after the fortification has been built? -
I just re-read your post: "ok i´ll give it a try when my A3 tools wants to start working again ;/ i´ve got the problem, that when i import a random .3ds car model into my oxygen2 it crashes or works as fast as a snail. Do you know where i can get car model which dont have like 5 million faces?" Until you get your tools working you cannot get a car in. Fix them. They're tools, them "wanting to work" has no bearing.
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I'd suggest you first try to get the stock Samples_F car working. Once you get that running, then get the A2 models that BI released and pick one of them, port it into A3 using the sample as a base.
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Dig into the Samples_F files, there's a Test_Car_01 in there -- it has a config.cpp, model.cfg, and a simple car model. Make a copy of that test car folder and try to get it to work as it is in A3 (it usually requires some modification for me, since I drop it into my mod folder then try to get it working from in there). Once it works just as they built it, substitute your model parts for theirs, copying the selections they use into your model, deleting the parts of their model that you have substituted. Setting it up just the same way as they did reduces the number of variables that can go wrong.
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This site helped me a lot when I was first starting: http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm
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Can someone please help sort this out -- I have a simple cannon -- a gun tube atop a simple carriage, a wheel on each side. ( similar to this: http://www.nps.gov/common/uploads/photogallery/ner/park/colo/CA8C6BA3-155D-451F-6758AA599D22E3F5/CA8C6BA3-155D-451F-6758AA599D22E3F5-large.jpg ) I want the wheels to rotate (in opposite directions) as I turn the turret. Somehow I can get one or the other, but not both of the wheels to move. At the moment, the left wheel rotates just fine. I just can't seem to wrap my head around this boning setup. "Port1Turret", "", "Port1Gun", "Port1Turret", "", "Wheel_R", "Port1Turret", "", "Wheel_L", "Port1Turret", "", ///////////////////////////// class Port1Turret //the carriage { type="rotationY"; source="Port1Turret"; selection="Port1Turret"; axis="axisP1turret"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Port1Gun //the gun barrel { type="rotationX"; source="Port1Gun"; selection="Port1Gun"; axis="axisP1gun"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Wheel_L: Port1Turret //the wheels moving in opposite directions as turret is rotated { type="rotationX"; source="Port1Turret"; selection="Wheel_L"; axis="Wheel_L_Axis"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Wheel_R: Port1Turret //the wheels moving in opposite directions as turret is rotated { type="rotationX"; source="Port1Turret"; selection="Wheel_R"; axis="Wheel_R_Axis"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; Thanks in advance for any help.
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model.cfg bones -- simple question
six_ten replied to six_ten's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Finally solved the pivot question so now the wheels rotate in different directions when the carriage is turned. The wedge still works when gun barrel is elevated or depressed, so now I'm working to fix the recoil. A side question is now how to make it so the cannon can be pivoted or the barrel raised or lowered but not at the same time. -
model.cfg bones -- simple question
six_ten replied to six_ten's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Still no luck getting the wheels to go in opposite directions when the cannon pivots. -
