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Everything posted by UK_Apollo
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I'm not seeing this option on vanilla vehicles either though. Can you give exact reproducible steps for the Hunter GMG please? What I've tried: Eden Place 2 NATO units, grouped, 1 as player. Place Hunter GMG. Play Scenario. F2 to select AI team mate. Look at Hunter. Press 6 to change menu. This is what options I then see: 1. Open subordinate's inventory 2. Rearm at Hunter GMG 3. Inventory 4. Reload 6.5mm 100Rnd Mag 5. Sit down 6. Salute
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Shotgun Addon problem
UK_Apollo replied to maxjoiner's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Look for .kju's post #6 on the following thread. He gives an example of correct inheritance to fix this problem. https://forums.bistudio.com/topic/192259-config-errors-displaying/#entry3056311 "inheritance definitions need to be defined in the scope the class has originally been defined." -
Best way to test an addon?
UK_Apollo replied to neofit's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It depends upon what you need to test out, but you can also use Bulldozer to view the model, it's textures and animations from within Object Builder. This doesn't require building and is somewhat of a live viewer although rather clunky to use. Arma3 Tools > Project Drive Management > Install Bulldozer In Object Builder, select the LOD you want to view, View > Viewers > Bulldozer > Start/Restart - options to hide/show proxies, wireframes etc in that menu - shortcut button in toolbar (red square thing) Be aware that lighting in Bulldozer differs to the game. Alt F4 to close Bulldozer! But yeah, the build / run ArmA / load test mission routine is pretty familiar to modders. -
New to modelling - need some advice on my model
UK_Apollo replied to [evo] dan's topic in ARMA 3 - MODELLING - (O2)
With care you can use Object Builder's Points > Merge Near function to semi-automatically create lower detail LOD's. Only merge points within the same texture (UV map), and split out animated parts separately. The "detect" button is set (it appears) to result in 50% reduction in faces. Click it to get the suggestion, then manually adjust to get the desired result. -
I've fixed the Coyote glitch today and it will be in the next Vehicles release.
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Seeing Multiple Layers/Lods in O2?
UK_Apollo replied to silentghoust's topic in ARMA 3 - MODELLING - (O2)
Or if you mean, "can I see two or more LOD's at the same time", the best you can do is set one LOD as a semi-transparent background to display under your current LOD. Right click a LOD in the LOD window and select 'Show at background'. -
animation not working properly // User action to open fence gate not showing
UK_Apollo replied to JSD's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You're welcome. I guess every modder has done a similar thing at some point! -
animation not working properly // User action to open fence gate not showing
UK_Apollo replied to JSD's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
There is a spelling mistake in your source class in model.cfg line 45? source = Fence_Source; should be: source = "SlidingFence_Source"; -
animation not working properly // User action to open fence gate not showing
UK_Apollo replied to JSD's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Are you SURE you tried all of it? Especially memory = 1; -
animation not working properly // User action to open fence gate not showing
UK_Apollo replied to JSD's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Try this in model.cfg 42-54: class FenceGate_Slide { type = "translation"; source = "Fence_Source"; selection = "SlidingFence"; axis = "SlidingFence_axis"; memory = 1; minValue = 0; maxValue = 1; animPeriod = 2; offset0 = 0; offset1 = -1; }; -
Binarize and Buldozer woes
UK_Apollo replied to cleggy's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Glad we were able to help cleggy. I built it with the free version of pboProject, no problem. But it doesn't have all the bells and whistles of the paid version and sometimes we notice differences in whether one or other finds errors at build time. -
Andy's problably got the right answer for you TheXRuker. From the readme: "To hear the Bitching Betty, ensure that the volume slider for the radio in ArmA 3’s audio settings is turned on." Presumably you're also not hearing "altitude" warnings either if you fly towards the ground? But if that doesn't solve your problem, feel free to post back here and we'll look deeper.
