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mickeymen posted a topic in ARMA 3 - DEVELOPMENT BRANCHHello. If we consider the upcoming update - DLC Tanks, then for me, creating the interiors (driver, commander, gunner) for armored vehicles - it would be the most welcome innovation for Arma3, which can be related to upcoming game update. Please Note. Today (v1.76) in Arma3, !only armored vehicles do not have interiors and this looks at least strange. Why such dislike for armored vehicles!? Why the player does have such a contrast in the simulation of controls of all vehicles and armor? I remember that OFP had interiors for armored vehicles and it was in 2001! I think in 2018, @BIS need to revive the old traditions, because any vehicle in Arma should have a interrior, then the player will have the same feeling from controlling all vehicles. In any case, equality it is a fair! I can imagine, that this is not a small amount of work, but such work, realy could raise the Arma3 gameplay to a new level! I want the users of Arma3 to express their thoughts about the interiors of armored vehicles, which are lacking in game. Subsequently, developers can consider this topic and draw useful conclusions. Welcome...
Script allow you to put weapons and ammunition on the interior objects, move these objects and stack them to build a compositions for various tasks. Compact, efficient in terms of performance, single file with about 100 lines. Technically, script does not need to run anything other than the original game. But to take full advantage of its capabilities you need to be able to climb on objects and free your hands from weapons. Any mod or script provides such abilities can be used. I use Enhanced Movement from Bad Benson. Version 2.1 New choosing the place algorithm for putting items. It allows to more precisely place objects, even in hard to reach places. The body direction determines items direction, while the camera direction relative to the body determines the location where items will be placed. Added optional marker indicating position and direction at which items will be put. Whiteboard in demo mission has an menu action to control, show marker or not. Version 2.0.Beta: Interaction logic changed to make usability more intuitive and clear. Appearance of command menu option is now guarantee that the corresponding action can be initiated without any additional conventions. Added ability to move simple objects like camping lanterns, whiteboards and different decorative objects. Added continuous control of carry process. Now at any moment player can elevate object by change stance or drop when got damage or ran out of stamina. Weight of held object affects stamina. Lightweight object can be held indefinitely long, while heavy object will exhaust you very quickly. Now player able to move objects with weapon in hands, but it also increases exhaustion speed of stamina. Added function to batch override mass of objects to predefined values. Now it is possible to specify height of the upper surface individually for each object class. This allows to correct positioning of items on a complex shape objects like chairs or benches. Support of multi-surface objects like shelves and racks. Known issues (not caused by script, but influencing it): Some of objects have unrealistic default weight. For example plastic table weighs 99 kg, camp lantern - 10 kg, small plastic ammo crate - 500 kg, and so on. This should be remedied by the mission designer. Fortunately we have the setMass command. Also script contains special function to fix it in batch manner. Sometimes player stuck in weapon holstering animation when puts weapon to the ground from a kneeling position. Take weapon back solves the problem. Sometimes, due to properties of game physics, military crates attached to the player, can throw him up. Script, usage sample and demo mission with detailed tutorial here. Have fun!