model.cfg bones -- simple question
six_ten replied to six_ten's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks! The wedge works. Also both wheels turn (going to try now to get them going in opposite directions when pivoting; I think that's just a matter of reversing the angles on Wheel_R). The wheels don't move on recoil but that might be the recoil itself. I'll let you know what happens in a few minutes. ---------- Post added at 01:21 ---------- Previous post was at 01:20 ---------- Could you tell me what you did here to fix this? -
model.cfg bones -- simple question
six_ten replied to six_ten's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Here's a sketch of the Wedge animation: As the barrel (Port1Gun) is raised or lowered, the wedge moves forward or back. <a href="http://imgur.com/Zm9hiES"><img src="http://i.imgur.com/Zm9hiES.jpg" title="Sketch_Wedge"/></a> ---------- Post added at 15:21 ---------- Previous post was at 15:20 ---------- What do I have to do to post an image here? When I click the icon for it nothing happens, just a blank page. ---------- Post added at 15:33 ---------- Previous post was at 15:21 ---------- Wedge: http://i.imgur.com/Zm9hiES.jpg Recoil: when the gun fires, it should translate backward a couple of feet. At the same time both Wheels rotate along with it (as if it is rolling backward from the force). http://i.imgur.com/nplzJB6.jpg ---------- Post added at 15:48 ---------- Previous post was at 15:33 ---------- Pivot: Pivot -- As the carriage (Port1turret) is rotated and pivots on its axis, each wheel should roll in opposite directions (as in a tank) http://i.imgur.com/F8V3Vb5.jpg -
model.cfg bones -- simple question
six_ten replied to six_ten's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So if my wheels aren't turning it has nothing to do with that list in the skeleton, that means there's a problem in the Animation Classes?! The skeleton list only makes sure that the parts stick together? -
model.cfg bones -- simple question
six_ten replied to six_ten's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Okay, but doesn't the "" delineate where the break is after the parent and the start of the next set? I just tried the setup you listed and it isn't broken but still only the left wheel turns. ---------- Post added at 12:37 ---------- Previous post was at 12:31 ---------- Do I understand this correctly? "Bone","", // an independent bone or section of model since it has the "" after it "Bone2,"", // also an independent bone or section of model "Bone3,"Bone" // bone3 is attached to Bone and moves (according to whatever is defined in its Animation Class whenever Bone moves ---------- Post added at 12:44 ---------- Previous post was at 12:37 ---------- When you say "If there's only one bone in ur config or ones that are not linked it's defined like this" does "linked" mean that the parent bone activates the animation of the child bone, OR that the child bone is welded to the parent bone? In the skeleton setup list are we just defining physical attachments or are we also defining animation triggers? -
model.cfg bones -- simple question
six_ten replied to six_ten's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I thought the "", made a break in a list, like a comma in a sentence. I know I must seem dull-witted about this but is there any really basic level tutorial on how to do this? -
model.cfg bones -- simple question