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animation not working properly // User action to open fence gate not showing
UK_Apollo replied to JSD's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This is how the vanilla bar gate looks: class Land_BarGate_F : Wall_F { author = "Bohemia Interactive"; mapSize = 8.75; class SimpleObject { animate[] = { { "Door_1_rot", 0 } }; hide[] = {}; verticalOffset = 0; }; editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Land_BarGate_F.jpg"; _generalMacro = "Land_BarGate_F"; scope = 2; scopeCurator = 2; displayName = "Bar Gate"; model = "\A3\Structures_F\Walls\BarGate_F.p3d"; icon = "iconObject_10x1"; editorSubcategory = "EdSubcat_Military"; vehicleClass = "Structures_Fences"; destrType = "DestructWall"; animated = 1; armor = 150; cost = 1000; numberOfDoors = 1; class AnimationSources { class Door_1_source { source = "user"; initPhase = 0; animPeriod = 1; sound = "RoadGateDoors"; soundPosition = "Door_1_trigger"; }; }; class UserActions { class OpenGate_1 { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "Open door"; position = "Bar_1_trigger"; radius = 3; aiMaxRange = 9; onlyForPlayer = 0; condition = "this animationPhase 'Door_1_rot' < 0.5"; statement = "this animate ['Door_1_rot', 1]"; }; class CloseGate_1 : OpenGate_1 { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "Close door"; condition = "this animationPhase 'Door_1_rot' >= 0.5"; statement = "this animate ['Door_1_rot', 0]"; }; }; actionBegin1 = "OpenGate_1"; actionEnd1 = "OpenGate_1"; }; So, maybe try: 1) inheriting from class Wall_F 2) adding this condition to your Open user action: condition = "this animationPhase 'FenceGate_Slide' < 0.5"; 3) use inverted comma's on your AnimationSources { source = "user"; } line (may not be required, but safe to copy from BIS) 4) double check the spelling of the 'position' memory point on the model and config matches -
animation not working properly // User action to open fence gate not showing
UK_Apollo replied to JSD's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Line 48 of config.cpp, add inverted commas around the memory point. position = "fence_button"; -
It was in direct response to him apparently saying he was going to make one because such a thing doesn't exist. If that was his primary reason it could save him significant time and effort. If he wants to crack on with his own version anyway, great. The community is always better with more active modellers, and as you can see by checking my posts, yes, I would help him if he has specific modelling questions that I know the answers to.
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It may be of interest to know that there is an L110A3 7.62mm completed and ready for the next release of our 3CB BAF Weapons pack:
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Assuming that you've made just the external walls of the building, you'll also need to make faces for the internal walls too with the normals facing inward.
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The pbo's are separate in the mod folder so you can remove the ones you don't want. You'll need uk3cb_baf_vehicles_apache.pbo uk3cb_baf_vehicles_weapons.pbo In addition, the Apache has full hidden selection texture coverage so you can make your own custom skin to suit your Unit and apply it in game.
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I'm pretty sure they are as it came up several weeks ago, but worth double checking.
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Turret Turn-In / Turn-Out
UK_Apollo replied to UK_Apollo's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Because they are two different animations. One is for the gunner proxy movement, and the other is the hatch movement. -
Turret Turn-In / Turn-Out
UK_Apollo replied to UK_Apollo's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Solved. The in-built solution to this is to use 'animationSourceHatch = ' within the Turret definition, which creates an animation source that can be utilised in model.cfg to provide the necessary translations and rotations from turned-in to turned-out cargo proxies. Side-note: in order for the turned-in cargo proxy to have a correctly aligned view, but not be able to fire his weapon, enable it with inGunnerMayFire, but then disable it when the hatch is closed. animationSourceHatch = "gunner_move"; // use gunner_move as an animation source in model.cfg inGunnerMayFire = 1; enabledByAnimationSource = "hatch_animation"; // disable FFV when hatch is closed -
This will be a configuration issue, rather than something wrong with your model, so the config forum is probably the right place to go for further help... ...it looks like your inheritance of the base class is incorrect. https://community.bistudio.com/wiki/Class_Inheritance The BIS sample plane inherits from class Plane_Base_F class Air; class Plane: Air { class HitPoints; }; class Plane_Base_F: Plane { class AnimationSources; class HitPoints: HitPoints { class HitHull; }; }; You should add the Turret inheritance into that too.
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Turret Turn-In / Turn-Out
UK_Apollo replied to UK_Apollo's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks also x3kj, I've just seen your edit addition and will look into that. I've just tried cargo proxy animations and they seem to work, so will continue looking into that option for now. -
Turret Turn-In / Turn-Out
UK_Apollo replied to UK_Apollo's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks cleggy, I've done it your way using scripts too, but as you say, it's a bit hacky and I'm not sure it plays nicely with Zeus and AI, so I was looking for an in-engine solution if one exists. Looking at the BIS turned-in/out examples, both poses are close to each other. What we need is something that works when the proxies are translated significantly away from each other. Translating/rotating the proxies with an animation sounds interesting if it moves the viewpoint too. -
Need help with ground vehicle lights
UK_Apollo replied to scotg's topic in ARMA 3 - MODELLING - (O2)
Try this rvmat on the dashboard components you want to light: \a3\data_f\lights\car_panels.rvmat This is what it contains: class StageTI { texture = "a3\data_f\default_vehicle_ti_ca.paa"; }; ambient[] = {5,5,5,1}; diffuse[] = {0,0,0,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {160,155,155,1}; specular[] = {0,0,0,1}; specularPower = 1; PixelShaderID = "Normal"; VertexShaderID = "Basic"; Green, orange and red panel lighting is also available in the same folder.