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Everything posted by DSabre
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@Accuracy: I added a simple cannon to an extra version in the addon (HMG_127, 500 rounds). I didn't make a special model for it so its invisible inside the engine. Once it's finished I might make a special armed addon, who knows : ) Anyway I also added FFV so the person close to the door can shoot out the plane, similar to some helis: will add screenshot of a dogfight later
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I hope someone of you can help me: I am having some weird issues with my An-2 addon. Copilot works fine so far with copilot turret finally but then I noticed that my passengers are a bit buggy. In Mp on a dedicated server me and my friends had problems entering the same plane. We managed to get in pilot and copilot seats after some tries. Sometimes we would get stuck in the entering animation till the other person got out of the plane first. We would also be unable to get out from the copilot seat until the pilot left the plane. All with the engine off and the plane on the ground. In SP as soon as an AI soldier enters the plane in a passenger seat I cant enter in that same passenger seat anymore. I make him dismount and enter but only to end up on seat #2 instead of the now empty #1. If I make 5 AI enter and dismount I'll end up on seat #6 etc. This is what I call the weird memory effect. This carries on till the plane is full. Once full and emptied I can't get back in on any passenger seat at all. Strange thing is: the AI can enter back given the command... but for me the option to sit in back is gone for good : ( Entering as Pilot or Copilot works and seems unaffected from this issue. I can even change their seats and hand over controls - in SP that is. I put both pilot seats in compartment 1, the passengers in compartment 2. Didn't test dedi MP since then. Might be that this fixes the pilots issue at least. driverCompartments = "Compartment1"; cargoCompartments[] = {"Compartment2"}; passengers are defined as: .... getInAction = "GetInLow"; getOutAction = "GetOutLow"; memoryPointsGetInCargo = "pos cargo"; memoryPointsGetInCargoDir = "pos cargo dir"; transportSoldier = 12; cargoGetInAction[] = {"GetOutLow"}; cargoGetOutAction[] = {"GetOutLow"}; cargoAction[]={"passenger_generic01_foldhands"}; ... I deleted and readded cargo proxies a few times and made sure theres no duplicates or different numbers. My proxies are defined as follows: proxy.pilot.001 for pilot proxy.gunner.001 for gunner and proxy.cargo.001 - cargo.012 for cargo positions. and I copied all of them in the Resolution 1, Pilotview, Cargoview and Firegeometry LODs. I have no idea what is causing this odd memory effect on my passenger seats and what is causing the issue with boarding the same plane in MP. Hope someone knows what could be causing this!
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Plane Pilot, Copilot and Passenger issues - weird memory effect for passenger seats
DSabre replied to DSabre's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
didn't solve the problem yet but managed to enable firing from vehicle (ffv) for plane if anyone is interested // inherit from base at beginning: class vehicles cfg { ... class Air; class Plane: Air { class CargoTurret; class NewTurret; class Sounds; // External class reference class AnimationSources; // External class reference class HitPoints { class HitHull; }; }; class some_BasePlane: Plane { class AnimationSources; class HitPoints: HitPoints { class HitHull: HitHull{}; }; class NewTurret; class CargoTurret; class MarkerLights; class Sounds; }; // then later in your plane class: class yourplane: some_BasePlane { ... // stuff like model, name etc ... ... .. class turrets { class mainturret : newturret { // copilot commanding = -2; gunnerName = "copilot"; gunnerCompartments = "Compartment1"; gunnerUsesPilotView = true; primaryGunner = true; proxyIndex = 1; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; gunnergetinaction = "GetInLow"; gunnergetoutaction = "GetOutHigh"; caneject = 1; weapons[] = {}; magazines[] = {}; gunnerForceOptics = false; gunnerAction = "sab_an2_pilot"; gunnerInAction = "sab_an2_pilot"; gunnerlefthandanimname = "stick_pilot_2"; gunnerrighthandanimname = "stick_pilot_2"; gunnerLeftLegAnimName = "pedal2"; gunnerRightLegAnimName = "pedal2"; startEngine = true; minElev = -60; maxElev = 10; initElev = 0; minTurn = -70; maxTurn = 70; initTurn = 0; ejectDeadGunner = 1; }; class GunnerTurret : NewTurret { // door seat commanding = -2; gunnerName = "Door seat 1"; gunnerCompartments = "Compartment1"; gunnerUsesPilotView = false; gunnerAction = "passenger_bench_1"; primaryGunner = false; proxyIndex = 2; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; gunnergetinaction = "GetInLow"; gunnergetoutaction = "GetOutHigh"; caneject = 1; weapons[] = {}; magazines[] = {}; gunnerForceOptics = false; gunnerInAction = "sab_an2_pilot"; ejectDeadGunner = 1; isPersonTurret = 1; minElev = -60; maxElev = 10; initElev = 0; minTurn = -70; maxTurn = 70; initTurn = 0; }; }; ... .. .. right now it is possible to switch seats and all, even during flight and shoot out of the vehicle. I still have a memory effect on passenger seats but with switching around seats i can "reset" it and it works again. In MP with friends sometimes it works and we both can switch seats, then suddenly I get stuck and my colleague can still switch around. Sometimes I cant enter, then all dismount and it works again. I have no idea what is going on : ( -