six_ten replied to six_ten's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi Fennek, Thanks for taking a look at this. I've spent hours reading about inheritance and setting up animations, and hours in trial and error (mostly error) but I can't understand how the system works. For instance at https://community.bistudio.com/wiki/Model_Config they say that skeletonBones[] = //Add two new bones. The movement { //of bone2 is linked to bone1. "bone1", "" "bone2", "bone1" That seems to me to mean that if I want my wheel to turn it has to be linked to the turret. So I tried to reproduce that. My gun and turret work fine: when I turn the turret (gun carriage) the barrel moves along with it, and also can elevate and depress independently. It is perfect. I just can't figure out how to get both wheels to move at the same time, only one or the other. Port1Gun is the cannon barrel. It works fine. Elevates and depresses, sticks to the turret, fires, etc. Port1Turret is the gun carriage. Also works fine. It pivots, the recoil makes it jump nicely. The field cannon has two wheels, Left and Right. There is a wedge of wood under the barrel that I want to slide forward and back as the barrel moves up or down. I would like to tie the recoil to the Wheels so when it fires the gun moves backward a half-meter or so and both turn together so it looks like they roll back together. Here's the code. model.cfg ////////////////////////////////////////////////////////////////////// // BLACK POWDER // ART_Weapons\FieldGun3pdr ////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // BEGIN GUN BASE /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class FieldGunBaseSkeleton: default { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { /* EXAMPLE THIS WAY THE RIGHTHAND WHEEL WORKS "Port1Turret", "", "Port1Gun", "Port1Turret", "", "Wheel_L", "Port1Turret", "", "Wheel_R", "Port1Turret", "" THIS WAY THE RIGHTHAND WHEEL WORKS THIS WAY THE LEFTHAND WHEEL WORKS "Port1Turret", "", "Port1Gun", "Port1Turret", "", "Wheel_R", "Port1Turret", "", "Wheel_L", "Port1Turret", "" THIS WAY THE LEFTHAND WHEEL WORKS */ "Wheel_L", "Port1Turret", "", "Wheel_R", "Port1Turret", "", "Port1Turret", "", "Port1Gun", "Port1Turret", "" }; }; }; class CfgModels { class Default; class StaticWeapon:Default { class Animations; }; class Cannon: StaticWeapon { class Animations: Animations { class recoil_BEGIN; class recoil_END; }; }; class 18thC_Cannon: Cannon { class Animations: Animations { class recoil_BEGIN; class recoil_END; }; }; class FieldGun: 18thC_Cannon { skeletonName = "FieldGunBaseSkeleton"; sectionsInherit=""; sections[] = { "Port1Turret", "Port1Gun", "Wedge", "Wheel_L", "Wheel_R", "Wheels", "zbytek" }; class Animations: Animations { class recoil_BEGIN:recoil_BEGIN { offset1=-0.3; // offset1=-0.5; }; class recoil_END:recoil_END { // offset0=5.3; /// gbs added to test there are more offsets in main weapons config offset1=0.3; }; class Port1Turret //the horizontal moving part of the turret { type="rotationY"; source="Port1Turret"; selection="Port1Turret"; axis="axisP1turret"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Port1Gun //the vertical moving part of the turret { type="rotationX"; source="Port1Gun"; selection="Port1Gun"; axis="axisP1gun"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Wheel_L //the wheels moving in opposite directions as turret is rotated { type="rotationX"; source="Port1Turret"; selection="Wheel_L"; axis="Wheel_L_Axis"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Wheel_R //the wheels moving in opposite directions as turret is rotated { type="rotationX"; source="Port1Turret"; selection="Wheel_R"; axis="Wheel_R_Axis"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad +360"; angle1="rad -360"; }; class Wheels //the wheels rolling back together with recoil of gun { type="rotationX"; source="recoil"; selection="Wheels"; axis="Wheels_Axis"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Wedge { type="translation"; source="Port1Gun"; ///// add wedge to translate under control of Gun as muzzle is depressed wedge moves forward, as it is elevated wedge