Jump to content

mrewok

Member
  • Content Count

    260
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by mrewok

  1. If the veh are properly configured the Squad_Xml is the easy way (if it's still work trought ).
  2. From what i know, If you do this only with config Yes but you have to modeling them on one P3d file and they basically will be only one object (assembleTo basically create another model). The other option is to run it trought script..
  3. Hello there , there is a few thing to setup for a function : https://community.bistudio.com/wiki/Arma_3:_Functions_Library#Adding_a_Function (see Function Declaration). If you still have trouble after reading this you should provide more infos , like what you are trying to do , what you have setup (config sqf etc) ...
  4. Unwanted Double post sorry... Moderators can you delete this topic please (or tell me how to delete it).
  5. Hello there i'm having issues with BIS_fnc_relativeDirTo (the purpose is to create a boomerang system that will have a animated led 3d model in my HMMWV's like my crewduke) , my problem is that it is spamming some random 90, 180, 270 values... (maybe not random but i don't get why i got those values) here is a video (don't mind the generic error i've added a sleep in a unscheduled environment but the detection weirdly seems to work better (Probably just a placebo effect i think^^)) As you can see i have some random values coming in... Video showing my problem For now the script is init by a module (Will add action to add it and activate it later): /* sys_boomerang_animate.sqf Author(s): MrEwok Description: This Animate (for now) the boomerang system and run Boomerang script collection. Note : None. FilePath: \EWK_Boomerang_System\Scripts\sys_boomerang_animate.sqf */ _car = _this select 0; _car animate ["SYS_boomerang", 0]; ////////////////////////////////////////////For Boomerang System/////////////////////////////////////// [_car] execVM "\EWK_Boomerang_System\Scripts\Ewk_Boomerang_Eh.sqf"; waitUntil {!alive _car}; _car animate ["SYS_boomerang", 1]; [_car] execVM "EWK_Boomerang_System\Module\boomerang\sys_boomerang_animate.sqf"; And then it run this script : /* Ewk_Boomerang_Eh.sqf Author(s): MrEwok Description: This Apply FiredNearEH for Boomerang detection. Note : None. FilePath: \EWK_Boomerang_System\Scripts\Ewk_Boomerang_Eh.sqf */ ///////////////////////////////////////////For Boomerang System/////////////////////////////////////// /* this addEventHandler ["FiredNear", { params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode" , "_ammo", "_gunner"]; }]; */ vclBoomerang = _this select 0; vclBoomerang addEventHandler ["FiredNear", { if ((_this select 2) < 100/*Need To Adjust*/) then { _Shooter = _this select 0; _gunner = _this select 7; hint str _gunner; { _relDir = [_Shooter, vclBoomerang] call BIS_fnc_relativeDirTo; if ( _relDir > (_x select 0) && _relDir < (_x select 1) ) then { sleep 0.5; // This is the Generic error in the video... systemChat format["Shooter is at %1 from the Vehicle",(_x select 2)]; systemChat str _relDir; }; }forEach [ ///////////////////////////////////////////This Was Working but not precise enough/////////////////////////////////////////// /* !!!Basic detection system decrepited!!! [45, 135, "to the right of"], [135, 225, "behind"], [225, 315, "to the left of"], [315, 360, "infront"], [0, 45, "infront"] */ ///////////////////////////////////////////This Was Working END/////////////////////////////////////////// [0, 15, "12 oclock"], [-0, -15, "12 oclock"], //0 = 12 donc 0 a 15 [15, 45, "1 oclock"], [-15, -45, "1 oclock"], //30 = 1 donc 15 a 45 [45, 75, "2 oclock"], [-45, -75, "2 oclock"], //60 = 2 donc 45 a 75 [75, 105, "3 oclock"], [-75, -105, "3 oclock"], //90 = 3 donc 75 a 105 [105, 135, "4 oclock"], [-105, -135, "4 oclock"], //120 = 4 donc 105 a 135 [135, 165, "5 oclock"], [-135, -165, "5 oclock"], //150 = 5 donc 135 a 165 [165, 195, "6 oclock"], [-165, -195, "6 oclock"], //180 = 6 donc 165 a 195 [195, 225, "7 oclock"], [-195, -225, "7 oclock"], //210 = 7 donc 195 a 225 [225, 255, "8 oclock"], [-225, -255, "8 oclock"], //240 = 8 donc 225 a 255 [255, 285, "9 oclock"], [-255, -285, "9 oclock"], //270 = 9 donc 255 a 285 [285, 315, "10 oclock"], [-285, -315, "10 oclock"], //300 = 10 donc 285 a 315 [315, 345, "11 oclock"], [-315, -345, "11 oclock"], //330 = 11 donc 315 a 345 [345, 360, "12 oclock"], [-345, -360, "12 oclock"] //360 = 12 donc 345 a 360 ]; }; }]; Please help me! I don't wan't to release my mod without that feature even if it's a little bit harsh (in fact i could already add the boomerang v2 and say "it's the V2 V3 is better ... but i wan't to add a real V3 and make an alternative version for V2 that's add some kind of randomness if some mission maker want to make it harder ). I can provide more info if needed (config or basic models with cfg and cpp to reproduce...)...
