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Showing results for tags 'amphibious'.
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Hi there... after some time of inactivity, I have resumed Arma Modding. Here I present my WIP projects.... two of Damen schelde LST ships (LST 100, like the ones built for Nigeria and Argentina) and an LST 120h (this one comes with a Helicopter hangar. In the end of the screen you can see the recently presented Navio Multi Funtional Luso, the A888 Joao II of the Marinha Portuguesa.... It is a 107 metres drone carrier. All of them are fairly WIP, although the LST 100 already has most of it functions enabled. The lST 100 can carry around 8 IFVs or trucks, or12 light vehicles. It can unload the directly on a beach. The davits for the RHIB and LCVPs work and both can be loaded/unloaded in the ship (via attachto, not vehicle in vehicle). The plan is that all whips will be fully walkable. As of today, the GEO and Roadway lods are fairly stable. I also have Navantia's Kodal class Littoral Ship, a 37 meter LCM I hope I will be able to release something after christmas.... Even if it is an alpha
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Expeditionary Forces DLC: Mack's textures paths
JCataclisma posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, guys! Regarding "Arma 3 Creator DLC: Expeditionary Forces": In case anyone wants to spawn the new amphibious using scripts instead of the mission editor, here are the texture paths for each one of their - really nice!!! - six variations. Just for the sake of variety, I am using the regular 30 mm cannon for the "sandy" ones, and the M1 50 mm for the "greenys". I have also included the lines for the custom animations like open hatches, show sandbags, etc. And there is the rear ramp opening as well, although it's "blocked" in the lines bellow, 'cause I could not find the proper action on the game menu to open/close it. These lines are from my very basic "spawner", so if you want to use them as they are, please remember to adapt accordingly the ones like "setPos", "setDir", etc. Cheers! Arma 3 Creator DLC: Expeditionary Forces https://store.steampowered.com/app/2647830/Arma_3_Creator_DLC_Expeditionary_Forces/ -
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- luaz
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AI Unable to Drive Amphibious Vehicle in water
HitmanTurkey posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I was trying to make an amphibious assault mission using the LAV-25 and the AAVP7/A1 from the CUP mod pack. When I placed the units in the ocean and gave them waypoints and started the mission they were unable to go anywhere in the water or move at all. The LAV-25 was able to move forward at a decent speed but I soon noticed that it couldn't turn in the water at all. I can drive the vehicles in the water just fine but the AI are unable to. I was wondering if there was a config to fix this or anything else I can do to make them move in the water so I can make this mission. Thank you in advance for any assistance. Much appreciated!- 4 replies
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Hey there, hope this message finds you well. I just read a bit around this below, but no clue how I'll know through the code if the player's vehicle is amphibious. All I want is a bool value as a return. https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#canFloat I've already investigated: https://community.bistudio.com/wiki/BIS_fnc_objectType https://community.bistudio.com/wiki/isKindOf https://community.bistudio.com/wiki/typeOf
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I have found relatively good reference pics of a Murena Class Hovercraft and I'm thinking about modelling it and add it to the game. But.... I remember the old LCAC mod and I just don't want to code it as a boat. Anyone knows alternatives, specially if they don't rely on scripts? I was thinking about configuring it as a Carx and set low speed in land but using waterspeed coefficient values to make it go faster on water. I think @Sakura Chan mentioned that there was a simulation="hovercraftx" in the game (supposedly taken from VBS3's LCAC) but I think it is something unconfirmed... Any ideas??
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- hovercraft
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Mistral-class amphibious assault ship (WIP)
Robb_ posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Welcome to my Mistral work in progress I've been working on the Mistral class amphibious assault ship the past few days, thought i'd share some pics of the work in progress. I plan to have both the vehicle and helicopter hangers, landing bay, two elevators, the bridge and maybe a few other things. Don't think i'll be doing the crew quarters and such since there isn't really any use for them in arma 3, would probably take up to much poly's and time to do them anyways. There isn't too much to show right now but here's a few pics. Have pretty much everything in the basic shape now, and just started working on the tower. Might also need to make the rear elevator and landing bay entrance wider, they seem a little narrow to me. To to list: model exterior parts of the ship (20% done) unwrap and texture exterior Helicopter hanger Vehicle hanger landing bay Bridge Make the ship movable if possible Oh and the helicopter is just from the arma 3 sample models.- 20 replies
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Hello everybody After the news about the Jet DLC, i couldnt help but wonder why something has never been done about amphibious/littoral operations, namely something around the concept of a Marines DLC. More than a third of all vanilla maps are made of water, but in turn the only seafaring vehicles available are the RHIBs, the minigun boat and the submarine thingie. Way too little, considering all the operations that can be conducted from the sea. Burnes had started to make some landing craft utility boats, namely the LCAC and the Mk10, but due to a hardware meltdown everything was lost and the project has been halted since. But i feel there should be more in terms of amphibious operation vehicles -moreso than jets, BTW, but as far as i am concerned thats gonna be a badly needed Sensors DLC with some planes thrown in as a bonus. In particular, there should be for both west and east sides, something on the category of a LHD (more on that later), LCU, AAV and LCAC or heavy cargo lander. About the issues pertaining such a large ship as a LHD, there are some unexplored problems: there hasnt been such a big vehicle yet, so there is no reference about it's physics, hitpoints, vulnerabilities, how it should be damaged and eventually break and sink, etc; there is an engine issue about moving objects with people standing on them which wont stuck on the surface of said object but will slip away (or rather they stay still while the vehicle moves away), and this is a problem that also Burnes met when working on his landing crafts of his; and if our maps are waaaaaay too little for jet operations the very same thing can be said about naval operations (once you create a LHD for both sides it stands to reason that then youll place them both in a map and try to have the both of them throw things at each other). But if the first two are engine's problems, the third one is rather easy to solve: the space outside the map of Tanoa and Altis is still seawater, so you can go off the map as much as you want to. But then again, i dont plan to solve all the problems: i dont have the skills to address these issues. And the smaller vehicles are useful for storming beaches and badly in need to put all this water to some use. I only wanted to raise awareness on this issue and gather (or maybe just test) the interest of the community. So, what say you?
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