moves negative z selection="Wedge"; axis="Wedge_Axis"; //horizontal axis, vertex distance 1 m memory=1; animPeriod=0; minValue=0; maxValue=0.5; //max value 0.05m above ground offset0=0; offset1=-0.5; //animate wheels downwards for 0.05m when maxValue is reached. }; }; }; class Gun_Field_4pdr { skeletonName = "FieldGunBaseSkeleton"; sectionsInherit=""; sections[] = { "Port1Turret", "Port1Gun", "Wedge", "Wheel_L", "Wheel_R", "Wheels", "zbytek" }; class Animations { class Port1Turret //the horizontal moving part of the turret { type="rotationY"; source="Port1Turret"; selection="Port1Turret"; axis="axisP1turret"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Port1Gun //the vertical moving part of the turret { type="rotationX"; source="Port1Gun"; selection="Port1Gun"; axis="axisP1gun"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Wheel_L //the wheels moving in opposite directions as turret is rotated { type="rotationX"; source="Port1Turret"; selection="Wheel_L"; axis="Wheel_L_Axis"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Wheel_R //the wheels moving in opposite directions as turret is rotated { type="rotationX"; source="Port1Turret"; selection="Wheel_R"; axis="Wheel_R_Axis"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Wheels //the wheels rolling back together with recoil of gun { type="rotationX"; source="recoil"; selection="Wheels"; axis="Wheels_Axis"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Wedge { type="translation"; source="Port1Gun"; ///// add wedge to translate under control of Gun as muzzle is depressed wedge moves forward, as it is elevated wedge moves negative z selection="Wedge"; axis="Wedge_Axis"; //vertical axis, vertex distance 1 m memory=1; animPeriod=0; minValue=0; maxValue=0.5; //max value 0.05m above ground offset0=0; offset1=-0.5; //animate wheels downwards for 0.05m when maxValue is reached. }; }; }; class Gun_Naval_4pdr { skeletonName = "FieldGunBaseSkeleton"; sectionsInherit=""; sections[] = { "Port1Turret", "Port1Gun", "zbytek" }; class Animations { class Port1Turret //the horizontal moving part of the turret { type="rotationY"; source="Port1Turret"; selection="Port1Turret"; axis="axisP1turret"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Port1Gun //the vertical moving part of the turret { type="rotationX"; source="Port1Gun"; selection="Port1Gun"; axis="axisP1gun"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; }; }; class Gun_Swivel_Halfpdr { skeletonName = "FieldGunBaseSkeleton"; sectionsInherit=""; sections[] = { "Port1Turret", "Port1Gun", "zbytek" }; class Animations { class Port1Turret //the horizontal moving part of the turret { type="rotationY"; source="Port1Turret"; selection="Port1Turret"; axis="axisP1turret"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Port1Gun //the vertical moving part of the turret { type="rotationX"; source="Port1Gun"; selection="Port1Gun"; axis="axisP1gun"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; }; }; }; config.cpp ////////////////////////////////////////////////////////////////////// // BLACK POWDER // ART_Weapons\Artillery ////////////////////////////////////////////////////////////////////// class CfgPatches { class ART_Weapons_Artillery { units[] = {}; weapons[] = {}; requiredVersion = 1.04; requiredAddons[] = {"ART_Base","ART_Weapons"}; }; }; class cfgWeapons { }; class CfgVehicles { class LandVehicle; class StaticWeapon: LandVehicle { class Turrets; htMin = 1; htMax = 480; afMax = 0; mfMax = 0; mFact = 1; tBody = 450; turnCoef = 1; }; class StaticCannon: StaticWeapon { class Turrets: Turrets { class MainTurret; }; }; class Gun_Field_4pdr: StaticCannon { class assembleInfo { primary = 0; base = ""; assembleTo = ""; dissasembleTo[] = {"Part_Barrel_4pdr","Part_Carriage_Field_4pdr"}; displayName = ""; }; scope = 2; side = 1; /// 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas faction = "Virginia"; vehicleClass = "VirginiaArtillery"; crew = "Pvt2dVirginiaRegt_1777"; // typicalCargo[] = {"Pvt2dVirginiaRegt_1777"}; model="\ART\ART_Weapons\Artillery\Gun_Field_4pdr.p3d"; displayName="Field Gun 4 pdr"; picture = "\ART\ART_Weapons\Data\UI\pic_Gun_Field_4pdr_CA.paa"; icon = "\ART\ART_Weapons\Data\UI\map_Gun_Field_4pdr_CA.paa"; armor = 20; artilleryScanner = 0; ARTY_IsArtyVehicle = 0; class Turrets: Turrets { class MainTurret: MainTurret { memoryPointsGetInGunner= "pos_gunner"; memoryPointsGetInGunnerDir= "pos_gunner_dir"; gunBeg = "gun_muzzle_P1"; //gunBeg = endpoint of the gun gunEnd = "gun_chamber_P1"; //gunEnd = chamber of the gun ////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// weapons[]={Cannon_Four_pdr}; magazines[]={30Rnd_Four_pdr_BallShot,30Rnd_Four_pdr_GrapeShot}; ////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// stabilizedInAxes = 0; body = "Port1Turret"; gun = "Port1Gun"; animationSourceBody = "Port1Turret"; animationSourceGun = "Port1Gun"; gunnerName = "The Gunner"; // gunnerInAction = "BMP2_Gunner"; // gunnerAction = RHIB_Gunner; gunnerGetInAction = GetInMedium; gunnerGetOutAction = GetOutMedium; ejectDeadGunner = true; outGunnerMayFire = 1; inGunnerMayFire = 0; gunnerOpticsModel = "\a3\weapons_f\Reticle\optics_empty.p3d"; gunnerForceOptics = 0; startEngine = 0; commanding = 2; primaryGunner = 1; primaryObserver = 1; // turretInfoType = "RscUnitInfo_AH64D_gunner"; proxyIndex = 1; castGunnerShadow = 0; // proxyType="CPGunner"; // soundServo[]={"\ca\wheeled\Data\Sound\servo3",0.000178,0.900000}; soundServo[]={"\a3\sounds_f\air\noises\heli_get_in",0.000178,0.900000}; initElev=0; minElev=-10; maxElev=+10; initTurn=0; minTurn=-350; maxTurn=350; memoryPointGun = "gunner_P1"; memoryPointGunnerOptics = "gunner_P1"; showgunneroptics = 1; // forceHideGunner = 1; irScanToEyeFactor = 0.1; //1 sensitivity=1; hasgunner=true; // hasgunner=false; //cannot get in if false // gunnerCompartments = "Compartment1"; gunnerCanSee = 31; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.7; minFov=0.25; maxFov=1.1; }; class ViewGunner { initAngleX=5; minAngleX=-65; maxAngleX=+85; //Rg 30; initAngleY=0; minAngleY=-150; maxAngleY=+150; //Rg 0; initFov=0.7; minFov=0.25; maxFov=1.1; }; }; }; /// END TURRETS class EventHandlers { init = "_this call compile preProcessFile ""\ART\ART_Weapons\Scripts\ART_Effects_Init.sqf"";"; fired = "_this call ART_Effects_EH_Fired;"; // on weapon fired killed = "_this call ART_Effects_EH_Killed;"; }; class HitPoints /// define the sturdiness of the ship { class HitCarriage {armor = 0.5; material = 60; name = "Carriage"; visual = "zbytek"; passThrough = 1; radius = 0.1;}; /// radius causes bigger damage but on a more precise hit class HitWheel_L {armor = 1; material = 50; name = "Wheel_L"; visual = "zbytek"; passThrough = 1; explosionShielding = 1;}; class HitWheel_R {armor = 1; material = 50; name = "Wheel_R"; visual = "zbytek"; passThrough = 1; explosionShielding = 1;}; class HitBarrel {armor = 1.2; material = 60; name = "Barrel"; visual = "zbytek"; passThrough = 1; radius = 0.1;}; /// radius causes bigger damage but on a more precise hit }; class Damage { tex[]={}; mat[]= { "ART\ART_Weapons\Data\Gun_Carriage_Field_4pdr.rvmat", "ART\ART_Weapons\Data\Gun_Carriage_Field_4pdr_damage.rvmat", "ART\ART_Weapons\Data\Gun_Carriage_Field_4pdr_destruct.rvmat", }; }; }; class Gun_Naval_4pdr: StaticCannon { class assembleInfo { primary = 0; base = ""; assembleTo = ""; dissasembleTo[] = {"Part_Barrel_4pdr","Part_Carriage_Naval_4pdr"}; displayName = ""; }; scope = 2; side = 1; /// 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas faction = "Virginia"; vehicleClass = "VirginiaArtillery"; crew = "Pvt2dVirginiaRegt_1777"; // typicalCargo[] = {"Pvt2dVirginiaRegt_1777"}; model="\ART\ART_Weapons\Artillery\Gun_Naval_4pdr.p3d"; displayName="Naval Gun 4 pdr"; picture = "\ART\ART_Weapons\Data\UI\pic_Gun_Naval_4pdr_CA.paa"; icon = "\ART\ART_Weapons\Data\UI\map_Gun_Naval_4pdr_CA.paa"; armor = 20; artilleryScanner = 0; ARTY_IsArtyVehicle = 0; class Turrets: Turrets { class MainTurret: MainTurret { memoryPointsGetInGunner= "pos_gunner"; memoryPointsGetInGunnerDir= "pos_gunner_dir"; gunBeg = "gun_muzzle_P1"; //gunBeg = endpoint of the gun gunEnd = "gun_chamber_P1"; //gunEnd = chamber of the gun ////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// weapons[]={Cannon_Four_pdr}; magazines[]={30Rnd_Four_pdr_BallShot,30Rnd_Four_pdr_GrapeShot}; ////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// stabilizedInAxes = 0; body = "Port1Turret"; gun = "Port1Gun"; animationSourceBody = "Port1Turret"; animationSourceGun = "Port1Gun"; gunnerName = "The Gunner"; // gunnerInAction = "BMP2_Gunner"; // gunnerAction = RHIB_Gunner; gunnerGetInAction = GetInMedium; gunnerGetOutAction = GetOutMedium; ejectDeadGunner = true; outGunnerMayFire = 1; inGunnerMayFire = 0; gunnerOpticsModel = "\a3\weapons_f\Reticle\optics_empty.p3d"; gunnerForceOptics = 0; startEngine = 0; commanding = 2; primaryGunner = 1; primaryObserver = 1; // turretInfoType = "RscUnitInfo_AH64D_gunner"; proxyIndex = 1; castGunnerShadow = 0; // proxyType="CPGunner"; // soundServo[]={"\ca\wheeled\Data\Sound\servo3",0.000178,0.900000}; soundServo[]={"\a3\sounds_f\air\noises\heli_get_in",0.000178,0.900000}; initElev=0; minElev=-10; maxElev=+10; initTurn=0; minTurn=-350; maxTurn=350; memoryPointGun = "gunner_P1"; memoryPointGunnerOptics = "gunner_P1"; showgunneroptics = 1; // forceHideGunner = 1; irScanToEyeFactor = 0.1; //1 sensitivity=1; hasgunner=true; // hasgunner=false; //cannot get in if false // gunnerCompartments = "Compartment1"; gunnerCanSee = 31; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.7; minFov=0.25; maxFov=1.1; }; class ViewGunner { initAngleX=5; minAngleX=-65; maxAngleX=+85; //Rg 30; initAngleY=0; minAngleY=-150; maxAngleY=+150; //Rg 0; initFov=0.7; minFov=0.25; maxFov=1.1; }; }; }; /// END TURRETS class EventHandlers { init = "_this call compile preProcessFile ""\ART\ART_Weapons\Scripts\ART_Effects_Init.sqf"";"; fired = "_this call ART_Effects_EH_Fired;"; // on weapon fired killed = "_this call ART_Effects_EH_Killed;"; }; class HitPoints /// define the sturdiness of the ship { class HitCarriage {armor = 0.5; material = 60; name = "Carriage"; visual = "zbytek"; passThrough = 1; radius = 0.1;}; /// radius causes bigger damage but on a more precise hit class HitWheel_L {armor = 1; material = 50; name = "Wheel_L"; visual = "zbytek"; passThrough = 1; explosionShielding = 1;}; class HitWheel_R {armor = 1; material = 50; name = "Wheel_R"; visual = "zbytek"; passThrough = 1; explosionShielding = 1;}; class HitBarrel {armor = 1.2; material = 60; name = "Barrel"; visual = "zbytek"; passThrough = 1; radius = 0.1;}; /// radius causes bigger damage but on a more precise hit }; class Damage { tex[]={}; mat[]= { "ART\ART_Weapons\Data\Gun_Carriage_Naval_4pdr.rvmat", "ART\ART_Weapons\Data\Gun_Carriage_Naval_4pdr_damage.rvmat", "ART\ART_Weapons\Data\Gun_Carriage_Naval_4pdr_destruct.rvmat", }; }; }; class Gun_Swivel_Halfpdr: StaticCannon { class assembleInfo { primary = 0; base = ""; assembleTo = ""; dissasembleTo[] = {"Part_Barrel_Halfpdr","Part_Carriage_Swivel_Halfpdr"}; displayName = ""; }; scope = 2; side = 1; /// 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas faction = "Virginia"; vehicleClass = "VirginiaArtillery"; crew = "Pvt2dVirginiaRegt_1777"; // typicalCargo[] = {"Pvt2dVirginiaRegt_1777"}; model="\ART\ART_Weapons\Artillery\Gun_Swivel_Halfpdr.p3d"; displayName="Half