  6. Hello there i'm coming back because i have trouble with the animations following that EH script. I'll explain more, The detection is with the EH as Said before but it seems it's too fast to animate model even with animateSource and global variables... I may create another thread as it's not really related to the GetRelDir thing... Here is the scipt: /* Ewk_Boomerang_Eh.sqf Author(s): MrEwok Description: This Apply FiredNearEH for Boomerang detection. Note : None. FilePath: \EWK_Boomerang_System\Scripts\Ewk_Boomerang_Eh.sqf */ ///////////////////////////////////////////For Boomerang System/////////////////////////////////////// /* this addEventHandler ["FiredNear", { params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode" , "_ammo", "_gunner"]; }]; */ DetectMain = false; publicVariable "DetectMain"; Detect1 = false; publicVariable "Detect1"; Detect2 = false; publicVariable "Detect2"; Detect3 = false; publicVariable "Detect3"; Detect4 = false; publicVariable "Detect4"; Detect5 = false; publicVariable "Detect5"; Detect6 = false; publicVariable "Detect6"; Detect7 = false; publicVariable "Detect7"; Detect8 = false; publicVariable "Detect8"; Detect9 = false; publicVariable "Detect9"; Detect10 = false; publicVariable "Detect10"; Detect11 = false; publicVariable "Detect11"; Detect12 = false; publicVariable "Detect12"; vclBoomerang = _this select 0; publicVariable "vclBoomerang"; vclBoomerang addEventHandler ["FiredNear", { _this spawn { params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode" , "_ammo", "_gunner"]; if (_unit == _firer) exitWith { hintSilent ""; }; hintSilent ""; if (_distance < 100) then { { _relDir = _unit getRelDir _firer; if (_relDir > (_x select 0) && _relDir < (_x select 1)) then { sleep 0.5; systemChat format["Shooter is at %1 from the Vehicle",(_x select 2)]; DetectMain = true; publicVariable "DetectMain"; _case = {}; if ((_x select 2) isEqualTo "12 oclock") then {_case = 1}; if ((_x select 2) isEqualTo "1 oclock") then {_case = 2}; if ((_x select 2) isEqualTo "2 oclock") then {_case = 3}; if ((_x select 2) isEqualTo "3 oclock") then {_case = 4}; if ((_x select 2) isEqualTo "4 oclock") then {_case = 5}; if ((_x select 2) isEqualTo "5 oclock") then {_case = 6}; if ((_x select 2) isEqualTo "6 oclock") then {_case = 7}; if ((_x select 2) isEqualTo "7 oclock") then {_case = 8}; if ((_x select 2) isEqualTo "8 oclock") then {_case = 9}; if ((_x select 2) isEqualTo "9 oclock") then {_case = 10}; if ((_x select 2) isEqualTo "10 oclock") then {_case = 11}; if ((_x select 2) isEqualTo "11 oclock") then {_case = 12}; ///////////// Those are parsed as they display variable and the value is true wich mean they are changed ///////////// switch (_case) do { case 1: { Detect1 = true; publicVariable "Detect1"; systemChat "Detect1"; systemChat str Detect1; }; case 2: { Detect2 = true; publicVariable "Detect2"; systemChat "Detect2"; systemChat str Detect2; }; case 3: { Detect3 = true; publicVariable "Detect3"; systemChat "Detect3"; systemChat str Detect3; }; case 4: { Detect4 = true; publicVariable "Detect4"; systemChat "Detect4"; systemChat str Detect4; }; case 5: { Detect5 = true; publicVariable "Detect5"; systemChat "Detect5"; systemChat str Detect5; }; case 6: { Detect6 = true; publicVariable "Detect6"; systemChat "Detect6"; systemChat str Detect6; }; case 7: { Detect7 = true; publicVariable "Detect7"; systemChat "Detect7"; systemChat str Detect7; }; case 8: { Detect8 = true; publicVariable "Detect8"; systemChat "Detect8"; systemChat str Detect8; }; case 9: { Detect9 = true; publicVariable "Detect9"; systemChat "Detect9"; systemChat str Detect9; }; case 10: { Detect10 = true; publicVariable "Detect10"; systemChat "Detect10"; systemChat str Detect10; }; case 11: { Detect11 = true; publicVariable "Detect11"; systemChat "Detect11"; systemChat str Detect11; }; case 12: { Detect12 = true; publicVariable "Detect12"; systemChat "Detect12"; systemChat str Detect12; }; }; /* if ((_x select 2) isEqualTo "12 oclock") then {vclBoomerang animate ["Led12_Hide", 1]; Sleep 1; vclBoomerang animate ["Led12_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "1 oclock") then {vclBoomerang animate ["Led1_Hide", 1]; Sleep 1; vclBoomerang animate ["Led1_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "2 oclock") then {vclBoomerang animate ["Led2_Hide", 1]; Sleep 1; vclBoomerang animate ["Led2_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "3 oclock") then {vclBoomerang animate ["Led3_Hide", 1]; Sleep 1; vclBoomerang animate ["Led3_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "4 oclock") then {vclBoomerang animate ["Led4_Hide", 1]; Sleep 1; vclBoomerang animate ["Led4_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "5 oclock") then {vclBoomerang animate ["Led5_Hide", 1]; Sleep 1; vclBoomerang animate ["Led5_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "6 oclock") then {vclBoomerang animate ["Led6_Hide", 1]; Sleep 1; vclBoomerang animate ["Led6_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "7 oclock") then {vclBoomerang animate ["Led7_Hide", 1]; Sleep 1; vclBoomerang animate ["Led7_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "8 oclock") then {vclBoomerang animate ["Led8_Hide", 1]; Sleep 1; vclBoomerang animate ["Led8_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "9 oclock") then {vclBoomerang animate ["Led9_Hide", 1]; Sleep 1; vclBoomerang animate ["Led9_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "10 oclock") then {vclBoomerang animate ["Led10_Hide", 1]; Sleep 1; vclBoomerang animate ["Led10_Hide", 0];systemChat str (_x select 2);}; if ((_x select 2) isEqualTo "11 oclock") then {vclBoomerang animate ["Led11_Hide", 1]; Sleep 1; vclBoomerang animate ["Led11_Hide", 0];systemChat str (_x select 2);}; */ systemChat str _relDir; //_Select2 = _x select 2; //systemChat str (_x select 2); }; } forEach [ [0, 15, "12 oclock"], [15, 45, "1 oclock"], [45, 75, "2 oclock"], [75, 105, "3 oclock"], [105, 135, "4 oclock"], [135, 165, "5 oclock"], [165, 195, "6 oclock"], [195, 225, "7 oclock"], [225, 255, "8 oclock"], [255, 285, "9 oclock"], [285, 315, "10 oclock"], [315, 345, "11 oclock"], [345, 360, "12 oclock"] ]; }; }; }]; //////////////////////////////////////I've Added this to see if it could animate in another loop than the EH one but still doesn't work/////////////////////////////////////////////////// // It detect and display the select2 (wich is the 1 oclock 2 oclock etc....)// while {DetectMain} do { //animateSource ["Led1_Hide", 1, true];Sleep 0.5; vclBoomerang animateSource ["Led1_Hide", 0];systemChat str (_x select 2);}; while {Detect1} do {vclBoomerang animateSource ["Led1_Hide", 1, true]; Sleep 0.5; vclBoomerang animateSource ["Led1_Hide", 0, true];systemChat str (_x select 2);}; while {Detect2} do {vclBoomerang animateSource ["Led2_Hide", 2, true]; Sleep 0.5; vclBoomerang animateSource ["Led2_Hide", 0, true];systemChat str (_x select 2);}; while {Detect3} do {vclBoomerang animateSource ["Led3_Hide", 3, true]; Sleep 0.5; vclBoomerang animateSource ["Led3_Hide", 0, true];systemChat str (_x select 2);}; while {Detect4} do {vclBoomerang animateSource ["Led4_Hide", 4, true]; Sleep 0.5; vclBoomerang animateSource ["Led4_Hide", 0, true];systemChat str (_x select 2);}; while {Detect5} do {vclBoomerang animateSource ["Led5_Hide", 5, true]; Sleep 0.5; vclBoomerang animateSource ["Led5_Hide", 0, true];systemChat str (_x select 2);}; while {Detect6} do {vclBoomerang animateSource ["Led6_Hide", 6, true]; Sleep 0.5; vclBoomerang animateSource ["Led6_Hide", 0, true];systemChat str (_x select 2);}; while {Detect7} do {vclBoomerang animateSource ["Led7_Hide", 7, true]; Sleep 0.5; vclBoomerang animateSource ["Led7_Hide", 0, true];systemChat str (_x select 2);}; while {Detect8} do {vclBoomerang animateSource ["Led8_Hide", 8, true]; Sleep 0.5; vclBoomerang animateSource ["Led8_Hide", 0, true];systemChat str (_x select 2);}; while {Detect9} do {vclBoomerang animateSource ["Led9_Hide", 9, true]; Sleep 0.5; vclBoomerang animateSource ["Led9_Hide", 0, true];systemChat str (_x select 2);}; while {Detect10} do {vclBoomerang animateSource ["Led10_Hide", 10, true]; Sleep 0.5; vclBoomerang animateSource ["Led10_Hide", 0, true];systemChat str (_x select 2);}; while {Detect11} do {vclBoomerang animateSource ["Led11_Hide", 11, true]; Sleep 0.5; vclBoomerang animateSource ["Led11_Hide", 0, true];systemChat str (_x select 2);}; while {Detect12} do {vclBoomerang animateSource ["Led12_Hide", 12, true]; Sleep 0.5; vclBoomerang animateSource ["Led12_Hide", 0, true];systemChat str (_x select 2);}; }; Thanks!
  7. Yep i've never had negative but always used that code that always return positive (i and the eods team where using it a lot when it was way before v2.0 of arma (i'm an old decrepited modder ^^) and as i don't really understand scriptig and as i haven't found anything on it i was, (like a dumbass) assuming that was still reliable... (but honestly since 2016 a lot of things have change^^) .But from what i've quickly tested it fully work and if i can detect it i can animate a model and play sounds so i wiil work on that thing ^^.
  8. I don't play that much too (at least in MP) but i have some spare time with that covid shit so i thought i could at least update my mod and it degenerated so i'm adding few features^^ so crew duke is functional but need polishing and boomerang is comming thanks to you. Will try those finctionality's in MP to ensure it's fully working.
  9. It's work like a charm thanks Harzach !!! If you want me to provide the script just ask , i will Update it for my purpose trought so basic detection will change... @Harzach yeah i'm learning as i can but as i said i'm more that 3d / config guy , i was that guy in EODS and i will stay that guy i think^^, i'm trying to maintain and update my hmmwv mod as i can after six years of non modding ^^
  10. I will try that i think it'll work as it spawn so it's sheduled and i think problem was the fact firednear is scheduled an systemchat is not... i can be wrong trought... Also double check with negative values is because of this //ensure return is between 0-360. if (_dir < 0) then {_dir = _dir + 360}; if (_dir > 360) then {_dir = _dir - 360}; And i wasn't sure this: if ( _relDir > (_x select 0) && _relDir < (_x select 1) ) then { MYCODE..... was the same
  11. mrewok

