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Showing results for tags 'Tank'.
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Hello, im currently trying to make a tank with four tracks. I can't find any tutorial how to get this working and when looking at the "Arma 3 Tanks Config Guidelines" it says that the all left wheels have to be in one line, and right wheels have to be in one line as well (for physx wheels), which i currently don't have. Is it possible to get a tank with 4 tracks working (and with them not being in line) or can't I make a tank with more than two tracks? View from the front and side. View from the top where one can clearly see that the tracks are not in line.
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SOLVED: Got it working with this config: http://pastebin.com/B4i1TfjA Hi, I'm trying to create an upgunned version of the Slammer BLUFOR tank, while I was able to get it working through editing ACE, I cannot do so with a standalone version. When I try this config the changes to the weapons simply do not take effect. I'm running only this mod for testing.
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Tank Stuck in Ground and Won't Move - PhysX LOD?
E_50_Panzer posted a topic in ARMA 3 - MODELLING - (O2)
Ok, so I have this tank that works fine in Arma 2, and I'm working to get it working as it should in Arma 3. I understand that for a vehicle to have engine sounds, it must have a physX simulation. So in the config, I (to my knowledge) changed the simulation and added the physx properties as they should be. In-game, my troubles are that the vehicle is stuck in the ground, and while the tracks spin, I cannot move anywhere with it. I believe it has to do with it being physx simulation. Originally there was no physx simulation until I realized I need physx simulation for engine sounds to work. Here are two screenshots of what it looks like, if anyone has ideas, please give them to me. I will provide more info upon request. Geometry Phys LOD - It is the same as the Geometry LOD, save that this one has no properties. What it looks like in game - as you can see, it sinks into the ground a few inches, you should be able to see the tracks touch the ground. -
Forcing Tank / Vehicle to remain static how?
instagoat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guuuys, I have a question. Especially with the most recent AI overhauls, AI tends to like to move around a lot. This is problematic, especially when making defensive missions where the AI are placed in prepared, covered positions. Instead of remaining in them and using the meticulously planned ambush position to best effect, they instead leave the position and start racing around (and are shot up much more quickly as a result). Waypoint type does not seem to matter, they leave the position once they spot an enemy no matter what. The type of vehicle also does not matter. Independent cover selection by the AI is extremely bad for vehicles in defense, so I am looking for a workaround for this. Any Ideas? I have thought about using disableAI, but that is something I'd rather not use because once taking hits, I want the AI to move. As waypoints don't seem to work, and I do not know how to script, I am out of Ideas myself. Any help is appreciated. Cheers Instagoat -
Hello, maybe someone know? How to link the camera to the turret of tank? And when turret rotates, camera also rotates. Like this:
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- camera
- camera.sqs
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Temporarily disabling units, and enabling them
Bioz posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, since a unit engage the enemy when this one has been spotted, I've used [unit] disableAI "MOVE" in order to block the unit on its position where I placed it. After that I would like to know a command to put in a trigger or a waypoint so that the unit can move to the next waypoint after a trigger is activated. What's the command (if any)? thanks (ps I've found another old thread about my problem but I didn't understand lol)