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UK_Apollo

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Posts posted by UK_Apollo


  1. Add the following lines to your vehicle config.cpp to animate the drivers arms with your steering wheel bone "drivewheel":
     

    driverLeftHandAnimName = "drivewheel";
    driverRightHandAnimName = "drivewheel";
    //driverLeftLegAnimName = "pedal_clutch";           // animate left leg
    //driverRightLegAnimName = "pedal_accelerator";	    // animate right leg

     

    • Like 1

  2. I've just been chatting with Evrik discussing the initial bug reports. Unfortunately he has the 'flu so I'll post here on his behalf.

    The fixes for the Willy Jeep mirror and missing passenger bugs have turned out to be fairly simple.

    bolo861, you're correct that the M2 feed tray cover axis points are out of position on the MaxxPro. 

    Thanks for the reports, you'll get a patch update when Evrik is feeling better.

    • Like 1

  3. Have a look at this link, describing LOD's for Arma: https://community.bistudio.com/wiki/LOD

     

    Note for the Geometry LOD, it should be very simple, and has to fulfill the following criteria in order to work:

    --- Object must be named ComponentXX (where XX is a consecutive number between 01 and 99).

    --- Must have 'Mass' (Alt-M).

    --- Must be closed and convex. Always validate your Geometry LOD.

     

    In Object Builder, go to the Geometry LOD, select all objects (Ctrl A), then enter the Mass (kg) in the mass window.
    To auto name your objects, use menu Structure > Topology > Name Components.

    To check for non-convexities, use menu Structure > Convexity > Find non-convexities

    • Like 1
    • Thanks 1

  4. 2 hours ago, JD Wang said:

    Thanks again lads for a top notch piece of work.

    Just noticed in the mission I'm working on, my chaps won't spawn with their HMNVS even though I have the "Remove HMNVS" option disabled in the unit configuration module.
    They're not in the appropriate slot, not in uniform, vest or bag.

    Any idea what I might have ballsed up?

    They'll be in the vest usually. I see them ok in a quick test.

    Can you post a link (hastebin.com) to your rpt or pm me with it? What exact group or unit class names are you spawning?

     


  5. It's just a re-texture of Snatch I'm afraid.

    That's the reason we didn't do a battleship grey version initially, as we weren't modelling a proper Tangi as you and da12th have correctly pointed out the differences.

    However, given the request and as the re-texture was only a few hours work, it seemed worth doing.

     

    • Like 1

  6. SentryUK,

     

    Panther CLV:

      Objects > NATO > Cars > Panther CLV GPMG (Green/Sand)

     

    If you also run our 3CB BAF Units mod (version 4.6) you will see the Panther in multiple BAF factions crewed by appropriately clothed British soldiers:

      Objects > BAF-3CB, xxxxxx > Cars > Panther CLV GPMG (Green/Sand)

     

    The Panther CLV class names we have used are unique to 3CB and do not overwrite any other mod.

     

    Panama ROV:

      Objects > NATO > Drones > Land Rover Panama ROV (Green/Sand)

     

    For additional user guides and lots more information on these BAF vehicles: https://3cbmod.wordpress.com/released-mods/3cb-baf-vehicles/


  7. 6 minutes ago, vafana said:

    Thanks for the prompt response. It's strange, because I've only loaded CBA and 3CB Baf Weapons and ''Pilgrimage'' does not use anything from RHS, and the error only occurs when I load 3CB BAF Weapons.

    I tried a simple mission from the editor and the error does not appear; Anyway, thanks a lot for the reply.

    You're welcome, we're happy to help.

    What happens if you run your mission without 3CB BAF Weapons? Does the RHS error message still come up?


  8. 30 minutes ago, vafana said:

    Thanks, that should help us troubleshoot your bug.

     

    Having looked through the rpt, my first thought is that it might be something in your Pilgrimage mission file that you are loading, and not related to our mod at all. 

    Can you check that you don't have some RHS magazine class names in a character Eden INIT or load-out script? The error message appears to occur after loading Indfor soldiers.

     

    Perhaps try with a blank mission and place units, seeing if you can replicate the error.


  9. 32 minutes ago, vafana said:

     

     OK, I did this and it looks like I'm getting a similar error, probably something with ammunition:

     

    No entry 'bin/config.bin/CfgMagazines.rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Green'.

     

    Can you paste your complete RPT log onto www.hastebin.com and put the link here please?

     

    If you're not familiar with it, you can probably find it in:

    C:\Users\yourName\AppData\Local\Arma 3\

    and the file will be named something like: arma3_x64_2018-11-05_13-30-50.rpt

    where the numbers represent the date and time that you last ran the game.

     

     


  10. Check your UserAction condition statement. You want something like this:

     

    class AnimationSources {
    	class Door_Open {
    		source = "door";
    		animPeriod = 1;
    		initPhase = 0;
    		sound = "MetalDoorsSound";
    		soundPosition = "door_pos";
    	};
    };
    
    class UserActions {
    	class DoorOpen {
    		...	
    		condition = "(this doorPhase 'Door_Open' < 0.5) AND (player in this) AND (alive this)";
    		statement = "this animateDoor ['Door_Open', 1];";
        };
    	class DoorClose : DoorOpen {
    		...	
    		condition = "(this doorPhase 'Door_Open' > 0.5) AND (player in this) AND (alive this)";
    		statement = "this animateDoor ['Door_Open', 0];";
        };          
    };

     

    • Like 1

  11. 21 minutes ago, andy1 said:

    Not to tease too much but it is working well. Plus you are able to reload but you have to turn out as the commander/ gunner to do so. Adds a nice risk element to a very powerful vic.
     

     

    Wrong vehicle Andy. You're referring to the Panther CLV, Hamakaze mentioned the Panama ROV. Perhaps making two vehicles with similar names in the same release was a mistake.  ;-)


  12. 21 minutes ago, Hamakaze said:

    When the Scimitar gets released will it have SLAT Armor to improve survivability? And if it proves popular is it possible we might see other CVR(T) variants in the future? :grinning:

    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.

    • Like 3
    • Thanks 1
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