Jump to content

UK_Apollo

Member
  • Content Count

    575
  • Joined

  • Last visited

  • Medals

Posts posted by UK_Apollo


  1. 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.


  2. 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;
    };

  3. 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.


  4. 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


  5. 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.


  6. 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.

    • Like 2

  7. 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
    

  8. 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.


  9. 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.


  10. Does anyone know of documentation or tutorials on how to configure vehicle turret positions for turn-in and turn-out please?

    Or be kind enough to give some explanation from personal experience?

     

    Vehicle crew position

    - Turned-in, sitting on a seat facing port, with an interior view of the cargo cabin, per a normal passenger (no FFV)

    - Turned-out, stands up through an elevated hatch, facing forward, with FFV

     

    I have some of the basics working, such as the turn-in/out option and FFV when turned-out, but am having trouble with viewpoints for the turned-in animation which seem to be inside the body.

     

     


  11. 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.

    • Like 1
×