    [WIP]EWK_HMMWV'S

    Hello there just a Quick Update, i've been able to mange that crewduke script with the help of the ace chat so i've added more functionality to it, i just need to test it with someone else to test some features and some mp compatibility so as i don't have any community to test it anymore i'm looking for testers. if you are interested please leave me a mp here. Also if you have scripting knowledge i'm having issue with BIS_fnc_relativeDirTo and i have opened a topic here (PS; there's a video in it that spoil some stuff (nothing too fancy thought)) . Here is some random screens of some features and rework (obviously they won't give hint's on real gameplay and feature...) https://steamcommunity.com/sharedfiles/filedetails/?id=2726046378 More when my network agree to up them....
  12. I've tried i get the same random values... I can provide the old code i was using with getRelDir but i was the results where the same or worse and it was almost the same... basically instead of: _relDir = [_Shooter, vclBoomerang] call BIS_fnc_relativeDirTo; I've used: _relDir = vclBoomerang getRelDir _Shooter; I'm kinda noob in scripting I'm more that 3D/config/model.cfg guy so excuse my poor knowledge 🤣 . Maybe i can use getRelPos but with : object getRelPos [distance, direction] i dunno if i can add it into firedNearEH or i should say i dunno how i can add them ^^ I'm Mounting my P drive and retrying to see if i stiil get thos values with getRelDir and getRelPos (if i can set it up^^) and i get back here. Edit: i've forgotten to say there's always cba(for some features and for ace) and ace (for crewduke feature and itemcargo in the humvees) launched with my mod . So i will check if ace change basic EH on their chat now (i've just think about it how dumb i am ^^).
  13. mrewok

