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lincolnlou

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Posts posted by lincolnlou


  1. Request

    Arma 3 tanks are all pretty fun i must say but there is only Three MBTs in the game and Nato shouldnt have the Merkava as there tank its a israeli tank...

    if anyone is working or is willing to port over the Abrams from arma 2 please let me know i am sure everyone here would love to see this back on the

    battlefield.

    arma2_arrowhead__vehicles_abramstusk_zpsda7e3009.jpg

    Sexy she is ; ))


  2. Hey everyone just showing off a very early stage of a F-22 Raptor I'm working on. Now what the screenshot is showing is just a quick smoothing the wings are not going to look like that. I also want to put out there if any modder's are keen to work on this project PM me, as I am very new to modding and have no experience in modelling an interior / landing gear.

    http://i.imgur.com/RxTnk5K.png (124 kB)

    for being new you are doing alot better then i am i must say and looks great so far been waiting for a decent american aircraft to come out. I am damn sure that you can find people on here that can help you with whatever you need help with


  3. thanks for the complements! im gaining a much better appreciation for what goes into even the simplest model, every day of this...i can only hope to drag this blob up to the level of quality the community has shown, in time :o

    radar half-implemented, trying to build it open ended so others can tie-in or include it in their own mods... particle and smoke effects in progress:

    (view fullsize)

    http://shitnami.net/a3/3-5-mantis-wip1_t.jpghttp://shitnami.net/a3/3-5-mantis-wip_t.jpg

    I dont remember what the name is but i have seen the Mantis mounted on a German APC ..... that would be pretty sick to have mobile AA system... but do have to say how u are able to take out incoming shells with the mantis is pretty epic and a game changer cause in my missions the base always getting attacked and the AA tanks are not enough lol


  4. This is not the only issue with our grenades, so I figured I'd just explain the reason for those problems before I address yours specifically.

    In Arma, at least config-wise, every soldier has 2 "weapons" in addition to his actual physical weapons: "Throw" and "Put". Those are helpers that enable the soldier to place stuff like mines, explosives, etc. (Put) or throw grenades, chemlights (Throw). The individual items (grenades, mines, etc.) are magazines of those weapons. (This is also why you use addMagazine to give a unit grenades). In the config of those weapons, every type of item has their own "muzzle". Muzzles are usually used to configure multiple physical muzzles of a weapon, like an underslung grenade launcher, or a double-barrel shotgun. So, to summarize: Technically, every unit in Arma carries a giant, invisible grenade launcher with 20 barrels.

    The problems start when you try to add another muzzle to that throw weapon in a mod. All the muzzles are listed in an array that looks something like this:

    muzzles[] = {"HandGrenade_Stone", "HandGrenadeMuzzle", "MiniGrenadeMuzzle", "SmokeShellMuzzle", "SmokeShellYellowMuzzle", "SmokeShellGreenMuzzle", "SmokeShellRedMuzzle", "SmokeShellPurpleMuzzle", "SmokeShellOrangeMuzzle", "SmokeShellBlueMuzzle", "ChemlightGreenMuzzle", "ChemlightRedMuzzle", "ChemlightYellowMuzzle", "ChemlightBlueMuzzle", "IRGrenade"};

    Right now, the only way to add another element to that array is to completely replace it1, which means that if 2 mods were to insert their own grenades into the Throw weapon, you'd only be able to use one of them. The way we circumvented that issue is by adding our own Throw weapon, "BWA3_Throw", with all the muzzles we need. This, in return, also causes some problems:

    1. Non-BW units cannot throw BW grenades
    2. Script commands do not now that BWA3_Throw is not a regular weapon. (which results in your problem)
    3. If a patch introduces a new grenade, BW units won't be able to throw them. (this is actually the case with the IR strobes right now)

    So how can we fix that?

    There are 2 possible fixes, both on Bohemia's side.

    1. 1 The introduction of the "+=" operator, which would allow you to add elements to an array without completely replacing it, which would allow us to use the Throw weapon without sacrificing compatability. Bohemia actually mentioned that they plan to do that, and it might already be possible (It wasn't at the time of release), I'll have to check.
    2. Completely overhaul the grenade system, e.g. with a "CfgGrenades", which would also allow easy expansion.

