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UK_Apollo

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Everything posted by UK_Apollo

  1. UK_Apollo

    3CB BAF Vehicles

    Probably both with SLAT and without. The models are done. Other variants are possible, perhaps even likely, given their commonality, but at this stage there are no firm plans - one at a time.
  2. UK_Apollo

    3CB BAF Vehicles

    Chinook and Hercules are optionals because they require the RHS mod which not everyone will be running. If you run the optional UK3CB_BAF_Units_RHS (from our Units pack) , you also need to run the optional vehicles from this pack. This has been made simple for you by the inclusion of additional optional Steam Workshop files, which means that no one has to copy files at all.
  3. I think I've just realised what the problem is: class AcreIntercoms{} should not be inside class AcreRacks{}. Looks like a copy error my side.
  4. Two reasons why that should be unlikely Dedmen, 1) it follows their documentation example: http://acre2.idi-systems.com/wiki/frameworks/vehicle-racks 2) it's the AcreIntercoms {} class that is causing the script error, not the Racks Hopefully one of the Acre devs will have seen this before and know the solution.
  5. Why does the AcreIntercoms code in my vehicle config.cpp cause acre script errors on mission load please? class AcreRacks { class AcreIntercoms { class Intercom_1 { displayName = "Crew intercom"; shortName = "Crew"; allowedPositions[] = {"crew", {"cargo", "all"}}; disabledPositions[] = {}; masterPositions[] = {"driver"}; limitedPositions[] = {}; numLimitedPositions = 0; connectedByDefault = 1; }; }; class Rack_1 { displayName = "Rack 1"; shortName = "Rack1"; componentName = "ACRE_VRC110"; allowedPositions[] = {"inside"}; disabledPositions[] = {}; defaultComponents[] = {}; mountedRadio = ""; isRadioRemovable = 1; intercom[] = {}; }; class Rack_2 { displayName = "Rack 2"; shortName = "Rack2"; componentName = "ACRE_VRC103"; allowedPositions[] = {"inside"}; disabledPositions[] = {}; defaultComponents[] = {}; mountedRadio = "ACRE_PRC117F"; isRadioRemovable = 0; intercom[] = {}; }; class Rack_3 { displayName = "Rack 3"; shortName = "Rack3"; componentName = "ACRE_VRC103"; allowedPositions[] = {"inside"}; disabledPositions[] = {}; defaultComponents[] = {}; mountedRadio = "ACRE_PRC117F"; isRadioRemovable = 0; intercom[] = {}; }; }; Error in expression < }; (acre_sys_radio_radioBaseClassCache setVariable [_radio, _baseClassRadio]); > Error position: <setVariable [_radio, _baseClassRadio]); > Error Reserved variable in expression File idi\acre\addons\sys_radio\fnc_getRadioBaseClassname.sqf, line 13 Cannot create non-ai vehicle _id_1, The vehicle rack radios work as expected. If I comment out the AcreIntercoms section the script error does not occur.
  6. UK_Apollo

    Glass texture issue

    It's something to do with not being able to use depth buffering during rendering because they are transparent objects (_ca). So instead there is a stack order which is used to tell the game engine what is on top of what. Someone with more in-depth knowledge could probably use cleverer words in a better order to explain it. You'll probably find that you need to bring glass faces back to the top of the stack multiple times during the mesh build process, particularly after copying/pasting new objects in, as those objects will be placed at the top of the stack. Selecting the glass objects using their common .rvmat is usually easiest.
  7. UK_Apollo

    Glass texture issue

    Have you brought the outer most glass layer to the top of the stack? Object Builder Select object with glass texture Faces > Move Top
  8. UK_Apollo

    Help! With Beanie texture

    Is the Shadow LOD sticking through LOD 1? Make sure shadows are 'inside' the hat. Disable shadows in your game graphics settings to easily check.
  9. UK_Apollo

    Phycs car bugged

    Yes it might be 0.189m between the memory points looking at the scale of your model. I'll assume this is correct and that all 4 axis are the same length. Try changing the suspension values as follows: In config.cpp, in 4 places, make the suspension travel of all wheels = 0.10m (compression and droop): maxCompression = 0.10; // +-0.10m suitable suspension travel for a civilian car in Arma mMaxDroop = 0.10; In model.cfg, match the suspension travel of the animation with the config.cpp value: maxCompression = offset0 x distance between damper axis memory points maxDroop = offset1 x distance between damper axis memory points offset0 = 0.10 / 0.189 = 0.529 class Caveirao : Car { ... class Animations : Animations { ... class Wheel_1_1_Damper : Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod=1; minValue=0; maxValue=1; offset0=0.529; offset1=-0.529; memory=1; }; class wheel_2_1_Damper : Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_2_1_damper_land"; axis="posun wheel_2_1"; animPeriod=1; minValue=0; maxValue=1; offset0=0.529; offset1=-0.529; memory=1; }; class wheel_1_2_Damper : Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_2_damper_land"; axis="posun wheel_1_2"; animPeriod=1; minValue=0; maxValue=1; offset0=0.529; offset1=-0.529; memory=1; }; class Wheel_2_2_Damper : Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_2_2_damper_land"; axis="posun wheel_2_2"; animPeriod=1; minValue=0; maxValue=1; offset0=0.529; offset1=-0.529; memory=1; }; Lastly, check that the suspension is moving in the correct direction - drive over a small rock, and observe the wheel moving up - if it moves downwards instead, reverse the +- on the offsets in model.cfg.
  10. UK_Apollo