Huron Retexture/Config Problem
DSabre replied to Mattastic's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I can confirm. Recently found them in my A3work / P Drive directory. Yes openly as psd photoshop files in a folder whose name I can't recall. I did not extract anything. I immediatly made them into a UN version of the Taru for my UN Addon and then forgot about it. Sorry but I can't say when exactly and I can't tell you the exact path either because I immediatly moved it to my own mod ressources. Was a week ago or maybe two. Also can't say if it was before or after I switched the tools to beta : ( Had to cause the addon builder was broken recently. Yes and I hope BI releases more of them, would be really nice : ) -
A few updates: Seaplane working courtesy of Gnats amphibian technology magic. It's a pure sea plane as the original An-2. No gear like with Gnats C185. You can still slide around the countryside though. I am working on making it MP Dedi compatible. First results look promising. I added a few sleep commands to Gnats invisible float and made it larger. My friends still exploded but I managed a few landings and take offs on our dedi server Oh and yes, there is a special armed version now for fun. I added some random cannon to it and changed the flight model to arcade. Artificial horizon and a few other instruments working more or less. I added speed, alt, and something else I can' t recall right now. Also pilot controls move now, also pedals I am working on making the copilot work too. So far you can get in on copilot seat and take controls too. There is a major issue right now. When me and my friends want to board it we sometimes can't when someone else is inside already. You get stuck in the boarding animation. Also if you load the plane with AI and then unload them you can't enter back on the cargo positions. Right now I have no idea what is causing this : (
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Thanks Darkside, yes it's strange none ported the SU-34 yet. I actually had a look but the weapons and proxies confuse me. I might do an unarmed aerobatic version of some jet sometime tho. Could be fun I like those ideas Modder. Will think about it. Just checked and theres a gazillion pics of tanker variants and quite a few civilian L100 versions around the web - thanks : )
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haha sorry : ) if it's any comfort they look a lot better than they are atm. The textures were laying around for a while now too. I actually started making them for A2-OA.
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@Accuracy probably: you may also see it in a vietnam mod - I handed my source files over to devilslayersbane. Maybe he will add an armed version. -I might try my luck with it too independently. I also wanted to add firing from vehicles but it seems it's restricted to helos and cars and such if I am not mistaken. I added a sitting position on the wing too with that in mind (you will only notice it when the plane is fully loaded with people) @DarkSide Yes the cessna is really really well done. Both the idea how to make it work and then the way it's implemented! It's just not as easy as I thought - I managed to port the whole thing in a day and the current state in two. But even trying to make it float took more time already and no success yet lol. Again proof for me how well the cessna is done. Luckily Gnat is helping me and now I hope I can reproduce it sometime in the future : )
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thanks for providing mirrors all of you!
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How can I config an unarmed MQ4A Greyhawk
DSabre replied to DSabre's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks alot Ranwer! Actually this is good enough for me. This way people can arm the uav if they want but the default state is unarmed which makes sense for a UN reconnaissance drone : ) -
new update 0.74 out now. I would have waited on first release if I had known I'd manage to fix the open issues so quickly, sorry about that : ) next update will take a bit longer. making the Amphibian version work is my next plan
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Thanks Miller and Sonsalt6 for mirroring! All of this is going a lot better than expected. I never would have thought I make such quick progress (remember this is my first port of this kind and my earlier attempts usually ended quite frustrating) Some news: -For all TrackIR users: Thanks to Feint I added the code from his HeadRange+ addon. Thanks alot! -I managed to get the rear wheel turn in sync with the rudder. Interesting fact is, once airborne it stops. Guess the game engine is taking care of that itself. -collision lights are somewhat visible now but not as good as I wish. Will try to put some polygon over it with an emitting material thingy. Or something.. no idea -amphi version still sinks like a block of concrete. trying to reproduce Gnats c185 amphi version. /fail : ( first successful landing on my fake float I am trying to use.