    Now, to fix your specific problem, you could do one of 2 things:

    1. Remove all weapons except the BWA3_Throw one:
      {
       if (_x != "BWA3_Throw") then {_unit removeWeapon _x;};
      } forEach (weapons _unit);
      


    2. Remove all weapons, and then add the BWA3_Throw weapon again
      removeAllWeapons _unit;
      _unit addWeapon "BWA3_Throw";
      


    (Adding a throw weapon with a script might cause issues, so if possible, use #1)

    haha i was wondering why grenades wont work but thank you also for detailed answer. Are we gonna see any New armor anytime soon? Wiezel would be bad ass or Panzerhowizer


  5. Is it still as strong and fast as before? I really hope so because the thing was so damn fun that way. Also did you setup a PhysX LOD? It would be interesting to see the top-heavy-ness of the MaxxPro be properly simulated.

    Buddy of mine is doing all the work i am just testing and helping out but ill see about the PhysX cause its still getting worked on but when i was testing it a hour ago haha you can go pretty damn fast i must say even off road... CROW version that is almost done is nice cause the MRAP is so tall you can really use it to your advantage... The Optic u use for the CROW is nice also.... Sad part is that i need to talk to him about amount of Damage it can take cause one Missile you are dead haha i remember the beast taking at least 4 hits before blowing up but its a pretty easy fix to increase armor.At the moment i am trying to find someone who can reskin the MRAP.


  6. I have already integrated that script into a dynamic AI controlled air drop. Where a unit activates a addAction and the map opens up and depending where you click on the map a mohawk will fly to that location and drop the tank. I also have my script working on the new C-130J release but really for realism this C-17 is going to be perfect. The script above thou could easily be integrated for tank drops that a player can activate inside the aircraft.

    thank you so much!


  7. thanks for the kind words!

    - i agree, the floating one is a bit odd (perhaps a more industrial, larger look, less like a spider heh, clearly i can barely model so be patient), but since the main object is only a turret & slew, you can easily mount it to someone elses model.

    - at the moment, its a vehicle with a gunner seat, i'd like to change that, i've never had a chance to look at uavs, so baby steps. but yes, a terminal should be the proper control - preferably installed into a command building. realistically a person rarely operates these anyway and more just approves targets. i'm not planning any specific amount of reality to cram down peoples throats: there will be options.

    from what i've seen and read, i should be able to simulate the 35mm AHEAD ammunition (proximity air burst tungsten subprojectile) and its giant ejected cartridges

    one issue i'm dealing with, i had to create two separate vehicles - one for when a player/AI is gunner, and a separate one for artillery tracking - when an AI was in the gunner seat, no combination of disableAI could get him to stop turning his head around fighting the turret movement generated by artillery tracking (so one class has the animationSource set to mainTurret, the other class is setup with user animations instead, which disables AI control input). that issue can be fixed imho by eliminating scripted artillery tracking all together and adding an invisible lockable target overtop the artillery round so the AI can use the ballistics computer for tracking and firing. hits still need to be scripted tho (+ % chance of hit - wont hit them all) - any body know a good resource to read up on Locking and Targeting in game? obviously not any weapon should be able to lock an artillery target, not sure how to do specifically that yet

    @r0adki11 - i was playing with floating bases yesterday, its definitely possible but theres that issue with standing on physx objects, so while you are standing, you are forever slightly sinking, then falling from about a foot :) but, i did find it cool that physx supported multiple separate buoyancy objects together in the same model, so you can drive a boat underneath and there is no geometry to hit, and it always follows the waves. for simple/small bases where maybe its a radar outpost, or offshore gun, it could just end up having to be a vehicle where you get into positions to do or see anything, no walkable surface (or VewPilot could be a dining room table with IK controlling the fork and knife, ViewGunner could be the cook ).

    i'd really like to see walkable physx (funny, i never cared before!) and createJointExt - those two things on the water could help create some really awesome assets. (Waterworld anyone?)

    dont think the game is ready for somthing like water world haha not enough ships in the game yet. But u are actually making a separate vehicle terminal for the controls of the mantis?

    Could u possibly post a video of the ground mantis ?

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