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Makad

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  1. Hello ! I have a problem and I do not know how to solve. Add Catapult and arrest. Help. 3 days I tried to add this script to the aircraft carrier unsuccessfully. I created 3 files, to execute this function BIS_fnc_AircraftCatapultLaunch : fn_aircraftCatapultLaunch.sqf fn_aircraftTailhook.sqf fn_aircraftTailhookAi.sqf 1. Do I need to have these script files or can I just call the USS Freedom function? 2. How do I work? 3. Does anyone have information about this? MOD Brazilian Armed Forces http://steamcommunity.com/sharedfiles/filedetails/?id=504306716
  2. Eyes, nose and ear appears in the 1st Person, how to correct ? I altered the wrong location of the memory point, which limited the external view, showing the inside of the head.
  3. Olá, eu estou trabalhando para desenvolver navios em Arma 3, eu tenho este resultado agora, muita informação na rede, mas nenhuma conclusão para ter uma grande base de navios, jogável e não apenas estática no jogo. Este é o caminho ? CRIAÇÃO DE NAVIOS - PROJETO WWAR Modelo 3D: Udaloy II (Importado) P3D: - Criação de geometria Lod - Criação de geometria Lod Flutuabilidade - Criação de geometria Lod Phys Passo 1: - Deve estar fechado. - Para navios estáticos ou móveis é necessário criar as 3 geometrias e suas configurações em p3d. - Adicionar as propriedades "autocenter = 1" e "flutuabilidade = 1" para as 3 geometrias - Seleção do modelo geométrico ou peças na geometria lod para aplicar as configurações. Passo 2: - Deve ser convexo - Criar Convexo e Componentes ao mesmo tempo Passo 3 : - Deve ser adicionado peso (massa), muito peso o navio vai afundar. - Não adicionar peso fará o navio estático e sem colisões. - Os cubos em cinzento mostram a massa aplicada nos vértices do modelo geométrico. - Para facilitar, há 4 cubos no centro do navio é usado para equilibrar o seu peso sobre os eixos. Massa deve ser adicionado a estes cubos até que o comportamento correto ou desejado dos navios na água é alcançado. - Sem massa Preciso de ajuda para movê-lo em MP :) obrigado a todos!
  4. Working with UH 60 had the same problem, according to the information of our friend :) is the gunnerview memorypoint part of your OtocHlaven selection in O2? Adjusting gunpoint (Crosshair): -Osaveze And OsaHlavne must be correctly set for alignment and synchronization of the "crosshair" (sight) of weapons in P3D and model.cfg. -Osaveze And OsaHlavne redefine to OtocHlaven (group). If not set correctly gun turns, but the crosshair gun will remain in the same direction the shots will follow the direction of the crosshair, it determines the direction of the shot. This was the result that solved my problem.
  5. Thank you all, I got hit in the correction of the model in the game. :D Thank you ! - The error was in appointments , had model faces not set for appointment in "Named selections". - By moving parts suffer deformation, we use the same method above to correct these faces.
  6. Hello friends, once again I need someone's knowledge to help me. I have developed this Infantry Arma 2 as a basis, I intend to convert it for Arma 3. After working hard for this result, I had this error: What is wrong?
  7. Thank you all. :) Reported problems at the beginning of this post, have been fixed. Obs.: We still have some corrections to be made. Update: - Model of the aircraft carrier corrected. - Re-worked configs. - A-4 Skyhawk to functional aircraft carrier São Paulo. - A-4 Skyhawk losing life (related to ship?). - A-4 Skyhawk not get speed above 20 (related to ship?).
  8. How can I find this developer to be allowed to work with this material in Arma 3? US Military Mod (80s, 90s) http://www.armaholic.com/page.php?id=22318
  9. After much suffering, I got a good result. 1) Lod LandContact had 3 points, which caused imbalance of the model on the ground. 2) added 3 more points on the back, for correction of balance of the model soil. 3) Operating at Nimitz, being prepared for aircraft carrier São Paulo
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