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Showing results for tags 'Floating'.
Found 9 results
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aircraft carrier [SOLVED] Tasks icon floating above aircraft carrier
Nope.X posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, So in my mission, I've had this problem for a while now where the missions icon as well as all the other parts regarding that mission so the trigger, the set task state and the create mission all float roughly 100 meters above the aircraft carrier so the players can land the mission in which they need to land the helicopter on the aircraft carrier. Could the people in this forum please help me with that problem. There are screenshots provided: https://imgur.com/a/3sKuRvp Thanks in advance. -
Hello, I`m making a Norwegian version of the Leopard 2A4. Only have a few bugs left to iron out, but I have hit a wall with this one. I have tried: - Adjusting every physX setting I can think relates to this. - Main PhysX are as follows (weight 62000kg) sprungMass=4428.5714; springStrength = 324000; springDamperRate = 36000; - All LODs should be centered - All related memory points have been rebuild many times. - I have tried settings from BI Example tank, Burns M1A2, BW mods Leopard. With no same results as seen above. I cannot for the life of me find the issue. Thanks in advance for any help!
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Eden Editor - Locked floating on mission start
Snow-Fangs posted a topic in ARMA 3 - TROUBLESHOOTING
Created a mission, went perfectly fine. Tested constantly through the entire creation. Only simple modules and scripts used. Suddenly the screen is locked in the sky when I preview the mission. All I had done between the preview working and not working was add some empty props like signs and chairs! I even tried to remove said items but there was no luck. I spent an hour rolling back my changes but to no avail. This is exactly whet I get when I hit "Play SP" from the Eden Editor: -
See the image in the link. I made a map, had some AI planes flying waypoints... Now I have these permanent images of aircraft in the sky. Tried reloading the map, same. Tried starting a new Malden 2035 map from scratch in Eden. Same. http://steamcommunity.com/sharedfiles/filedetails/?id=1093340498
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Editor: Players Spawning in Water or Underground
stapler8 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
In the two different missions I made, players spawn either in the water, or floating underneath their spawn point. I'm using the respawn on location of death setting, in case that matters. One of the maps is Altis, the other is Winter Chernarus. Any way to fix this? -
Hey, i made a simple 3D Object and ported it into Arma 3, the problem is, that the Rescue Basket isn't floating on the Water, it just drops down. So my question is, how do i make the Rescue Basket swimming on the Water?
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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. -
Your New Map Looks Great! However, the well known terrain problems are so disheartening. Every player here has seen, and has had to deal with floating rocks, trees, bushes, AI, and Players due to terrain not displaying properly. No setting tweaks fixes this %100. The closest thing we can do is SEVERELY limit our view distance to the point where it is a handicap. Seeing players, objects, or AI through mountains and hills takes away from the game, and is borderline infuriating when you are shooting at something that is really on the other side of the mountain, but you can't tell until you shoot and watch dirt exploding where their body is. Terrain is crucial to a MilSim and just gameplay in general. Can you tell us that you have addressed this!! The screenshots I provided are nowhere close to the worst examples of this problem that EVERY player deals with. If you have better examples guys, post your pics!!!! (In my first picture...these AI were actually on the opposite side of the mountain...)
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Hello everyone, today I come here on the forums once again for help. This time it's very important, to me at least. It has become a matter of life or death. I have been trying to figure this out the whole day and have been trying not to beat the living shit out of my computer. I have been working on a campaign for the past few months and I recently with the update moved to EDEN. The editor it self is all good and very easy to use for people that were previously experienced with Zeus and the 2D editor. In the campaign which I am currently working in, I use CUP Terrains for the terrains I plan to use in the campaign. I was looking through the stuff and I noticed "A2 Water" or something like that. There were ponds there and I thought how that would look in game. I placed one, saw that it looked shit and deleted. When I previewed the mission after a couple of changes I kept hearing water, like you know your regular wave sound. I approached it and my character started swimming on the air. He could go underwater, he could drown. How on earth am I to remove that. I tried looking through the mission.sqm but thanks EDEN for making everything so complicated outside the game. You try to simplify something ingame and you complicated out of the game. This is the mission.sqm, I hope the spoiler worked because it's a long one.