    [WIP]EWK_HMMWV'S

    Hello armaverse i'm still searching for that ace jaming script for the crew duke, here is the script i'm using: /* CrewDuke.sqf Author(s): MrEwok Description: This add crewduke effects. Note : None. FilePath: \EWK_M1151\HmmwvAdds\scripts\CrewDuke.sqf */ call compile preprocessFileLineNumbers "\EWK_M1151\Scripts\FNC_EWK_SAY3D.sqf"; //call compile preprocessFileLineNumbers "\EWK_M1151\HmmwvAdds\scripts\fn_EWK_fnc_Jaming.sqf"; //IsJamming = false ; _Vehicule = _this select 0; EWK_BoomrangGVeh = _Vehicule; IsNotJamming = true; publicVariable "IsNotJamming"; //IsJamming = false ; while {EWK_BoomrangGVeh animationphase "hide_CrewDuke" >= 0.5} do { waitUntil {EWK_BoomrangGVeh animationphase "hide_CrewDuke" >= 0.5}; sleep 1; if (EWK_BoomrangGVeh animationphase "hide_CrewDuke" <= 0.5) exitWith {[EWK_BoomrangGVeh] execVM "\EWK_M1151\HmmwvAdds\scripts\CrewDukeCheck.sqf";}; //hint"Detecteur Actif"; //Debug _Objet1 = nearestObject [EWK_BoomrangGVeh,"TimeBombCore"]; sleep 0.1; _metres1 = EWK_BoomrangGVeh distance _Objet1; sleep 0.1; if (_metres1 <= 50) then {[[EWK_BoomrangGVeh,"Bip_constant"], "FNC_EWK_SAY3D", true, false] spawn BIS_fnc_MP; EWK_BoomrangGVeh animate ["LightYellow_Hide", 1];sleep 2; EWK_BoomrangGVeh animate ["LightYellow_Hide", 0];}; if (_metres1 <= 10) then { EWK_BoomrangGVeh animate ["LightRed_Hide", 1];sleep 2; EWK_BoomrangGVeh animate ["LightRed_Hide", 0]; [{ params ["_unit", "_range", "_explosive", "_fuzeTime", "_triggerItem"]; if (_triggerItem == "ace_cellphone" && _range <= 10) exitwith {[EWK_BoomrangGVeh] execVM "\EWK_M1151\HmmwvAdds\scripts\CrewDukeCheck.sqf"; systemChat "Blocking Cell Phone"; false }; // always block cell phones // allow anything else (like timers / wired clackers) true }] call ace_explosives_fnc_addDetonateHandler; } else { [{ params ["_unit", "_range", "_explosive", "_fuzeTime", "_triggerItem"]; if (_triggerItem == "ace_cellphone") exitwith {[EWK_BoomrangGVeh] execVM "\EWK_M1151\HmmwvAdds\scripts\CrewDukeCheck.sqf"; systemChat "UnBlocking Cell Phone"; true }; // Never block cell phones // allow anything else (like timers / wired clackers) true }] call ace_explosives_fnc_addDetonateHandler; }; }; It's initialized via config init ( and a detection script check when crewduke anim reach 1 (wich mean is visible , will add a more options when i get the script working). My problem is the following ; the actual script jam but i'm unable to unjam .... If someone know how to do it please help! ^^ Also here is a quick screenshot of the interior lighing rework (still wip thought): https://steamcommunity.com/sharedfiles/filedetails/?id=2723973554 Ps: i'm also working on the boomerang and crewDuke ui but dunno when and if i can add them properly (mostly because lack of effective informations...)
  14. mrewok

