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Everything posted by six_ten
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firedNear to fire a pre-aimed static weapon (not just arty strike) ?
six_ten posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have an old cannon that I want to fire the old fashioned way -- light the vent with a match. I have a firedNear EH that works; when I "fire" the match weapon near the gun I want the cannon to fire just as it sits. I can't find any examples of how to do anything like that except with explosives, or forcing an AI to fire it. I just want the player or AI to fire the match and the gun go off. Can anyone suggest a way to do this? -
I've made some custom buoys and can't get them to appear in editor. (yes they have proper edcat and edsubcats, they ought to appear with my other custom stuff) So I'm digging around trying to figure out what's wrong, and I tried to load the A3 buoy -- it also doesn't appear in editor, and it should -- class Land_BuoyBig_F: Buoy_base_F ... scope = 2; In Eden, type "Buoy" into the search bar and nothing appears. In Preview mode, try null = createVehicle ["Land_BuoyBig_F", position player, [], 0, "NONE"]; and it appears fine, as do my buoys, but I can't get them to show in editor. What's happening here and how do I fix it?
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Buoy won't appear in editor assets tree
six_ten replied to six_ten's topic in ARMA 3 - TROUBLESHOOTING
I still haven't found a solution to this. Has anyone else? -
I've successfully modified my configs so my mod assets show up neatly organized in Eden. One thing I haven't found it how to set the default open items -- I'd like the open item default to be one of my assets instead of NATO men -- how do I do this?
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How to set the default open items in Eden?
six_ten replied to six_ten's topic in ARMA 3 - EDEN EDITOR
Has anyone discovered a way to do this? (along with the random start position on the map (which I think I read is going to be changed in an update)) this is one of the few things that I don't like about 3Den. -
Buldozer Cannot open object a3/data_f/tetrahedron.p3d
six_ten replied to Variable.A's topic in ARMA 3 - TERRAIN - (BUILDER)
When I see that "missing tetrahedron" error I press Arrow Up, press enter, and get on with my terrrain modeling... -
What's the limit now -- I've been fighting to keep all mine under 15,000. Is it higher now?
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In your ARMA3 Tools folder look for steam_appid.txt open it up -- go to your ARMA 3 main directory find a file of the same name -- open it -- copy this number 107410 from it, paste it into the one in Tools (meanwhile erasing whatever number was there before, and save. Close them. Now try Buldozer.
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Have you compared your model to the Test_Tank in Samples_F?
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And not long after -- a successful boarding action and prize taken!
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The gunboat using her brand new bow gun -- a mighty 12-pounder - to shred the sails of and bring her quarry to heel offshore from Tangier.
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Texture Map Help - (CO, SMDI, AS, NOHQ)
six_ten replied to Airwolf's topic in ARMA 3 - MODELLING - (O2)
What are your specific questions? I've never heard of Substance Painter -- I make my own textures, so I can help you with getting them in game, but nothing to do with that software. -
xxx.CA on my model makes ocean invisible when looking through it
six_ten replied to six_ten's topic in ARMA 3 - MODELLING - (O2)
What parts should "move top" and what should "move bottom", and what surface? -
[WIP] Westwall -- a World War 2 total conversion mod
six_ten replied to gurdy's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The models you guys keep posting look great. I'd love to see some behind-the-scenes renders to help improve my own skills -- can you show some wireframes, textures, normal maps etc -- maybe even talk a bit about your process, how you create the textures and models?- 433 replies
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- world war 2
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"Is the problem that all the getin commands are active in the useraction menu at the same time? or that you can jump from gun to gun? or both?" Yep. There's a list of all guns in the user menu, and also you cannot access the cannons from their getIn points. The only way to access any guns is to get in as driver or other cargo in vehicle, then move to a gun. From any gun you also get the full list of guns. When you eject or get out of a gun you land on the correct point, so I think some of it is working at least. " It might work that if you set it really low, only the memorypoints are then accessible if the circular action area is not in the way. Okay thanks! you've helped solve part of it -- I followed your suggestion, lowered the radius of the getIn points and they are now accessible! Now all that remains is to get rid of the list in the menu.
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So do it.
