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Found 8 results

  1. Hi, i m in the early stage of implenting an artillery computer that will replace the map click vanilla solution for players, and an artillery support request so player can give orders to tubes controlled by AIs. For the player's arti comptuer, it is quite straight forward, he enters the map grid and altitude of the target and optionaly 2 corrections (in meters) in a UI, and hit the compute button, that will show him a rsrcTitle with the fire solution for the loaded mags. For the arti support handled by the AIs, i could simply use the doWatch function, but i need to check that the AI can actualy setup the turret to hit the target, (bearing / angle turret's limitation). So far, I managed to get the math to compute the fire solution (bearing, angle) to hit the target, but this will only be accurate if the vehicle is perfectly leveled. Unfortuanly, i can't find a way to adjust the fire solution according to the vehicle's pitch and bank, this is way over my geometry skills. Thx in advance for the help.
  2. I would like to introduce you to a 17 years old issue that exists across the whole Arma series, A3 included. It is one of the oldest Real Virtuality engine bug and it has not been addressed since OFP release back in 2001. I wish this post could reach BI devs so one day the problem would finally be solved. Arma3 is ahead of its final roadmap that will lead to its EOL (End-Of-Life). While there were other priorities across the development cycle in recent years, now it seems to be the right time to take care of it. A bug/issue: I have recorded a short and entertaining video that explains what it is all about: The issue has already been mentioned in a number of A3 Feedback Tracker tickets: Fallen Trees Have No Collision Fallen objects have no collision detection with characters or bullets. Ai see through fallen vegetation and objects Pointing out some interesting comments/notes from these tickets: Keeping Main Geometry (Geometry) for fallen static objects may negatively influence behaviour of AI (especially AI drivers). Vehicles may not be able to drive through / will collide with the fallen objects. Lack of geometries for fallen static objects is performance-friendly. My answers/suggestions to the aforementioned remarks: If Main Geometry of fallen static objects causes improper behaviour of AI or vehicles collide with them, then Main Geometry should be ignored. However, Fire Geometry and View Geometry should be kept to provide basic feature of cover & concealment. Undeniably. However, performance-wise argument could make sense back in OFP times, not in 2018. Unnoticeable performance boost is totally overshadowed by disadvantages the issue introduces into the game (especially for PvE scenarios). 'Line of succession of the Arma series' - my report about the bug in OFP/CWA environment that precedes this thread
  3. So I was testing my model in-game to verify everything worked out (Scale/Layout), and it did...... ......except for the fact that I couldn't interact with the model at all. So, I went back into Object builder, Selected all components, Set them all as Geometry, and Exported. However, when loading Arma back up and attempting to place the building down; the model does not show (The model does have physical properties though- Stops vehicles/players). Anyone got any ideas or help on this matter? *Update* I have (in desperation) duplicated the structures LOD in OB and set one as Resolution and the other as Geometry, and a third as Volume Shadow. Exporting this and loading it into the game however, only leads back to the same issue as the first attempt. The building is visible, but players and vehicles pass right through it.
  4. Hi everyone, I've been struggeling for two days now with this and I cannot find what's going on. I'm modelling a fire ladder. Everything is animated in the Geometry LOD and all animations are working on the Bulldozer: When I go ingame, this animations does not seem to work... well, not at all. I explain: When I collide the ladder with a building, the ladder crash, so yes, It has geometry. When I lower down the supports, the ladder is risen in the air, as it should be. So again, geometry is animating. But when I collide with any of them with the player, I can go through them... like the animation collision has not moved for the geometry... but, why is it colliding with the other objects? Of course, geometrys are all convex, closed, has correct selection names, etc etc etc. Am I missing something? Thanks in advanced.
  5. Josh26Indy

    Collision Model Issues

    Hey guys... I got problems. I created a 3 Level Complex. Its Awesome. I'm currently trying to get the upper level in game (OFP GOTY) since its the simplest level. lowest polys verts & textures. I created this in 3DS Max 2010. My collision Model consists of basic 3DS Max Boxes. 8 Verts & 12 Triangles per box. I used a simple Attach in Max to make it 1 Piece. I did not weld verts or anything crazy. Its set as Geometry LOD. I went to Structure/ Topology/ Find Components... then I went to Structure/ Convexity/ Component Convex Hull. (I read that here in a thread) Now it half way works. It gives resistance upon contact however if i keep pressing forward i can push threw my walls... Note* Also i tried adding Mass. Its a building... so i added a lot of mass. Ive no Idea what mass is actually for. Nor do I know how its Calculated. I would assume its for objects with buoyancy... like a boat or an airplane. But i tried it anyway. I didn't notice any effect. Anyone know what I'm doing wrong? Any advice is def appreciated.
  6. Why can I run trough an object that I have made? I made the object in Blender. I made 4 visual lods, each marked "ARMA object properties" and set as "custom". I made one geometry lod. Marked as "ARMA object properties" and set as "geometry". I name the object "Component01" I also added a geo physX lod, marked as such in the "ARMA object properties". I exported as p3d using the ARMA tools for Blender. Load up the p3d in Object Builder. All the lods appear in the lod window. I set mass in the geometry lod. I run Structures -> Topology -> find components. I run Structures -> Topology -> find non-closed. (No red vertices). I run Structures -> convexity -> find non-convexities. (No red vertices). Save the file again. I use addon builder to convert the p3d to a pbo Load the model into the terrain using terrain builder. Exported the wrp. Use pboproject to build the project pbo. Run it in ARMA. The object appears ok but I can run through it. Suggesting I did something wrong with the geometry lod? Any ideas what I have missed? Thanks.
  7. Hello everyone. I've been learning to add templates to Arma3 for a few days, I've read many articles, videos and wiki pages, but finally I can add my templates to the game, but now I'm having a hard time refining some details, and I think maybe someone here knows Show me the right way. My initial idea is to create a map and new units to illustrate the operations of the police (and also of the law) in the Brazilian favelas, for this I am modeling a series of modular houses to create the map and its People's low income are usually built with poor quality materials, with very thin walls, which allows assault rifle projectiles to penetrate surfaces. My current PROBLEM is in the matter of penetration level of the materials, I have not yet found much documentation on this, although I have already read in the official Weapon Wiki about these parameters should be inserted in the "Fire Geometry", but I found nothing conclusive It gives me a sure path of how to progress from here. My first "house" model Thankyou All
  8. Can we expect improvements in the GEO LOD limits for big objects in the APEX expansion? i' m working on a big ship and the GEO LOD limits, being much better than in Arma 2, are not good enough yet to put a big mutiturret ship ingame. Any dev could clarify this issue? Obviously an improved class man interaction with PHYSX would be awesomee but I would be satisfed with Just some enlarged GEO LOD limits. Thanx in advance
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