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How can I config an unarmed MQ4A Greyhawk
DSabre replied to DSabre's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks - that's not really what i wanted to do. I want a vehicle stripped off its weapons in its config. That way it can't be reloaded. Anyway you gave me an idea. Till someone has a better idea I will actually do what you say : ) - just through it's config file. For anyone interested: class B_UAV_02_F; class sab_UN_UAV : B_UAV_02_F { author = "Sabre[Dust]"; _generalMacro = sab_UN_UAV; scope = public; displayName = "UN UAV"; faction = "sab_UN_faction"; vehicleClass = "sab_UN_drones"; hiddenSelectionsTextures[] = {"sab_UN2030\data\UN_UAV.paa"}; class EventHandlers { init = "_sxr = _this execvm ""\sab_UN2030\scr\DroneInit.sqf"";"; }; }; and then I added a script as follows: if !(isServer) exitWith {}; _vehicle = _this select 0; _vehicle setVehicleAmmo 0; sleep 10; seems to work -
F-16 Fighting Falcon Series Standalone
DSabre replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
WOw nice Plane. Good Job!! Can't get over how you manged to get all of this into that small addon file! -
Thank you DarkSide, No sadly not yet. The skids and the amphibian plane are mere placeholders till I can get the scripting going (the skids are very simple polygons right now). Gnats C185 is proof it is possible though. Will keep working on it for sure. Once it works in game I will update the skids polygons too! Thanks for the kind feedback everyone, will keep working on this one!
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Need help with a civilian UAV/UGV Terminal
DSabre replied to DSabre's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Made an Update, now includes a Backpack to assemble a civilian darter drone Forum Link -
Need help with a civilian UAV/UGV Terminal
DSabre posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
For my upcoming civilian units addon I would like to make civilian unmanned rescue vehicles. I thought i'd simply inherit the classes but that doesn't seem to work : ( It might work for the AI Units, but my civilians don't get the <use UAV terminal> action in their action menu. I am obviously lacking something but have no idea what or where to start. Things i tried so far: class sab_medic_uavTerminal : UavTerminal_base { scope = public; displayName = "RC Terminal"; side = TCivilian; }; // or using a sided terminal as reference: class sab_medic_uavTerminal2 : I_UavTerminal { scope = public; displayName = "RC Terminal"; side = TCivilian; }; neither works, how i copied the AI Units: class sab_CU_URV_AI : I_UAV_AI { scope = protected; side = TCivilian; faction = "sab_Civilians"; }; From what I understand in the feedback tracker entry here, it could be possible right? Anyone got a hint or idea what maybe missing by inheriting the terminal from base class / different faction? I dug through the configs of the uav_terminals but couldn't find a hint to the action that's connected to the terminal. The civilian URVs work fine as far as I can tell. The engines are running and they switch on their lights at night. Seems to be the issue of the terminal only -
Kaelies' South Zagorian Army Mod
DSabre replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome thank you Kaelis! I am pretty busy with other things too, so this will take a while : ) -
Hi fullerpj, thanks for the quick reply! Awesome, I will polish them up a bit more and send you a dl link with the textures sometime in the near future.
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excellent quality, thank you very much fullerpj and all the others involved! That must have been tons of work so far! I saw you added hiddenselections to the C130 cargo/transport. Since I am not so sure about licenses I better ask for me and others who might like to retexture planes for missions: Are we allowed to put other textures on it in missions which might run on dedicated servers (with setobjecttexture, mission file only)? Incase we are - Would it be possible for you to put the new USAF Decals 'below' the hidden selection in some future update? I hope that's not inappropriate to ask. Reason is because I'd love to use some of the textures I made for OA in A3 missions : ) some examples: C130 CoastGuard C130 Fat Albert sorry I know it's navy but I like it : ) C130 RedCross
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Hi theebu, thanks for making this! Is there any chance you may add hiddenselections to the plane? I bet not only me would love to add some other textures to it. Or would you accept textures to make into your addon? I have a bunch of C130 skins I am working on, like Coast Guard, Blue Angels Fat Albert and others. Right now I use them for OA, but I'd love to see them in A3 too : ) Some examples: C130 Fat Albert C130 CoastGuard C130 RedCross C130 UNWFP C130 AAF
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Kaelies' South Zagorian Army Mod
DSabre replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for making this Kaelies. Really great job with the Mi24s! I have a request: May I use some of your items/vehicles (Mi24p and UAZ) for my UN 1990 Compilation? I'd only reference your addon and change faction and textures with setobjecttexture via my config file. -
Great ty. That new texture is looking awesome!
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Awesome, thank you! Yes R0adki11, ah even on every update. Hadn't seen that. Yea I looked at one of the first releases source and had a look at the configs and models. Extremely helpful for learning about addon making : )