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Here you go -- class CfgPatches { class ART_Weapons_Grapple { units[] = {}; weapons[] = {"Throw_Grappling_Hook"}; requiredVersion = 0.1; requiredAddons[] = {"ART_Weapons"}; magazines[] = {"Mag_Grappling_Hook"}; ammo[] = {"Ammo_Grappling_Hook"}; }; }; class cfgAmmo { class Default; class Grenade : Default {}; class GrenadeHand : Grenade {}; class GrenadeHand_stone: GrenadeHand {}; class Ammo_Grappling_Hook: GrenadeHand_stone { model = "\ART\ART_Weapons\Grapple\Ammo_Grappling_Hook.p3d"; hit = 0.5; indirectHit = 0.2; indirectHitRange = 1; dangerRadiusHit = 6; suppressionRadiusHit = -1; CraterEffects = "NoCrater"; explosionEffects = "NoExplosion"; explosive = 0; soundHit[] = {"",1,1}; cost = 1; whistleDist = 0; timeToLive = 60; class CamShakeExplode { power = "(0*0.2)"; duration = "((round (0^0.5))*0.2 max 0.2)"; frequency = 20; distance = "((0 + 0^0.5)*8)"; }; class CamShakeHit { power = 5; duration = "((round (5^0.25))*0.2 max 0.2)"; frequency = 20; distance = 1; }; }; }; class cfgMagazines { class Default; // External class reference class CA_Magazine : Default {}; class HandGrenade : CA_Magazine {}; class HandGrenade_Stone: HandGrenade {}; class Mag_Grappling_Hook: HandGrenade_Stone { author = "gbs"; scope = 1; displayName = "Mag_Grappling_Hook"; value = 0.1; icon = "\ART\ART_Weapons\Data\UI\icon_Grappling_Hook_CA.paa"; picture = "\ART\ART_Weapons\Data\UI\pic_Grappling_Hook_CA.paa"; model = "ART\ART_Weapons\Grapple\Ammo_Grappling_Hook.p3d"; ammo = "Ammo_Grappling_Hook"; descriptionShort = "Mag_Grappling_Hook"; }; }; class cfgWeapons { class Default; class GrenadeLauncher : Default {}; class Throw : GrenadeLauncher {}; class Throw_Grappling_Hook: Throw { editorCategory = "EdCat_1776_Camp"; editorSubcategory = "EdSubCat_1776_FortField"; displayname = "Throw"; baseWeapon = "Throw_Grappling_Hook"; scope = 2; scopeCurator = 2; scopeArsenal = 2; muzzles[] = {"Muzzle_Grappling_Hook"}; class ThrowMuzzle: GrenadeLauncher { cursor = "EmptyCursor"; cursorAim = "throw"; sound[] = {"",0.00031622776,1}; reloadSound[] = {"",0.00031622776,1}; aiDispersionCoefX = 6; aiDispersionCoefY = 6; reloadTime = 0; magazineReloadTime = 2.5; enableAttack = 0; showEmpty = 0; autoReload = 1; modelOptics = ""; minRange = 10; minRangeProbab = 0.2; midRange = 45; midRangeProbab = 0.9; maxRange = 60; maxRangeProbab = 0.03; keepInInventory = 1; }; class Muzzle_Grappling_Hook: ThrowMuzzle { magazines[] = {"Mag_Grappling_Hook","Mag_Grappling_Hook","Mag_Grappling_Hook"}; }; }; }; //player addEventHandler ["Fired", {_this execVM "grapple.sqf"}];
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just thinking out loud here... I wonder if it is possible to move the AI aim target memory point in the ship via script -- something like if _SailDamageCoef < 0.5 then ... and move the point to be near the sail hitpoints, then when the _SailDamageCoef is bad enough to have slowed the enemy ship down significantly, move the point to the hull and crew, and switch ammo accordingly from bar or chain shot to ball and grape...
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I've been trying to fix this for days and just can't see why its not working -- can anyone spot why my gunner getin memory points arent working -- I have this long list (12) of turrets in the useraction menu, which I also want to remove -- i only want players to get in the turrets by walking up to the guns on deck and getting the option for that gun. Here's a labelled overhead view of the gundeck. 1. How do I activate the gunnergetIn points (as far as I can tell they're all correctly set and yes they exist in the memory LOD) 2. How do I get rid of the useraction text menu -- I only want players to access the cannons directly through the getIn points.
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You know, hiteffect sounds like it might work -- after all the engine must check surfaces for the effects. I'll dig into it. Thanks!
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Piracy just became possible in Black Powder. The ships don't use engines, they're sail-powered. I've just successfully tested a sail-damage modifier on the Bermuda Sloop and it works perfectly. I'm sailing along at 16 knots -- wind is on the beam (thats the best angle for the sloop) -- I entered SailingVessel setHitPointDamage ["HitMainSail", 0.25]; and it slows the ship to to 12 knots. setting damage to .5 slows me to 8 and a half knots. damage at .75 slows me to 5 knots. So a loaded merchant sloop is hauling cargo from Rum Point to Fishbone Island. You spot him and angle to intercept but he's too fast? Shoot his sails down and take that cargo! Now to figure out how to make chain and bar shot ammo so they do more sail and rigging damage than ordinary cannonballs. Anyone have any ideas how to make one particular kind of ammunition more effective against a certain kind of target?
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The Charleville looks nice. Do you have a good animation for the lock? Is there a delay between the lock snapping and the weapon firing?
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ARMA 3 Addon Request Thread
six_ten replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
sheesh -
Overhauling the wind system at the moment.
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Solution: Run ARMA3P. I hadn't done it since the latest update and this fixed it. Terrain processed just fine after.