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Everything posted by UK_Apollo
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Thanks eggbeast. Our very kind Mr lifetap has been working on the Guards parade berets, so you should see something nice in the next release - but please don't ask for a date - it will come when other things in the pack are also done. I reckon it'll be the limited edition "LimboLife" beret that will be in most demand though. Burn the heretic. ;-)
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Thanks for posting here Michael. Can you also link the reference information for the berets - close up's of cap badges and colours. As we have a lot of work in the backlog and want to prioritise based on the most useful equipment, which of all the Guards berets would be top of your list, in case we only do a few of them? Just out of interest, how many members do you have active in your Division?
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You will have some UN Land Rovers though... :-)
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Geometry LOD Select all objects with "Ctrl A". Bottom left corner, type a number (kg) for the total Mass of the entire object. The total mass will be distributed evenly between all Components. That was the simple answer. Of course, you should really enter the mass of each component separately and semi-realistically and ensure that the centre of gravity (as shown by a blue circle+cross) is in the correct location. You can also create dummy objects with mass to act as 'C-of-G adjusters' to fine tune balance.
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[Tutorial] Simple Re-texturing Guide (From Start To Finish)
UK_Apollo replied to Amit's topic in ARMA 3 - MODELLING - (O2)
It doesn't look like the HEMTT has a hiddenSelection available for the cover so you are probably out of luck. hiddenSelections[] = { "Camo1", "Camo2" }; hiddenSelectionsTextures[] = { "\a3\soft_f_beta\truck_01\data\truck_01_ext_01_co.paa", "\a3\soft_f_beta\truck_01\data\truck_01_ext_02_co.paa" }; -
What, inside a model .p3d, determines the dimensions of a vehicle to determine whether it is too big to be loaded into a transport? (The transport vehicle itself is understood, and defined with config class VehicleTransport {class Carrier{}} memory points.) The BI wiki says this: only dimensions and weight of vehicle/object are important parameters if size is not defined in config, bounding box is used So if size is not defined in the config, how is the bounding box calculated? From which LOD? And how?
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Thanks HorribleGoat. The boundingbox command, if that's what it uses, does seem rather vague, but from my basic tests the loading option only seems to be enabled based on the Geometry LOD size. What I was looking at doing was dynamically changing whether the vehicle could be loaded, depending upon it's size, which could be made bigger or smaller via animations. Although I'm able to hide the parts of the Geometry LOD (as proved by being able to walk through it), this doesn't seem to affect the bounding box as it remains unloadable. I also tried animating the bounding box memory points defined in class VehicleTransport { class Cargo {dimensions}}, but this doesn't seem to work either. Lastly, I wonder if it's possible to set the "canBeTransported = 0/1" value dynamically?
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After further experimentation, answering my own question: Geometry LOD. But it doesn't seem to be all that accurate. Even when the Geo LOD looks like it fits between the Carrier memory points, it often isn't allowed to be loaded.
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You can find a list of 3rd party content contributors at the bottom of this page: https://3cbmod.wordpress.com/released-mods/3cb-baf-equipment/
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{SOLVED] strange issue with muzzle flash not showing
UK_Apollo replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
You're very welcome, glad to hear that it's solved. :-)- 8 replies
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- zasleh
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{SOLVED] strange issue with muzzle flash not showing
UK_Apollo replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
Two suggestions: 1) Check your inheritance is as you want it uns_Type55_RR73 \ RR_turret is inheriting selectionFireAnim = "PKM_zasleh" from MainTurret whereas uns_Type55_RR57 \ RR_turret is using selectionFireAnim = "zasleh" So should it be? class uns_Type55_RR73 : uns_Type55_RR57 { class Turrets : Turrets { class MainTurret : MainTurret {}; class RR_turret : RR_turret {...}; }; }; 2. Try explicitly defining selectionFireAnim = "zasleh"; in each turret, as there are some odd inheritance issues in some classes. For reference, this is your inheritance of the selectionFireAnim's class uns_Type55_LMG : uns_Type55_MG_base { class Turrets : Turrets { class MainTurret : MainTurret { selectionFireAnim = "PKM_zasleh"; }; }; }; // working class uns_Type55_RR57 : uns_Type55_LMG { class Turrets : Turrets { class MainTurret : MainTurret {} class RR_turret : MainTurret { selectionFireAnim = "zasleh"; }; }; }; // broken class uns_Type55_RR73 : uns_Type55_RR57 { class Turrets : Turrets { class MainTurret : MainTurret {}; class RR_turret : MainTurret {}; }; };- 8 replies
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See if you can repeat what you did and then let us have detailed steps for replicating.