pound Swivel aha Gun"; picture = "\ART\ART_Weapons\Data\UI\pic_Gun_Swivel_Halfpdr_CA.paa"; icon = "\ART\ART_Weapons\Data\UI\map_Gun_Swivel_Halfpdr_CA.paa"; armor = 20; artilleryScanner = 0; ARTY_IsArtyVehicle = 0; class Turrets: Turrets { class MainTurret: MainTurret { memoryPointsGetInGunner= "pos_gunner"; memoryPointsGetInGunnerDir= "pos_gunner_dir"; gunBeg = "gun_muzzle_P1"; //gunBeg = endpoint of the gun gunEnd = "gun_chamber_P1"; //gunEnd = chamber of the gun ////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// weapons[]={Cannon_Half_pdr}; magazines[]={30Rnd_Half_pdr_BallShot,30Rnd_Half_pdr_GrapeShot}; ////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// stabilizedInAxes = 0; body = "Port1Turret"; gun = "Port1Gun"; animationSourceBody = "Port1Turret"; animationSourceGun = "Port1Gun"; gunnerName = "The Gunner"; // gunnerInAction = "BMP2_Gunner"; // gunnerAction = RHIB_Gunner; gunnerGetInAction = GetInMedium; gunnerGetOutAction = GetOutMedium; ejectDeadGunner = true; outGunnerMayFire = 1; inGunnerMayFire = 0; gunnerOpticsModel = "\a3\weapons_f\Reticle\optics_empty.p3d"; gunnerForceOptics = 0; startEngine = 0; commanding = 2; primaryGunner = 1; primaryObserver = 1; // turretInfoType = "RscUnitInfo_AH64D_gunner"; proxyIndex = 1; castGunnerShadow = 0; // proxyType="CPGunner"; // soundServo[]={"\ca\wheeled\Data\Sound\servo3",0.000178,0.900000}; soundServo[]={"\a3\sounds_f\air\noises\heli_get_in",0.000178,0.900000}; initElev=0; minElev=-10; maxElev=+10; initTurn=0; minTurn=-350; maxTurn=350; memoryPointGun = "gunner_P1"; memoryPointGunnerOptics = "gunner_P1"; showgunneroptics = 1; // forceHideGunner = 1; irScanToEyeFactor = 0.1; //1 sensitivity=1; hasgunner=true; // hasgunner=false; //cannot get in if false // gunnerCompartments = "Compartment1"; gunnerCanSee = 31; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.7; minFov=0.25; maxFov=1.1; }; class ViewGunner { initAngleX=5; minAngleX=-65; maxAngleX=+85; //Rg 30; initAngleY=0; minAngleY=-150; maxAngleY=+150; //Rg 0; initFov=0.7; minFov=0.25; maxFov=1.1; }; }; }; /// END TURRETS class EventHandlers { init = "_this call compile preProcessFile ""\ART\ART_Weapons\Scripts\ART_Effects_Init.sqf"";"; fired = "_this call ART_Effects_EH_Fired;"; // on weapon fired killed = "_this call ART_Effects_EH_Killed;"; }; class Damage { tex[]={}; mat[]= { "ART\ART_Weapons\Data\Gun_Carriage_Swivel.rvmat", "ART\ART_Weapons\Data\Gun_Carriage_Swivel_damage.rvmat", "ART\ART_Weapons\Data\Gun_Carriage_Swivel_destruct.rvmat", }; }; }; //////////////////////////////////////////////////////////////////// ///assembly parts class Bag_Base; class Weapon_Bag_Base: Bag_Base { class assembleInfo{}; }; class Part_Barrel_4pdr: Bag_Base { author = "GBS"; _generalMacro = "Part_Barrel_4pdr"; /// faction = "Virginia"; scope = 2; vehicleClass = "1776_Fortification"; displayName = "Part_Barrel_4pdr"; model = "\ART\ART_Weapons\Artillery\Part_Barrel_4pdr.p3d"; hiddenSelectionsTextures[] = {"\A3\Weapons_F\Ammoboxes\Bags\data\backpack_small_mcamo_co.paa"}; picture = "\ART\ART_Weapons\Data\UI\pic_Part_Barrel_4pdr_CA.paa"; icon = "iconBackpack"; mass = 180; maximumLoad = 0; class assembleInfo { primary = 0; base = ""; assembleTo = ""; dissasembleTo[] = {}; displayName = ""; }; }; class Part_Barrel_Halfpdr: Bag_Base { author = "GBS"; _generalMacro = "Part_Barrel_Halfpdr"; /// faction = "Virginia"; scope = 2; vehicleClass = "1776_Fortification"; displayName = "Part_Barrel_Halfpdr"; model = "\ART\ART_Weapons\Artillery\Part_Barrel_Halfpdr.p3d"; hiddenSelectionsTextures[] = {"\A3\Weapons_F\Ammoboxes\Bags\data\backpack_small_mcamo_co.paa"}; picture = "\ART\ART_Weapons\Data\UI\pic_Part_Barrel_Halfpdr_CA.paa"; icon = "iconBackpack"; mass = 180; maximumLoad = 0; class assembleInfo { primary = 0; base = ""; assembleTo = ""; dissasembleTo[] = {}; displayName = ""; }; }; //////////////////////////////////////////// class Part_Carriage_Field_4pdr: Weapon_Bag_Base { /// faction = "Virginia"; author = "GBS"; _generalMacro = "Part_Carriage_Field_4pdr"; scope = 2; vehicleClass = "1776_Fortification"; displayName = "Part_Carriage_Field_4pdr"; hiddenSelectionsTextures[] = {"\A3\Weapons_F\Ammoboxes\Bags\Data\backpack_small_mcamo_co.paa"}; model = "\ART\ART_Weapons\Artillery\Part_Carriage_Field_4pdr.p3d"; picture = "\ART\ART_Weapons\Data\UI\pic_Part_Carriage_Field_4pdr_CA.paa"; Icon = "\ART\ART_Tent\Data\UI\map_Tent_Pole_CA.paa"; /// icon in map mapSize = 1.9; /// Scale of icon in editor mass = 380; class assembleInfo: assembleInfo { displayName = "Part_Carriage_Field_4pdr assemble Info "; assembleTo = "Gun_Field_4pdr"; base[] = {"Part_Barrel_4pdr"}; }; }; class Part_Carriage_Naval_4pdr: Weapon_Bag_Base { /// faction = "Virginia"; author = "GBS"; _generalMacro = "Part_Carriage_Naval_4pdr"; scope = 2; vehicleClass = "1776_Fortification"; displayName = "Part_Carriage_Naval_4pdr"; hiddenSelectionsTextures[] = {"\A3\Weapons_F\Ammoboxes\Bags\Data\backpack_small_mcamo_co.paa"}; model = "\ART\ART_Weapons\Artillery\Part_Carriage_Naval_4pdr.p3d"; picture = "\ART\ART_Weapons\Data\UI\pic_Part_Carriage_Naval_4pdr_CA.paa"; Icon = "\ART\ART_Tent\Data\UI\map_Tent_Pole_CA.paa"; /// icon in map mapSize = 1.9; /// Scale of icon in editor mass = 380; class assembleInfo: assembleInfo { displayName = "Part_Carriage_Naval_4pdr assemble Info "; assembleTo = "Gun_Naval_4pdr"; base[] = {"Part_Barrel_4pdr"}; }; }; class Part_Carriage_Swivel_Halfpdr: Weapon_Bag_Base { /// faction = "Virginia"; author = "GBS"; _generalMacro = "Part_Carriage_Swivel_Halfpdr"; scope = 2; vehicleClass = "1776_Fortification"; displayName = "Part_Carriage_Swivel_Halfpdr"; model = "\ART\ART_Weapons\Artillery\Part_Carriage_Swivel_Halfpdr.p3d"; picture = "\ART\ART_Weapons\Data\UI\pic_Part_Carriage_Swivel_Halfpdr_CA.paa"; Icon = "\ART\ART_Tent\Data\UI\map_Tent_Pole_CA.paa"; /// icon in map mapSize = 1.9; /// Scale of icon in editor hiddenSelectionsTextures[] = {"\A3\Weapons_F\Ammoboxes\Bags\Data\backpack_small_mcamo_co.paa"}; mass = 380; class assembleInfo: assembleInfo { displayName = "Part_Carriage_Swivel_Halfpdr assemble Info "; assembleTo = "Gun_Swivel_Halfpdr"; base[] = {"Part_Barrel_Halfpdr"}; }; }; }; -
I posted this a couple of days ago: As a follow-up: the impact decals appear on the undasmaged model when it is shot, but they vanish and no new ones appear on the *_damage.rvmat. How do I get them to appear on the damaged material too? Is it something to do with the class Damage in the config? Not sure what I did but somehow it is fixed too.Ah, the mysteries of ARMA...
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My new vehicle works (mostly) fine, but I've done something and it no longer shows the decal where a bullet or cannonball hits it. Can someone just point me to where I need to look to fix it? ---------- Post added at 08:48 ---------- Previous post was at 07:57 ---------- I have exactly the same problem as described in this thread, the splinters of wood fly off as they are supposed to, but there is no bullet hole decal at the point of impact: http://forums.bistudio.com/showthread.php?145453-No-bullet-holes-appearing-even-though-FIRElod-is-present-and-working&p=2285500&highlight=bullet#post2285500
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As a follow-up: the impact decals appear on the undasmaged model when it is shot, but they vanish and no new ones appear on the *_damage.rvmat. How do I get them to appear on the damaged material too? Is it something to do with the class Damage in the config?