    Phycs car bugged

    Window > Measuring (Ctrl+Alt+M) "Move Pin" (R)
  11. UK_Apollo

    Phycs car bugged

    What is the length (in metres) of each of the damper axis in the Memory LOD (distance between the axis memory points)? axis="posun wheel_1_1"; axis="posun wheel_1_2"; axis="posun wheel_2_1"; axis="posun wheel_2_2"; Are your wheel boundary memory points exactly vertically below the wheel axis? What are the names of the memory points in the LandContact LOD? Post a screenshot if you can.
  12. UK_Apollo

    Phycs car bugged

    Check in the Geometry LOD that the centre of gravity (mass) is mid-way between the axles of the car. Then adjust the wheels so that they have the same springs on both front and back, so all 4 wheels are the same: sprungMass = 772.5; // 3090kg / 4 springStrength = 38625; // try sprungMass x 50 springDamperRate = 10925; // 2 x SQRT(sprungMass x SpringStrength) You have posted more of your config.cpp - can you instead post the MODEL.CFG?
  13. UK_Apollo

    Phycs car bugged

    There are a number of things it could be. 1) What is the total mass (kg) of your vehicle (as shown in the .p3d Geometry LOD)? 2) Please also post your model.cfg
  14. UK_Apollo

    3CB BAF Units

    Tyl3r99, the error message was simply telling you that you hadn't loaded the UK3CB BAF Equipment mod when running the game, as this is a requirement of UK3CB BAF Units. If you'd like more help to get your game working, please provide your .rpt file via link at www.hastebin.com.
  15. Select all the components. Enter a total mass value. Click apply. It will divide the mass evenly between all components. :-)
  16. Open \Tutorial_Cube\Tutorial_Cube.p3d in Object Builder. Add a Geometry LOD Window>LODs Right click in LOD window > New > creates a new LOD (probably called 2.000) Right click new LOD > Properties, click Geometry, Ok Add the object to the Geometry LOD Copy and paste the object from the visual LOD (1.000) to the Geometry LOD. Remove any texture or rvmat from from the object. (select object, press E) Add mass to the object in the Geometry LOD Select the object. Window > Mass Type in 50 into the mass window and click Apply Find Components in the Geometry LOD Structure > Topology > Find Components For a single cube object this will add one named selection called "Component01". Save. Rebuild .pbo.
  17. Can you rebuild the pbo using pboProject and 'Full Build' checked. Then post the binlog text. Alternatively send me the p3d privately and I'll have a look.
  18. Yes, all in Object Builder.
  19. Yes, add the required Addon... class CfgPatches { class DJGG_lemondragon_static { units[] = {"DJGG_Postkasse"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; }; }; class CfgVehicles { class Items_base_F; class DJGG_Postkasse : Items_base_F { author = "Dressi"; scope = 2; scopeCurator = 2; displayName = "DJGG_Postkasse"; model = "\DJGigaGaming\Postkasse\objects\postkasse.p3d"; editorCategory = "EdCat_Furniture"; editorSubcategory = "EdSubcat_Office"; destrType = "DestructNo"; }; }; You should have created a P:\ drive using the BIS tools. Use Mikero's Arma3p to extract the game data to P:\a3\ Put your project in the P:\ drive P:\DJGigaGaming\Postkasse\ Your model, postkasse.p3d should have: 1) a resolution (visible) LOD, such as "LOD 1.000" - assign a texture and rvmat 2) a Geometry LOD - find components, assign a mass, closed and convex Add a Shadow LOD to make it look good. Build into a pbo using Mikero's pboProject. If it builds ok, then check the binlog for warnings.
  20. Are you using a p:\ drive and have you got an extracted \a3\ folder? Can you open the p3d in Object Builders Buldozer? Pack it into a .pbo with Mikero's pboProject (paid and free versions available): https://armaservices.maverick-applications.com/Products/MikerosDosTools/ View the binlog and report back if there are any errors or warnings.
  21. Try this: class CfgPatches { class DJGG_lemondragon_static { units[] = {"DJGG_Postkasse"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Items_base_F; class DJGG_Postkasse : Items_base_F { author = "Dressi"; scope = 2; scopeCurator = 2; displayName = "DJGG_Postkasse"; model = "\DJGigaGaming\Postkasse\objects\postkasse.p3d"; editorCategory = "EdCat_Furniture"; editorSubcategory = "EdSubcat_Office"; destrType = "DestructNo"; }; };
  22. Add a Geometry LOD to your .p3d. https://community.bistudio.com/wiki/LOD#Geometry
  23. Those are the pbo's which you then need to extract the textures from (if I remember correctly). With something like pboManager or Eliteness it's easy enough.
  24. The textures can be extracted from the Arma 2 pbo's.
  25. UK_Apollo

    White object behind windows

    You need to bring the building window glass texture to the top of the stack in Object Builder. Load up your .p3d Select the glass textures Faces > Move Top Edit: didn't read your post where you said you tried that, lol.... but it IS the fix ;-)
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