    [WIP]EWK_HMMWV'S

    Hello there, here is a quick update on what's going on: Done (Finally): Mod is fully Standalone. Done : Reduced weight from 800Mo to 614Mo. Added :Turn In/Out for gunner (only on test humvee for now but it's just a few copy/paste to get them on all armed hmmwvs). Added: Antennas Animations Depending on speed (only on test humvee for now). https://steamcommunity.com/sharedfiles/filedetails/?id=2715942887 Added: Ace Items (Done in Medical and test hmmwv but need to adjust it depending on the hmmwv purpose) And full compatibility (still WIP) Added :Boomerang system (working on the gui and the script(it was detecting like a charm an sudently started to indicate 3 or 9 o'clock in chain and sometimes detect it properly)) here is the (poor) code i've started: vclBoomerang addEventHandler ["FiredNear", { if ((_this select 2) < 100) then { _Shooter = _this select 0; { _relDir = [_Shooter, vclBoomerang] call BIS_fnc_relativeDirTo; if ( _relDir > (_x select 0) && _relDir < (_x select 1) ) then { systemChat format["Shooter is at %1 from the Vehicle",(_x select 2)]; }; }forEach [ [0, 15, "12 oclock"], [15, 45, "1 oclock"], [45, 75, "2 oclock"], [75, 105, "3 oclock"], [105, 135, "4 oclock"], [135, 165, "5 oclock"], [165, 195, "6 oclock"], [195, 225, "7 oclock"], [225, 255, "8 oclock"], [255, 285, "9 oclock"], [285, 315, "10 oclock"], [315, 345, "11 oclock"], [345, 360, "12 oclock"] ]; }; }]; https://steamcommunity.com/sharedfiles/filedetails/?id=2715941619 Also the model is really early wip ( i had one modeled and textured but lost it in an old hdd...). ReAdded : Camonet cover now with Camouflage functionality that impact camouflageCoef wich is visual camouflage (still need to polish it as it's simply based on worldName actually...). https://steamcommunity.com/sharedfiles/filedetails/?id=2715942765 (Desert Camonet on desert map) https://steamcommunity.com/sharedfiles/filedetails/?id=2715944038 (Woodland Camonet on desert map) Reworked: Full lights rework included working rotating light for ambulances (still need some work as old gauges and radio lighting wont light anymore). https://steamcommunity.com/sharedfiles/filedetails/?id=2715944386 https://steamcommunity.com/sharedfiles/filedetails/?id=2715944809 https://steamcommunity.com/sharedfiles/filedetails/?id=2715945197 https://steamcommunity.com/sharedfiles/filedetails/?id=2715945412 Reworked : A few LOD's. Reworked: All exaust effects on HMMWV's. Reworked: CrewDuke now jam ACE3 rcied ( i'm using basic jamming code they provide on the wiki and it work on jamming but still not able to unjam them wich is the main reason for delayed release). Started (when i was bored to work on the previous features ) : Modelling: Some more immersive crap and CrapRandomisation script (no promises on this ,will see the if i can get something good). Modelling: OGPK (model actually 90% done but no textures a this point). Modelling: Doors Still Really WIP. Modelling: New camonet cover (just started). Retexture: Of the full pack Body and interior (i suck at texturing big and complex objects (basically because i'm a poor texture guy 😂) so probably won't be able to do it). PS: This is a bottle in the sea if someone want to help me on retexturing it he would be more than welcome!!
  15. mrewok

    [WIP]EWK_HMMWV'S

    Happy new year everyone! I'm having a little trouble setting up the AN VLQ/12 properly and i also need to clean things up before release so i need to delay it a bit , sorry but be sure i'm working on it (it's hard to get back on modelling config scripting etc... after 6years 😂) but things are coming along (slowly thought ). Right now i need to: -Make crewDuke jam rcied (as for now eods disfunction and as i can't figure how to repair it (i have repaired some functions and reajusted some values and stuf but still not usable ..) i will include remote controlled explosive as they are no rcied ingame...) -Include New Functionnality's To all HMMWV that can handle it (Turn in/out on hmmwv's that have a turret , crewduke to hmmwv that's have proper antenna"s and role on terrain etc....) They are actually on one test humvee. -Reduce weight by deleting on work and unused textures -Cleaning A few Scripts corrupted by updates (i made them work but still have some little errors , remember it's been 6years so a lot of update screw things up 😅 ) Anyway, i'm doing my best to release it as soon as possible but because it's and old save of the project a lot of things i had done like OGPK turret have vanish so i have to redo it from scratch.
  16. mrewok