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I hope you don't mind me suggesting that the most likely cause is that you thought you had put on the safety catch, but actually hadn't. Then when you Alt Tabbed back into game, the gun fires - it's quite a common occurrence when players don't put on the safety. What I do is press Esc first to bring up the game menu before Alt-Tabbing, to be extra cautious.
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In our modding we have tried to cater not just for modern-day, but also for scenarios running back several decades and the Land Rovers, which are nearing completion, will continue this theme. More details will be posted when we commence our play test and QA phase prior to public release.
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[SOLVED] Help required : Execute a script from a PBO file
UK_Apollo replied to Ghost_Warden's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Maybe try an Init Event Handler? https://community.bistudio.com/wiki/Arma_3:_Event_Handlers Here's an example taken from our 3CB BAF Vehicles Merlin Helicopter, using @CBA_A3 for extended event handlers: CONFIG.CPP class Extended_Init_Eventhandlers { class UK3CB_BAF_Merlin_HC3_Base { class UK3CB_BAF_Merlin_HC3_Base_init { init = "_this call UK3CB_BAF_Vehicles_Merlin_fnc_init_EH_MerlinHC3"; }; }; }; class CfgFunctions { class UK3CB_BAF_Vehicles_Merlin { class UK3CB_BAF_Vehicles_Merlin { file = "uk3cb_baf_vehicles\addons\UK3CB_BAF_Vehicles_Merlin\functions"; class init_EH_MerlinHC3 {}; }; }; }; and the script executed on initialisation is in "fn_init_EH_MerlinHC3.sqf".- 13 replies
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Readme.txt Version 2.0.3: 3CB BAF Weapons (21 Sept 16) Installation ------------ 1. Unzip the folder and place in the root of Arma 3 installation. 2. Add the mod name to the start-up using either a launcher or by adding "-mod=@3cb_baf_weapons". 3. Copy the ".bikey" file to the "Keys" folder in Arma 3 root. For @ACE mil-dot compatibility, move all files from the "Optional/Addons" folder into "Addons" folder ....
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ARMA 3 Addon Request Thread
UK_Apollo replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If you post photos, especially close ups of the cap badge and well lit colour beret on our 3CB_BAF_Equipment thread we might be able to add them for you. -
Probably yes, although it depends upon what the default behaviour for @Alive is when you don't place the "Player Multispawn" module at all - I can't remember tbh. Perhaps place the @alive module and force it one way or another to suit your mission, to be sure?
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The discussion on 'respawn' is of course only in reference to playable slots. This is the @Alive module and setting we are referring to:
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As mentioned, I think it's purely the order in which you have placed the module down H&VOS. What you want to do is the default behaviour. Place the BAF Unit Configuration module: Place your playable units: NVG's and Ammo available:
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WMIK's, but not RWMIK's (for now at least).
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class DestructionEffects{} can be found in all the cfgVehicles. Can you show the config.cpp lines relating to your class inheritance?
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Thanks Michael! Yes...we've already made a number of minor bug fixes, and small improvements to the units loadouts, based on user feedback in our dev build. More major feature enhancements are likely to come after the release of the Land Rovers to our Vehicles pack, when we'll be able to enhance the @alive motorised compositions in Units. There is also work progressing in our Weapons and Equipment packs to provide new content, which of course filters through to the gear used in Units.
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I'm not 100% sure, but I think it's automatic if you inherit from an appropriate BIS vehicle, like "car_f" in config.cpp. Edit: probably the contents of this class...? class DestructionEffects {}
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You can put multiple animate statements in your UserAction eg. CONFIG.CPP class AnimationSources : AnimationSources { class Wing_Left_Fold { source = "user"; animPeriod = 1; initPhase = 0; }; class Wing_Right_Fold : Wing_Left_Fold {}; }; class UserActions : UserActions { class Wings_Fold { displayName = "Fold Wings"; textToolTip = ""; shortcut = ""; priority = 2.0; position = ""; radius = 2; showWindow = 0; onlyForPlayer = 1; condition = "(this animationPhase 'Wing_Left_Fold' < 0.5) AND (alive this)"; statement = "this animate ['Wing_Left_Fold', 1]; this animate ['Wing_Right_Fold', 1];"; }; class Wings_UnFold : Wings_Fold { displayName = "UnFold Wings"; condition = "(this animationPhase 'Wing_Left_Fold' > 0.5) AND (alive this)"; statement = "this animate ['Wing_Left_Fold', 0]; this animate ['Wing_Right_Fold', 0];"; }; };