    [WIP]EWK_HMMWV'S

    Hello everyone Merry christmas! Here are some screenshot of what i plan to release after new year; First of all mod is officially fully standalone. Added: Sun Visor,CrewDuke,And planing boomerang and satcom system. Also added turn in /out for gunner only on deployment test atm but will add it to all before release... Sun Visor: https://steamcommunity.com/sharedfiles/filedetails/?id=2692443807 https://steamcommunity.com/sharedfiles/filedetails/?id=2692444069 https://steamcommunity.com/sharedfiles/filedetails/?id=2692444562 CrewDuke: Planning to add it: if the module is added add a crewduke object to hmmwv inventory that allow you to add it but this still need scripting and config work https://steamcommunity.com/sharedfiles/filedetails/?id=2692445409 https://steamcommunity.com/sharedfiles/filedetails/?id=2692445644 https://steamcommunity.com/sharedfiles/filedetails/?id=2692445903 https://steamcommunity.com/sharedfiles/filedetails/?id=2692446757 (no rcied detected) https://steamcommunity.com/sharedfiles/filedetails/?id=2692447086 (you can also see some rework on the door) https://steamcommunity.com/sharedfiles/filedetails/?id=2692453220 (Rcied Detected in an array of 50m) https://steamcommunity.com/sharedfiles/filedetails/?id=2692458627 (Rcied Detected in an array of 10m by day) https://steamcommunity.com/sharedfiles/filedetails/?id=2692457875 (Rcied Detected in an array of 10m by night this randomly alternate with 50m light) Screen should shine by night for the release still have some trouble on it (sometime it glow and sometimes not like the radio, have to figure what happen since arma 2.00 a lot of things have changed). Ps I'm Also trying to rework textures and i'm reworking models (GPK wil have new camonet cover , ogpk is comming in a near future). Cheers!
  17. mrewok

    [WIP]EWK_HMMWV'S

    @Valken: not sure for topical version because i haven't buy APEX so A3 tropical camo is a complete stranger to me ( but if i can get a hand on the tropical pattern i can easily reproduce it so maybe ) :D @Masnooper : I can make them louder if needed but it will be on all LOD wich mean not only for Gunner. So as i've said no release date at this time but i do all i can in my free time to deliver you and update soon as possible.
  18. Edit : Sorry Unwanted double post.
  19. Damn!! You've done a freaking great job on here guys!!! Really happy to see that eods is coming along nicely :) Postscript: Cheers. MrEwok.
  20. mrewok

    [WIP]EWK_HMMWV'S

    Hi armaverse MrEwok here.It's been a very long time since you heard any news from me and i'm sorry for that (real life, music projects etc....). Anyway i'm working on the little bit of free time i have on an update for my humvees and i was wondering if you guys (and girls ^^) would like to see it public release? Update will Include: No release date by the way i'm doing it on the little bit of free time so i'm going as fast as i can but no promises. Cheers!! MrEwok
  21. Hi everyone i'm posting it here cause i can't find any "texturing" thread on the forums (if there is one please move it to where it belong and tell me to buy new eyes:)). So my trouble is the following: I have created a 4k texture for a hmmwv turret and when i apply it to my model i've got this: At start i've trought that was due to the fact my texture have the turret glasses so i switch _co to _ca but error still occur. Here's my Rvmat's : OGPK_Glasses.rvmat OGPK.rvmat From what i can read on the bis wiki error 7 is caused by an #inlcude or #defien but as it's happen on a texture i'm a bit lost. Do someone have any hints on it? Thanks! MrEwok
  22. Mhhhh.... how do restarting the game 3 time would solve anything? it's a Cba version issue so if cba doesn't change the issue stay ( mentionned here , and here) Sorry if i'm a bit crude but it's only 4 pages above guys..... For the talon you need our custom controller and A3 default one shouldn't work with it.
  23. Yeah detector is gonna be in the forthcoming version for sure :) . For the Rg we only need to make it more eye candy by upgrading textures, and probably also upgrade features so don't worry about that it should come soon :) . Sorry for the delay to answer i had a huge week a work and haven't been able to really work on the project or even check the thread, but i'm back and i should have more free time to work on it this week:cool: .
  24. Awesome work mate!!! Not yet but ace compatibility is planned for sure :) .
  25. Hey ray it's probably because the public version is not updated for the new cba so the keybinding is boken, you still can use default keys to interact ( Minus "-" on main keyboard to check ied's) . Also i'm glad to welcome Brainslush within the project . Welcome on board mate !!!
×